mirror of
https://github.com/Dadido3/noita-mapcap.git
synced 2024-11-18 17:17:31 +00:00
David Vogel
3a73e13fb7
- Replace MedianBlendedImage with StitchedImage, a general implementation of a stitcher - Don't use hilbert curve when regenerating cache image - Cut workload rectangles to be always inside the cache image boundaries - Rename stitch.go to main.go - Add interface for overlays - Change how overlays are handled and drawn - Reduce error returns to simplify a lot of code - Add several blend functions - Remove offset field from image tile
163 lines
3.8 KiB
Go
163 lines
3.8 KiB
Go
// Copyright (c) 2019-2022 David Vogel
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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package main
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import (
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"fmt"
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"image"
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"path/filepath"
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"runtime"
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"sync"
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"github.com/cheggaaa/pb/v3"
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)
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// LoadImageTiles "loads" all images in the directory at the given path.
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func LoadImageTiles(path string, scaleDivider int) ([]ImageTile, error) {
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if scaleDivider < 1 {
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return nil, fmt.Errorf("invalid scale of %v", scaleDivider)
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}
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var imageTiles []ImageTile
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files, err := filepath.Glob(filepath.Join(path, "*.png"))
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if err != nil {
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return nil, err
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}
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for _, file := range files {
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imageTile, err := NewImageTile(file, scaleDivider)
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if err != nil {
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return nil, err
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}
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imageTiles = append(imageTiles, imageTile)
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}
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return imageTiles, nil
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}
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// Compare takes a list of tiles and compares them pixel by pixel.
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// The resulting pixel difference sum is stored in each tile.
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func Compare(tiles []ImageTile, bounds image.Rectangle) error {
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intersectTiles := []*ImageTile{}
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images := []*image.RGBA{}
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// Get only the tiles that intersect with the bounds.
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// Ignore alignment here, doesn't matter if an image overlaps a few pixels anyways.
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for i, tile := range tiles {
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if tile.Bounds().Overlaps(bounds) {
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tilePtr := &tiles[i]
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img := tilePtr.GetImage()
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if img == nil {
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continue
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}
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intersectTiles = append(intersectTiles, tilePtr)
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imgCopy := *img
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//imgCopy.Rect = imgCopy.Rect
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images = append(images, &imgCopy)
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}
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}
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tempTilesEmpty := make([]*ImageTile, 0, len(intersectTiles))
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for iy := bounds.Min.Y; iy < bounds.Max.Y; iy++ {
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for ix := bounds.Min.X; ix < bounds.Max.X; ix++ {
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var rMin, rMax, gMin, gMax, bMin, bMax uint8
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point := image.Point{ix, iy}
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found := false
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tempTiles := tempTilesEmpty
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// Iterate through all images and find min and max subpixel values.
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for i, img := range images {
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if point.In(img.Bounds()) {
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tempTiles = append(tempTiles, intersectTiles[i])
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col := img.RGBAAt(point.X, point.Y)
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if !found {
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found = true
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rMin, rMax, gMin, gMax, bMin, bMax = col.R, col.R, col.G, col.G, col.B, col.B
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} else {
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if rMin > col.R {
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rMin = col.R
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}
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if rMax < col.R {
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rMax = col.R
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}
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if gMin > col.G {
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gMin = col.G
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}
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if gMax < col.G {
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gMax = col.G
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}
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if bMin > col.B {
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bMin = col.B
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}
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if bMax < col.B {
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bMax = col.B
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}
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}
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}
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}
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// If there were no images to get data from, ignore the pixel.
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if !found {
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continue
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}
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// Write the error value back into the tiles (Only those that contain the point point)
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for _, tile := range tempTiles {
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tile.pixelErrorSum += uint64(rMax-rMin) + uint64(gMax-gMin) + uint64(bMax-bMin)
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}
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}
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}
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return nil
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}
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// CompareGrid calls Compare, but divides the workload into a grid of chunks.
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// Additionally it runs the workload multithreaded.
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func CompareGrid(tiles []ImageTile, bounds image.Rectangle, gridSize int, bar *pb.ProgressBar) (errResult error) {
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//workloads := gridifyRectangle(destImage.Bounds(), gridSize)
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workloads, err := hilbertifyRectangle(bounds, gridSize)
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if err != nil {
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return err
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}
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if bar != nil {
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bar.SetTotal(int64(len(workloads))).Start()
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}
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// Start worker threads
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wc := make(chan image.Rectangle)
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wg := sync.WaitGroup{}
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for i := 0; i < runtime.NumCPU()*2; i++ {
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wg.Add(1)
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go func() {
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defer wg.Done()
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for workload := range wc {
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if err := Compare(tiles, workload); err != nil {
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errResult = err // This will not stop execution, but at least one of any errors is returned.
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}
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if bar != nil {
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bar.Increment()
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}
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}
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}()
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}
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// Push workload to worker threads
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for _, workload := range workloads {
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wc <- workload
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}
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// Wait until all worker threads are done
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close(wc)
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wg.Wait()
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return
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}
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