import math import multiprocessing import signal from PIL import Image # type: ignore from typing import Any, List, Optional, Sequence, Union from ..types import Color, Matrix, Point def clamp(color: float) -> int: return min(max(0, round(color)), 255) def blend_normal( # 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]: # "Normal" blend mode, which is just alpha blending. Various games use the DX # equation Src * As + Dst * (1 - As). We premultiply Dst by Ad as well, since # we are blitting onto a destination that could have transparency. Once we are # done, we divide out the premultiplied Ad in order to put the pixes back to # their full blended values since we are not setting the destination alpha to 1.0. # This enables partial transparent backgrounds to work properly. # Short circuit for speed. if src[3] == 0: return dest if src[3] == 255: return src # Calculate alpha blending. srcpercent = src[3] / 255.0 destpercent = dest[3] / 255.0 srcremainder = 1.0 - srcpercent new_alpha = max(min(0.0, srcpercent + destpercent * srcremainder), 1.0) return ( clamp(((dest[0] * destpercent * srcremainder) + (src[0] * srcpercent)) / new_alpha), clamp(((dest[1] * destpercent * srcremainder) + (src[1] * srcpercent)) / new_alpha), clamp(((dest[2] * destpercent * srcremainder) + (src[2] * srcpercent)) / new_alpha), clamp(255 * new_alpha) ) def blend_addition( # 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]: # "Addition" blend mode, which is used for fog/clouds/etc. Various games use the DX # equation Src * As + Dst * 1. It appears jubeat does not premultiply the source # by its alpha component. # Short circuit for speed. if src[3] == 0: return dest # Calculate final color blending. srcpercent = src[3] / 255.0 return ( clamp(dest[0] + (src[0] * srcpercent)), clamp(dest[1] + (src[1] * srcpercent)), clamp(dest[2] + (src[2] * srcpercent)), # Additive blending doesn't actually make sense on semi-transparent destinations, # as that implies that the semi-transparent pixel will be later displayed on top # of something else. That doesn't work since additive blending needs to non-linearly # mix with the destination. So, in reality, we should be doing what subtractive # blending does and keeping the destination alpha (which should always be 255), # but if somebody renders an animation with additive blending meant to go over a # background onto a transparent or semi-transparent background this will make the # resulting graphic look more correct. clamp(dest[3] + (255 * srcpercent)), ) def blend_subtraction( # 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]: # "Subtraction" blend mode, used for darkening an image. Various games use the DX # equation Dst * 1 - Src * As. It appears jubeat does not premultiply the source # by its alpha component much like the "additive" blend above.. # Short circuit for speed. if src[3] == 0: return dest # Calculate final color blending. srcpercent = src[3] / 255.0 return ( clamp(dest[0] - (src[0] * srcpercent)), clamp(dest[1] - (src[1] * srcpercent)), clamp(dest[2] - (src[2] * srcpercent)), dest[3], ) def blend_multiply( # 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]: # "Multiply" blend mode, used for darkening an image. Various games use the DX # equation Src * 0 + Dst * Src. It appears jubeat uses the alternative formula # Src * Dst + Dst * (1 - As) which reduces to the first equation as long as the # source alpha is always 255. # Calculate final color blending. return ( clamp(255 * ((dest[0] / 255.0) * (src[0] / 255.0))), clamp(255 * ((dest[1] / 255.0) * (src[1] / 255.0))), clamp(255 * ((dest[2] / 255.0) * (src[2] / 255.0))), dest[3], ) 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, mult_color: Color, transform: Matrix, mask: Optional[Image.Image], blendfunc: int, texture: Image.Image, single_threaded: bool = False, enable_aa: bool = True, ) -> Image.Image: # Calculate the inverse so we can map canvas space back to texture space. try: inverse = transform.inverse() except ZeroDivisionError: # If this happens, that means one of the scaling factors was zero, making # this object invisible. We can ignore this since the object should not # be drawn. return img # Warn if we have an unsupported blend. if blendfunc not in {0, 1, 2, 3, 8, 9, 70, 