Refactor pure-python blend implementation to reduce duplicated code.
This commit is contained in:
parent
e6ffc983f7
commit
630263dd8d
@ -1,7 +1,7 @@
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import multiprocessing
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import signal
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from PIL import Image # type: ignore
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from typing import Any, List, Optional, Sequence
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from typing import Any, List, Optional, Sequence, Union
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from ..types import Color, Matrix, Point
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@ -118,6 +118,80 @@ def blend_multiply(
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)
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def blend_mask_create(
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# RGBA color tuple representing what's already at the dest.
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dest: Sequence[int],
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# RGBA color tuple representing the source we want to blend to the dest.
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src: Sequence[int],
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) -> Sequence[int]:
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# Mask creating just allows a pixel to be drawn if the source image has a nonzero
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# alpha, according to the SWF spec.
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if src[3] != 0:
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return (255, 0, 0, 255)
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else:
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return (0, 0, 0, 0)
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def blend_mask_combine(
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# RGBA color tuple representing what's already at the dest.
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dest: Sequence[int],
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# RGBA color tuple representing the source we want to blend to the dest.
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src: Sequence[int],
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) -> Sequence[int]:
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# Mask blending just takes the source and destination and ands them together, making
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# a final mask that is the intersection of the original mask and the new mask. The
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# reason we even have a color component to this is for debugging visibility.
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if dest[3] != 0 and src[3] != 0:
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return (255, 0, 0, 255)
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else:
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return (0, 0, 0, 0)
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def blend_point(
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add_color: Color,
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mult_color: Color,
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# This should be a sequence of exactly 4 values, either bytes or a tuple.
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src_color: Sequence[int],
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# This should be a sequence of exactly 4 values, either bytes or a tuple.
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dest_color: Sequence[int],
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blendfunc: int,
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) -> Sequence[int]:
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# Calculate multiplicative and additive colors against the source.
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src_color = (
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clamp((src_color[0] * mult_color.r) + (255 * add_color.r)),
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clamp((src_color[1] * mult_color.g) + (255 * add_color.g)),
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clamp((src_color[2] * mult_color.b) + (255 * add_color.b)),
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clamp((src_color[3] * mult_color.a) + (255 * add_color.a)),
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)
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if blendfunc == 3:
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return blend_multiply(dest_color, src_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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# premultiply by alpha, but the GL/DX equation is max(Src * As, Dst * 1).
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# TODO: blend mode 6, which is "darken" blending according to SWF references. Jubeat does not
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# premultiply by alpha, but the GL/DX equation is min(Src * As, Dst * 1).
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# TODO: blend mode 10, which is "invert" according to SWF references. The only game I could find
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# that implemented this had equation Src * (1 - Dst) + Dst * (1 - As).
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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 blendfunc == 8:
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return blend_addition(dest_color, src_color)
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elif blendfunc == 9 or blendfunc == 70:
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return blend_subtraction(dest_color, src_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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elif blendfunc == 256:
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# Dummy blend function for calculating masks.
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return blend_mask_combine(dest_color, src_color)
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elif blendfunc == 257:
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# Dummy blend function for calculating masks.
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return blend_mask_create(dest_color, src_color)
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else:
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return blend_normal(dest_color, src_color)
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def affine_composite(
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img: Image.Image,
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add_color: Color,
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@ -169,74 +243,36 @@ def affine_composite(
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cores = multiprocessing.cpu_count()
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if single_threaded or cores < 2:
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# Get the data in an easier to manipulate and faster to update fashion.
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imgmap = list(img.getdata())
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texmap = list(texture.getdata())
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imgbytes = bytearray(img.tobytes('raw', 'RGBA'))
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texbytes = texture.tobytes('raw', 'RGBA')
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if mask:
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alpha = mask.split()[-1]
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maskmap = alpha.tobytes('raw', 'L')
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maskbytes = alpha.tobytes('raw', 'L')
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else:
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maskmap = None
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maskbytes = None
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# We don't have enough CPU cores to bother multiprocessing.
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for imgy in range(miny, maxy):
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for imgx in range(minx, maxx):
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# Determine offset
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imgoff = imgx + (imgy * imgwidth)
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if maskmap is not None and maskmap[imgoff] == 0:
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# This pixel is masked off!
