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mirror of synced 2024-11-27 23:50:47 +01:00

Refactor pure-python blend implementation to reduce duplicated code.

This commit is contained in:
Jennifer Taylor 2021-05-30 17:56:02 +00:00
parent e6ffc983f7
commit 630263dd8d

View File

@ -1,7 +1,7 @@
import multiprocessing
import signal
from PIL import Image # type: ignore
from typing import Any, List, Optional, Sequence
from typing import Any, List, Optional, Sequence, Union
from ..types import Color, Matrix, Point
@ -118,6 +118,80 @@ def blend_multiply(
)
def blend_mask_create(
# RGBA color tuple representing what's already at the dest.
dest: Sequence[int],
# RGBA color tuple representing the source we want to blend to the dest.
src: Sequence[int],
) -> Sequence[int]:
# Mask creating just allows a pixel to be drawn if the source image has a nonzero
# alpha, according to the SWF spec.
if src[3] != 0:
return (255, 0, 0, 255)
else:
return (0, 0, 0, 0)
def blend_mask_combine(
# RGBA color tuple representing what's already at the dest.
dest: Sequence[int],
# RGBA color tuple representing the source we want to blend to the dest.
src: Sequence[int],
) -> Sequence[int]:
# Mask blending just takes the source and destination and ands them together, making
# a final mask that is the intersection of the original mask and the new mask. The
# reason we even have a color component to this is for debugging visibility.
if dest[3] != 0 and src[3] != 0:
return (255, 0, 0, 255)
else:
return (0, 0, 0, 0)
def blend_point(
add_color: Color,
mult_color: Color,
# This should be a sequence of exactly 4 values, either bytes or a tuple.
src_color: Sequence[int],
# This should be a sequence of exactly 4 values, either bytes or a tuple.
dest_color: Sequence[int],
blendfunc: int,
) -> Sequence[int]:
# Calculate multiplicative and additive colors against the source.
src_color = (
clamp((src_color[0] * mult_color.r) + (255 * add_color.r)),
clamp((src_color[1] * mult_color.g) + (255 * add_color.g)),
clamp((src_color[2] * mult_color.b) + (255 * add_color.b)),
clamp((src_color[3] * mult_color.a) + (255 * add_color.a)),
)
if blendfunc == 3:
return blend_multiply(dest_color, src_color)
# TODO: blend mode 4, which is "screen" blending according to SWF references. I've only seen this
# in Jubeat and it implements it using OpenGL equation Src * (1 - Dst) + Dst * 1.
# TODO: blend mode 5, which is "lighten" blending according to SWF references. Jubeat does not
# premultiply by alpha, but the GL/DX equation is max(Src * As, Dst * 1).
# TODO: blend mode 6, which is "darken" blending according to SWF references. Jubeat does not
# premultiply by alpha, but the GL/DX equation is min(Src * As, Dst * 1).
# TODO: blend mode 10, which is "invert" according to SWF references. The only game I could find
# that implemented this had equation Src * (1 - Dst) + Dst * (1 - As).
# TODO: blend mode 13, which is "overlay" according to SWF references. The equation seems to be
# Src * Dst + Dst * Src but Jubeat thinks it should be Src * Dst + Dst * (1 - As).
elif blendfunc == 8:
return blend_addition(dest_color, src_color)
elif blendfunc == 9 or blendfunc == 70:
return blend_subtraction(dest_color, src_color)
# TODO: blend mode 75, which is not in the SWF spec and appears to have the equation
# Src * (1 - Dst) + Dst * (1 - Src).
elif blendfunc == 256:
# Dummy blend function for calculating masks.
return blend_mask_combine(dest_color, src_color)
elif blendfunc == 257:
# Dummy blend function for calculating masks.
return blend_mask_create(dest_color, src_color)
else:
return blend_normal(dest_color, src_color)
def affine_composite(
img: Image.Image,
add_color: Color,
@ -169,74 +243,36 @@ def affine_composite(
cores = multiprocessing.cpu_count()
if single_threaded or cores < 2:
