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bemaniutils/bemani/format/afp/blend/blendcppimpl.cxx

652 lines
27 KiB
C++

#include <stdio.h>
#include <math.h>
#include <pthread.h>
#include <list>
#define MIN_THREAD_WORK 10
#define AA_MODE_NONE 0
#define AA_MODE_UNSCALED_SSAA_ONLY 1
#define AA_MODE_SSAA_ONLY 2
#define AA_MODE_SSAA_OR_BILINEAR 3
extern "C"
{
typedef struct intcolor {
unsigned char r;
unsigned char g;
unsigned char b;
unsigned char a;
} intcolor_t;
typedef struct floatcolor {
double r;
double g;
double b;
double a;
} floatcolor_t;
typedef struct point {
double x;
double y;
double z;
struct point add(struct point other) {
return (struct point){
x + other.x,
y + other.y,
z + other.z,
};
};
} point_t;
typedef struct matrix {
double a11;
double a12;
double a13;
double a21;
double a22;
double a23;
double a31;
double a32;
double a33;
double a41;
double a42;
double a43;
point_t multiply_point(point_t point) {
return (point_t){
(a11 * point.x) + (a21 * point.y) + (a31 * point.z) + a41,
(a12 * point.x) + (a22 * point.y) + (a32 * point.z) + a42,
(a13 * point.x) + (a23 * point.y) + (a33 * point.z) + a43,
};
}
} matrix_t;
typedef struct work {
intcolor_t *imgdata;
unsigned char *maskdata;
unsigned int imgwidth;
unsigned int imgheight;
unsigned int minx;
unsigned int maxx;
unsigned int miny;
unsigned int maxy;
intcolor_t *texdata;
unsigned int texwidth;
unsigned int texheight;
double xscale;
double yscale;
matrix_t inverse;
int use_perspective;
floatcolor_t add_color;
floatcolor_t mult_color;
int blendfunc;
pthread_t *thread;
int aa_mode;
} work_t;
inline unsigned char clamp(double color) {
return fmin(fmax(0.0, roundf(color)), 255.0);
}
intcolor_t blend_normal(
intcolor_t dest,
intcolor_t src
) {
// "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.a == 0) {
return dest;
}
if (src.a == 255) {
return src;
}
// Calculate alpha blending.
double srcpercent = src.a / 255.0;
double destpercent = dest.a / 255.0;
double srcremainder = 1.0 - srcpercent;
double new_alpha = fmin(fmax(0.0, srcpercent + destpercent * srcremainder), 1.0);
return (intcolor_t){
clamp(((dest.r * destpercent * srcremainder) + (src.r * srcpercent)) / new_alpha),
clamp(((dest.g * destpercent * srcremainder) + (src.g * srcpercent)) / new_alpha),
clamp(((dest.b * destpercent * srcremainder) + (src.b * srcpercent)) / new_alpha),
clamp(255 * new_alpha)
};
}
intcolor_t blend_addition(
intcolor_t dest,
intcolor_t src
) {
// "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.a == 0) {
return dest;
}
// Calculate final color blending.
double srcpercent = src.a / 255.0;
return (intcolor_t){
clamp(dest.r + (src.r * srcpercent)),
clamp(dest.g + (src.g * srcpercent)),
clamp(dest.b + (src.b * 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.a + (255 * srcpercent)),
};
}
intcolor_t blend_subtraction(
intcolor_t dest,
intcolor_t src
) {
// "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.a == 0) {
return dest;
}
// Calculate final color blending.
double srcpercent = src.a / 255.0;
return (intcolor_t){
clamp(dest.r - (src.r * srcpercent)),
clamp(dest.g - (src.g * srcpercent)),
clamp(dest.b - (src.b * srcpercent)),
dest.a,
};
}
intcolor_t blend_multiply(
intcolor_t dest,
intcolor_t src
) {
// "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.
double src_alpha = src.a / 255.0;
double src_remainder = 1.0 - src_alpha;
return (intcolor_t){
clamp((255 * ((dest.r / 255.0) * (src.r / 255.0) * src_alpha)) + (dest.r * src_remainder)),
clamp((255 * ((dest.g / 255.0) * (src.g / 255.0) * src_alpha)) + (dest.g * src_remainder)),
clamp((255 * ((dest.b / 255.0) * (src.b / 255.0) * src_alpha)) + (dest.b * src_remainder)),
dest.a,
};
}
intcolor_t blend_mask_create(
intcolor_t dest,
intcolor_t src
) {
// Mask creating just allows a pixel to be drawn if the source image has a nonzero
// alpha, according to the SWF spec.
