apophysis/2.02g/Source/Render.pas

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2005-01-22 02:46:14 -05:00
{
Flame screensaver Copyright (C) 2002 Ronald Hordijk
Apophysis Copyright (C) 2001-2004 Mark Townsend
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
}
unit Render;
interface
uses
Windows, Graphics,
Controlpoint;
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type
TOnProgress = procedure(prog: double) of object;
type
TColorMapColor = Record
Red : Int64;
Green: Int64;
Blue : Int64;
// Count: Int64;
end;
PColorMapColor = ^TColorMapColor;
TColorMapArray = array[0..255] of TColorMapColor;
TBucket = Record
Red : Int64;
Green: Int64;
Blue : Int64;
Count: Int64;
end;
PBucket = ^TBucket;
TBucketArray = array of TBucket;
type
TRenderer = class
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private
Fcp: TControlPoint;
bm: TBitmap;
oversample: int64;
filter_width: int64;
filter: array of array of extended;
image_Width: int64;
image_Height: int64;
BucketWidth: int64;
BucketHeight: int64;
BucketSize: int64;
gutter_width: int64;
// sample_density: double;
sample_density: extended; // mt
Buckets: TBucketArray;
ColorMap: TColorMapArray;
accumulate: array of array of int64;
bg: array[0..2] of extended;
vib_gam_n: int64;
vibrancy: double;
gamma: double;
bounds: array[0..3] of extended;
size: array[0..1] of extended;
ppux, ppuy: extended;
bUseAcculationBuffer: boolean;
bStop: boolean;
FOnProgress: TOnProgress;
procedure SetOnProgress(const Value: TOnProgress);
procedure CreateFilter;
procedure NormalizeFilter;
procedure InitValues;
procedure InitBuffers;
procedure InitBitmap(w: int64 = 0; h: int64 = 0);
procedure ClearBuffers;
procedure ClearBuckets;
procedure CreateColorMap;
procedure CreateCamera;
procedure FillAccumulation(Filter: double = 1);
procedure AddPointsToBuckets(const points: TPointsArray); overload;
procedure AddPointsToBucketsAngle(const points: TPointsArray); overload;
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public
MaxMem: int64;
nrSlices: int64;
Slice: int64;
compatibility : integer;
constructor Create;
destructor Destroy; override;
procedure SetCP(CP: TControlPoint);
function GetImage: TBitmap;
procedure SetPixels;
procedure CreateBM;
procedure CreateBMFromBuckets(YOffset: int64 = 0);
procedure CreateBMPrecise;
procedure RenderMaxMem(MaxMemory: int64 = 64);
procedure Render; overload;
procedure Render(Time: double); overload;
procedure Stop;
procedure Test(var fracBlack, fracWhite, avgColor: Double);
property OnProgress: TOnProgress
read FOnProgress
write SetOnProgress;
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end;
implementation
uses
Math, Sysutils;
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{ TRenderer }
procedure TRenderer.ClearBuckets;
var
i: integer;
begin
for i := 0 to BucketSize - 1 do begin
buckets[i].Red := 0;
buckets[i].Green := 0;
buckets[i].Blue := 0;
buckets[i].Count := 0;
end;
end;
procedure TRenderer.ClearBuffers;
var
i: integer;
begin
if bUseAcculationBuffer then
for i := 0 to BucketSize - 1 do begin
buckets[i].Red := 0;
buckets[i].Green := 0;
buckets[i].Blue := 0;
buckets[i].Count := 0;
accumulate[i][0] := 0;
accumulate[i][1] := 0;
accumulate[i][2] := 0;
accumulate[i][3] := 0;
end
else
ClearBuckets;
