/**************************************************************************** Copyright (c) 2006 Simon Brown si@sjbrown.co.uk Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #ifndef __DXTextureDecompress_H__ #define __DXTextureDecompress_H__ #include "foundation/core/types.h" namespace Resources { class DXTextureDecompress { public: DXTextureDecompress(void); virtual ~DXTextureDecompress(void); static void DecompressImage (uint32* destData,const int imageW, const int imageH, const uint32* srcData, int flags); }; } //! All squish API functions live in this namespace. namespace squish { // ----------------------------------------------------------------------------- //! Typedef a quantity that is a single unsigned byte. typedef unsigned char u8; // ----------------------------------------------------------------------------- enum { //! Use DXT1 compression. kDxt1 = ( 1 << 0 ), //! Use DXT3 compression. kDxt3 = ( 1 << 1 ), //! Use DXT5 compression. kDxt5 = ( 1 << 2 ), //! Use a very slow but very high quality colour compressor. kColourIterativeClusterFit = ( 1 << 8 ), //! Use a slow but high quality colour compressor (the default). kColourClusterFit = ( 1 << 3 ), //! Use a fast but low quality colour compressor. kColourRangeFit = ( 1 << 4 ), //! Use a perceptual metric for colour error (the default). kColourMetricPerceptual = ( 1 << 5 ), //! Use a uniform metric for colour error. kColourMetricUniform = ( 1 << 6 ), //! Weight the colour by alpha during cluster fit (disabled by default). kWeightColourByAlpha = ( 1 << 7 ) }; // ----------------------------------------------------------------------------- /*! @brief Decompresses a 4x4 block of pixels. @param rgba Storage for the 16 decompressed pixels. @param block The compressed DXT block. @param flags Compression flags. The decompressed pixels will be written as a contiguous array of 16 rgba values, with each component as 1 byte each. In memory this is: { r1, g1, b1, a1, .... , r16, g16, b16, a16 } The flags parameter should specify either kDxt1, kDxt3 or kDxt5 compression, however, DXT1 will be used by default if none is specified. All other flags are ignored. */ void Decompress( u8* rgba, void const* block, int flags ); // ----------------------------------------------------------------------------- /*! @brief Decompresses an image in memory. @param rgba Storage for the decompressed pixels. @param width The width of the source image. @param height The height of the source image. @param blocks The compressed DXT blocks. @param flags Compression flags. The decompressed pixels will be written as a contiguous array of width*height 16 rgba values, with each component as 1 byte each. In memory this is: { r1, g1, b1, a1, .... , rn, gn, bn, an } for n = width*height The flags parameter should specify either kDxt1, kDxt3 or kDxt5 compression, however, DXT1 will be used by default if none is specified. All other flags are ignored. Internally this function calls squish::Decompress for each block. */ void DecompressImage( u8* rgba, int width, int height, void const* blocks, int flags ); // ----------------------------------------------------------------------------- void DecompressColour( u8* rgba, void const* block, bool isDxt1 ); void DecompressAlphaDxt3( u8* rgba, void const* block ); void DecompressAlphaDxt5( u8* rgba, void const* block ); } // namespace squish #endif