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quicktex/quicktex/s3tc/bc1/BC1Decoder.cpp

55 lines
2.0 KiB
C++

/* Python-rgbcx Texture Compression Library
Copyright (C) 2021 Andrew Cassidy <drewcassidy@me.com>
Partially derived from rgbcx.h written by Richard Geldreich <richgel99@gmail.com>
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 <http://www.gnu.org/licenses/>.
*/
#include "BC1Decoder.h"
#include <array>
#include <cassert>
#include <cstdint>
#include "../../Block.h"
#include "../../Color.h"
#include "BC1Block.h"
namespace quicktex::s3tc {
ColorBlock<4, 4> BC1Decoder::DecodeBlock(const BC1Block &block) const { return DecodeBlock(block, false); }
ColorBlock<4, 4> BC1Decoder::DecodeBlock(const BC1Block &block, bool use_3color) const {
auto output = ColorBlock<4, 4>();
const auto l = block.GetLowColor();
const auto h = block.GetHighColor();
const auto selectors = block.UnpackSelectors();
const auto colors = _interpolator->InterpolateBC1(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