end;
procedure TRenderer.CreateBM;
var
i, j: integer;
alpha: double;
// r,g,b: double;
ai, ri, gi, bi: int64;
bgtot: int64;
ls: double;
ii, jj: integer;
fp: array[0..3] of double;
Row: PLongintArray;
vib, notvib: int64;
bgi: array[0..2] of int64;
bucketpos: int64;
filterValue: double;
filterpos: int64;
begin
vibrancy := vibrancy / vib_gam_n;
gamma := vib_gam_n / gamma;
vib := round(vibrancy * 256.0);
notvib := 256 - vib;
bgi[0] := round((256 * bg[0]) / vib_gam_n);
bgi[1] := round((256 * bg[1]) / vib_gam_n);
bgi[2] := round((256 * bg[2]) / vib_gam_n);
bgtot := RGB(bgi[2], bgi[1], bgi[0]);
bucketpos := 0;
ai := 0;
ls := 0;
for i := 0 to Image_Height - 1 do begin
if bStop then
Break;
if assigned(FOnProgress) then
FOnProgress(i / Image_Height);
Row := PLongintArray(bm.scanline[i]);
for j := 0 to Image_Width - 1 do begin
// todo filter
if filter_width > 1 then begin
fp[0] := 0;
fp[1] := 0;
fp[2] := 0;
fp[3] := 0;
for ii := 0 to filter_width - 1 do begin
for jj := 0 to filter_width - 1 do begin
filterValue := filter[ii, jj];
// filterpos := (i * oversample + ii) * BucketWidth + j * oversample + jj;
filterpos := bucketpos + ii * BucketWidth + jj;
fp[0] := fp[0] + filterValue * accumulate[filterpos][0];
fp[1] := fp[1] + filterValue * accumulate[filterpos][1];
fp[2] := fp[2] + filterValue * accumulate[filterpos][2];
fp[3] := fp[3] + filterValue * accumulate[filterpos][3];
end;
end;
end else begin
fp[0] := accumulate[bucketpos][0];
fp[1] := accumulate[bucketpos][1];
fp[2] := accumulate[bucketpos][2];
fp[3] := accumulate[bucketpos][3];
end;
Inc(bucketpos, oversample);
fp[0] := fp[0] / PREFILTER_WHITE;
fp[1] := fp[1] / PREFILTER_WHITE;
fp[2] := fp[2] / PREFILTER_WHITE;
fp[3] := fp[3] / PREFILTER_WHITE;
if (fp[3] > 0.0) then begin
alpha := power(fp[3], gamma);
ls := vib * alpha / fp[3];
ai := round(alpha * 256);
if (ai < 0) then
ai := 0
else if (ai > 256) then
ai := 256;
ai := 256 - ai;
end else begin
// no intesity so simply set the BG;
Row[j] := bgtot;
continue;
end;
if (notvib > 0) then
ri := Round(ls * fp[0] + notvib * power(fp[0], gamma))
else
ri := Round(ls * fp[0]);
ri := ri + (ai * bgi[0]) shr 8;
if (ri < 0) then
ri := 0
else if (ri > 255) then
ri := 255;
if (notvib > 0) then
gi := Round(ls * fp[1] + notvib * power(fp[1], gamma))
else
gi := Round(ls * fp[1]);
gi := gi + (ai * bgi[1]) shr 8;
if (gi < 0) then
gi := 0
else if (gi > 255) then
gi := 255;
if (notvib > 0) then
bi := Round(ls * fp[2] + notvib * power(fp[2], gamma))
else
bi := Round(ls * fp[2]);
bi := bi + (ai * bgi[2]) shr 8;
if (bi < 0) then
bi := 0
else if (bi > 255) then
bi := 255;
Row[j] := RGB(bi, gi, ri);
end;
Inc(bucketpos, 2 * gutter_width);
Inc(bucketpos, (oversample - 1) * BucketWidth);
end;
bm.PixelFormat := pf24bit;
end;
procedure TRenderer.CreateBMPrecise;
var
i, j: integer;
alpha: double;
r, g, b: double;
ls: double;
ii, jj: integer;
fp: array[0..3] of double;
Row: PLongintArray;
begin
vibrancy := vibrancy / vib_gam_n;
gamma := vib_gam_n / gamma;
bg[0] := 256 * bg[0] / vib_gam_n;
bg[1] := 256 * bg[1] / vib_gam_n;
bg[2] := 256 * bg[2] / vib_gam_n;
for i := 0 to Image_Height - 1 do begin
if assigned(FOnProgress) then
FOnProgress(i / Image_Height);
Row := PLongintArray(bm.scanline[i]);
for j := 0 to Image_Width - 1 do begin
