/* * input kernel area naming convention: * ------------- | A | B | C | | ----|---|---| | D | E | F | //input pixel is at position E | ----|---|---| | G | H | I | | ------------- */ private static void _ScalePixel( IScaler scaler, RotationDegree rotDeg, Kernel_3X3 ker, sPixel[] trg, int trgi, int trgWidth, byte blendInfo, //result of preprocessing all four corners of pixel "e" IColorEq scalePixelColorEq, IColorDist scalePixelColorDist, OutputMatrix outputMatrix ) { //int a = kernel._[Rot._[(0 << 2) + rotDeg]]; var b = ker._[Rot._[(1 << 2) + (int)rotDeg]]; var c = ker._[Rot._[(2 << 2) + (int)rotDeg]]; var d = ker._[Rot._[(3 << 2) + (int)rotDeg]]; var e = ker._[Rot._[(4 << 2) + (int)rotDeg]]; var f = ker._[Rot._[(5 << 2) + (int)rotDeg]]; var g = ker._[Rot._[(6 << 2) + (int)rotDeg]]; var h = ker._[Rot._[(7 << 2) + (int)rotDeg]]; var i = ker._[Rot._[(8 << 2) + (int)rotDeg]]; var blend = BlendInfo.Rotate(blendInfo, rotDeg); if (BlendInfo.GetBottomR(blend) == BlendType.BlendNone) { return; } var eq = scalePixelColorEq; var dist = scalePixelColorDist; bool doLineBlend; if (BlendInfo.GetBottomR(blend) >= BlendType.BlendDominant) { doLineBlend = true; } //make sure there is no second blending in an adjacent //rotation for this pixel: handles insular pixels, mario eyes //but support double-blending for 90? corners else if (BlendInfo.GetTopR(blend) != BlendType.BlendNone && !eq._(e, g)) { doLineBlend = false; } else if (BlendInfo.GetBottomL(blend) != BlendType.BlendNone && !eq._(e, c)) { doLineBlend = false; } //no full blending for L-shapes; blend corner only (handles "mario mushroom eyes") else if (eq._(g, h) && eq._(h, i) && eq._(i, f) && eq._(f, c) && !eq._(e, i)) { doLineBlend = false; } else { doLineBlend = true; } //choose most similar color var px = dist._(e, f) <= dist._(e, h) ? f : h; var output = outputMatrix; output.Move(rotDeg, trgi); if (!doLineBlend) { scaler.BlendCorner(px, output); return; } //test sample: 70% of values max(fg, hc) / min(fg, hc) //are between 1.1 and 3.7 with median being 1.9 var fg = dist._(f, g); var hc = dist._(h, c); var haveShallowLine = _CONFIGURATION.steepDirectionThreshold * fg <= hc && e != g && d != g; var haveSteepLine = _CONFIGURATION.steepDirectionThreshold * hc <= fg && e != c && b != c; if (haveShallowLine) { if (haveSteepLine) { scaler.BlendLineSteepAndShallow(px, output); } else { scaler.BlendLineShallow(px, output); } } else { if (haveSteepLine) { scaler.BlendLineSteep(px, output); } else { scaler.BlendLineDiagonal(px, output); } } }
/* * input kernel area naming convention: * ------------- | A | B | C | | ----|---|---| | D | E | F | //input pixel is at position E | ----|---|---| | G | H | I | | ------------- | blendInfo: result of preprocessing all four corners of pixel "e" */ private void ScalePixel(IScaler scaler, int rotDeg, Kernel3x3 ker, int trgi, char blendInfo) { // int a = ker._[Rot._[(0 << 2) + rotDeg]]; var b = ker._[Rot._[(1 << 2) + rotDeg]]; var c = ker._[Rot._[(2 << 2) + rotDeg]]; var d = ker._[Rot._[(3 << 2) + rotDeg]]; var e = ker._[Rot._[(4 << 2) + rotDeg]]; var f = ker._[Rot._[(5 << 2) + rotDeg]]; var g = ker._[Rot._[(6 << 2) + rotDeg]]; var h = ker._[Rot._[(7 << 2) + rotDeg]]; var i = ker._[Rot._[(8 << 2) + rotDeg]]; var blend = blendInfo.Rotate((RotationDegree)rotDeg); if ((BlendType)blend.GetBottomR() == BlendType.None) { return; } var eq = _colorEqualizer; var dist = _colorDistance; bool doLineBlend; if (blend.GetBottomR() >= (char)BlendType.Dominant) { doLineBlend = true; } //make sure there is no second blending in an adjacent //rotation for this pixel: handles insular pixels, mario eyes //but support double-blending for 90� corners else if (blend.GetTopR() != (char)BlendType.None && !eq.IsColorEqual(e, g)) { doLineBlend = false; } else if (blend.GetBottomL() != (char)BlendType.None && !eq.IsColorEqual(e, c)) { doLineBlend = false; } //no full blending for L-shapes; blend corner only (handles "mario mushroom eyes") else if (eq.IsColorEqual(g, h) && eq.IsColorEqual(h, i) && eq.IsColorEqual(i, f) && eq.IsColorEqual(f, c) && !eq.IsColorEqual(e, i)) { doLineBlend = false; } else { doLineBlend = true; } //choose most similar color var px = dist.DistYCbCr(e, f) <= dist.DistYCbCr(e, h) ? f : h; var out_ = _outputMatrix; out_.Move(rotDeg, trgi); if (!doLineBlend) { scaler.BlendCorner(px, out_); return; } //test sample: 70% of values max(fg, hc) / min(fg, hc) //are between 1.1 and 3.7 with median being 1.9 var fg = dist.DistYCbCr(f, g); var hc = dist.DistYCbCr(h, c); var haveShallowLine = _cfg.SteepDirectionThreshold * fg <= hc && e != g && d != g; var haveSteepLine = _cfg.SteepDirectionThreshold * hc <= fg && e != c && b != c; if (haveShallowLine) { if (haveSteepLine) { scaler.BlendLineSteepAndShallow(px, out_); } else { scaler.BlendLineShallow(px, out_); } } else { if (haveSteepLine) { scaler.BlendLineSteep(px, out_); } else { scaler.BlendLineDiagonal(px, out_); } } }
/* input kernel area naming convention: ------------- | A | B | C | ----|---|---| | D | E | F | //input pixel is at position E ----|---|---| | G | H | I | ------------- */ private static void _ScalePixel( IScaler scaler, RotationDegree rotDeg, Kernel_3X3 ker, sPixel[] trg, int trgi, int trgWidth, byte blendInfo,//result of preprocessing all four corners of pixel "e" IColorEq scalePixelColorEq, IColorDist scalePixelColorDist, OutputMatrix outputMatrix ) { //int a = kernel._[Rot._[(0 << 2) + rotDeg]]; var b = ker._[Rot._[(1 << 2) + (int)rotDeg]]; var c = ker._[Rot._[(2 << 2) + (int)rotDeg]]; var d = ker._[Rot._[(3 << 2) + (int)rotDeg]]; var e = ker._[Rot._[(4 << 2) + (int)rotDeg]]; var f = ker._[Rot._[(5 << 2) + (int)rotDeg]]; var g = ker._[Rot._[(6 << 2) + (int)rotDeg]]; var h = ker._[Rot._[(7 << 2) + (int)rotDeg]]; var i = ker._[Rot._[(8 << 2) + (int)rotDeg]]; var blend = BlendInfo.Rotate(blendInfo, rotDeg); if (BlendInfo.GetBottomR(blend) == BlendType.BlendNone) return; var eq = scalePixelColorEq; var dist = scalePixelColorDist; bool doLineBlend; if (BlendInfo.GetBottomR(blend) >= BlendType.BlendDominant) doLineBlend = true; //make sure there is no second blending in an adjacent //rotation for this pixel: handles insular pixels, mario eyes //but support double-blending for 90? corners else if (BlendInfo.GetTopR(blend) != BlendType.BlendNone && !eq._(e, g)) doLineBlend = false; else if (BlendInfo.GetBottomL(blend) != BlendType.BlendNone && !eq._(e, c)) doLineBlend = false; //no full blending for L-shapes; blend corner only (handles "mario mushroom eyes") else if (eq._(g, h) && eq._(h, i) && eq._(i, f) && eq._(f, c) && !eq._(e, i)) doLineBlend = false; else doLineBlend = true; //choose most similar color var px = dist._(e, f) <= dist._(e, h) ? f : h; var output = outputMatrix; output.Move(rotDeg, trgi); if (!doLineBlend) { scaler.BlendCorner(px, output); return; } //test sample: 70% of values max(fg, hc) / min(fg, hc) //are between 1.1 and 3.7 with median being 1.9 var fg = dist._(f, g); var hc = dist._(h, c); var haveShallowLine = _CONFIGURATION.steepDirectionThreshold * fg <= hc && e != g && d != g; var haveSteepLine = _CONFIGURATION.steepDirectionThreshold * hc <= fg && e != c && b != c; if (haveShallowLine) { if (haveSteepLine) scaler.BlendLineSteepAndShallow(px, output); else scaler.BlendLineShallow(px, output); } else { if (haveSteepLine) scaler.BlendLineSteep(px, output); else scaler.BlendLineDiagonal(px, output); } }