noita-mapcap/bin/stitch/imagetiles.go

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// Copyright (c) 2019-2020 David Vogel
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//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
package main
import (
"fmt"
"image"
"image/color"
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"path/filepath"
"regexp"
"runtime"
"sort"
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"strconv"
"sync"
"github.com/cheggaaa/pb/v3"
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)
var regexFileParse = regexp.MustCompile(`^(-?\d+),(-?\d+).png$`)
func loadImages(path string, scaleDivider int) ([]imageTile, error) {
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var imageTiles []imageTile
if scaleDivider < 1 {
return nil, fmt.Errorf("Invalid scale of %v", scaleDivider)
}
files, err := filepath.Glob(filepath.Join(path, "*.png"))
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if err != nil {
return nil, err
}
for _, file := range files {
baseName := filepath.Base(file)
result := regexFileParse.FindStringSubmatch(baseName)
var x, y int
if parsed, err := strconv.ParseInt(result[1], 10, 0); err == nil {
x = int(parsed)
} else {
return nil, fmt.Errorf("Error parsing %v to integer: %w", result[1], err)
}
if parsed, err := strconv.ParseInt(result[2], 10, 0); err == nil {
y = int(parsed)
} else {
return nil, fmt.Errorf("Error parsing %v to integer: %w", result[2], err)
}
width, height, err := getImageFileDimension(file)
if err != nil {
return nil, err
}
imageTiles = append(imageTiles, imageTile{
fileName: file,
scaleDivider: scaleDivider,
image: image.Rect(x/scaleDivider, y/scaleDivider, (x+width)/scaleDivider, (y+height)/scaleDivider),
imageMutex: &sync.RWMutex{},
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})
}
return imageTiles, nil
}
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// Stitch takes a list of tiles and stitches them together.
// The destImage shouldn't be too large, or it gets too slow.
func Stitch(tiles []imageTile, destImage *image.RGBA) error {
intersectTiles := []*imageTile{}
images := []*image.RGBA{}
// Get only the tiles that intersect with the destination image bounds.
// Ignore alignment here, doesn't matter if an image overlaps a few pixels anyways.
for i, tile := range tiles {
if tile.OffsetBounds().Overlaps(destImage.Bounds()) {
tilePtr := &tiles[i]
intersectTiles = append(intersectTiles, tilePtr)
img, err := tilePtr.GetImage()
if err != nil {
return fmt.Errorf("Couldn't get image: %w", err)
}
imgCopy := *img
imgCopy.Rect = imgCopy.Rect.Add(tile.offset).Inset(4) // Reduce image bounds by 4 pixels on each side, because otherwise there will be artifacts.
images = append(images, &imgCopy)
// TODO: Fix transparent pixels at the output image border because of inset
// TODO: Fix downscaled images to cause artifacts because of the inset
}
}
//log.Printf("intersectTiles: %v", intersectTiles)
/*for _, intersectTile := range intersectTiles {
intersectTile.loadImage()
draw.Draw(destImage, destImage.Bounds(), intersectTile.image, destImage.Bounds().Min, draw.Over)
}*/
/*for _, intersectTile := range intersectTiles {
drawLabel(destImage, intersectTile.image.Bounds().Min.X, intersectTile.image.Bounds().Min.Y, fmt.Sprintf("%v", intersectTile.fileName))
}*/
drawMedianBlended(images, destImage)
return nil
}
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// StitchGrid calls Stitch, but divides the workload into a grid of chunks.
// Additionally it runs the workload multithreaded.
func StitchGrid(tiles []imageTile, destImage *image.RGBA, gridSize int, bar *pb.ProgressBar) (errResult error) {
//workloads := gridifyRectangle(destImage.Bounds(), gridSize)
workloads, err := hilbertifyRectangle(destImage.Bounds(), gridSize)
if err != nil {
return err
}
if bar != nil {
bar.SetTotal(int64(len(workloads))).Start()
}
// Start worker threads
wc := make(chan image.Rectangle)
wg := sync.WaitGroup{}
for i := 0; i < runtime.NumCPU()*2; i++ {
wg.Add(1)
go func() {
defer wg.Done()
for workload := range wc {
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if err := Stitch(tiles, destImage.SubImage(workload).(*image.RGBA)); err != nil {
errResult = err // This will not stop execution, but at least one of any errors is returned.