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continue
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imgoff = (imgx + (imgy * imgwidth)) * 4
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imgbytes[imgoff:(imgoff + 4)] = pixel_renderer(
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imgx,
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imgy,
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imgwidth,
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texwidth,
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texheight,
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inverse,
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add_color,
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mult_color,
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blendfunc,
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imgbytes,
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texbytes,
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maskbytes,
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enable_aa,
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)
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if enable_aa:
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r = 0
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g = 0
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b = 0
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a = 0
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count = 0
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xswing = abs(0.5 / inverse.a)
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yswing = abs(0.5 / inverse.d)
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xpoints = [0.5 - xswing, 0.5 - (xswing / 2.0), 0.5, 0.5 + (xswing / 2.0), 0.5 + xswing]
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ypoints = [0.5 - yswing, 0.5 - (yswing / 2.0), 0.5, 0.5 + (yswing / 2.0), 0.5 + yswing]
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for addy in ypoints:
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for addx in xpoints:
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texloc = inverse.multiply_point(Point(imgx + addx, imgy + addy))
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aax, aay = texloc.as_tuple()
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# If we're out of bounds, don't update.
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if aax < 0 or aay < 0 or aax >= texwidth or aay >= texheight:
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continue
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# Grab the values to average, for SSAA.
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texoff = aax + (aay * texwidth)
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r += texmap[texoff][0]
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g += texmap[texoff][1]
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b += texmap[texoff][2]
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a += texmap[texoff][3]
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count += 1
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if count == 0:
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# None of the samples existed in-bounds.
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continue
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# Average the pixels.
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average = [r // count, g // count, b // count, a // count]
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imgmap[imgoff] = blend_point(add_color, mult_color, average, imgmap[imgoff], blendfunc)
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else:
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# Calculate what texture pixel data goes here.
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texloc = inverse.multiply_point(Point(imgx + 0.5, imgy + 0.5))
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texx, texy = texloc.as_tuple()
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# If we're out of bounds, don't update.
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if texx < 0 or texy < 0 or texx >= texwidth or texy >= texheight:
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continue
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# Blend it.
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texoff = texx + (texy * texwidth)
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imgmap[imgoff] = blend_point(add_color, mult_color, texmap[texoff], imgmap[imgoff], blendfunc)
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img.putdata(imgmap)
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img = Image.frombytes('RGBA', (imgwidth, imgheight), bytes(imgbytes))
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else:
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imgbytes = img.tobytes('raw', 'RGBA')
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texbytes = texture.tobytes('raw', 'RGBA')
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@ -262,7 +298,7 @@ def affine_composite(
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for _ in range(cores):
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proc = multiprocessing.Process(
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target=pixel_renderer,
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target=line_renderer,
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args=(
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work,
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results,
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@ -313,36 +349,7 @@ def affine_composite(
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return img
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def blend_mask_create(
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# RGBA color tuple representing what's already at the dest.
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dest: Sequence[int],
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# RGBA color tuple representing the source we want to blend to the dest.
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src: Sequence[int],
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) -> Sequence[int]:
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# Mask creating just allows a pixel to be drawn if the source image has a nonzero
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# alpha, according to the SWF spec.
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if src[3] != 0:
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return (255, 0, 0, 255)
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else:
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return (0, 0, 0, 0)
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def blend_mask_combine(
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# RGBA color tuple representing what's already at the dest.
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dest: Sequence[int],
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# RGBA color tuple representing the source we want to blend to the dest.
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src: Sequence[int],
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) -> Sequence[int]:
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# Mask blending just takes the source and destination and ands them together, making
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# a final mask that is the intersection of the original mask and the new mask. The
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# reason we even have a color component to this is for debugging visibility.
