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https://github.com/godotengine/godot
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59 lines
2 KiB
C++
59 lines
2 KiB
C++
/* -----------------------------------------------------------------------------
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Copyright (c) 2006 Simon Brown si@sjbrown.co.uk
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Permission is hereby granted, free of charge, to any person obtaining
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a copy of this software and associated documentation files (the
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"Software"), to deal in the Software without restriction, including
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without limitation the rights to use, copy, modify, merge, publish,
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distribute, sublicense, and/or sell copies of the Software, and to
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permit persons to whom the Software is furnished to do so, subject to
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the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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-------------------------------------------------------------------------- */
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#ifndef SQUISH_COLOURSET_H
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#define SQUISH_COLOURSET_H
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#include "squish.h"
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#include "maths.h"
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namespace squish {
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/*! @brief Represents a set of block colours
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*/
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class ColourSet
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{
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public:
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ColourSet( u8 const* rgba, int mask, int flags );
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int GetCount() const { return m_count; }
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Vec3 const* GetPoints() const { return m_points; }
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float const* GetWeights() const { return m_weights; }
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bool IsTransparent() const { return m_transparent; }
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void RemapIndices( u8 const* source, u8* target ) const;
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private:
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int m_count;
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Vec3 m_points[16];
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float m_weights[16];
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int m_remap[16];
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bool m_transparent;
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};
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} // namespace sqish
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#endif // ndef SQUISH_COLOURSET_H
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