Use cPython to speed up some rendering by about 10%.
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68feebc78e
commit
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155
bemani/format/afp/blend.py
Normal file
155
bemani/format/afp/blend.py
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@ -0,0 +1,155 @@
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from typing import Tuple
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from .types.generic import Color
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def clamp(color: float) -> int:
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return min(max(0, round(color)), 255)
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def blend_normal(
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# RGBA color tuple representing what's already at the dest.
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dest: Tuple[int, int, int, int],
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# RGBA color tuple representing the source we want to blend to the dest.
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src: Tuple[int, int, int, int],
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# A pre-scaled color where all values are 0.0-1.0, used to calculate the final color.
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mult_color: Color,
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# A RGBA color tuple where all values are 0-255, used to calculate the final color.
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add_color: Tuple[int, int, int, int],
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) -> Tuple[int, int, int, int]:
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# "Normal" blend mode, which is just alpha blending. Various games use the DX
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# equation Src * As + Dst * (1 - As). We premultiply Dst by Ad as well, since
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# we are blitting onto a destination that could have transparency.
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# Calculate multiplicative and additive colors against the source.
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src = (
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clamp((src[0] * mult_color.r) + add_color[0]),
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clamp((src[1] * mult_color.g) + add_color[1]),
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clamp((src[2] * mult_color.b) + add_color[2]),
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clamp((src[3] * mult_color.a) + add_color[3]),
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)
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# Short circuit for speed.
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if src[3] == 0:
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return dest
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if src[3] == 255:
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return src
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# Calculate alpha blending.
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srcpercent = src[3] / 255.0
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destpercent = dest[3] / 255.0
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destremainder = 1.0 - srcpercent
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return (
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clamp((dest[0] * destpercent * destremainder) + (src[0] * srcpercent)),
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clamp((dest[1] * destpercent * destremainder) + (src[1] * srcpercent)),
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clamp((dest[2] * destpercent * destremainder) + (src[2] * srcpercent)),
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clamp(255 * (srcpercent + destpercent * destremainder)),
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)
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def blend_addition(
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# RGBA color tuple representing what's already at the dest.
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dest: Tuple[int, int, int, int],
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# RGBA color tuple representing the source we want to blend to the dest.
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src: Tuple[int, int, int, int],
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# A pre-scaled color where all values are 0.0-1.0, used to calculate the final color.
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mult_color: Color,
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# A RGBA color tuple where all values are 0-255, used to calculate the final color.
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add_color: Tuple[int, int, int, int],
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) -> Tuple[int, int, int, int]:
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# "Addition" blend mode, which is used for fog/clouds/etc. Various games use the DX
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# equation Src * As + Dst * 1. It appears jubeat does not premultiply the source
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# by its alpha component.
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# Calculate multiplicative and additive colors against the source.
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src = (
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clamp((src[0] * mult_color.r) + add_color[0]),
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clamp((src[1] * mult_color.g) + add_color[1]),
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clamp((src[2] * mult_color.b) + add_color[2]),
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clamp((src[3] * mult_color.a) + add_color[3]),
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)
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# Short circuit for speed.
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if src[3] == 0:
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return dest
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# Calculate alpha blending.
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srcpercent = src[3] / 255.0
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return (
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clamp(dest[0] + (src[0] * srcpercent)),
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clamp(dest[1] + (src[1] * srcpercent)),
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clamp(dest[2] + (src[2] * srcpercent)),
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clamp(dest[3] + (255 * srcpercent)),
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)
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def blend_subtraction(
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# RGBA color tuple representing what's already at the dest.
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dest: Tuple[int, int, int, int],
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# RGBA color tuple representing the source we want to blend to the dest.
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src: Tuple[int, int, int, int],
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# A pre-scaled color where all values are 0.0-1.0, used to calculate the final color.
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mult_color: Color,
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# A RGBA color tuple where all values are 0-255, used to calculate the final color.
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add_color: Tuple[int, int, int, int],
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) -> Tuple[int, int, int, int]:
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# "Subtraction" blend mode, used for darkening an image. Various games use the DX
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# equation Dst * 1 - Src * As. It appears jubeat does not premultiply the source
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# by its alpha component much like the "additive" blend above..
