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https://github.com/DarthAffe/RGB.NET.git
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Merge pull request #316 from DarthAffe/RenderPerformance
Render performance
This commit is contained in:
commit
54f39f8023
@ -1,5 +1,4 @@
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using System;
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using System.Buffers;
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using System.Runtime.CompilerServices;
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namespace RGB.NET.Core;
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@ -12,12 +11,6 @@ namespace RGB.NET.Core;
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public abstract class PixelTexture<T> : ITexture
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where T : unmanaged
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{
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#region Constants
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private const int STACK_ALLOC_LIMIT = 1024;
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#endregion
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#region Properties & Fields
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private readonly int _dataPerPixel;
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@ -85,31 +78,12 @@ public abstract class PixelTexture<T> : ITexture
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if ((width == 0) || (height == 0)) return Color.Transparent;
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if ((width == 1) && (height == 1)) return GetColor(GetPixelData(x, y));
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int bufferSize = width * height * _dataPerPixel;
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if (bufferSize <= STACK_ALLOC_LIMIT)
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{
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Span<T> buffer = stackalloc T[bufferSize];
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GetRegionData(x, y, width, height, buffer);
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SamplerInfo<T> samplerInfo = new(x, y, width, height, _stride, _dataPerPixel, Data);
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Span<T> pixelData = stackalloc T[_dataPerPixel];
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Sampler.Sample(new SamplerInfo<T>(width, height, buffer), pixelData);
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Span<T> pixelData = stackalloc T[_dataPerPixel];
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Sampler.Sample(samplerInfo, pixelData);
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return GetColor(pixelData);
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}
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else
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{
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T[] rent = ArrayPool<T>.Shared.Rent(bufferSize);
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Span<T> buffer = new Span<T>(rent)[..bufferSize];
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GetRegionData(x, y, width, height, buffer);
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Span<T> pixelData = stackalloc T[_dataPerPixel];
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Sampler.Sample(new SamplerInfo<T>(width, height, buffer), pixelData);
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ArrayPool<T>.Shared.Return(rent);
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return GetColor(pixelData);
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}
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return GetColor(pixelData);
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}
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}
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@ -152,27 +126,7 @@ public abstract class PixelTexture<T> : ITexture
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/// <param name="y">The y-location.</param>
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/// <returns>The pixel-data on the specified location.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected virtual ReadOnlySpan<T> GetPixelData(int x, int y) => Data.Slice((y * _stride) + x, _dataPerPixel);
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/// <summary>
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/// Writes the pixel-data of the specified region to the passed buffer.
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/// </summary>
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/// <param name="x">The x-location of the region to get the data for.</param>
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/// <param name="y">The y-location of the region to get the data for.</param>
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/// <param name="width">The width of the region to get the data for.</param>
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/// <param name="height">The height of the region to get the data for.</param>
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/// <param name="buffer">The buffer to write the data to.</param>
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protected virtual void GetRegionData(int x, int y, int width, int height, in Span<T> buffer)
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{
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int dataWidth = width * _dataPerPixel;
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ReadOnlySpan<T> data = Data;
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for (int i = 0; i < height; i++)
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{
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ReadOnlySpan<T> dataSlice = data.Slice((((y + i) * _stride) + x) * _dataPerPixel, dataWidth);
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Span<T> destination = buffer.Slice(i * dataWidth, dataWidth);
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dataSlice.CopyTo(destination);
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}
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}
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private ReadOnlySpan<T> GetPixelData(int x, int y) => Data.Slice((y * _stride) + x, _dataPerPixel);
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#endregion
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}
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@ -225,6 +179,7 @@ public sealed class PixelTexture : PixelTexture<Color>
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#region Methods
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/// <inheritdoc />
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected override Color GetColor(in ReadOnlySpan<Color> pixel) => pixel[0];
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#endregion
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@ -30,20 +30,35 @@ public sealed class AverageColorSampler : ISampler<Color>
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float a = 0, r = 0, g = 0, b = 0;
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if (Vector.IsHardwareAccelerated && (info.Data.Length >= Vector<float>.Count))
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if (Vector.IsHardwareAccelerated && (info.Height > 1) && (info.Width >= ELEMENTS_PER_VECTOR))
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{
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int chunks = info.Data.Length / ELEMENTS_PER_VECTOR;
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int missingElements = info.Data.Length - (chunks * ELEMENTS_PER_VECTOR);
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int chunks = info.Width / ELEMENTS_PER_VECTOR;
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int missingElements = info.Width - (chunks * ELEMENTS_PER_VECTOR);
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Vector<float> sum = Vector<float>.Zero;
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fixed (Color* colorPtr = &MemoryMarshal.GetReference(info.Data))
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for (int y = 0; y < info.Height; y++)
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{
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Color* current = colorPtr;
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for (int i = 0; i < chunks; i++)
