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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#include "tier0/platform.h"
#include "bitmap/float_bm.h"
#include "mathlib/mathlib.h"
#include "tier2/tier2.h"
#include "bitmap/tgaloader.h"
#define NEIGHBORHOOD_SIZE 5
void SynthesizeTexture(FloatBitMap_t & output, FloatBitMap_t const & input) { // init output with histogram-equalized random pixels
output.InitializeWithRandomPixelsFromAnotherFloatBM(input);
// build image pyramids
FloatImagePyramid_t input_pyramid(input,PYRAMID_MODE_GAUSSIAN); FloatImagePyramid_t output_pyramid(output,PYRAMID_MODE_GAUSSIAN);
// now, synthesize texture from lowest res to highest
for(int level=min(input_pyramid.m_nLevels,output_pyramid.m_nLevels)-2;level>=0;level--) { FloatBitMap_t & output=*(output_pyramid.Level(level)); FloatBitMap_t & output0=*(output_pyramid.Level(level+1)); FloatBitMap_t & input=*(input_pyramid.Level(level)); FloatBitMap_t & input0=*(input_pyramid.Level(level+1)); if ( (input.Width < NEIGHBORHOOD_SIZE*3) || (input.Height < NEIGHBORHOOD_SIZE*3) ) { printf("skip level %d\n",level); continue; } // now, synthesize each pixel
for(int yloop=0;yloop<output.Height;yloop++) { int yo=((yloop+NEIGHBORHOOD_SIZE) % output.Height); printf("level %d line %d\n",level,yo); for(int xo=0;xo<output.Width;xo++) { int best_pixel_x=-1, best_pixel_y=-1; float best_error=1.0e22; // traverse all neighborhoods of src
for(int nblk_y=NEIGHBORHOOD_SIZE;nblk_y<input.Height;nblk_y++) for(int nblk_x=NEIGHBORHOOD_SIZE;nblk_x<input.Width-NEIGHBORHOOD_SIZE;nblk_x++) { float our_error=0; // now, compare this block to the neighborhood around our output pixel
for(int oy=-NEIGHBORHOOD_SIZE;oy<=0;oy++) { int xlimit=NEIGHBORHOOD_SIZE/2; if (oy==0) xlimit=-1; // on last line, don't step past our output pixel
for(int ox=-NEIGHBORHOOD_SIZE/2;ox<=xlimit;ox++) for(int c=0;c<3;c++) { float pix_diff= output.PixelWrapped(xo+ox,yo+oy,c)- input.Pixel(nblk_x+ox,nblk_y+oy,c); our_error+=pix_diff*pix_diff; float pix_diff0= output0.PixelWrapped(xo+ox,yo+oy,c)- input0.PixelClamped(nblk_x+ox,nblk_y+oy,c); our_error+=pix_diff0*pix_diff0; } } if (our_error < best_error) { best_pixel_x=nblk_x; best_pixel_y=nblk_y; best_error=our_error; } } for(int c=0;c<3;c++) output.Pixel(xo,yo,c)=input.Pixel(best_pixel_x,best_pixel_y,c); } } } output_pyramid.WriteTGAs("synth_out"); }
void main(int argc,char **argv) { InitCommandLineProgram( argc, argv ); FloatBitMap_t src_texture(argv[1]);
int out_width = atoi( argv[2] ); int out_height = atoi( argv[3] );
FloatBitMap_t output_map(out_width,out_height);
SynthesizeTexture(output_map,src_texture);
}
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