// todo filter
fp[0] := 0;
fp[1] := 0;
fp[2] := 0;
fp[3] := 0;
for ii := 0 to filter_width - 1 do begin
for jj := 0 to filter_width - 1 do begin
fp[0] := fp[0] + filter[ii, jj] * accumulate[(i * oversample + ii) * BucketWidth + j * oversample + jj][0];
fp[1] := fp[1] + filter[ii, jj] * accumulate[(i * oversample + ii) * BucketWidth + j * oversample + jj][1];
fp[2] := fp[2] + filter[ii, jj] * accumulate[(i * oversample + ii) * BucketWidth + j * oversample + jj][2];
fp[3] := fp[3] + filter[ii, jj] * accumulate[(i * oversample + ii) * BucketWidth + j * oversample + jj][3];
end;
end;
alpha := fp[3];
if (alpha > 0.0) then begin
ls := vibrancy * 256.0 * power(alpha / PREFILTER_WHITE, gamma) / (alpha / PREFILTER_WHITE);
alpha := power(alpha / PREFILTER_WHITE, gamma);
if (alpha < 0.0) then
alpha := 0.0
else if (alpha > 1.0) then
alpha := 1.0;
end else begin
ls := 0;
end;
r := ls * fp[0] / PREFILTER_WHITE;
if (vibrancy < 1.0) then
r := r + (1.0 - vibrancy) * 256.0 * power(fp[0] / PREFILTER_WHITE, gamma);
r := r + ((1.0 - alpha) * bg[0]);
if (r < 0) then
r := 0
else if (r > 255) then
r := 255;
g := ls * fp[1] / PREFILTER_WHITE;
if (vibrancy < 1.0) then
g := g + (1.0 - vibrancy) * 256.0 * power(fp[1] / PREFILTER_WHITE, gamma);
g := g + ((1.0 - alpha) * bg[1]);
if (g < 0) then
g := 0
else if (g > 255) then
g := 255;
b := ls * fp[2] / PREFILTER_WHITE;
if (vibrancy < 1.0) then
b := b + (1.0 - vibrancy) * 256.0 * power(fp[2] / PREFILTER_WHITE, gamma);
b := b + ((1.0 - alpha) * bg[2]);
if (b < 0) then
b := 0
else if (b > 255) then
b := 255;
Row[j] := RGB(round(b), round(g), round(r));
end;
end;
bm.PixelFormat := pf24bit;
end;
procedure TRenderer.CreateCamera;
var
scale: double;
t0, t1: double;
corner0, corner1: double;
shift: int64;
begin
scale := power(2, fcp.zoom);
sample_density := fcp.sample_density * scale * scale;
ppux := fcp.pixels_per_unit * scale;
ppuy := fcp.pixels_per_unit * scale;
// todo field stuff
shift := 0;
t0 := gutter_width / (oversample * ppux);
t1 := gutter_width / (oversample * ppuy);
corner0 := fcp.center[0] - image_width / ppux / 2.0;
corner1 := fcp.center[1] - image_height / ppuy / 2.0;
bounds[0] := corner0 - t0;
bounds[1] := corner1 - t1 + shift;
bounds[2] := corner0 + image_width / ppux + t0;
bounds[3] := corner1 + image_height / ppuy + t1; //+ shift;
if abs(bounds[2] - bounds[0]) > 0.01 then
size[0] := 1.0 / (bounds[2] - bounds[0])
else
size[0] := 1;
if abs(bounds[3] - bounds[1]) > 0.01 then
size[1] := 1.0 / (bounds[3] - bounds[1])
else
size[1] := 1;
end;
procedure TRenderer.CreateColorMap;
var
i: integer;
begin
for i := 0 to 255 do begin
ColorMap[i].Red := (fcp.CMap[i][0] * fcp.white_level) div 256;
ColorMap[i].Green := (fcp.CMap[i][1] * fcp.white_level) div 256;
ColorMap[i].Blue := (fcp.CMap[i][2] * fcp.white_level) div 256;
// cmap[i][3] := fcp.white_level;
end;
end;
procedure TRenderer.CreateFilter;
var
i, j: integer;
begin
oversample := fcp.spatial_oversample;
filter_width := Round(2.0 * FILTER_CUTOFF * oversample * fcp.spatial_filter_radius);
// make sure it has same parity as oversample
if odd(filter_width + oversample) then
inc(filter_width);
setLength(filter, filter_width, filter_width);
for i := 0 to filter_width - 1 do begin
for j := 0 to filter_width - 1 do begin
