/* 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 "BC4Encoder.h" #include #include #include #include "../../Color.h" #include "../../ColorBlock.h" #include "BC4Block.h" namespace quicktex::s3tc { BC4Block BC4Encoder::EncodeBlock(const ColorBlock<4, 4> &pixels) const { uint8_t min = UINT8_MAX; uint8_t max = 0; for (int i = 0; i < 16; i++) { auto value = pixels.Get(i)[_channel]; min = std::min(min, value); max = std::max(max, value); } if (max == min) { return BC4Block(min); // solid block } auto selectors = BC4Block::SelectorArray(); const static std::array Levels = {1U, 7U, 6U, 5U, 4U, 3U, 2U, 0U}; // selector value options in linear order // BC4 floors in its divisions, which we compensate for with the 4 bias. // This function is optimal for all possible inputs (i.e. it outputs the same results as checking all 8 values and choosing the closest one). const int bias = 4 - min * 14; const int delta = max - min; // Min is now 0. Compute thresholds between values by scaling max. It's x14 because we're adding two x7 scale factors. // bias is applied here std::array thresholds = {}; for (unsigned i = 0; i < 7; i++) thresholds[i] = delta * (1 + (2 * (int)i)) - bias; // iterate over all values and calculate selectors for (int y = 0; y < 4; y++) { for (int x = 0; x < 4; x++) { int value = (int)pixels.Get(x, y)[_channel] * 14; // multiply by demonimator // level = number of thresholds this value is greater than unsigned level = 0; for (unsigned c = 0; c < 7; c++) level += value >= thresholds[c]; selectors[(unsigned)y][(unsigned)x] = Levels[level]; } } return BC4Block(max, min, selectors); } } // namespace quicktex::s3tc