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@ -17,11 +17,13 @@ with this program; if not, write to the Free Software Foundation, Inc.,
*/
#include "imagefilters.h"
#include "debug.h"
#include "util/numeric.h"
#include <cmath>
#include <cassert>
#include <vector>
#include <algorithm>
#include <array>
// Simple 2D bitmap class with just the functionality needed here
class Bitmap {
@ -132,6 +134,7 @@ static void imageCleanTransparentWithInlining(video::IImage *src, u32 threshold)
// Add RGB values weighted by alpha IF the pixel is opaque, otherwise
// use full weight since we want to propagate colors.
// FIXME: But why are we weighting them more than opaque pixels?
video::SColor d = get_pixel(sx, sy);
u32 a = d.getAlpha() <= threshold ? 255 : d.getAlpha();
ss += a;
@ -161,6 +164,364 @@ static void imageCleanTransparentWithInlining(video::IImage *src, u32 threshold)
}
}
static void imageCleanTransparentNew(video::IImage *src, u32 threshold)
{
// with threshold = 127, the average of the whole texture is far too dominant
threshold = 0; //TODO
using ImgLvl = std::pair<u32 *, core::dimension2d<u32>>;
sanity_check(src->getColorFormat() == video::ECF_A8R8G8B8);
// Early return if no alpha < threshold
{
const core::dimension2d<u32> dim = src->getDimension();
u32 *const data = reinterpret_cast<u32 *>(src->getData());
bool has_transparent = false;
for (u32 idx = 0; idx < dim.Width * dim.Height; ++idx) {
if (video::SColor(data[idx]).getAlpha() <= threshold) {
has_transparent = true;
break;
}
}
if (!has_transparent)
return;
}
// Step 0: Allocate images
// levels[i+1] is 2 times smaller than levels[i], rounded up
std::vector<std::unique_ptr<u32[]>> level_ups;
std::vector<ImgLvl> levels;
{
core::dimension2d<u32> dim = src->getDimension();
levels.emplace_back(reinterpret_cast<u32 *>(src->getData()), dim);
while (dim.Width > 1 || dim.Height > 1) {
dim.Width = (dim.Width + 1) / 2;
dim.Height = (dim.Height + 1) / 2;
auto data = std::unique_ptr<u32[]>(new u32[dim.Width * dim.Height]);
levels.emplace_back(data.get(), dim);
level_ups.push_back(std::move(data));
}
}
if (levels.size() <= 1) {
// just one pixel. can't do anything
return;
}
// Step 1: Scale down
auto mix4cols = [](std::array<video::SColor, 4> colors) -> video::SColor {
u32 sr = 0, sg = 0, sb = 0, sa = 0;
auto add_color = [&](video::SColor c) {
u32 alph = c.getAlpha();
sr += alph * c.getRed();
sg += alph * c.getGreen();
sb += alph * c.getBlue();
sa += alph;
};
for (auto c : colors)
add_color(c);
if (sa == 0)
return 0;
//~ if (sa == 255 * 4) { // common case
//~ sr = 0, sg = 0, sb = 0;
//~ for (auto c : colors) {
//~ sr += c.getRed();
//~ sg += c.getGreen();
//~ sb += c.getBlue();
//~ }
//~ sr /= 4;
//~ sg /= 4;
//~ sb /= 4;
//~ return video::SColor(255, sr, sg, sb);
//~ }
//~ u64 d = (1 << 16) / sa;
//~ sr = (sr * d) >> 16;
//~ sg = (sg * d) >> 16;
//~ sb = (sb * d) >> 16;
//~ sa = ((sa + 1) * d) >> 16;
sr /= sa;
sg /= sa;
sb /= sa;
sa = (sa + 1) / 4; // +1 for better rounding // TODO: maybe always round up, to make sure colors are preserved? (+3)
return video::SColor(sa, sr, sg, sb);
};
for (size_t lvl = 0; lvl + 1 < levels.size(); ++lvl) {
u32 *const data_large = levels[lvl].first;
u32 *const data_small = levels[lvl+1].first;
const core::dimension2d<u32> dim_large = levels[lvl].second;
const core::dimension2d<u32> dim_small = levels[lvl+1].second;
// round dim_large down. odd rows and columns are handled separately
u32 idx_small = 0;
u32 idx_large = 0; // index of upper left pixel in large image
u32 y_small;
for (y_small = 0; y_small < dim_large.Height / 2; ++y_small) {
u32 x_small;
for (x_small = 0; x_small < dim_large.Width / 2; ++x_small) {
assert(idx_small == y_small * dim_small.Width + x_small);
assert(idx_large == y_small * 2 * dim_large.Width + x_small * 2);
data_small[idx_small] = mix4cols({
data_large[idx_large],
data_large[idx_large + 1],
data_large[idx_large + dim_large.Width],
data_large[idx_large + dim_large.Width + 1],
}).color;
idx_small += 1;
idx_large += 2;
}
// odd column
if (x_small != dim_small.Width) {
assert(idx_small == y_small * dim_small.Width + x_small);
assert(idx_large == y_small * 2 * dim_large.Width + x_small * 2);
data_small[idx_small] = mix4cols({
data_large[idx_large],
0,
data_large[idx_large + dim_large.Width],
0,
}).color;
idx_small += 1;
idx_large += 1;
}
idx_large += dim_large.Width;
}
// odd row
if (y_small != dim_small.Height) {
u32 x_small;
for (x_small = 0; x_small < dim_large.Width / 2; ++x_small) {
assert(idx_small == y_small * dim_small.Width + x_small);
assert(idx_large == y_small * 2 * dim_large.Width + x_small * 2);
data_small[idx_small] = mix4cols({
data_large[idx_large],
data_large[idx_large + 1],
0,
0,
}).color;
idx_small += 1;
idx_large += 2;
}
// odd column (corner pixel)
if (x_small != dim_small.Width) {
assert(idx_small == y_small * dim_small.Width + x_small);
assert(idx_large == y_small * 2 * dim_large.Width + x_small * 2);
//~ data_small[idx_small] = data_large[idx_large];
data_small[idx_small] = mix4cols({
data_large[idx_large],
0,
0,
0,
}).color;
idx_small += 1;
idx_large += 1;
}
}
}
// Step 2: Propagate back
// If a pixel's alpha is < threshold, we sample the smaller level with bilinear
// interpolation.