if (src.a != 0) {
return (intcolor_t){255, 0, 0, 255};
} else {
return (intcolor_t){0, 0, 0, 0};
}
}
intcolor_t blend_mask_combine(
intcolor_t dest,
intcolor_t src
) {
// 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.a != 0 && src.a != 0) {
return (intcolor_t){255, 0, 0, 255};
} else {
return (intcolor_t){0, 0, 0, 0};
}
}
intcolor_t blend_point(
floatcolor_t add_color,
floatcolor_t mult_color,
intcolor_t src_color,
intcolor_t dest_color,
int blendfunc
) {
// Calculate multiplicative and additive colors against the source.
src_color = (intcolor_t){
clamp((src_color.r * mult_color.r) + (255 * add_color.r)),
clamp((src_color.g * mult_color.g) + (255 * add_color.g)),
clamp((src_color.b * mult_color.b) + (255 * add_color.b)),
clamp((src_color.a * 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).
if (blendfunc == 8) {
return blend_addition(dest_color, src_color);
}
if (blendfunc == 9 || blendfunc == 70) {
return blend_subtraction(dest_color, src_color);
}
if (blendfunc == 256) {
return blend_mask_combine(dest_color, src_color);
}
if (blendfunc == 257) {
return blend_mask_create(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).
return blend_normal(dest_color, src_color);
}
void chunk_composite_fast(work_t *work) {
// Regardless of AA work, calculate the transform matrix for determining the stride for AA pixel lookups, since it
// costs us almost nothing. 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.
double xswing;
double yswing;
if (work->aa_mode == AA_MODE_UNSCALED_SSAA_ONLY) {
xswing = 0.5;
yswing = 0.5;
} else {
xswing = 0.5 * fmax(1.0, work->xscale);
yswing = 0.5 * fmax(1.0, work->yscale);
}
for (unsigned int imgy = work->miny; imgy < work->maxy; imgy++) {
for (unsigned int imgx = work->minx; imgx < work->maxx; imgx++) {
// Determine offset.
unsigned int imgoff = imgx + (imgy * work->imgwidth);
// If we are masked off, don't do any other calculations.
if (work->maskdata != NULL && work->maskdata[imgoff] == 0) {
// This pixel is masked off!
continue;
}
// Blend for simple anti-aliasing.
if (work->aa_mode != AA_MODE_NONE) {
// Calculate what texture pixel data goes here.
int r = 0;
int g = 0;
int b = 0;
int a = 0;
int count = 0;
int denom = 0;
// First, figure out if we can use bilinear resampling. Bilinear seems to look
// awful on perspective transforms, so disable it for all of them.
int bilinear = 0;
if (work->aa_mode == AA_MODE_SSAA_OR_BILINEAR && work->xscale >= 1.0 && work->yscale >= 1.0) {
point_t aaloc = work->inverse.multiply_point((point_t){(double)(imgx + 0.5), (double)(imgy + 0.5)});
int aax = aaloc.x;
int aay = aaloc.y;
if (!(aax <= 0 || aay <= 0 || aax >= ((int)work->texwidth - 1) || aay >= ((int)work->texheight - 1))) {
bilinear = 1;
}
}
// Now perform the desired AA operation.
intcolor_t average;
if (bilinear) {
// Calculate the pixel we're after, and what percentage into the pixel we are.
int aax;
int aay;
double aaxrem;
double aayrem;
if (work->use_perspective) {
// We don't check for negative here, because we already checked it above and wouldn't
// have enabled bilinear interpoliation.
point_t texloc = work->inverse.multiply_point((point_t){(double)(imgx + 0.5), (double)(imgy + 0.5)});
double fx = texloc.x / texloc.z;
double fy = texloc.y / texloc.z;
aax = fx;
aay = fy;
aaxrem = fx - (double)aax;
aayrem = fy - (double)aay;
} else {
point_t texloc = work->inverse.multiply_point((point_t){(double)(imgx + 0.5), (double)(imgy + 0.5)});
aax = texloc.x;
aay = texloc.y;
aaxrem = texloc.x - (double)aax;
aayrem = texloc.y - (double)aay;
}
// Find the four pixels that we can interpolate from. The first number is the x, and second is y.
unsigned int tex00 = aax + (aay * work->texwidth);
unsigned int tex10 = tex00 + 1;
unsigned int tex01 = aax + ((aay + 1) * work->texwidth);
unsigned int tex11 = tex01 + 1;
// Calculate various scaling factors based on alpha and percentage.