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# Calculate multiplicative and additive colors against the source.
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src = (
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clamp((src[0] * mult_color.r) + add_color[0]),
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clamp((src[1] * mult_color.g) + add_color[1]),
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clamp((src[2] * mult_color.b) + add_color[2]),
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clamp((src[3] * mult_color.a) + add_color[3]),
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)
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# Short circuit for speed.
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if src[3] == 0:
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return dest
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# Calculate alpha blending.
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srcpercent = src[3] / 255.0
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return (
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clamp(dest[0] - (src[0] * srcpercent)),
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clamp(dest[1] - (src[1] * srcpercent)),
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clamp(dest[2] - (src[2] * srcpercent)),
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clamp(dest[3] - (255 * srcpercent)),
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)
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def blend_multiply(
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# RGBA color tuple representing what's already at the dest.
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dest: Tuple[int, int, int, int],
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# RGBA color tuple representing the source we want to blend to the dest.
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src: Tuple[int, int, int, int],
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# A pre-scaled color where all values are 0.0-1.0, used to calculate the final color.
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mult_color: Color,
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# A RGBA color tuple where all values are 0-255, used to calculate the final color.
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add_color: Tuple[int, int, int, int],
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) -> Tuple[int, int, int, int]:
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# "Multiply" blend mode, used for darkening an image. Various games use the DX
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# equation Src * 0 + Dst * Src. It appears jubeat uses the alternative formula
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# Src * Dst + Dst * (1 - As) which reduces to the first equation as long as the
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# source alpha is always 255.
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# Calculate multiplicative and additive colors against the source.
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src = (
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clamp((src[0] * mult_color.r) + add_color[0]),
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clamp((src[1] * mult_color.g) + add_color[1]),
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clamp((src[2] * mult_color.b) + add_color[2]),
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clamp((src[3] * mult_color.a) + add_color[3]),
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)
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# Short circuit for speed.
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if src[3] == 0:
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return dest
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# Calculate alpha blending.
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return (
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clamp(255 * ((dest[0] / 255.0) * (src[0] / 255.0))),
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clamp(255 * ((dest[1] / 255.0) * (src[1] / 255.0))),
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clamp(255 * ((dest[2] / 255.0) * (src[2] / 255.0))),
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clamp(255 * ((dest[3] / 255.0) * (src[3] / 255.0))),
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)
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@ -1,6 +1,7 @@
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from typing import Dict, List, Tuple, Optional, Union
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from PIL import Image # type: ignore
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from .blend import blend_normal, blend_addition, blend_subtraction, blend_multiply
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from .swf import SWF, Frame, Tag, AP2ShapeTag, AP2DefineSpriteTag, AP2PlaceObjectTag, AP2RemoveObjectTag, AP2DoActionTag, AP2DefineFontTag, AP2DefineEditTextTag
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from .types import Color, Matrix, Point
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from .geo import Shape, DrawParams
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@ -488,9 +489,9 @@ class AFPRenderer(VerboseOutput):
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texoff = texx + (texy * texwidth)
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if blend == 0 or blend == 2:
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imgmap[imgoff] = self.__blend_normal(imgmap[imgoff], texmap[texoff], mult_color, add_color)
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imgmap[imgoff] = blend_normal(imgmap[imgoff], texmap[texoff], mult_color, add_color)
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elif blend == 3:
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imgmap[imgoff] = self.__blend_multiply(imgmap[imgoff], texmap[texoff], mult_color, add_color)
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imgmap[imgoff] = blend_multiply(imgmap[imgoff], texmap[texoff], mult_color, add_color)
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# TODO: blend mode 4, which is "screen" blending according to SWF references. I've only seen this
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# in Jubeat and it implements it using OpenGL equation Src * (1 - Dst) + Dst * 1.
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# TODO: blend mode 5, which is "lighten" blending according to SWF references. Jubeat does not
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@ -502,9 +503,9 @@ class AFPRenderer(VerboseOutput):
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# TODO: blend mode 13, which is "overlay" according to SWF references. The equation seems to be
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# Src * Dst + Dst * Src but Jubeat thinks it should be Src * Dst + Dst * (1 - As).