}
if bar != nil {
bar.Increment()
}
}
}()
}
// Push workload to worker threads
for _, workload := range workloads {
wc <- workload
}
// Wait until all worker threads are done
close(wc)
wg.Wait()
return
}
func drawMedianBlended(images []*image.RGBA, destImage *image.RGBA) {
bounds := destImage.Bounds()
// Create arrays to be reused every pixel
rListEmpty, gListEmpty, bListEmpty := make([]int, 0, len(images)), make([]int, 0, len(images)), make([]int, 0, len(images))
for iy := bounds.Min.Y; iy < bounds.Max.Y; iy++ {
for ix := bounds.Min.X; ix < bounds.Max.X; ix++ {
rList, gList, bList := rListEmpty, gListEmpty, bListEmpty
point := image.Point{ix, iy}
found := false
// Iterate through all images and create a list of colors.
for _, img := range images {
if point.In(img.Bounds()) {
col := img.RGBAAt(point.X, point.Y)
rList, gList, bList = append(rList, int(col.R)), append(gList, int(col.G)), append(bList, int(col.B))
found = true
}
}
// If there were no images to get data from, ignore the pixel.
if !found {
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//destImage.SetRGBA(ix, iy, color.RGBA{})
continue
}
// Sort colors.
sort.Ints(rList)
sort.Ints(gList)
sort.Ints(bList)
// Take the middle element of each color.
var r, g, b uint8
if len(rList)%2 == 0 {
// Even
r = uint8((rList[len(rList)/2-1] + rList[len(rList)/2]) / 2)
} else {
// Odd
r = uint8(rList[(len(rList)-1)/2])
}
if len(gList)%2 == 0 {
// Even
g = uint8((gList[len(gList)/2-1] + gList[len(gList)/2]) / 2)
} else {
// Odd
g = uint8(gList[(len(gList)-1)/2])
}
if len(bList)%2 == 0 {
// Even
b = uint8((bList[len(bList)/2-1] + bList[len(bList)/2]) / 2)
} else {
// Odd
b = uint8(bList[(len(bList)-1)/2])
}
destImage.SetRGBA(ix, iy, color.RGBA{r, g, b, 255})
}
}
}
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// Compare takes a list of tiles and compares them pixel by pixel.
// The resulting pixel difference sum is stored in each tile.
func Compare(tiles []imageTile, bounds image.Rectangle) error {
intersectTiles := []*imageTile{}
images := []*image.RGBA{}
// Get only the tiles that intersect with the bounds.
// Ignore alignment here, doesn't matter if an image overlaps a few pixels anyways.
for i, tile := range tiles {
if tile.OffsetBounds().Overlaps(bounds) {
tilePtr := &tiles[i]
intersectTiles = append(intersectTiles, tilePtr)
img, err := tilePtr.GetImage()
if err != nil {
return fmt.Errorf("Couldn't get image: %w", err)
}
imgCopy := *img
imgCopy.Rect = imgCopy.Rect.Add(tile.offset).Inset(4) // Reduce image bounds by 4 pixels on each side, because otherwise there will be artifacts.
images = append(images, &imgCopy)
}
}
tempTilesEmpty := make([]*imageTile, 0, len(intersectTiles))
for iy := bounds.Min.Y; iy < bounds.Max.Y; iy++ {
for ix := bounds.Min.X; ix < bounds.Max.X; ix++ {
var rMin, rMax, gMin, gMax, bMin, bMax uint8
point := image.Point{ix, iy}
found := false
tempTiles := tempTilesEmpty
// Iterate through all images and find min and max subpixel values.
for i, img := range images {
if point.In(img.Bounds()) {
tempTiles = append(tempTiles, intersectTiles[i])
col := img.RGBAAt(point.X, point.Y)
if !found {
found = true
rMin, rMax, gMin, gMax, bMin, bMax = col.R, col.R, col.G, col.G, col.B, col.B
} else {
if rMin > col.R {
rMin = col.R
}
if rMax < col.R {
rMax = col.R
}
if gMin > col.G {
gMin = col.G
}
if gMax < col.G {
gMax = col.G
}
if bMin > col.B {
bMin = col.B
}
if bMax < col.B {
bMax = col.B
}
}
}
}
// If there were no images to get data from, ignore the pixel.
if !found {
continue
}
// Write the error value back into the tiles (Only those that contain the point point)
for _, tile := range tempTiles {
tile.pixelErrorSum += uint64(rMax-rMin) + uint64(gMax-gMin) + uint64(bMax-bMin)
}
}
}
return nil
}
// CompareGrid calls Compare, but divides the workload into a grid of chunks.
// Additionally it runs the workload multithreaded.
func CompareGrid(tiles []imageTile, bounds image.Rectangle, gridSize int, bar *pb.ProgressBar) (errResult error) {
//workloads := gridifyRectangle(destImage.Bounds(), gridSize)
workloads, err := hilbertifyRectangle(bounds, gridSize)
if err != nil {
return err
}
if bar != nil {
bar.SetTotal(int64(len(workloads))).Start()
}
// Start worker threads
wc := make(chan image.Rectangle)
wg := sync.WaitGroup{}
for i := 0; i < runtime.NumCPU()*2; i++ {
wg.Add(1)
go func() {
defer wg.Done()
for workload := range wc {
if err := Compare(tiles, workload); err != nil {
errResult = err // This will not stop execution, but at least one of any errors is returned.
}
if bar != nil {
bar.Increment()
}
}
}()
}
// Push workload to worker threads
for _, workload := range workloads {
wc <- workload
}
// Wait until all worker threads are done
close(wc)
wg.Wait()
return
}