256, 257}: print(f"WARNING: Unsupported blend {blendfunc}") return img # These are calculated properties and caching them outside of the loop # speeds things up a bit. imgwidth = img.width imgheight = img.height texwidth = texture.width texheight = texture.height # Calculate the maximum range of update this texture can possibly reside in. pix1 = transform.multiply_point(Point.identity()) pix2 = transform.multiply_point(Point.identity().add(Point(texwidth, 0))) pix3 = transform.multiply_point(Point.identity().add(Point(0, texheight))) pix4 = transform.multiply_point(Point.identity().add(Point(texwidth, texheight))) # Map this to the rectangle we need to sweep in the rendering image. minx = max(int(min(pix1.x, pix2.x, pix3.x, pix4.x)), 0) maxx = min(int(max(pix1.x, pix2.x, pix3.x, pix4.x)) + 1, imgwidth) miny = max(int(min(pix1.y, pix2.y, pix3.y, pix4.y)), 0) maxy = min(int(max(pix1.y, pix2.y, pix3.y, pix4.y)) + 1, imgheight) if maxx <= minx or maxy <= miny: # This image is entirely off the screen! return img cores = multiprocessing.cpu_count() if single_threaded or cores < 2: # Get the data in an easier to manipulate and faster to update fashion. imgbytes = bytearray(img.tobytes('raw', 'RGBA')) texbytes = texture.tobytes('raw', 'RGBA') if mask: alpha = mask.split()[-1] maskbytes = alpha.tobytes('raw', 'L') else: 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)) * 4 imgbytes[imgoff:(imgoff + 4)] = pixel_renderer( imgx, imgy, imgwidth, texwidth, texheight, inverse, add_color, mult_color, blendfunc, imgbytes, texbytes, maskbytes, enable_aa, ) img = Image.frombytes('RGBA', (imgwidth, imgheight), bytes(imgbytes)) else: imgbytes = img.tobytes('raw', 'RGBA') texbytes = texture.tobytes('raw', 'RGBA') if mask: alpha = mask.split()[-1] maskbytes = alpha.tobytes('raw', 'L') else: maskbytes = None # Let's spread the load across multiple processors. procs: List[multiprocessing.Process] = [] work: multiprocessing.Queue = multiprocessing.Queue() results: multiprocessing.Queue = multiprocessing.Queue() expected: int = 0 interrupted: bool = False def ctrlc(sig: Any, frame: Any) -> None: nonlocal interrupted interrupted = True previous_handler = signal.getsignal(signal.SIGINT) signal.signal(signal.SIGINT, ctrlc) for _ in range(cores): proc = multiprocessing.Process( target=line_renderer, args=( work, results, minx, maxx, imgwidth, texwidth, texheight, inverse, add_color, mult_color, blendfunc, imgbytes, texbytes, maskbytes, enable_aa, ), ) procs.append(proc) proc.start() for imgy in range(miny, maxy): work.put(imgy) expected += 1 lines: List[bytes] = [ imgbytes[x:(x + (imgwidth * 4))] for x in range( 0, imgwidth * imgheight * 4, imgwidth * 4, ) ] for _ in range(expected): imgy, result = results.get() lines[imgy] = result for proc in procs: work.put(None) for proc in procs: proc.join() signal.signal(signal.SIGINT, previous_handler) if interrupted: raise KeyboardInterrupt() img = Image.frombytes('RGBA', (imgwidth, imgheight), b''.join(lines)) return img def line_renderer( work: multiprocessing.Queue, results: multiprocessing.Queue, minx: int, maxx: int, imgwidth: int, texwidth: int, texheight: int, inverse: Matrix, add_color: Color, mult_color: Color, blendfunc: int, imgbytes: Union[bytes, bytearray], texbytes: Union[bytes, bytearray], maskbytes: Optional[Union[bytes, bytearray]], enable_aa: bool, ) -> None: while True: imgy = work.get() if imgy is None: return rowbytes = bytearray(imgbytes[(imgy * imgwidth * 4):((imgy + 1) * imgwidth * 4)]) for imgx in range(imgwidth): if imgx < minx or imgx >= maxx: # No need to even consider this pixel. continue else: # 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, ) results.put((imgy, bytes(rowbytes))) def pixel_renderer( imgx: int, imgy: int, imgwidth: int, texwidth: int, texheight: int, inverse: Matrix, add_color: Color, mult_color: Color, blendfunc: int, imgbytes: Union[bytes, bytearray], texbytes: Union[bytes, bytearray], maskbytes: Optional[Union[bytes, bytearray]], enable_aa: bool, ) -> Sequence[int]: # Determine offset maskoff = imgx + (imgy * imgwidth) imgoff = maskoff * 4 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 denom = 0 # Essentially what we're doing here is calculating the scale, clamping it at 1.0 as the # minimum and then