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ReadOnlySpan<Color> data = info[y];
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fixed (Color* colorPtr = &MemoryMarshal.GetReference(data))
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{
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sum = Vector.Add(sum, *(Vector<float>*)current);
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current += ELEMENTS_PER_VECTOR;
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Color* current = colorPtr;
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for (int i = 0; i < chunks; i++)
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{
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sum = Vector.Add(sum, *(Vector<float>*)current);
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current += ELEMENTS_PER_VECTOR;
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}
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}
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for (int i = 0; i < missingElements; i++)
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{
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Color color = data[^(i + 1)];
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a += color.A;
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r += color.R;
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g += color.G;
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b += color.B;
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}
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}
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@ -54,26 +69,17 @@ public sealed class AverageColorSampler : ISampler<Color>
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g += sum[i + 2];
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b += sum[i + 3];
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}
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for (int i = 0; i < missingElements; i++)
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{
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Color color = info.Data[^(i + 1)];
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a += color.A;
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r += color.R;
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g += color.G;
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b += color.B;
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}
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}
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else
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{
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foreach (Color color in info.Data)
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{
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a += color.A;
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r += color.R;
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g += color.G;
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b += color.B;
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}
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for (int y = 0; y < info.Height; y++)
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foreach (Color color in info[y])
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{
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a += color.A;
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r += color.R;
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g += color.G;
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b += color.B;
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}
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}
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pixelData[0] = new Color(a / count, r / count, g / count, b / count);
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@ -10,20 +10,29 @@ public readonly ref struct SamplerInfo<T>
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{
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#region Properties & Fields
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private readonly ReadOnlySpan<T> _data;
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private readonly int _x;
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private readonly int _y;
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private readonly int _stride;
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private readonly int _dataPerPixel;
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private readonly int _dataWidth;
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/// <summary>
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/// Gets the width of the region the data comes from.
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/// </summary>
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public int Width { get; }
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public readonly int Width;
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/// <summary>
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/// Gets the height of region the data comes from.
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/// </summary>
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public int Height { get; }
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public readonly int Height;
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/// <summary>
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/// Gets the data to sample.
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/// Gets the data for the requested row.
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/// </summary>
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public ReadOnlySpan<T> Data { get; }
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/// <param name="row">The row to get the data for.</param>
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/// <returns>A readonly span containing the data of the row.</returns>
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public ReadOnlySpan<T> this[int row] => _data.Slice((((_y + row) * _stride) + _x) * _dataPerPixel, _dataWidth);
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#endregion
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@ -35,11 +44,17 @@ public readonly ref struct SamplerInfo<T>
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/// <param name="width">The width of the region the data comes from.</param>
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/// <param name="height">The height of region the data comes from.</param>
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/// <param name="data">The data to sample.</param>
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public SamplerInfo(int width, int height, ReadOnlySpan<T> data)
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public SamplerInfo(int x, int y, int width, int height, int stride, int dataPerPixel, in ReadOnlySpan<T> data)
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{
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this._x = x;
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this._y = y;
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this._data = data;
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this._stride = stride;
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this._dataPerPixel = dataPerPixel;
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this.Width = width;
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this.Height = height;
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this.Data = data;
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_dataWidth = width * dataPerPixel;
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}
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#endregion
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@ -1,4 +1,5 @@
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using System;
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using System.Runtime.CompilerServices;
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using RGB.NET.Core;
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using RGB.NET.Presets.Textures.Sampler;
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@ -59,6 +60,7 @@ public sealed class BytePixelTexture : PixelTexture<byte>
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#region Methods