# Get the data in an easier to manipulate and faster to update fashion.
imgmap = list(img.getdata())
texmap = list(texture.getdata())
imgbytes = bytearray(img.tobytes('raw', 'RGBA'))
texbytes = texture.tobytes('raw', 'RGBA')
if mask:
alpha = mask.split()[-1]
maskmap = alpha.tobytes('raw', 'L')
maskbytes = alpha.tobytes('raw', 'L')
else:
maskmap = None
maskbytes = None
# We don't have enough CPU cores to bother multiprocessing.
for imgy in range(miny, maxy):
for imgx in range(minx, maxx):
# Determine offset
imgoff = imgx + (imgy * imgwidth)
if maskmap is not None and maskmap[imgoff] == 0:
# This pixel is masked off!
continue
imgoff = (imgx + (imgy * imgwidth)) * 4
imgbytes[imgoff:(imgoff + 4)] = pixel_renderer(
imgx,
imgy,
imgwidth,
texwidth,
texheight,
inverse,
add_color,
mult_color,
blendfunc,
imgbytes,
texbytes,
maskbytes,
enable_aa,
)
if enable_aa:
r = 0
g = 0
b = 0
a = 0
count = 0
xswing = abs(0.5 / inverse.a)
yswing = abs(0.5 / inverse.d)
xpoints = [0.5 - xswing, 0.5 - (xswing / 2.0), 0.5, 0.5 + (xswing / 2.0), 0.5 + xswing]
ypoints = [0.5 - yswing, 0.5 - (yswing / 2.0), 0.5, 0.5 + (yswing / 2.0), 0.5 + yswing]
for addy in ypoints:
for addx in xpoints:
texloc = inverse.multiply_point(Point(imgx + addx, imgy + addy))
aax, aay = texloc.as_tuple()
# If we're out of bounds, don't update.
if aax < 0 or aay < 0 or aax >= texwidth or aay >= texheight:
continue
# Grab the values to average, for SSAA.
texoff = aax + (aay * texwidth)
r += texmap[texoff][0]
g += texmap[texoff][1]
b += texmap[texoff][2]
a += texmap[texoff][3]
count += 1
if count == 0:
# None of the samples existed in-bounds.
continue
# Average the pixels.
average = [r // count, g // count, b // count, a // count]
imgmap[imgoff] = blend_point(add_color, mult_color, average, imgmap[imgoff], blendfunc)
else:
# 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:
continue
# Blend it.
texoff = texx + (texy * texwidth)
imgmap[imgoff] = blend_point(add_color, mult_color, texmap[texoff], imgmap[imgoff], blendfunc)
img.putdata(imgmap)
img = Image.frombytes('RGBA', (imgwidth, imgheight), bytes(imgbytes))
else:
imgbytes = img.tobytes('raw', 'RGBA')
texbytes = texture.tobytes('raw', 'RGBA')
@ -262,7 +298,7 @@ def affine_composite(
for _ in range(cores):
proc = multiprocessing.Process(
target=pixel_renderer,
target=line_renderer,
args=(
work,
results,
@ -313,36 +349,7 @@ def affine_composite(
return img
def blend_mask_create(
# RGBA color tuple representing what's already at the dest.
dest: Sequence[int],
# RGBA color tuple representing the source we want to blend to the dest.
src: Sequence[int],
) -> Sequence[int]:
# Mask creating just allows a pixel to be drawn if the source image has a nonzero
# alpha, according to the SWF spec.
if src[3] != 0:
return (255, 0, 0, 255)
else:
return (0, 0, 0, 0)
def blend_mask_combine(
# RGBA color tuple representing what's already at the dest.
dest: Sequence[int],
# RGBA color tuple representing the source we want to blend to the dest.
src: Sequence[int],
) -> Sequence[int]:
# Mask blending just takes the source and destination and ands them together, making
# a final mask that is the intersection of the original mask and the new mask. The
# reason we even have a color component to this is for debugging visibility.
if dest[3] != 0 and src[3] != 0:
return (255, 0, 0, 255)
else:
return (0, 0, 0, 0)
def pixel_renderer(
def line_renderer(
work: multiprocessing.Queue,
results: multiprocessing.Queue,
minx: int,
@ -354,9 +361,9 @@ def pixel_renderer(
add_color: Color,
mult_color: Color,
blendfunc: int,
imgbytes: bytes,
texbytes: bytes,
maskbytes: Optional[bytes],
imgbytes: Union[bytes, bytearray],
texbytes: Union[bytes, bytearray],
maskbytes: Optional[Union[bytes, bytearray]],
enable_aa: bool,
) -> None:
while True:
@ -364,114 +371,101 @@ def pixel_renderer(
if imgy is None:
return
result: List[Sequence[int]] = []
rowbytes = bytearray(imgbytes[(imgy * imgwidth * 4):((imgy + 1) * imgwidth * 4)])
for imgx in range(imgwidth):
# Determine offset
imgoff = imgx + (imgy * imgwidth)
if imgx < minx or imgx >= maxx:
result.append(imgbytes[(imgoff * 4):((imgoff + 1) * 4)])
# No need to even consider this pixel.
continue
if maskbytes is not None and maskbytes[imgoff] == 0:
# This pixel is masked off!
result.append(imgbytes[(imgoff * 4):((imgoff + 1) * 4)])
continue
if enable_aa:
r = 0
g = 0
b = 0
a = 0
count = 0
xswing = abs(0.5 / inverse.a)
yswing = abs(0.5 / inverse.d)
xpoints = [0.5 - xswing, 0.5 - (xswing / 2.0), 0.5, 0.5 + (xswing / 2.0), 0.5 + xswing]
ypoints = [0.5 - yswing, 0.5 - (yswing / 2.0), 0.5, 0.5 + (yswing / 2.0), 0.5 + yswing]
for addy in ypoints:
for addx in xpoints:
texloc = inverse.multiply_point(Point(imgx + addx, imgy + addy))
aax, aay = texloc.as_tuple()
# If we're out of bounds, don't update.
if aax < 0 or aay < 0 or aax >= texwidth or aay >= texheight:
continue
# Grab the values to average, for SSAA.
texoff = (aax + (aay * texwidth)) * 4
r += texbytes[texoff]
g += texbytes[texoff + 1]
b += texbytes[texoff + 2]
a += texbytes[texoff + 3]
count += 1
if count == 0:
# None of the samples existed in-bounds.
result.append(imgbytes[(imgoff * 4):((imgoff + 1) * 4)])
continue
# Average the pixels.
average = [r // count, g // count, b // count, a // count]
result.append(blend_point(add_color, mult_color, average, imgbytes[(imgoff * 4):((imgoff + 1) * 4)], blendfunc))
else:
# Calculate what texture pixel data goes here.
texloc = inverse.multiply_point(Point(imgx + 0.5, imgy + 0.5))
texx, texy = texloc.as_tuple()
# Blit new pixel into the correct range.
rowbytes[(imgx * 4):((imgx + 1) * 4)] = pixel_renderer(
imgx,
imgy,
imgwidth,
texwidth,
texheight,
inverse,
add_color,
mult_color,
blendfunc,
imgbytes,
texbytes,
maskbytes,
enable_aa,
)
# If we're out of bounds, don't update.
if texx < 0 or texy < 0 or texx >= texwidth or texy >= texheight:
result.append(imgbytes[(imgoff * 4):((imgoff + 1) * 4)])
continue
# Blend it.
texoff = texx + (texy * texwidth)
result.append(blend_point(add_color, mult_color, texbytes[(texoff * 4):((texoff + 1) * 4)], imgbytes[(imgoff * 4):((imgoff + 1) * 4)], blendfunc))
linebytes = bytes([channel for pixel in result for channel in pixel])
results.put((imgy, linebytes))
results.put((imgy, bytes(rowbytes)))
