469 lines
17 KiB
C++
469 lines
17 KiB
C++
#include <stdio.h>
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#include <math.h>
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#include <pthread.h>
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#include <list>
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#define MIN_THREAD_WORK 10
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extern "C"
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{
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typedef struct intcolor {
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unsigned char r;
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unsigned char g;
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unsigned char b;
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unsigned char a;
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} intcolor_t;
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typedef struct floatcolor {
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float r;
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float g;
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float b;
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float a;
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} floatcolor_t;
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typedef struct point {
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float x;
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float y;
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struct point add(struct point other) {
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return (struct point){
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x + other.x,
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y + other.y,
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};
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};
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} point_t;
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typedef struct matrix {
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float a;
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float b;
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float c;
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float d;
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float tx;
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float ty;
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point_t multiply_point(point_t point) {
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return (point_t){
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(a * point.x) + (c * point.y) + tx,
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(b * point.x) + (d * point.y) + ty,
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};
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}
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} matrix_t;
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typedef struct work {
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intcolor_t *imgdata;
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unsigned char *maskdata;
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unsigned int imgwidth;
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unsigned int minx;
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unsigned int maxx;
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unsigned int miny;
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unsigned int maxy;
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intcolor_t *texdata;
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unsigned int texwidth;
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unsigned int texheight;
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matrix_t inverse;
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floatcolor_t add_color;
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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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return fmin(fmax(0.0, roundf(color)), 255.0);
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}
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intcolor_t blend_normal(
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intcolor_t dest,
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intcolor_t src
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) {
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// "Normal" blend mode, which is just alpha blending. Various games use the DX
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// equation Src * As + Dst * (1 - As). We premultiply Dst by Ad as well, since
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// we are blitting onto a destination that could have transparency. Once we are
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// done, we divide out the premultiplied Ad in order to put the pixes back to
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// their full blended values since we are not setting the destination alpha to 1.0.
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// This enables partial transparent backgrounds to work properly.
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// Short circuit for speed.
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if (src.a == 0) {
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return dest;
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}
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if (src.a == 255) {
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return src;
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}
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// Calculate alpha blending.
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float srcpercent = src.a / 255.0;
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float destpercent = dest.a / 255.0;
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float srcremainder = 1.0 - srcpercent;
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float new_alpha = fmin(fmax(0.0, srcpercent + destpercent * srcremainder), 1.0);
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return (intcolor_t){
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clamp(((dest.r * destpercent * srcremainder) + (src.r * srcpercent)) / new_alpha),
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clamp(((dest.g * destpercent * srcremainder) + (src.g * srcpercent)) / new_alpha),
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clamp(((dest.b * destpercent * srcremainder) + (src.b * srcpercent)) / new_alpha),
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clamp(255 * new_alpha)
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};
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}
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intcolor_t blend_addition(
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intcolor_t dest,
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intcolor_t src
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) {
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// "Addition" blend mode, which is used for fog/clouds/etc. Various games use the DX
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// equation Src * As + Dst * 1. It appears jubeat does not premultiply the source
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// by its alpha component.
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// Short circuit for speed.
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if (src.a == 0) {
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return dest;
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}
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// Calculate final color blending.
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float srcpercent = src.a / 255.0;
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return (intcolor_t){
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clamp(dest.r + (src.r * srcpercent)),
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clamp(dest.g + (src.g * srcpercent)),
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clamp(dest.b + (src.b * srcpercent)),
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// Additive blending doesn't actually make sense on semi-transparent destinations,
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// as that implies that the semi-transparent pixel will be later displayed on top
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// of something else. That doesn't work since additive blending needs to non-linearly
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// mix with the destination. So, in reality, we should be doing what subtractive
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// blending does and keeping the destination alpha (which should always be 255),
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// but if somebody renders an animation with additive blending meant to go over a
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// background onto a transparent or semi-transparent background this will make the
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// resulting graphic look more correct.
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clamp(dest.a + (255 * srcpercent)),
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};
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}
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intcolor_t blend_subtraction(
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intcolor_t dest,
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intcolor_t src
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) {
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// "Subtraction" blend mode, used for darkening an image. Various games use the DX
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// equation Dst * 1 - Src * As. It appears jubeat does not premultiply the source
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// by its alpha component much like the "additive" blend above..
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// Short circuit for speed.
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if (src.a == 0) {
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return dest;
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}
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// Calculate final color blending.
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float srcpercent = src.a / 255.0;
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return (intcolor_t){
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clamp(dest.r - (src.r * srcpercent)),
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clamp(dest.g - (src.g * srcpercent)),
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clamp(dest.b - (src.b * srcpercent)),
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dest.a,
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};
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}
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intcolor_t blend_multiply(
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intcolor_t dest,
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intcolor_t src
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) {
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// "Multiply" blend mode, used for darkening an image. Various games use the DX
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// equation Src * 0 + Dst * Src. It appears jubeat uses the alternative formula
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// Src * Dst + Dst * (1 - As) which reduces to the first equation as long as the
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// source alpha is always 255.
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// Calculate final color blending.