setting the AA sample swing accordingly. This has the effect of anti-aliasing # scaled up images a bit softer than would otherwise be achieved. xscale = 1.0 / math.sqrt(inverse.a * inverse.a + inverse.b * inverse.b) yscale = 1.0 / math.sqrt(inverse.c * inverse.c + inverse.d * inverse.d) # These are used for picking the various sample points for SSAA method below. xswing = 0.5 * max(1.0, xscale) yswing = 0.5 * max(1.0, yscale) 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] # First, figure out if we can use bilinear resampling. bilinear = False if xscale >= 1.0 and yscale >= 1.0: aaloc = inverse.multiply_point(Point(imgx + 0.5, imgy + 0.5)) aax, aay = aaloc.as_tuple() if not (aax <= 0 or aay <= 0 or aax >= (texwidth - 1) or aay >= (texheight - 1)): bilinear = True # Now perform the desired AA operation. if bilinear: # Calculate the pixel we're after, and what percentage into the pixel we are. texloc = inverse.multiply_point(Point(imgx + 0.5, imgy + 0.5)) aax, aay = texloc.as_tuple() aaxrem = texloc.x - aax aayrem = texloc.y - aay # Find the four pixels that we can interpolate from. The first number is the x, and second is y. tex00 = (aax + (aay * texwidth)) * 4 tex10 = tex00 + 4 tex01 = (aax + ((aay + 1) * texwidth)) * 4 tex11 = tex01 + 4 # Calculate various scaling factors based on alpha and percentage. tex00percent = texbytes[tex00 + 3] / 255.0 tex10percent = texbytes[tex10 + 3] / 255.0 tex01percent = texbytes[tex01 + 3] / 255.0 tex11percent = texbytes[tex11 + 3] / 255.0 y0percent = (tex00percent * (1.0 - aaxrem)) + (tex10percent * aaxrem) y1percent = (tex01percent * (1.0 - aaxrem)) + (tex11percent * aaxrem) finalpercent = (y0percent * (1.0 - aayrem)) + (y1percent * aayrem) if finalpercent <= 0.0: # This pixel would be blank, so we avoid dividing by zero. average = [255, 255, 255, 0] else: # Interpolate in the X direction on both Y axis. y0r = ((texbytes[tex00] * tex00percent * (1.0 - aaxrem)) + (texbytes[tex10] * tex10percent * aaxrem)) y0g = ((texbytes[tex00 + 1] * tex00percent * (1.0 - aaxrem)) + (texbytes[tex10 + 1] * tex10percent * aaxrem)) y0b = ((texbytes[tex00 + 2] * tex00percent * (1.0 - aaxrem)) + (texbytes[tex10 + 2] * tex10percent * aaxrem)) y1r = ((texbytes[tex01] * tex01percent * (1.0 - aaxrem)) + (texbytes[tex11] * tex11percent * aaxrem)) y1g = ((texbytes[tex01 + 1] * tex01percent * (1.0 - aaxrem)) + (texbytes[tex11 + 1] * tex11percent * aaxrem)) y1b = ((texbytes[tex01 + 2] * tex01percent * (1.0 - aaxrem)) + (texbytes[tex11 + 2] * tex11percent * aaxrem)) # Now interpolate the Y direction to get the final pixel value. average = [ int(((y0r * (1.0 - aayrem)) + (y1r * aayrem)) / finalpercent), int(((y0g * (1.0 - aayrem)) + (y1g * aayrem)) / finalpercent), int(((y0b * (1.0 - aayrem)) + (y1b * aayrem)) / finalpercent), int(finalpercent * 255), ] else: 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. Factor this in, however, so we can get partial # transparency to the pixel that is already there. denom += 1 if aax < 0 or aay < 0 or aax >= texwidth or aay >= texheight: continue # Grab the values to average, for SSAA. Make sure to factor in alpha as a poor-man's # blend to ensure that partial transparency pixel values don't unnecessarily factor # into average calculations. texoff = (aax + (aay * texwidth)) * 4 # If this is a fully transparent pixel, the below formulas work out to adding nothing # so we should skip this altogether. if texbytes[texoff + 3] == 0: continue apercent = texbytes[texoff + 3] / 255.0 r += int(texbytes[texoff] * apercent) g += int(texbytes[texoff + 1] * apercent) b += int(texbytes[texoff + 2] * apercent) a += texbytes[texoff + 3] count += 1 if count == 0: # None of the samples existed in-bounds. return imgbytes[imgoff:(imgoff + 4)] # Average the pixels. Make sure to divide out the alpha in preparation for blending. alpha = a // denom if alpha == 0: average = [255, 255, 255, alpha] else: apercent = alpha / 255.0 average = [int((r / denom) / apercent), int((g / denom) / apercent), int((b / denom) / apercent), alpha] # Finally, blend it with the destination. return blend_point(add_color, mult_color, average, imgbytes[imgoff:(imgoff + 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() # 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)