filter[i, j] := exp(-2.0 * power(((2.0 * i + 1.0) / filter_width - 1.0) * FILTER_CUTOFF, 2) *
power(((2.0 * j + 1.0) / filter_width - 1.0) * FILTER_CUTOFF, 2));
end;
end;
Normalizefilter;
end;
destructor TRenderer.Destroy;
begin
if assigned(bm) then
bm.Free;
inherited;
end;
procedure TRenderer.FillAccumulation(Filter: double);
var
k1, k2: double;
area: double;
ls: double;
i: integer;
begin
vibrancy := vibrancy + fcp.vibrancy;
gamma := gamma + fcp.gamma;
Inc(vib_gam_n);
bg[0] := bg[0] + fcp.background[0] / 256;
bg[1] := bg[1] + fcp.background[1] / 256;
bg[2] := bg[2] + fcp.background[2] / 256;
k1 := (Filter * fcp.Contrast * BRIGHT_ADJUST * fcp.brightness * 268 * PREFILTER_WHITE) / 256;
area := image_width * image_height / (ppux * ppuy);
k2 := (oversample * oversample * fcp.nbatches) / (fcp.Contrast * area * fcp.White_level * sample_density);
for i := 0 to BucketWidth * BucketHeight - 1 do begin
if Buckets[i].count = 0 then
Continue;
ls := (k1 * log10(1 + Buckets[i].Count * k2)) / Buckets[i].Count;
accumulate[i, 0] := accumulate[i, 0] + Round(Buckets[i].Red * ls);
accumulate[i, 1] := accumulate[i, 1] + Round(Buckets[i].Green * ls);
accumulate[i, 2] := accumulate[i, 2] + Round(Buckets[i].Blue * ls);
accumulate[i, 3] := accumulate[i, 3] + Round(Buckets[i].Count * ls);
end;
end;
function TRenderer.GetImage: TBitmap;
begin
Result := bm;
end;
procedure TRenderer.InitBuffers;
begin
gutter_width := (filter_width - oversample) div 2;
BucketHeight := oversample * image_height + 2 * gutter_width;
Bucketwidth := oversample * image_width + 2 * gutter_width;
BucketSize := BucketWidth * BucketHeight;
if high(buckets) <> (BucketSize - 1) then begin
SetLength(buckets, BucketSize);
if bUseAcculationBuffer then
SetLength(accumulate, BucketSize, 4);
end;
end;
procedure TRenderer.InitValues;
begin
image_height := fcp.Height;
image_Width := fcp.Width;
bUseAcculationBuffer := fcp.nbatches > 1;
// bUseAcculationBuffer := True;
CreateFilter;
CreateCamera;
InitBuffers;
CreateColorMap;
vibrancy := 0;
gamma := 0;
vib_gam_n := 0;
bg[0] := 0;
bg[1] := 0;
bg[2] := 0;
end;
procedure TRenderer.NormalizeFilter;
var
i, j: integer;
t: double;
begin
t := 0;
for i := 0 to filter_width - 1 do
for j := 0 to filter_width - 1 do
t := t + filter[i, j];
for i := 0 to filter_width - 1 do
for j := 0 to filter_width - 1 do
filter[i, j] := filter[i, j] / t;
end;
procedure TRenderer.RenderMaxMem(MaxMemory: int64);
const
Dividers: array[0..12] of integer = (1, 2, 3, 4, 5, 6, 7, 8, 10, 16, 20, 32, 64);
var
ApproxMemory: int64;
i: integer;
// height: double;
zoom_scale, center_base, center_y: double;
begin
bUseAcculationBuffer := fcp.nbatches > 1;
image_height := fcp.Height;
image_Width := fcp.Width;
oversample := fcp.spatial_oversample;
MaxMemory := MaxMemory * 1000000 - 4 * image_height * image_width;
if bUseAcculationBuffer then
ApproxMemory := 32 * oversample * oversample * image_height * image_width
else
ApproxMemory := 16 * oversample * oversample * image_height * image_width;
if (MaxMemory < 0) then
Exit;
nrSlices := 1 + ApproxMemory div MaxMemory;
if nrSlices > Dividers[High(Dividers)] then begin
for i := High(Dividers) downto 0 do begin
if image_height <> (image_height div dividers[i]) * dividers[i] then begin