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if dest[3] != 0 and src[3] != 0:
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return (255, 0, 0, 255)
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else:
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return (0, 0, 0, 0)
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def pixel_renderer(
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def line_renderer(
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work: multiprocessing.Queue,
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results: multiprocessing.Queue,
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minx: int,
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@ -354,9 +361,9 @@ def pixel_renderer(
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add_color: Color,
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mult_color: Color,
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blendfunc: int,
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imgbytes: bytes,
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texbytes: bytes,
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maskbytes: Optional[bytes],
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imgbytes: Union[bytes, bytearray],
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texbytes: Union[bytes, bytearray],
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maskbytes: Optional[Union[bytes, bytearray]],
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enable_aa: bool,
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) -> None:
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while True:
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@ -364,114 +371,101 @@ def pixel_renderer(
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if imgy is None:
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return
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result: List[Sequence[int]] = []
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rowbytes = bytearray(imgbytes[(imgy * imgwidth * 4):((imgy + 1) * imgwidth * 4)])
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for imgx in range(imgwidth):
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# Determine offset
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imgoff = imgx + (imgy * imgwidth)
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if imgx < minx or imgx >= maxx:
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result.append(imgbytes[(imgoff * 4):((imgoff + 1) * 4)])
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# No need to even consider this pixel.
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continue
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if maskbytes is not None and maskbytes[imgoff] == 0:
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# This pixel is masked off!
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result.append(imgbytes[(imgoff * 4):((imgoff + 1) * 4)])
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continue
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if enable_aa:
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r = 0
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g = 0
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b = 0
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a = 0
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count = 0
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xswing = abs(0.5 / inverse.a)
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yswing = abs(0.5 / inverse.d)
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xpoints = [0.5 - xswing, 0.5 - (xswing / 2.0), 0.5, 0.5 + (xswing / 2.0), 0.5 + xswing]
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ypoints = [0.5 - yswing, 0.5 - (yswing / 2.0), 0.5, 0.5 + (yswing / 2.0), 0.5 + yswing]
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for addy in ypoints:
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for addx in xpoints:
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texloc = inverse.multiply_point(Point(imgx + addx, imgy + addy))
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aax, aay = texloc.as_tuple()
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# If we're out of bounds, don't update.
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if aax < 0 or aay < 0 or aax >= texwidth or aay >= texheight:
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continue
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# Grab the values to average, for SSAA.
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texoff = (aax + (aay * texwidth)) * 4
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r += texbytes[texoff]
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g += texbytes[texoff + 1]
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b += texbytes[texoff + 2]
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a += texbytes[texoff + 3]
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count += 1
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if count == 0:
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# None of the samples existed in-bounds.
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result.append(imgbytes[(imgoff * 4):((imgoff + 1) * 4)])
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continue
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# Average the pixels.
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average = [r // count, g // count, b // count, a // count]
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result.append(blend_point(add_color, mult_color, average, imgbytes[(imgoff * 4):((imgoff + 1) * 4)], blendfunc))
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else:
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# Calculate what texture pixel data goes here.
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texloc = inverse.multiply_point(Point(imgx + 0.5, imgy + 0.5))
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texx, texy = texloc.as_tuple()
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# Blit new pixel into the correct range.
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rowbytes[(imgx * 4):((imgx + 1) * 4)] = pixel_renderer(
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imgx,
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imgy,
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imgwidth,
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texwidth,
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texheight,
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inverse,
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add_color,
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mult_color,
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blendfunc,
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imgbytes,
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texbytes,
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maskbytes,
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enable_aa,
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)
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# If we're out of bounds, don't update.
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if texx < 0 or texy < 0 or texx >= texwidth or texy >= texheight:
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result.append(imgbytes[(imgoff * 4):((imgoff + 1) * 4)])
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continue
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# Blend it.
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texoff = texx + (texy * texwidth)
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result.append(blend_point(add_color, mult_color, texbytes[(texoff * 4):((texoff + 1) * 4)], imgbytes[(imgoff * 4):((imgoff + 1) * 4)], blendfunc))
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linebytes = bytes([channel for pixel in result for channel in pixel])
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results.put((imgy, linebytes))
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results.put((imgy, bytes(rowbytes)))
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def blend_point(
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def pixel_renderer(
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imgx: int,
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imgy: int,
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imgwidth: int,
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texwidth: int,
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texheight: int,
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inverse: Matrix,
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add_color: Color,
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mult_color: Color,
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# This should be a sequence of exactly 4 values, either bytes or a tuple.
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src_color: Sequence[int],
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# This should be a sequence of exactly 4 values, either bytes or a tuple.