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elif blend == 8:
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imgmap[imgoff] = self.__blend_addition(imgmap[imgoff], texmap[texoff], mult_color, add_color)
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imgmap[imgoff] = blend_addition(imgmap[imgoff], texmap[texoff], mult_color, add_color)
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elif blend == 9 or blend == 70:
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imgmap[imgoff] = self.__blend_subtraction(imgmap[imgoff], texmap[texoff], mult_color, add_color)
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imgmap[imgoff] = blend_subtraction(imgmap[imgoff], texmap[texoff], mult_color, add_color)
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# TODO: blend mode 75, which is not in the SWF spec and appears to have the equation
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# Src * (1 - Dst) + Dst * (1 - Src).
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else:
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@ -512,163 +513,12 @@ class AFPRenderer(VerboseOutput):
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# Don't print it for every pixel.
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print(f"WARNING: Unsupported blend {blend}")
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announced = True
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imgmap[imgoff] = self.__blend_normal(imgmap[imgoff], texmap[texoff], mult_color, add_color)
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imgmap[imgoff] = blend_normal(imgmap[imgoff], texmap[texoff], mult_color, add_color)
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img.putdata(imgmap)
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else:
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raise Exception(f"Unknown placed object type to render {renderable}!")
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def __clamp(self, color: Union[float, int]) -> int:
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return min(max(0, round(color)), 255)
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def __blend_normal(
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self,
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# RGBA color tuple representing what's already at the dest.
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dest: Tuple[int, int, int, int],
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# RGBA color tuple representing the source we want to blend to the dest.
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src: Tuple[int, int, int, int],
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# A pre-scaled color where all values are 0.0-1.0, used to calculate the final color.
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mult_color: Color,
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# A RGBA color tuple where all values are 0-255, used to calculate the final color.
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add_color: Tuple[int, int, int, int],
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) -> Tuple[int, int, int, int]:
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# "Normal" blend mode, which is just alpha blending. Various games use the DX
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# equation Src * As + Dst * (1 - As). We premultiply Dst by Ad as well, since
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# we are blitting onto a destination that could have transparency.
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# Calculate multiplicative and additive colors against the source.
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src = (
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self.__clamp((src[0] * mult_color.r) + add_color[0]),
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self.__clamp((src[1] * mult_color.g) + add_color[1]),
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self.__clamp((src[2] * mult_color.b) + add_color[2]),
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self.__clamp((src[3] * mult_color.a) + add_color[3]),
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)
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# Short circuit for speed.
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if src[3] == 0:
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return dest
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if src[3] == 255:
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return src
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# Calculate alpha blending.
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srcpercent = src[3] / 255.0
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destpercent = dest[3] / 255.0
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destremainder = 1.0 - srcpercent
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return (
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self.__clamp((dest[0] * destpercent * destremainder) + (src[0] * srcpercent)),
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self.__clamp((dest[1] * destpercent * destremainder) + (src[1] * srcpercent)),
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self.__clamp((dest[2] * destpercent * destremainder) + (src[2] * srcpercent)),
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self.__clamp(255 * (srcpercent + destpercent * destremainder)),
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)
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def __blend_addition(
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self,
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# RGBA color tuple representing what's already at the dest.
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dest: Tuple[int, int, int, int],
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# RGBA color tuple representing the source we want to blend to the dest.
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src: Tuple[int, int, int, int],
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# A pre-scaled color where all values are 0.0-1.0, used to calculate the final color.
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mult_color: Color,
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# A RGBA color tuple where all values are 0-255, used to calculate the final color.
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add_color: Tuple[int, int, int, int],
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) -> Tuple[int, int, int, int]:
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# "Addition" blend mode, which is used for fog/clouds/etc. Various games use the DX
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# equation Src * As + Dst * 1. It appears jubeat does not premultiply the source
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# by its alpha component.
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# Calculate multiplicative and additive colors against the source.
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src = (
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self.__clamp((src[0] * mult_color.r) + add_color[0]),
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self.__clamp((src[1] * mult_color.g) + add_color[1]),
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self.__clamp((src[2] * mult_color.b) + add_color[2]),
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self.__clamp((src[3] * mult_color.a) + add_color[3]),
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)
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# Short circuit for speed.
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if src[3] == 0:
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return dest
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# Calculate alpha blending.