double tex00percent = work->texdata[tex00].a / 255.0;
double tex10percent = work->texdata[tex10].a / 255.0;
double tex01percent = work->texdata[tex01].a / 255.0;
double tex11percent = work->texdata[tex11].a / 255.0;
double y0percent = (tex00percent * (1.0 - aaxrem)) + (tex10percent * aaxrem);
double y1percent = (tex01percent * (1.0 - aaxrem)) + (tex11percent * aaxrem);
double finalpercent = (y0percent * (1.0 - aayrem)) + (y1percent * aayrem);
if (finalpercent <= 0.0) {
// This pixel would be blank, so we avoid dividing by zero.
average = (intcolor_t){
255,
255,
255,
0,
};
} else {
// Interpolate in the X direction on both Y axis.
double y0r = ((work->texdata[tex00].r * tex00percent * (1.0 - aaxrem)) + (work->texdata[tex10].r * tex10percent * aaxrem));
double y0g = ((work->texdata[tex00].g * tex00percent * (1.0 - aaxrem)) + (work->texdata[tex10].g * tex10percent * aaxrem));
double y0b = ((work->texdata[tex00].b * tex00percent * (1.0 - aaxrem)) + (work->texdata[tex10].b * tex10percent * aaxrem));
double y1r = ((work->texdata[tex01].r * tex01percent * (1.0 - aaxrem)) + (work->texdata[tex11].r * tex11percent * aaxrem));
double y1g = ((work->texdata[tex01].g * tex01percent * (1.0 - aaxrem)) + (work->texdata[tex11].g * tex11percent * aaxrem));
double y1b = ((work->texdata[tex01].b * tex01percent * (1.0 - aaxrem)) + (work->texdata[tex11].b * tex11percent * aaxrem));
// Now interpolate the Y direction to get the final pixel value.
average = (intcolor_t){
(unsigned char)(((y0r * (1.0 - aayrem)) + (y1r * aayrem)) / finalpercent),
(unsigned char)(((y0g * (1.0 - aayrem)) + (y1g * aayrem)) / finalpercent),
(unsigned char)(((y0b * (1.0 - aayrem)) + (y1b * aayrem)) / finalpercent),
(unsigned char)(finalpercent * 255),
};
}
} else {
for (double addy = 0.5 - yswing; addy <= 0.5 + yswing; addy += yswing / 2.0) {
for (double addx = 0.5 - xswing; addx <= 0.5 + xswing; addx += xswing / 2.0) {
int aax = -1;
int aay = -1;
double xloc = (double)imgx + addx;
double yloc = (double)imgy + addy;
if (xloc < 0.0 || yloc < 0.0 || xloc >= (double)work->imgwidth || yloc >= (double)work->imgheight) {
continue;
}
if (work->use_perspective) {
point_t texloc = work->inverse.multiply_point((point_t){xloc, yloc});
if (texloc.z > 0.0) {
aax = texloc.x / texloc.z;
aay = texloc.y / texloc.z;
}
} else {
point_t texloc = work->inverse.multiply_point((point_t){xloc, yloc});
aax = texloc.x;
aay = texloc.y;
}
// 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 ++;
if (aax < 0 || aay < 0 || aax >= (int)work->texwidth || aay >= (int)work->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.
unsigned int texoff = aax + (aay * work->texwidth);
// If this is a fully transparent pixel, the below formulas work out to adding nothing
// so we should skip this altogether.
if (work->texdata[texoff].a == 0) {
continue;
}
double apercent = work->texdata[texoff].a / 255.0;
r += (int)(work->texdata[texoff].r * apercent);
g += (int)(work->texdata[texoff].g * apercent);
b += (int)(work->texdata[texoff].b * apercent);
a += work->texdata[texoff].a;
count ++;
}
}
if (count == 0) {
// None of the samples existed in-bounds.
continue;
}
// Average the pixels. Make sure to divide out the alpha in preparation for blending.
unsigned char alpha = (unsigned char)(a / denom);
if (alpha == 0) {
// Samples existed in bounds, but with zero alpha.
average = (intcolor_t){
255,
255,
255,
0,
};
} else {
// Samples existed in bounds, with some alpha component, un-premultiply it.
double apercent = alpha / 255.0;
average = (intcolor_t){
(unsigned char)((r / denom) / apercent),
(unsigned char)((g / denom) / apercent),
(unsigned char)((b / denom) / apercent),
alpha,
};
}
}
// Blend it.
work->imgdata[imgoff] = blend_point(work->add_color, work->mult_color, average, work->imgdata[imgoff], work->blendfunc);
} else {
// Grab the center of the pixel to get the color.
int texx = -1;
int texy = -1;
if (work->use_perspective) {
point_t texloc = work->inverse.multiply_point((point_t){(double)imgx + (double)0.5, (double)imgy + (double)0.5});
if (texloc.z > 0.0) {
texx = texloc.x / texloc.z;
texy = texloc.y / texloc.z;
}
} else {
point_t texloc = work->inverse.multiply_point((point_t){(double)imgx + (double)0.5, (double)imgy + (double)0.5});
texx = texloc.x;
texy = texloc.y;
}
// If we're out of bounds, don't update.