def blend_point(
def pixel_renderer(
imgx: int,
imgy: int,
imgwidth: int,
texwidth: int,
texheight: int,
inverse: Matrix,
add_color: Color,
mult_color: Color,
# This should be a sequence of exactly 4 values, either bytes or a tuple.
src_color: Sequence[int],
# This should be a sequence of exactly 4 values, either bytes or a tuple.
dest_color: Sequence[int],
blendfunc: int,
imgbytes: Union[bytes, bytearray],
texbytes: Union[bytes, bytearray],
maskbytes: Optional[Union[bytes, bytearray]],
enable_aa: bool,
) -> Sequence[int]:
# Calculate multiplicative and additive colors against the source.
src_color = (
clamp((src_color[0] * mult_color.r) + (255 * add_color.r)),
clamp((src_color[1] * mult_color.g) + (255 * add_color.g)),
clamp((src_color[2] * mult_color.b) + (255 * add_color.b)),
clamp((src_color[3] * mult_color.a) + (255 * add_color.a)),
)
# Determine offset
maskoff = imgx + (imgy * imgwidth)
imgoff = maskoff * 4
if blendfunc == 3:
return blend_multiply(dest_color, src_color)
# TODO: blend mode 4, which is "screen" blending according to SWF references. I've only seen this
# in Jubeat and it implements it using OpenGL equation Src * (1 - Dst) + Dst * 1.
# TODO: blend mode 5, which is "lighten" blending according to SWF references. Jubeat does not
# premultiply by alpha, but the GL/DX equation is max(Src * As, Dst * 1).
# TODO: blend mode 6, which is "darken" blending according to SWF references. Jubeat does not
# premultiply by alpha, but the GL/DX equation is min(Src * As, Dst * 1).
# TODO: blend mode 10, which is "invert" according to SWF references. The only game I could find
# that implemented this had equation Src * (1 - Dst) + Dst * (1 - As).
# TODO: blend mode 13, which is "overlay" according to SWF references. The equation seems to be
# Src * Dst + Dst * Src but Jubeat thinks it should be Src * Dst + Dst * (1 - As).
elif blendfunc == 8:
return blend_addition(dest_color, src_color)
elif blendfunc == 9 or blendfunc == 70:
return blend_subtraction(dest_color, src_color)
# TODO: blend mode 75, which is not in the SWF spec and appears to have the equation
# Src * (1 - Dst) + Dst * (1 - Src).
elif blendfunc == 256:
# Dummy blend function for calculating masks.
return blend_mask_combine(dest_color, src_color)
elif blendfunc == 257:
# Dummy blend function for calculating masks.
return blend_mask_create(dest_color, src_color)
if maskbytes is not None and maskbytes[maskoff] == 0:
# This pixel is masked off!
return imgbytes[imgoff:(imgoff + 4)]
if enable_aa:
r = 0
g = 0
b = 0
a = 0
count = 0
xswing = abs(0.5 / inverse.a)
yswing = abs(0.5 / inverse.d)
xpoints = [0.5 - xswing, 0.5 - (xswing / 2.0), 0.5, 0.5 + (xswing / 2.0), 0.5 + xswing]
ypoints = [0.5 - yswing, 0.5 - (yswing / 2.0), 0.5, 0.5 + (yswing / 2.0), 0.5 + yswing]
for addy in ypoints:
for addx in xpoints:
texloc = inverse.multiply_point(Point(imgx + addx, imgy + addy))
aax, aay = texloc.as_tuple()
# If we're out of bounds, don't update.
if aax < 0 or aay < 0 or aax >= texwidth or aay >= texheight:
continue
# Grab the values to average, for SSAA.
texoff = (aax + (aay * texwidth)) * 4
r += texbytes[texoff]
g += texbytes[texoff + 1]
b += texbytes[texoff + 2]
a += texbytes[texoff + 3]
count += 1
if count == 0:
# None of the samples existed in-bounds.
return imgbytes[imgoff:(imgoff + 4)]
# Average the pixels.
average = [r // count, g // count, b // count, a // count]
return blend_point(add_color, mult_color, average, imgbytes[imgoff:(imgoff + 4)], blendfunc)
else:
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)