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quicktex/quicktex/s3tc/bc4/BC4Encoder.cpp

80 lines
2.7 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 "BC4Encoder.h"
#include <algorithm>
#include <array>
#include <cstdint>
#include "../../Color.h"
#include "../../Block.h"
#include "BC4Block.h"
namespace quicktex::s3tc {
BC4Block BC4Encoder::EncodeBlock(const ColorBlock<4, 4> &pixels) const {
auto output = BC4Block();
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);
}
output.high_alpha = min;
output.low_alpha = max;
if (max == min) {
output.SetSelectorBits(0);
return output;
}
std::array<uint8_t, 16> selectors = {};
const static std::array<uint8_t, 8> 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<int, 7> 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 i = 0; i < 16; i++) {
int value = (int)pixels.Get(i)[_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)i] = Levels[level];
}
output.PackSelectors(selectors);
return output;
}
} // namespace quicktex::s3tc