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74 lines
2.7 KiB
C++
74 lines
2.7 KiB
C++
/* Quicktex Texture Compression Library
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Copyright (C) 2021-2022 Andrew Cassidy <drewcassidy@me.com>
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Partially derived from rgbcx.h written by Richard Geldreich <richgel99@gmail.com>
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and licenced under the public domain
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "BC4Encoder.h"
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#include <algorithm>
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#include <array>
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#include <cstdint>
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#include "../../Color.h"
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#include "../../ColorBlock.h"
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#include "BC4Block.h"
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namespace quicktex::s3tc {
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BC4Block BC4Encoder::EncodeBlock(const ColorBlock<4, 4> &pixels) const {
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uint8_t min = UINT8_MAX;
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uint8_t max = 0;
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for (int i = 0; i < 16; i++) {
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auto value = pixels.Get(i)[_channel];
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min = std::min(min, value);
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max = std::max(max, value);
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}
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if (max == min) {
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return BC4Block(min); // solid block
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}
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auto selectors = BC4Block::SelectorArray();
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const static std::array<uint8_t, 8> Levels = {1U, 7U, 6U, 5U, 4U, 3U, 2U, 0U}; // selector value options in linear order
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// BC4 floors in its divisions, which we compensate for with the 4 bias.
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// 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).
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const int bias = 4 - min * 14;
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const int delta = max - min;
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// Min is now 0. Compute thresholds between values by scaling max. It's x14 because we're adding two x7 scale factors.
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// bias is applied here
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std::array<int, 7> thresholds = {};
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for (unsigned i = 0; i < 7; i++) thresholds[i] = delta * (1 + (2 * (int)i)) - bias;
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// iterate over all values and calculate selectors
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for (int y = 0; y < 4; y++) {
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for (int x = 0; x < 4; x++) {
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int value = (int)pixels.Get(x, y)[_channel] * 14; // multiply by demonimator
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// level = number of thresholds this value is greater than
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unsigned level = 0;
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for (unsigned c = 0; c < 7; c++) level += value >= thresholds[c];
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selectors[(unsigned)y][(unsigned)x] = Levels[level];
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}
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}
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return BC4Block(max, min, selectors);
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}
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} // namespace quicktex::s3tc
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