if (texx < 0 || texy < 0 || texx >= (int)work->texwidth || texy >= (int)work->texheight) {
continue;
}
// Blend it.
unsigned int texoff = texx + (texy * work->texwidth);
work->imgdata[imgoff] = blend_point(work->add_color, work->mult_color, work->texdata[texoff], work->imgdata[imgoff], work->blendfunc);
}
}
}
}
void *chunk_composite_worker(void *arg) {
work_t *work = (work_t *)arg;
chunk_composite_fast(work);
return NULL;
}
int composite_fast(
unsigned char *imgbytes,
unsigned char *maskbytes,
unsigned int imgwidth,
unsigned int imgheight,
unsigned int minx,
unsigned int maxx,
unsigned int miny,
unsigned int maxy,
floatcolor_t add_color,
floatcolor_t mult_color,
double xscale,
double yscale,
matrix_t inverse,
int use_perspective,
int blendfunc,
unsigned char *texbytes,
unsigned int texwidth,
unsigned int texheight,
unsigned int threads,
unsigned int aa_mode
) {
// Cast to a usable type.
intcolor_t *imgdata = (intcolor_t *)imgbytes;
intcolor_t *texdata = (intcolor_t *)texbytes;
if (threads == 1 || (maxy - miny) < (MIN_THREAD_WORK * 2)) {
// Just create a local work structure so we can call the common function.
work_t work;
work.imgdata = imgdata;
work.maskdata = maskbytes;
work.imgwidth = imgwidth;
work.imgheight = imgheight;
work.minx = minx;
work.maxx = maxx;
work.miny = miny;
work.maxy = maxy;
work.texdata = texdata;
work.texwidth = texwidth;
work.texheight = texheight;
work.xscale = xscale;
work.yscale = yscale;
work.inverse = inverse;
work.add_color = add_color;
work.mult_color = mult_color;
work.blendfunc = blendfunc;
work.aa_mode = aa_mode;
work.use_perspective = use_perspective;
chunk_composite_fast(&work);
} else {
std::list<work_t *> workers;
work_t *mywork = NULL;
unsigned int imgy = miny;
unsigned int step = (maxy - miny) / threads;
if (step < MIN_THREAD_WORK) {
step = MIN_THREAD_WORK;
}
for (unsigned int worker = 0; worker < threads; worker++) {
// We are slightly different if this is the last worker, because
// its going to this thread. Make sure it consumes the rest of the
// work, as well as not getting a pthread. Make sure each thread
// has a minimum amount of work so we don't waste pthread overhead
// starting and stopping it. Because of this, make sure that the
// last chunk we create is always our own.
unsigned int me = 0;
if (worker == (threads - 1) || (imgy + step) >= maxy) {
me = 1;
}
// Create storage for this worker.
pthread_t *thread = me ? NULL : (pthread_t *)malloc(sizeof(pthread_t));
work_t *work = (work_t *)malloc(sizeof(work_t));
// Pass to it all of the params it needs.
work->imgdata = imgdata;
work->maskdata = maskbytes;
work->imgwidth = imgwidth;
work->imgheight = imgheight;
work->minx = minx;
work->maxx = maxx;
work->miny = imgy;
work->maxy = me ? maxy : imgy + step;
work->texdata = texdata;
work->texwidth = texwidth;
work->texheight = texheight;
work->xscale = xscale;
work->yscale = yscale;
work->inverse = inverse;
work->add_color = add_color;
work->mult_color = mult_color;
work->blendfunc = blendfunc;
work->thread = thread;
work->aa_mode = aa_mode;
work->use_perspective = use_perspective;
if (me)
{
// This is the row for this thread.
mywork = work;
// Always exit here, we might not have actually scheduled
// the maximum permitted threads.
break;
}
else
{
// Kick off the thread.
pthread_create(thread, NULL, chunk_composite_worker, work);
// Save the row so we can access it for scheduling.
workers.push_back(work);
// The next chunk of work is the next step.
imgy += step;
}
}
// Now, run my own work.
chunk_composite_fast(mywork);
// Join on all threads once they're finished.
std::list<work_t *>::iterator work = workers.begin();
while(work != workers.end()) {
// Join the thread.
pthread_join(*((*work)->thread), NULL);
// Free the memory we allocated.
free((*work)->thread);
free((*work));
// Remove it from our bookkeeping.
work = workers.erase(work);
}
// Free the memory we allocated.
free(mywork);
}
return 0;
}
}