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dest_color: Sequence[int],
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blendfunc: int,
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imgbytes: Union[bytes, bytearray],
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texbytes: Union[bytes, bytearray],
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maskbytes: Optional[Union[bytes, bytearray]],
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enable_aa: bool,
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) -> Sequence[int]:
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# Calculate multiplicative and additive colors against the source.
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src_color = (
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clamp((src_color[0] * mult_color.r) + (255 * add_color.r)),
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clamp((src_color[1] * mult_color.g) + (255 * add_color.g)),
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clamp((src_color[2] * mult_color.b) + (255 * add_color.b)),
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clamp((src_color[3] * mult_color.a) + (255 * add_color.a)),
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)
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# Determine offset
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maskoff = imgx + (imgy * imgwidth)
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imgoff = maskoff * 4
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if blendfunc == 3:
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return blend_multiply(dest_color, src_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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# premultiply by alpha, but the GL/DX equation is max(Src * As, Dst * 1).
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# TODO: blend mode 6, which is "darken" blending according to SWF references. Jubeat does not
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# premultiply by alpha, but the GL/DX equation is min(Src * As, Dst * 1).
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# TODO: blend mode 10, which is "invert" according to SWF references. The only game I could find
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# that implemented this had equation Src * (1 - Dst) + Dst * (1 - As).
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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 blendfunc == 8:
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return blend_addition(dest_color, src_color)
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elif blendfunc == 9 or blendfunc == 70:
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return blend_subtraction(dest_color, src_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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elif blendfunc == 256:
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# Dummy blend function for calculating masks.
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return blend_mask_combine(dest_color, src_color)
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elif blendfunc == 257:
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# Dummy blend function for calculating masks.
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return blend_mask_create(dest_color, src_color)
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if maskbytes is not None and maskbytes[maskoff] == 0:
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# This pixel is masked off!
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return imgbytes[imgoff:(imgoff + 4)]
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if enable_aa:
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r = 0
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g = 0
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b = 0
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a = 0
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count = 0
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xswing = abs(0.5 / inverse.a)
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yswing = abs(0.5 / inverse.d)
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xpoints = [0.5 - xswing, 0.5 - (xswing / 2.0), 0.5, 0.5 + (xswing / 2.0), 0.5 + xswing]
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ypoints = [0.5 - yswing, 0.5 - (yswing / 2.0), 0.5, 0.5 + (yswing / 2.0), 0.5 + yswing]
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for addy in ypoints:
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for addx in xpoints:
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texloc = inverse.multiply_point(Point(imgx + addx, imgy + addy))
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aax, aay = texloc.as_tuple()
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# If we're out of bounds, don't update.
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if aax < 0 or aay < 0 or aax >= texwidth or aay >= texheight:
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continue
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# Grab the values to average, for SSAA.
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texoff = (aax + (aay * texwidth)) * 4
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r += texbytes[texoff]
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g += texbytes[texoff + 1]
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b += texbytes[texoff + 2]
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a += texbytes[texoff + 3]
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count += 1
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if count == 0:
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# None of the samples existed in-bounds.
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return imgbytes[imgoff:(imgoff + 4)]
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# Average the pixels.
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average = [r // count, g // count, b // count, a // count]
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return blend_point(add_color, mult_color, average, imgbytes[imgoff:(imgoff + 4)], blendfunc)
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else:
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return blend_normal(dest_color, src_color)
|
||||
# Calculate what texture pixel data goes here.
|
||||
texloc = inverse.multiply_point(Point(imgx + 0.5, imgy + 0.5))
|
||||
texx, texy = texloc.as_tuple()
|
||||
|
||||
# If we're out of bounds, don't update.
|
||||
if texx < 0 or texy < 0 or texx >= texwidth or texy >= texheight:
|
||||
return imgbytes[imgoff:(imgoff + 4)]
|
||||
|
||||
# Blend it.
|
||||
texoff = (texx + (texy * texwidth)) * 4
|
||||
return blend_point(add_color, mult_color, texbytes[texoff:(texoff + 4)], imgbytes[imgoff:(imgoff + 4)], blendfunc)
|
||||
|
Loading…
Reference in New Issue
Block a user