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#include "traster.h"
#include "tpixelutils.h"

#include "trop.h"

//***********************************************************************************************
//    Local namespace stuff
//***********************************************************************************************

namespace
{

template <typename T>
struct RaylitFuncTraits {
	typedef void (*function_type)(T *, T *, int, int, int, int, const TRect &, const TRect &, const TRop::RaylitParams &);
};

//--------------------------------------------------------------------------------------------

template <typename T>
void performStandardRaylit(T *bufIn, T *bufOut,
						   int dxIn, int dyIn, int dxOut, int dyOut,
						   const TRect &srcRect, const TRect &dstRect,
						   const TRop::RaylitParams &params)
{
	/* NOTATION:  Diagram assuming octant 1

        /                   |
       /                    |
      /  - ray_final_y      | octLy
     / 1                    |
    +----                   |
    _____  octLx


    So, octLx and octLy are the octant's lx and ly;  ray_final_y is the final height of the ray we're tracing
  */

	// Build colors-related variables
	int max = T::maxChannelValue;
	/*-- 透明部分の色 --*/
	int transp_val = (params.m_invert) ? max : 0, opaque_val = max - transp_val;
	int value, val_r, val_g, val_b, val_m;
	double lightness, r_fac, g_fac, b_fac, m_fac;
	/*-- 8bit/16bitの違いを吸収する係数 --*/
	double factor = max / 255.0;

	double scale = params.m_scale;											// NOTE: These variable initializations are, well,
	double decay = log(params.m_decay / 100.0 + 1.0) + 1.0;					// heuristic at least. They were probably tested
	double intensity = 1e8 * log(params.m_intensity / 100.0 + 1.0) / scale; // to be good, but didn't quite make any REAL sense.
	double smoothness = log(params.m_smoothness * 5.0 / 100.0 + 1.0);		//
																			// They could be done MUCH better, but changing them
	/*-- 1ステップ進んだ時、次のピクセルで光源が無かったときの光の弱まる割合 --*/
	double neg_delta_p = smoothness * intensity; // would alter the way raylit has been applied until now.
	/*-- 1ステップ進んだ時、次のピクセルで光源が有ったときの光の強まる割合 --*/
	double quot_delta_p = intensity / max; //
										   // Should be changed at some point, though...
	/*-- m_colorはRaylitFxのColor値。r_fac、g_fac、b_facは各チャンネルをPremultiplyした値 --*/
	m_fac = (params.m_color.m / 255.0);
	r_fac = m_fac * (params.m_color.r / 255.0);
	g_fac = m_fac * (params.m_color.g / 255.0);
	b_fac = m_fac * (params.m_color.b / 255.0);

	// Geometry-related variables
	int x, y, ray_final_y;
	int octLx = dstRect.x1 - dstRect.x0;

	double rayPosIncrementX = 1.0 / scale;

	double sq_z = sq(params.m_lightOriginSrc.z); // We'll be making square distances from p, so square it once now

	// Perform raylit
	T *pixIn, *pixOut;

	for (ray_final_y = 0; ray_final_y < octLx; ++ray_final_y) {
		// Initialize increment variables
		lightness = 0.0;

		double rayPosIncrementY = rayPosIncrementX * (ray_final_y / (double)octLx);

		// Use an integer counter to know when y must increase. Will add ray_final_y as long as
		// a multiple of octLx-1 is reached, then increase
		int yIncrementCounter = 0, yIncrementThreshold = octLx - 1;

		// Trace a single ray of light
		TPointD rayPos(rayPosIncrementX, rayPosIncrementY);

		for (x = dstRect.x0, y = dstRect.y0, pixIn = bufIn, pixOut = bufOut; (x < dstRect.x1) && (y < dstRect.y1); ++x) {
			bool insideSrc = (x >= srcRect.x0) && (x < srcRect.x1) && (y >= srcRect.y0) && (y < srcRect.y1);
			if (insideSrc) {
				// Add a light component depending on source's matte
				if (pixIn->m == opaque_val)
					lightness = tmax(0.0, lightness - neg_delta_p); // No light source - ray fading
				else {
					if (pixIn->m == transp_val)
						lightness += intensity; // Full light source - ray enforcing
					else
						lightness = tmax(0.0, lightness +														   // Half light source
												  (params.m_invert ? pixIn->m : (max - pixIn->m)) * quot_delta_p); //   matte-linear enforcing
				}

