/* Quicktex Texture Compression Library Copyright (C) 2021-2022 Andrew Cassidy Partially derived from rgbcx.h written by Richard Geldreich and licenced under the public domain This program is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program. If not, see . */ #include "BC1Decoder.h" #include #include #include #include "../../Color.h" #include "../../ColorBlock.h" #include "BC1Block.h" namespace quicktex::s3tc { ColorBlock<4, 4> BC1Decoder::DecodeBlock(const BC1Block &block) const { return DecodeBlock(block, true); } ColorBlock<4, 4> BC1Decoder::DecodeBlock(const BC1Block &block, bool use_3color) const { auto output = ColorBlock<4, 4>(); const auto l = block.GetColor0Raw(); const auto h = block.GetColor1Raw(); const auto selectors = block.GetSelectors(); const auto colors = _interpolator->Interpolate565BC1(l, h, use_3color); for (unsigned y = 0; y < 4; y++) { for (unsigned x = 0; x < 4; x++) { const auto selector = selectors[y][x]; auto color = colors[selector]; assert(selector < 4); assert((color.a == 0 && selector == 3 && l <= h) || color.a == UINT8_MAX); if (!write_alpha) { color.a = output.Get(x, y).a; } output.Set(x, y, color); } } return output; } } // namespace quicktex::s3tc