for (int lvl = levels.size() - 2; lvl >= 0; --lvl) {
u32 *const data_large = levels[lvl].first;
u32 *const data_small = levels[lvl+1].first;
const core::dimension2d<u32> dim_large = levels[lvl].second;
const core::dimension2d<u32> dim_small = levels[lvl+1].second;
bool even_width = !(dim_large.Width & 1);
bool even_height = !(dim_large.Height & 1);
// c0 is near, c1 middle-far
auto bilinear_filter_2 = [](video::SColor c0, video::SColor c1) -> video::SColor {
u8 r = std::min<u32>(255, (c0.getRed() * 3 + c1.getRed() + 1) / 4);
u8 g = std::min<u32>(255, (c0.getGreen() * 3 + c1.getGreen() + 1) / 4);
u8 b = std::min<u32>(255, (c0.getBlue() * 3 + c1.getBlue() + 1) / 4);
u8 a = std::min<u32>(255, (c0.getAlpha() * 3 + c1.getAlpha() + 1) / 4);
return video::SColor(a, r, g, b);
//~ return c0;
};
// c0 is near, c1 and c2 middle-far, c3 far
// we sample in the quarter of c0:
// +----+----+
// | | |
// | c0 | c1 |
// | x| |
// +----+----+
// | | |
// | c2 | c3 |
// | | |
// +----+----+
auto bilinear_filter_4 = [](video::SColor c0, video::SColor c1,
video::SColor c2, video::SColor c3) -> video::SColor {
//~ return c0 * 0.75 * 0.75 + (c1 + c2) * 0.25 * 0.75 + c3 * 0.25 * 0.25;
u8 r = std::min<u32>(255, (c0.getRed() * 3 * 3 + (c1.getRed() + c2.getRed()) * 1 * 3 + c3.getRed() * 1 * 1 + 7) / 16);
u8 g = std::min<u32>(255, (c0.getGreen() * 3 * 3 + (c1.getGreen() + c2.getGreen()) * 1 * 3 + c3.getGreen() * 1 * 1 + 7) / 16);
u8 b = std::min<u32>(255, (c0.getBlue() * 3 * 3 + (c1.getBlue() + c2.getBlue()) * 1 * 3 + c3.getBlue() * 1 * 1 + 7) / 16);
u8 a = std::min<u32>(255, (c0.getAlpha() * 3 * 3 + (c1.getAlpha() + c2.getAlpha()) * 1 * 3 + c3.getAlpha() * 1 * 1 + 7) / 16);
return video::SColor(a, r, g, b);
//~ return c0;
};
// Corners
auto handle_pixel_from_1 = [&](u32 idx_large, u32 idx_small) {
u8 alpha = video::SColor(data_large[idx_large]).getAlpha();
if (alpha <= threshold) {
video::SColor col = data_small[idx_small];
col.setAlpha(alpha);
data_large[idx_large] = col.color;
}
};
handle_pixel_from_1(0, 0); // (0,0)
if (even_width)
handle_pixel_from_1(dim_large.Width - 1, dim_small.Width - 1); // (b,0)
if (even_height)
handle_pixel_from_1(dim_large.Width * (dim_large.Height - 1),
dim_small.Width * (dim_small.Height - 1)); // (0,b)
if (even_height && even_width)
handle_pixel_from_1(dim_large.Width * dim_large.Height - 1,
dim_small.Width * dim_small.Height - 1); // (b,b)
// Borders (without corners)
auto handle_pixel_from_2 = [&](u32 idx_large, u32 idx_small_0, u32 idx_small_1) {
u8 alpha = video::SColor(data_large[idx_large]).getAlpha();
if (alpha <= threshold) {
video::SColor col = bilinear_filter_2(data_small[idx_small_0],
data_small[idx_small_1]);
col.setAlpha(alpha);
data_large[idx_large] = col.color;
}
};
// top row
{
u32 idx_large = 1; // (1,0)
u32 idx_small = 0; // (0,0)
for (u32 x_small = 0; x_small + 1 < dim_small.Width; ++x_small) {
// left pixel
handle_pixel_from_2(idx_large, idx_small, idx_small + 1);
idx_large += 1;
// right pixel
handle_pixel_from_2(idx_large, idx_small + 1, idx_small);
idx_large += 1;
idx_small += 1;
}
}
// bottom row
if (even_height) {
u32 idx_large = dim_large.Width * (dim_large.Height - 1) + 1; // (1,b)
u32 idx_small = dim_small.Width * (dim_small.Height - 1); // (0,b)
for (u32 x_small = 0; x_small + 1 < dim_small.Width; ++x_small) {
// left pixel
handle_pixel_from_2(idx_large, idx_small, idx_small + 1);