nrSlices := dividers[i];
break;
end;
end;
end else begin
for i := 0 to High(Dividers) do begin
if image_height <> (image_height div dividers[i]) * dividers[i] then
continue;
if nrslices <= dividers[i] then begin
nrSlices := dividers[i];
break;
end;
end;
end;
fcp.sample_density := fcp.sample_density * nrslices;
fcp.height := fcp.height div nrslices;
// height := Fcp.Height / Fcp.pixels_per_unit;
// Slice location changed to code from Drave's flame 1.6 - mt
center_y := fcp.center[1];
zoom_scale := power(2.0, fcp.zoom);
center_base := center_y - ((nrslices - 1) * fcp.height) /
(2 * fcp.pixels_per_unit * zoom_scale);
InitValues;
InitBitmap(fcp.Width, NrSlices * fcp.Height);
for i := 0 to NrSlices - 1 do begin
Slice := i;
// fcp.center[1] := center_base + Height * slice;
fcp.center[1] := center_base + fcp.height * slice / (fcp.pixels_per_unit * zoom_scale);
CreateCamera;
ClearBuffers;
SetPixels;
if bUseAcculationBuffer then begin
FillAccumulation;
CreateBM;
end else begin
CreateBMFromBuckets(Slice * fcp.height);
end;
end;
fcp.sample_density := fcp.sample_density / nrslices;
fcp.height := fcp.height * nrslices;
end;
procedure TRenderer.Render(Time: double);
//var
// i: integer;
begin
{
if not Assigned(FCPS) or (FCPS.NrControlPoints = 0) then begin
if Assigned(FCP) then
Render(0);
exit;
end;
FCP := FCPS.Cps[0];
FCP.spatial_filter_radius := 0.4;
InitValues;
InitBitmap;
InitTemporalData;
ClearBuffers;
for i := 0 to FCP.nbatches - 1 do begin
FCP := FCPS.GetCp(time + temporal_deltas[i]);
ClearBuckets;
CreateCamera;
CreateCMap;
SetPixelsi;
if bUseAcculationBuffer then begin
FillAccumulation(temporal_filter[i]);
end else begin
CreateBMFromBuckets;
end;
FCP.Free;
end;
if bUseAcculationBuffer then begin
CreateBM;
end;
FCP := nil;
}
end;
procedure TRenderer.SetCP(CP: TControlPoint);
begin
FCP := CP;
// FCPS := nil;
end;
{
procedure TRenderer.SetCPS(CPS: TControlPoints);
begin
FCPS := CPS;
FCP := nil;
end;
}
procedure TRenderer.SetOnProgress(const Value: TOnProgress);
begin
FOnProgress := Value;
end;
procedure TRenderer.AddPointsToBuckets(const points: TPointsArray);
var
i: integer;
px, py: double;
bws, bhs: double;
bx, by: double;
wx, wy: double;
// R: double;
// V1, v2, v3: integer;
Bucket: PBucket;
MapColor: PColorMapColor;
begin
bws := (BucketWidth - 0.5) * size[0];
bhs := (BucketHeight - 0.5) * size[1];
bx := bounds[0];
by := bounds[1];
wx := bounds[2] - bounds[0];
wy := bounds[3] - bounds[1];
for i := SUB_BATCH_SIZE - 1 downto 0 do begin
if bStop then
Exit;
px := points[i].x - bx;
py := points[i].y - by;
if ((px < 0) or (px > wx) or
(py < 0) or (py > wy)) then
continue;
MapColor := @ColorMap[Round(points[i].c * 255)];
Bucket := @buckets[Round(bws * px) + Round(bhs * py) * BucketWidth];
Inc(Bucket.Red, MapColor.Red);
Inc(Bucket.Green, MapColor.Green);
Inc(Bucket.Blue, MapColor.Blue);
Inc(Bucket.Count);
end;
end;
procedure TRenderer.AddPointsToBucketsAngle(const points: TPointsArray);
var
i: integer;
px, py: double;
ca,sa: double;
nx, ny: double;
bws, bhs: double;
bx, by: double;
wx, wy: double;
// R: double;
// V1, v2, v3: integer;
Bucket: PBucket;
MapColor: PColorMapColor;
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begin
bws := (BucketWidth - 0.5) * size[0];