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srcpercent = src[3] / 255.0
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return (
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self.__clamp(dest[0] + (src[0] * srcpercent)),
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self.__clamp(dest[1] + (src[1] * srcpercent)),
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self.__clamp(dest[2] + (src[2] * srcpercent)),
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self.__clamp(dest[3] + (255 * srcpercent)),
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)
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def __blend_subtraction(
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self,
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# RGBA color tuple representing what's already at the dest.
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dest: Tuple[int, int, int, int],
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# RGBA color tuple representing the source we want to blend to the dest.
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src: Tuple[int, int, int, int],
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# A pre-scaled color where all values are 0.0-1.0, used to calculate the final color.
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mult_color: Color,
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# A RGBA color tuple where all values are 0-255, used to calculate the final color.
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add_color: Tuple[int, int, int, int],
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) -> Tuple[int, int, int, int]:
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# "Subtraction" blend mode, used for darkening an image. Various games use the DX
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# equation Dst * 1 - Src * As. It appears jubeat does not premultiply the source
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# by its alpha component much like the "additive" blend above..
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# Calculate multiplicative and additive colors against the source.
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src = (
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self.__clamp((src[0] * mult_color.r) + add_color[0]),
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self.__clamp((src[1] * mult_color.g) + add_color[1]),
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self.__clamp((src[2] * mult_color.b) + add_color[2]),
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self.__clamp((src[3] * mult_color.a) + add_color[3]),
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)
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# Short circuit for speed.
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if src[3] == 0:
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return dest
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# Calculate alpha blending.
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srcpercent = src[3] / 255.0
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return (
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self.__clamp(dest[0] - (src[0] * srcpercent)),
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self.__clamp(dest[1] - (src[1] * srcpercent)),
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self.__clamp(dest[2] - (src[2] * srcpercent)),
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self.__clamp(dest[3] - (255 * srcpercent)),
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)
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def __blend_multiply(
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self,
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# RGBA color tuple representing what's already at the dest.
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dest: Tuple[int, int, int, int],
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# RGBA color tuple representing the source we want to blend to the dest.
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src: Tuple[int, int, int, int],
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# A pre-scaled color where all values are 0.0-1.0, used to calculate the final color.
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mult_color: Color,
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# A RGBA color tuple where all values are 0-255, used to calculate the final color.
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add_color: Tuple[int, int, int, int],
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) -> Tuple[int, int, int, int]:
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# "Multiply" blend mode, used for darkening an image. Various games use the DX
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# equation Src * 0 + Dst * Src. It appears jubeat uses the alternative formula
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# Src * Dst + Dst * (1 - As) which reduces to the first equation as long as the
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# source alpha is always 255.
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# Calculate multiplicative and additive colors against the source.
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src = (
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self.__clamp((src[0] * mult_color.r) + add_color[0]),
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self.__clamp((src[1] * mult_color.g) + add_color[1]),
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self.__clamp((src[2] * mult_color.b) + add_color[2]),
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self.__clamp((src[3] * mult_color.a) + add_color[3]),
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)
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# Short circuit for speed.
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if src[3] == 0:
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return dest
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# Calculate alpha blending.
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return (
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self.__clamp(255 * ((dest[0] / 255.0) * (src[0] / 255.0))),
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self.__clamp(255 * ((dest[1] / 255.0) * (src[1] / 255.0))),
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self.__clamp(255 * ((dest[2] / 255.0) * (src[2] / 255.0))),
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self.__clamp(255 * ((dest[3] / 255.0) * (src[3] / 255.0))),
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)
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def __process_tags(self, clip: PlacedClip, prefix: str = " ") -> bool:
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self.vprint(f"{prefix}Handling placed clip {clip.object_id} at depth {clip.depth}")
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@ -767,7 +617,7 @@ class AFPRenderer(VerboseOutput):
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# Now, render out the placed objects. We sort by depth so that we can
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# get the layering correct, but its important to preserve the original
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# insertion order for delete requests.
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curimage = Image.new("RGBA", (swf.location.width, swf.location.height), color=color.as_tuple())
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curimage = Image.new("RGBA", (int(swf.location.width), int(swf.location.height)), color=color.as_tuple())
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clip = self.__find_renderable(root_clip, visible_tag)
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if clip:
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