				if (params.m_includeInput) {
					val_r = pixIn->r;
					val_g = pixIn->g;
					val_b = pixIn->b;
					val_m = pixIn->m;
				} else
					val_r = val_g = val_b = val_m = 0;
			} else {
				if (!params.m_invert)
					lightness += intensity;
				else
					lightness = tmax(0.0, lightness - neg_delta_p);

				val_r = val_g = val_b = val_m = 0;
			}

			bool insideDst = (x >= 0) && (y >= 0);
			if (insideDst) {
				// Write the corresponding destination pixel
				if (lightness > 0.0)
					value = (int)(factor * lightness / (rayPos.x * pow((double)(sq(rayPos.x) + sq(rayPos.y) + sq_z), decay)) + 0.5); // * ^-d...  0.5 rounds
				else
					value = 0;

				//NOTE: pow() could be slow. If that is the case, it could be cached for the whole octant along the longest ray at integer positions,
				// and then linearly interpolated between those... Have to profile this before resorting to that...

				val_r += value * r_fac;
				val_g += value * g_fac;
				val_b += value * b_fac;
				val_m += value * m_fac;

				pixOut->r = (val_r > max) ? max : val_r;
				pixOut->g = (val_g > max) ? max : val_g;
				pixOut->b = (val_b > max) ? max : val_b;
				pixOut->m = (val_m > max) ? max : val_m;
			}

			// Increment variables along the x-axis
			pixIn += dxIn, pixOut += dxOut;

			rayPos.x += rayPosIncrementX, rayPos.y += rayPosIncrementY;

			// Increment variables along the y-axis
			if ((yIncrementCounter += ray_final_y) >= yIncrementThreshold) {
				++y, pixIn += dyIn, pixOut += dyOut;
				yIncrementCounter -= yIncrementThreshold;
			}
		}
	}
}

//--------------------------------------------------------------------------------------------

template <typename T>
void performColorRaylit(T *bufIn, T *bufOut,
						int dxIn, int dyIn, int dxOut, int dyOut,
						const TRect &srcRect, const TRect &dstRect,
						const TRop::RaylitParams &params)
{
	// Build colors-related variables
	int max = T::maxChannelValue;

	int val_r, val_g, val_b, val_m;
	double lightness_r, lightness_g, lightness_b;
	double factor = max / 255.0;

	double scale = params.m_scale;											// NOTE: These variable initializations are, well,
	double decay = log(params.m_decay / 100.0 + 1.0) + 1.0;					// heuristic at least. They were probably tested
	double intensity = 1e8 * log(params.m_intensity / 100.0 + 1.0) / scale; // to be good, but didn't quite make any REAL sense.
	double smoothness = log(params.m_smoothness * 5.0 / 100.0 + 1.0);		//
																			// They could be done MUCH better, but changing them
	double neg_delta_p = smoothness * intensity;							// would alter the way raylit has been applied until now.
	double quot_delta_p = intensity / max;									//
																			// Should be changed at some point, though...

	// Geometry-related variables
	int x, y, ray_final_y;
	int octLx = dstRect.x1 - dstRect.x0;

	double rayPosIncrementX = 1.0 / scale;

	double fac, sq_z = sq(params.m_lightOriginSrc.z); // We'll be making square distances from p, so square it once now

	// Perform raylit
	T *pixIn, *pixOut;

	for (ray_final_y = 0; ray_final_y < octLx; ++ray_final_y) {
		// Initialize increment variables
		lightness_r = lightness_g = lightness_b = 0.0;
		int l, l_max;

		double rayPosIncrementY = rayPosIncrementX * (ray_final_y / (double)octLx);

		// Use an integer counter to know when y must increase. Will add ray_final_y as long as
		// a multiple of octLx-1 is reached, then increase
		int yIncrementCounter = 0, yIncrementThreshold = octLx - 1;

		// Trace a single ray of light
		TPointD rayPos(rayPosIncrementX, rayPosIncrementY);

		for (x = dstRect.x0, y = dstRect.y0, pixIn = bufIn, pixOut = bufOut; (x < dstRect.x1) && (y < dstRect.y1); ++x) {
			bool insideSrc = (x >= srcRect.x0) && (x < srcRect.x1) && (y >= srcRect.y0) && (y < srcRect.y1);
			if (insideSrc) {
				val_r = pixIn->r;
				val_g = pixIn->g;
				val_b = pixIn->b;
				val_m = pixIn->m;