bhs := (BucketHeight - 0.5) * size[1];
bx := bounds[0];
by := bounds[1];
wx := bounds[2] - bounds[0];
wy := bounds[3] - bounds[1];
ca := cos(FCP.FAngle);
sa := sin(FCP.FAngle);
for i := SUB_BATCH_SIZE - 1 downto 0 do begin
if BStop then
Exit;
px := points[i].x - FCP.Center[0];
py := points[i].y - FCP.Center[1];
nx := px * ca + py * sa;
ny := -px * sa + py * ca;
px := nx + FCP.Center[0] - bx;
py := ny + FCP.Center[1] - by;
if ((px < 0) or (px > wx) or
(py < 0) or (py > wy)) then
continue;
MapColor := @ColorMap[Round(points[i].c * 255)];
Bucket := @buckets[Round(bws * px) + Round(bhs * py) * BucketWidth];
Inc(Bucket.Red, MapColor.Red);
Inc(Bucket.Green, MapColor.Green);
Inc(Bucket.Blue, MapColor.Blue);
Inc(Bucket.Count);
end;
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end;
procedure TRenderer.SetPixels;
var
i: integer;
nsamples: int64;
nrbatches: int64;
points: TPointsArray;
begin
SetLength(Points, SUB_BATCH_SIZE);
nsamples := Round(sample_density * bucketSize / (oversample * oversample));
nrbatches := Round(nsamples / (fcp.nbatches * SUB_BATCH_SIZE));
Randomize;
for i := 0 to nrbatches do begin
if bStop then
Exit;
if (i and $F = 0) and assigned(FOnProgress) then
FOnProgress(i / nrbatches);
// generate points
case Compatibility of
0: fcp.iterate(SUB_BATCH_SIZE, points);
1: fcp.iterate_d(SUB_BATCH_SIZE, points);
end;
if FCP.FAngle = 0 then
AddPointsToBuckets(points)
else
AddPointsToBucketsAngle(points);
end;
end;
procedure TRenderer.Stop;
begin
bStop := True;
end;
procedure TRenderer.CreateBMFromBuckets(YOffset: int64);
var
i, j: integer;
alpha: double;
// r,g,b: double;
ai, ri, gi, bi: int64;
bgtot: int64;
ls: double;
ii, jj: integer;
fp: array[0..3] of double;
Row: PLongintArray;
vib, notvib: int64;
bgi: array[0..2] of int64;
bucketpos: int64;
filterValue: double;
filterpos: int64;
lsa: array[0..1024] of double;
var
k1, k2: double;
area: double;
begin
if fcp.gamma = 0 then
gamma := fcp.gamma
else
gamma := 1 / fcp.gamma;
vib := round(fcp.vibrancy * 256.0);
notvib := 256 - vib;
bgi[0] := round(fcp.background[0]);
bgi[1] := round(fcp.background[1]);
bgi[2] := round(fcp.background[2]);
bgtot := RGB(bgi[2], bgi[1], bgi[0]);
k1 := (fcp.Contrast * BRIGHT_ADJUST * fcp.brightness * 268 * PREFILTER_WHITE) / 256.0;
area := image_width * image_height / (ppux * ppuy);
k2 := (oversample * oversample) / (fcp.Contrast * area * fcp.White_level * sample_density);
lsa[0] := 0;
for i := 1 to 1024 do begin
lsa[i] := (k1 * log10(1 + fcp.White_level * i * k2)) / (fcp.White_level * i);
end;
if filter_width > 1 then begin
for i := 0 to BucketWidth * BucketHeight - 1 do begin
if Buckets[i].count = 0 then
Continue;
ls := lsa[Min(1023, Buckets[i].Count)];
Buckets[i].Red := Round(Buckets[i].Red * ls);
Buckets[i].Green := Round(Buckets[i].Green * ls);
Buckets[i].Blue := Round(Buckets[i].Blue * ls);
Buckets[i].Count := Round(Buckets[i].Count * ls);
end;
end;
ls := 0;
ai := 0;
bucketpos := 0;
for i := 0 to Image_Height - 1 do begin
if bStop then
Break;
if assigned(FOnProgress) then
FOnProgress(i / Image_Height);
Row := PLongintArray(bm.scanline[YOffset + i]);
for j := 0 to Image_Width - 1 do begin
if filter_width > 1 then begin
fp[0] := 0;
fp[1] := 0;
fp[2] := 0;
fp[3] := 0;
for ii := 0 to filter_width - 1 do begin