idx_large += 1;
// right pixel
handle_pixel_from_2(idx_large, idx_small + 1, idx_small);
idx_large += 1;
idx_small += 1;
}
}
// left column
{
u32 idx_large = dim_large.Width; // (0,1)
u32 idx_small = 0; // (0,0)
for (u32 y_small = 0; y_small + 1 < dim_small.Height; ++y_small) {
// left pixel
handle_pixel_from_2(idx_large, idx_small, idx_small + dim_small.Width);
idx_large += dim_large.Width;
// right pixel
handle_pixel_from_2(idx_large, idx_small + dim_small.Width, idx_small);
idx_large += dim_large.Width;
idx_small += dim_small.Width;
}
}
// right column
if (even_width) {
u32 idx_large = dim_large.Width * 2 - 1; // (b,1)
u32 idx_small = dim_small.Width - 1; // (b,0)
for (u32 y_small = 0; y_small + 1 < dim_small.Height; ++y_small) {
// left pixel
handle_pixel_from_2(idx_large, idx_small, idx_small + dim_small.Width);
idx_large += dim_large.Width;
// right pixel
handle_pixel_from_2(idx_large, idx_small + dim_small.Width, idx_small);
idx_large += dim_large.Width;
idx_small += dim_small.Width;
}
}
// Inner pixels
auto handle_pixel_from_4 = [&](u32 idx_large, u32 idx_small_0, u32 idx_small_1,
u32 idx_small_2, u32 idx_small_3) {
u8 alpha = video::SColor(data_large[idx_large]).getAlpha();
if (alpha <= threshold) {
video::SColor col = bilinear_filter_4(data_small[idx_small_0],
data_small[idx_small_1], data_small[idx_small_2],
data_small[idx_small_3]);
col.setAlpha(alpha);
data_large[idx_large] = col.color;
}
};
{
//~ u32 idx_large = dim_large.Width + 1; // (1,1)
u32 idx_small = 0; // (0,0)
for (u32 y_small = 0; y_small + 1 < dim_small.Height; ++y_small) {
u32 idx_large = (y_small * 2 + 1) * dim_large.Width + 1; // (1,y)
for (u32 x_small = 0; x_small + 1 < dim_small.Width; ++x_small) {
assert(idx_small == y_small * dim_small.Width + x_small);
// left up
handle_pixel_from_4(idx_large,
idx_small,
idx_small + 1,
idx_small + dim_small.Width,
idx_small + dim_small.Width + 1
);
// right up
handle_pixel_from_4(idx_large + 1,
idx_small + 1,
idx_small,
idx_small + dim_small.Width + 1,
idx_small + dim_small.Width
);
// left down
handle_pixel_from_4(idx_large + dim_large.Width,
idx_small + dim_small.Width,
idx_small + dim_small.Width + 1,
idx_small,
idx_small + 1
);
// right down
handle_pixel_from_4(idx_large + dim_large.Width + 1,
idx_small + dim_small.Width + 1,
idx_small + dim_small.Width,
idx_small + 1,
idx_small
);
idx_small += 1;
idx_large += 2;
}
idx_large += dim_large.Width;
idx_small += 1;
}
}
}
}
/* Fill in RGB values for transparent pixels, to correct for odd colors
* appearing at borders when blending. This is because many PNG optimizers
* like to discard RGB values of transparent pixels, but when blending then
@ -171,11 +532,13 @@ static void imageCleanTransparentWithInlining(video::IImage *src, u32 threshold)
* Parameter "threshold" is the alpha level below which pixels are considered
* transparent. Should be 127 when the texture is used with ALPHA_CHANNEL_REF,
* 0 when alpha blending is used.
* FIXME: Why threshold? PNG optimizers only do their stuff if alpha = 0.
*/
void imageCleanTransparent(video::IImage *src, u32 threshold)
{
if (src->getColorFormat() == video::ECF_A8R8G8B8)
imageCleanTransparentWithInlining<true>(src, threshold);
//~ imageCleanTransparentWithInlining<true>(src, threshold);
imageCleanTransparentNew(src, threshold);
else
imageCleanTransparentWithInlining<false>(src, threshold);
}