Add simple anti-aliasing to texture renderer functions.
This commit is contained in:
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4785b01132
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e6ffc983f7
@ -127,6 +127,7 @@ def affine_composite(
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blendfunc: int,
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texture: Image.Image,
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single_threaded: bool = False,
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enable_aa: bool = True,
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) -> Image.Image:
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# Calculate the inverse so we can map canvas space back to texture space.
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try:
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@ -181,9 +182,50 @@ def affine_composite(
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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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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(float(imgx + 0.5), float(imgy + 0.5)))
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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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@ -192,9 +234,6 @@ def affine_composite(
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# Blend it.
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texoff = texx + (texy * texwidth)
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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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imgmap[imgoff] = blend_point(add_color, mult_color, texmap[texoff], imgmap[imgoff], blendfunc)
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img.putdata(imgmap)
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@ -239,6 +278,7 @@ def affine_composite(
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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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)
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procs.append(proc)
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@ -317,6 +357,7 @@ def pixel_renderer(
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imgbytes: bytes,
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texbytes: bytes,
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maskbytes: Optional[bytes],
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enable_aa: bool,
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) -> None:
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while True:
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imgy = work.get()
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@ -330,9 +371,52 @@ def pixel_renderer(
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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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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(float(imgx + 0.5), float(imgy + 0.5)))
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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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@ -342,10 +426,6 @@ def pixel_renderer(
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# Blend it.
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texoff = texx + (texy * texwidth)
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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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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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@ -12,5 +12,6 @@ def affine_composite(
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blendfunc: int,
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texture: Image.Image,
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single_threaded: bool = False,
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enable_aa: bool = True,
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) -> Image.Image:
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...
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@ -38,7 +38,8 @@ cdef extern int affine_composite_fast(
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unsigned char *texdata,
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unsigned int texwidth,
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unsigned int texheight,
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unsigned int threads
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unsigned int threads,
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unsigned int enable_aa,
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)
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def affine_composite(
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@ -50,6 +51,7 @@ def affine_composite(
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blendfunc: int,
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texture: Image.Image,
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single_threaded: bool = False,
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enable_aa: bool = True,
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) -> Image.Image:
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# Calculate the inverse so we can map canvas space back to texture space.
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try:
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@ -125,6 +127,7 @@ def affine_composite(
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texwidth,
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texheight,
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threads,
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1 if enable_aa else 0,
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)
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if errors != 0:
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raise Exception("Error raised in C++!")
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@ -65,6 +65,7 @@ extern "C"
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floatcolor_t mult_color;
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int blendfunc;
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pthread_t *thread;
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int enable_aa;
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} work_t;
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inline unsigned char clamp(float color) {
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@ -253,7 +254,62 @@ extern "C"
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// Determine offset.
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unsigned int imgoff = imgx + (imgy * work->imgwidth);
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// If we are masked off, don't do any other calculations.
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if (work->maskdata != NULL && work->maskdata[imgoff] == 0) {
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// This pixel is masked off!
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continue;
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}
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// Blend for simple anti-aliasing.
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if (work->enable_aa) {
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// Calculate what texture pixel data goes here.
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int r = 0;
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int g = 0;
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int b = 0;
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int a = 0;
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int count = 0;
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float xswing = fabs(0.5 / work->inverse.a);
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float yswing = fabs(0.5 / work->inverse.d);
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for (float addy = 0.5 - yswing; addy <= 0.5 + yswing; addy += yswing / 2.0) {
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for (float addx = 0.5 - xswing; addx <= 0.5 + xswing; addx += xswing / 2.0) {
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point_t texloc = work->inverse.multiply_point((point_t){(float)imgx + addx, (float)imgy + addy});
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int aax = texloc.x;
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int aay = texloc.y;
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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 >= (int)work->texwidth or aay >= (int)work->texheight) {
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continue;
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}
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// Grab the values to average, for SSAA.
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unsigned int texoff = aax + (aay * work->texwidth);
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r += work->texdata[texoff].r;
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g += work->texdata[texoff].g;
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b += work->texdata[texoff].b;
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a += work->texdata[texoff].a;
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count ++;
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}
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}
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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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}
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// Average the pixels.
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intcolor_t average = (intcolor_t){
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(unsigned char)(r / count),
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(unsigned char)(g / count),
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(unsigned char)(b / count),
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(unsigned char)(a / count),
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};
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// Blend it.
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work->imgdata[imgoff] = blend_point(work->add_color, work->mult_color, average, work->imgdata[imgoff], work->blendfunc);
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} else {
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// Grab the center of the pixel to get the color.
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point_t texloc = work->inverse.multiply_point((point_t){(float)imgx + (float)0.5, (float)imgy + (float)0.5});
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int texx = texloc.x;
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int texy = texloc.y;
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@ -265,14 +321,11 @@ extern "C"
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// Blend it.
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unsigned int texoff = texx + (texy * work->texwidth);
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if (work->maskdata != NULL && work->maskdata[imgoff] == 0) {
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// This pixel is masked off!
