Team Fortress 2 Source Code as on 22/4/2020
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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);
}