				lightness_r = tmax(0.0, val_r ? lightness_r + val_r * quot_delta_p : lightness_r - neg_delta_p);
				lightness_g = tmax(0.0, val_g ? lightness_g + val_g * quot_delta_p : lightness_g - neg_delta_p);
				lightness_b = tmax(0.0, val_b ? lightness_b + val_b * quot_delta_p : lightness_b - neg_delta_p);

				if (!params.m_includeInput)
					val_r = val_g = val_b = val_m = 0;
			} else {
				lightness_r = tmax(0.0, lightness_r - neg_delta_p);
				lightness_g = tmax(0.0, lightness_g - neg_delta_p);
				lightness_b = tmax(0.0, lightness_b - neg_delta_p);

				val_r = val_g = val_b = val_m = 0;
			}

			bool insideDst = (x >= 0) && (y >= 0);
			if (insideDst) {
				// Write the corresponding destination pixel
				fac = factor / (rayPos.x * pow((double)(sq(rayPos.x) + sq(rayPos.y) + sq_z), decay));

				//NOTE: pow() could be slow. If that is the case, it could be cached for the whole octant along the longest ray at integer positions,
				// and then linearly interpolated between those... Have to profile this before resorting to that...

				val_r += l = (int)(fac * lightness_r + 0.5);
				l_max = l;
				val_g += l = (int)(fac * lightness_g + 0.5);
				l_max = tmax(l, l_max);
				val_b += l = (int)(fac * lightness_b + 0.5);
				l_max = tmax(l, l_max);
				val_m += l_max;

				pixOut->r = (val_r > max) ? max : val_r;
				pixOut->g = (val_g > max) ? max : val_g;
				pixOut->b = (val_b > max) ? max : val_b;
				pixOut->m = (val_m > max) ? max : val_m;
			}

			// Increment variables along the x-axis
			pixIn += dxIn, pixOut += dxOut;

			rayPos.x += rayPosIncrementX, rayPos.y += rayPosIncrementY;

			// Increment variables along the y-axis
			if ((yIncrementCounter += ray_final_y) >= yIncrementThreshold) {
				++y, pixIn += dyIn, pixOut += dyOut;
				yIncrementCounter -= yIncrementThreshold;
			}
		}
	}
}

//--------------------------------------------------------------------------------------------
/*-- ピザ状に8分割された領域の1つを計算する --*/
template <typename T>
void computeOctant(const TRasterPT<T> &src, const TRasterPT<T> &dst,
				   int octant, const TRop::RaylitParams &params,
				   typename RaylitFuncTraits<T>::function_type raylitFunc)
{
	// Build octant geometry variables
	int x0, x1, lxIn, lxOut, dxIn, dxOut;
	int y0, y1, lyIn, lyOut, dyIn, dyOut;

	const T3DPoint &pIn = params.m_lightOriginSrc, &pOut = params.m_lightOriginDst;
	int srcWrap = src->getWrap(), dstWrap = dst->getWrap();

	T *bufIn = (T *)src->getRawData() + tfloor(pIn.y) * srcWrap + tfloor(pIn.x);
	T *bufOut = (T *)dst->getRawData() + tfloor(pOut.y) * dstWrap + tfloor(pOut.x);

	TRect srcRect(src->getBounds() + TPoint(tround(pOut.x - pIn.x), tround(pOut.y - pIn.y)));

	lxIn = src->getLx(), lxOut = dst->getLx();
	lyIn = src->getLy(), lyOut = dst->getLy();

	/*-- 1ピクセルずつ進むときの移動値 --*/
	// Vertical octant pairs
	if (octant == 1 || octant == 8)
		dxIn = 1, dxOut = 1, x0 = tfloor(pOut.x), x1 = lxOut;
	if (octant == 2 || octant == 7)
		dyIn = 1, dyOut = 1, y0 = tfloor(pOut.x), y1 = lxOut;
	if (octant == 3 || octant == 6)
		dyIn = -1, dyOut = -1, y0 = lxOut - tfloor(pOut.x) - 1, y1 = lxOut, tswap(srcRect.x0, srcRect.x1), srcRect.x0 = lxOut - srcRect.x0, srcRect.x1 = lxOut - srcRect.x1;
	if (octant == 4 || octant == 5)
		dxIn = -1, dxOut = -1, x0 = lxOut - tfloor(pOut.x) - 1, x1 = lxOut, tswap(srcRect.x0, srcRect.x1), srcRect.x0 = lxOut - srcRect.x0, srcRect.x1 = lxOut - srcRect.x1;