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continue;
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}
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work->imgdata[imgoff] = blend_point(work->add_color, work->mult_color, work->texdata[texoff], work->imgdata[imgoff], work->blendfunc);
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}
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}
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}
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}
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void *chunk_composite_worker(void *arg) {
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work_t *work = (work_t *)arg;
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@ -296,7 +349,8 @@ extern "C"
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unsigned char *texbytes,
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unsigned int texwidth,
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unsigned int texheight,
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unsigned int threads
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unsigned int threads,
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unsigned int enable_aa
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) {
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// Cast to a usable type.
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intcolor_t *imgdata = (intcolor_t *)imgbytes;
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@ -319,6 +373,7 @@ extern "C"
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work.add_color = add_color;
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work.mult_color = mult_color;
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work.blendfunc = blendfunc;
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work.enable_aa = enable_aa;
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chunk_composite_fast(&work);
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} else {
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@ -362,6 +417,7 @@ extern "C"
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work->mult_color = mult_color;
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work->blendfunc = blendfunc;
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work->thread = thread;
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work->enable_aa = enable_aa;
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if (me)
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{
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@ -397,11 +397,12 @@ MissingThis = object()
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class AFPRenderer(VerboseOutput):
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def __init__(self, shapes: Dict[str, Shape] = {}, textures: Dict[str, Image.Image] = {}, swfs: Dict[str, SWF] = {}, single_threaded: bool = False) -> None:
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def __init__(self, shapes: Dict[str, Shape] = {}, textures: Dict[str, Image.Image] = {}, swfs: Dict[str, SWF] = {}, single_threaded: bool = False, enable_aa: bool = True) -> None:
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super().__init__()
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# Options for rendering
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self.__single_threaded = single_threaded
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self.__enable_aa = enable_aa
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# Library of shapes (draw instructions), textures (actual images) and swfs (us and other files for imports).
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self.shapes: Dict[str, Shape] = shapes
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@ -958,6 +959,7 @@ class AFPRenderer(VerboseOutput):
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257,
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mask.rectangle,
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single_threaded=self.__single_threaded,
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enable_aa=False,
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)
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# Composite it onto the current mask.
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@ -970,6 +972,7 @@ class AFPRenderer(VerboseOutput):
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256,
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calculated_mask,
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single_threaded=self.__single_threaded,
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enable_aa=False,
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)
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def __render_object(
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@ -1041,11 +1044,13 @@ class AFPRenderer(VerboseOutput):
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print("WARNING: Unhandled UV coordinate color!")
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texture = None
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enable_aa = False
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if params.flags & 0x2:
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# We need to look up the texture for this.
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if params.region not in self.textures:
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raise Exception(f"Cannot find texture reference {params.region}!")
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texture = self.textures[params.region]
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enable_aa = self.__enable_aa
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if params.flags & 0x8:
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# TODO: This texture gets further blended somehow? Not sure this is ever used.
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@ -1082,7 +1087,7 @@ class AFPRenderer(VerboseOutput):
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texture = shape.rectangle
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if texture is not None:
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img = affine_composite(img, add_color, mult_color, transform, mask, blend, texture, single_threaded=self.__single_threaded)
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img = affine_composite(img, add_color, mult_color, transform, mask, blend, texture, single_threaded=self.__single_threaded, enable_aa=enable_aa)
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elif isinstance(renderable, PlacedImage):
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if only_depths is not None and renderable.depth not in only_depths:
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# Not on the correct depth plane.
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@ -1090,7 +1095,7 @@ class AFPRenderer(VerboseOutput):
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# This is a shape draw reference.
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texture = self.textures[renderable.source.reference]
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img = affine_composite(img, add_color, mult_color, transform, mask, blend, texture, single_threaded=self.__single_threaded)
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img = affine_composite(img, add_color, mult_color, transform, mask, blend, texture, single_threaded=self.__single_threaded, enable_aa=self.__enable_aa)
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elif isinstance(renderable, PlacedDummy):
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# Nothing to do!
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pass
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@ -523,6 +523,7 @@ def render_path(
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output: str,
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*,
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disable_threads: bool = False,
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disable_anti_aliasing: bool = False,
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background_color: Optional[str] = None,
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background_image: Optional[str] = None,
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force_aspect_ratio: Optional[str] = None,
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@ -532,7 +533,7 @@ def render_path(
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only_frames: Optional[str] = None,
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verbose: bool = False,
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) -> int:
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renderer = AFPRenderer(single_threaded=disable_threads)
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renderer = AFPRenderer(single_threaded=disable_threads, enable_aa=not disable_anti_aliasing)
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load_containers(renderer, containers, need_extras=True, verbose=verbose)
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# Verify the correct params.
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@ -918,6 +919,11 @@ def main() -> int:
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action="store_true",
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help="Disable multi-threaded rendering.",
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)
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render_parser.add_argument(
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"--disable-anti-aliasing",
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action="store_true",
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help="Disable anti-aliased rendering.",
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)
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render_parser.add_argument(
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"-v",
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"--verbose",
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@ -982,6 +988,7 @@ def main() -> int:
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args.path,
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args.output,
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disable_threads=args.disable_threads,
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disable_anti_aliasing=args.disable_anti_aliasing,
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background_color=args.background_color,
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background_image=args.background_image,
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force_aspect_ratio=args.force_aspect_ratio,
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