for jj := 0 to filter_width - 1 do begin
filterValue := filter[ii, jj];
filterpos := bucketpos + ii * BucketWidth + jj;
fp[0] := fp[0] + filterValue * Buckets[filterpos].Red;
fp[1] := fp[1] + filterValue * Buckets[filterpos].Green;
fp[2] := fp[2] + filterValue * Buckets[filterpos].Blue;
fp[3] := fp[3] + filterValue * Buckets[filterpos].Count;
end;
end;
fp[0] := fp[0] / PREFILTER_WHITE;
fp[1] := fp[1] / PREFILTER_WHITE;
fp[2] := fp[2] / PREFILTER_WHITE;
fp[3] := fcp.white_level * fp[3] / PREFILTER_WHITE;
end else begin
ls := lsa[Min(1023, Buckets[bucketpos].count)] / PREFILTER_WHITE;
fp[0] := ls * Buckets[bucketpos].Red;
fp[1] := ls * Buckets[bucketpos].Green;
fp[2] := ls * Buckets[bucketpos].Blue;
fp[3] := ls * Buckets[bucketpos].Count * fcp.white_level;
end;
Inc(bucketpos, oversample);
if (fp[3] > 0.0) then begin
alpha := power(fp[3], gamma);
ls := vib * alpha / fp[3];
ai := round(alpha * 256);
if (ai < 0) then
ai := 0
else if (ai > 256) then
ai := 256;
ai := 256 - ai;
end else begin
// no intensity so simply set the BG;
Row[j] := bgtot;
continue;
end;
if (notvib > 0) then
ri := Round(ls * fp[0] + notvib * power(fp[0], gamma))
else
ri := Round(ls * fp[0]);
ri := ri + (ai * bgi[0]) shr 8;
if (ri < 0) then
ri := 0
else if (ri > 255) then
ri := 255;
if (notvib > 0) then
gi := Round(ls * fp[1] + notvib * power(fp[1], gamma))
else
gi := Round(ls * fp[1]);
gi := gi + (ai * bgi[1]) shr 8;
if (gi < 0) then
gi := 0
else if (gi > 255) then
gi := 255;
if (notvib > 0) then
bi := Round(ls * fp[2] + notvib * power(fp[2], gamma))
else
bi := Round(ls * fp[2]);
bi := bi + (ai * bgi[2]) shr 8;
if (bi < 0) then
bi := 0
else if (bi > 255) then
bi := 255;
Row[j] := RGB(bi, gi, ri);
end;
Inc(bucketpos, 2 * gutter_width);
Inc(bucketpos, (oversample - 1) * BucketWidth);
end;
bm.PixelFormat := pf24bit;
end;
procedure TRenderer.InitBitmap(w, h: int64);
begin
if not Assigned(bm) then
bm := TBitmap.Create;
bm.PixelFormat := pf32bit;
if (w <> 0) and (h <> 0) then begin
bm.Width := w;
bm.Height := h;
end else begin
bm.Width := image_Width;
bm.Height := image_Height;
end;
end;
constructor TRenderer.Create;
begin
MaxMem := 0; // mt
Slice := 0;
NrSlices := 1;
end;
procedure TRenderer.Test(var fracBlack, fracWhite, avgColor: Double);
// Might have to take this out of class...only needs to see the bitmap;
var
x, y: integer;
Row: PLongintArray;
nrPixels: int64;
nrWhite: int64;
nrBlack: int64;
SumColor: int64;
c: int64;
begin
Render;
nrPixels := fcp.Width * fcp.Height;
nrWhite := 0;
nrBlack := 0;
SumColor := 0;
for y := 0 to bm.Height - 1 do begin
Row := bm.ScanLine[y];
for x := 0 to bm.Height - 1 do begin
c := (((Row[x] shr 16) and $FF) + ((Row[x] shr 8) and $FF) + (Row[x] and $FF)) div 3;
Inc(SumColor, c);
if c = 0 then Inc(nrBlack);
if c = 255 then Inc(nrWhite);
end;
end;
fracBlack := nrBlack / nrPixels;
fracWhite := nrWhite / nrPixels;
avgColor := SumColor / nrPixels;
end;
procedure TRenderer.Render;
begin
{ if not Assigned(FCP) then begin
if Assigned(FCPS) then
Render(0);
exit;
end;
}
bStop := False;
InitValues;
InitBitmap;
ClearBuffers;
SetPixels;
if bUseAcculationBuffer then begin
FillAccumulation;
CreateBM;
end else begin
CreateBMFromBuckets;
end;
end;
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end.