	// Horizontal octant pairs
	if (octant == 2 || octant == 3)
		dxIn = srcWrap, dxOut = dstWrap, x0 = tfloor(pOut.y), x1 = lyOut;
	if (octant == 1 || octant == 4)
		dyIn = srcWrap, dyOut = dstWrap, y0 = tfloor(pOut.y), y1 = lyOut;
	if (octant == 5 || octant == 8)
		dyIn = -srcWrap, dyOut = -dstWrap, y0 = lyOut - tfloor(pOut.y) - 1, y1 = lyOut, tswap(srcRect.y0, srcRect.y1), srcRect.y0 = lyOut - srcRect.y0, srcRect.y1 = lyOut - srcRect.y1;
	if (octant == 6 || octant == 7)
		dxIn = -srcWrap, dxOut = -dstWrap, x0 = lyOut - tfloor(pOut.y) - 1, x1 = lyOut, tswap(srcRect.y0, srcRect.y1), srcRect.y0 = lyOut - srcRect.y0, srcRect.y1 = lyOut - srcRect.y1;

	/*-- 縦向きのピザ領域を計算する場合は、90度回転してから --*/
	// Swap x and y axis where necessary
	if (octant == 2 || octant == 3 || octant == 6 || octant == 7) {
		tswap(lxIn, lyIn), tswap(lxOut, lyOut);
		tswap(srcRect.x0, srcRect.y0), tswap(srcRect.x1, srcRect.y1);
	}

	int octLx = (x1 - x0), octLy = (y1 - y0);

	assert(octLx > 0 && octLy > 0);
	if (octLx <= 0 && octLy <= 0)
		return;

	raylitFunc(
		bufIn, bufOut,
		dxIn, dyIn, dxOut, dyOut,
		srcRect, TRect(x0, y0, x1, y1),
		params);
}

//--------------------------------------------------------------------------------------------

/*
  OCTANTS:

    \ 3 | 2 /
     \  |  /
      \ | /
     4 \|/ 1
    ----+----
     5 /|\ 8
      / | \
     /  |  \
    / 6 | 7 \
*/

template <typename T>
void doRaylit(const TRasterPT<T> &src, const TRasterPT<T> &dst, const TRop::RaylitParams &params,
			  typename RaylitFuncTraits<T>::function_type raylitFunc)
{
	int lxOut = dst->getLx(), lyOut = dst->getLy();
	const T3DPoint &p = params.m_lightOriginDst;

	src->lock();
	dst->lock();

	// Depending on the position of p, only some of the quadrants need to be built
	if (p.y < lyOut) {
		if (p.x < lxOut) {
			// Compute the raylit fx on each octant independently
			computeOctant(src, dst, 1, params, raylitFunc);
			computeOctant(src, dst, 2, params, raylitFunc);
		}

		if (p.x >= 0) {
			computeOctant(src, dst, 3, params, raylitFunc);
			computeOctant(src, dst, 4, params, raylitFunc);
		}
	}

	if (p.y >= 0) {
		if (p.x >= 0) {
			computeOctant(src, dst, 5, params, raylitFunc);
			computeOctant(src, dst, 6, params, raylitFunc);
		}

		if (p.x < lxOut) {
			computeOctant(src, dst, 7, params, raylitFunc);
			computeOctant(src, dst, 8, params, raylitFunc);
		}
	}

	dst->unlock();
	src->unlock();
}

} // namespace

//***********************************************************************************************
//    TRop::raylit implementation
//***********************************************************************************************

void TRop::raylit(const TRasterP &dstRas, const TRasterP &srcRas, const RaylitParams &params)
{
	if ((TRaster32P)dstRas && (TRaster32P)srcRas)
		doRaylit<TPixel32>(srcRas, dstRas, params, &performStandardRaylit<TPixel32>);
	else if ((TRaster64P)dstRas && (TRaster64P)srcRas)
		doRaylit<TPixel64>(srcRas, dstRas, params, &performStandardRaylit<TPixel64>);
	else
		throw TException("TRop::raylit unsupported pixel type");
}

//--------------------------------------------------------------------------------------------

void TRop::glassRaylit(const TRasterP &dstRas, const TRasterP &srcRas, const RaylitParams &params)
{
	if ((TRaster32P)dstRas && (TRaster32P)srcRas)
		doRaylit<TPixel32>(srcRas, dstRas, params, &performColorRaylit<TPixel32>);
	else if ((TRaster64P)dstRas && (TRaster64P)srcRas)
		doRaylit<TPixel64>(srcRas, dstRas, params, &performColorRaylit<TPixel64>);
	else
		throw TException("TRop::raylit unsupported pixel type");
}