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return (intcolor_t){
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clamp(255 * ((dest.r / 255.0) * (src.r / 255.0))),
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clamp(255 * ((dest.g / 255.0) * (src.g / 255.0))),
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clamp(255 * ((dest.b / 255.0) * (src.b / 255.0))),
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dest.a,
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};
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}
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intcolor_t blend_mask_create(
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intcolor_t dest,
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intcolor_t src
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) {
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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.a != 0) {
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return (intcolor_t){255, 0, 0, 255};
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} else {
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return (intcolor_t){0, 0, 0, 0};
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}
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}
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intcolor_t blend_mask_combine(
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intcolor_t dest,
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intcolor_t src
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) {
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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.a != 0 && src.a != 0) {
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return (intcolor_t){255, 0, 0, 255};
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} else {
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return (intcolor_t){0, 0, 0, 0};
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}
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}
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intcolor_t blend_point(
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floatcolor_t add_color,
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floatcolor_t mult_color,
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intcolor_t src_color,
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intcolor_t dest_color,
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int blendfunc
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) {
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// Calculate multiplicative and additive colors against the source.
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src_color = (intcolor_t){
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clamp((src_color.r * mult_color.r) + (255 * add_color.r)),
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clamp((src_color.g * mult_color.g) + (255 * add_color.g)),
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clamp((src_color.b * mult_color.b) + (255 * add_color.b)),
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clamp((src_color.a * 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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}
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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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if (blendfunc == 8) {
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return blend_addition(dest_color, src_color);
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}
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if (blendfunc == 9 || blendfunc == 70) {
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return blend_subtraction(dest_color, src_color);
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}
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if (blendfunc == 256) {
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return blend_mask_combine(dest_color, src_color);
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}
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if (blendfunc == 257) {
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return blend_mask_create(dest_color, src_color);
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}
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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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return blend_normal(dest_color, src_color);
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}
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void chunk_composite_fast(work_t *work) {
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for (unsigned int imgy = work->miny; imgy < work->maxy; imgy++) {
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for (unsigned int imgx = work->minx; imgx < work->maxx; imgx++) {
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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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// If we're out of bounds, don't update.
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if (texx < 0 or texy < 0 or texx >= (int)work->texwidth or texy >= (int)work->texheight) {
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continue;
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}
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// Blend it.
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unsigned int texoff = texx + (texy * work->texwidth);
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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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chunk_composite_fast(work);
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return NULL;
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}
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int affine_composite_fast(
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unsigned char *imgbytes,
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unsigned char *maskbytes,
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unsigned int imgwidth,
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unsigned int imgheight,
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unsigned int minx,
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unsigned int maxx,
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unsigned int miny,
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unsigned int maxy,
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floatcolor_t add_color,
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floatcolor_t mult_color,
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matrix_t inverse,
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int blendfunc,
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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 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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intcolor_t *texdata = (intcolor_t *)texbytes;
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if (threads == 1 || (maxy - miny) < (MIN_THREAD_WORK * 2)) {
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// Just create a local work structure so we can call the common function.
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work_t work;
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work.imgdata = imgdata;
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work.maskdata = maskbytes;
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work.imgwidth = imgwidth;
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work.minx = minx;
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work.maxx = maxx;
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work.miny = miny;
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work.maxy = maxy;
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work.texdata = texdata;
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work.texwidth = texwidth;
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work.texheight = texheight;
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work.inverse = inverse;
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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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std::list<work_t *> workers;
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work_t *mywork = NULL;
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unsigned int imgy = miny;
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unsigned int step = (maxy - miny) / threads;
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if (step < MIN_THREAD_WORK) {
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step = MIN_THREAD_WORK;
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}
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for (unsigned int worker = 0; worker < threads; worker++) {
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// We are slightly different if this is the last worker, because
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// its going to this thread. Make sure it consumes the rest of the
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// work, as well as not getting a pthread. Make sure each thread
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// has a minimum amount of work so we don't waste pthread overhead
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// starting and stopping it. Because of this, make sure that the
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// last chunk we create is always our own.
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unsigned int me = 0;
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if (worker == (threads - 1) || (imgy + step) >= maxy) {
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me = 1;
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}
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// Create storage for this worker.
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pthread_t *thread = me ? NULL : (pthread_t *)malloc(sizeof(pthread_t));
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work_t *work = (work_t *)malloc(sizeof(work_t));
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// Pass to it all of the params it needs.
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work->imgdata = imgdata;
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work->maskdata = maskbytes;
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work->imgwidth = imgwidth;
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work->minx = minx;
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work->maxx = maxx;
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work->miny = imgy;
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work->maxy = me ? maxy : imgy + step;
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work->texdata = texdata;
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work->texwidth = texwidth;
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work->texheight = texheight;
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work->inverse = inverse;
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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->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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// This is the row for this thread.
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mywork = work;
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// Always exit here, we might not have actually scheduled
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// the maximum permitted threads.
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break;
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}
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else
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{
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// Kick off the thread.
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pthread_create(thread, NULL, chunk_composite_worker, work);
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// Save the row so we can access it for scheduling.
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workers.push_back(work);
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// The next chunk of work is the next step.
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imgy += step;
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}
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}
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// Now, run my own work.
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chunk_composite_fast(mywork);
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// Join on all threads once they're finished.
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std::list<work_t *>::iterator work = workers.begin();
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while(work != workers.end()) {
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// Join the thread.
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pthread_join(*((*work)->thread), NULL);
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// Free the memory we allocated.
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free((*work)->thread);
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free((*work));
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// Remove it from our bookkeeping.
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work = workers.erase(work);
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}
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// Free the memory we allocated.
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free(mywork);
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}
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return 0;
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}
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}
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