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/// <inheritdoc />
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected override Color GetColor(in ReadOnlySpan<byte> pixel)
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{
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return ColorFormat switch
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@ -1,4 +1,5 @@
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using System;
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using System.Runtime.CompilerServices;
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using RGB.NET.Core;
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using RGB.NET.Presets.Textures.Sampler;
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@ -59,6 +60,7 @@ public sealed class FloatPixelTexture : PixelTexture<float>
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#region Methods
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/// <inheritdoc />
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected override Color GetColor(in ReadOnlySpan<float> pixel)
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{
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return ColorFormat switch
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@ -24,41 +24,48 @@ public sealed class AverageByteSampler : ISampler<byte>
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int count = info.Width * info.Height;
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if (count == 0) return;
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ReadOnlySpan<byte> data = info.Data;
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int dataLength = pixelData.Length;
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Span<uint> sums = stackalloc uint[dataLength];
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if (Vector.IsHardwareAccelerated && (data.Length >= Vector<byte>.Count) && (dataLength <= Vector<byte>.Count))
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int elementsPerVector = Vector<byte>.Count / dataLength;
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int valuesPerVector = elementsPerVector * dataLength;
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if (Vector.IsHardwareAccelerated && (info.Height > 1) && (info.Width >= valuesPerVector) && (dataLength <= Vector<byte>.Count))
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{
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int elementsPerVector = Vector<byte>.Count / dataLength;
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int valuesPerVector = elementsPerVector * dataLength;
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int chunks = data.Length / valuesPerVector;
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int missingElements = data.Length - (chunks * valuesPerVector);
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int chunks = info.Width / elementsPerVector;
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Vector<uint> sum1 = Vector<uint>.Zero;
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Vector<uint> sum2 = Vector<uint>.Zero;
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Vector<uint> sum3 = Vector<uint>.Zero;
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Vector<uint> sum4 = Vector<uint>.Zero;
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fixed (byte* colorPtr = &MemoryMarshal.GetReference(data))
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for (int y = 0; y < info.Height; y++)
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{
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byte* current = colorPtr;
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for (int i = 0; i < chunks; i++)
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ReadOnlySpan<byte> data = info[y];
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fixed (byte* colorPtr = &MemoryMarshal.GetReference(data))
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{
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Vector<byte> bytes = *(Vector<byte>*)current;
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Vector.Widen(bytes, out Vector<ushort> short1, out Vector<ushort> short2);
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Vector.Widen(short1, out Vector<uint> int1, out Vector<uint> int2);
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Vector.Widen(short2, out Vector<uint> int3, out Vector<uint> int4);
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byte* current = colorPtr;
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for (int i = 0; i < chunks; i++)
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{
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Vector<byte> bytes = *(Vector<byte>*)current;
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Vector.Widen(bytes, out Vector<ushort> short1, out Vector<ushort> short2);
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Vector.Widen(short1, out Vector<uint> int1, out Vector<uint> int2);
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Vector.Widen(short2, out Vector<uint> int3, out Vector<uint> int4);
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sum1 = Vector.Add(sum1, int1);
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sum2 = Vector.Add(sum2, int2);
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sum3 = Vector.Add(sum3, int3);
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sum4 = Vector.Add(sum4, int4);
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sum1 = Vector.Add(sum1, int1);
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sum2 = Vector.Add(sum2, int2);
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sum3 = Vector.Add(sum3, int3);
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sum4 = Vector.Add(sum4, int4);
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current += valuesPerVector;
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current += valuesPerVector;
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}
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}
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int missingElements = data.Length - (chunks * valuesPerVector);
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int offset = chunks * valuesPerVector;
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for (int i = 0; i < missingElements; i += dataLength)
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for (int j = 0; j < sums.Length; j++)
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sums[j] += data[offset + i + j];
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}
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int value = 0;
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@ -102,17 +109,16 @@ public sealed class AverageByteSampler : ISampler<byte>
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if (sumIndex >= dataLength)
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sumIndex = 0;
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}
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int offset = chunks * valuesPerVector;
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for (int i = 0; i < missingElements; i += dataLength)
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for (int j = 0; j < sums.Length; j++)
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sums[j] += data[offset + i + j];
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}
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else
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{
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for (int i = 0; i < data.Length; i += dataLength)
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for (int j = 0; j < sums.Length; j++)
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sums[j] += data[i + j];
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for (int y = 0; y < info.Height; y++)
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{
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ReadOnlySpan<byte> data = info[y];
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for (int i = 0; i < data.Length; i += dataLength)
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for (int j = 0; j < sums.Length; j++)
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sums[j] += data[i + j];
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}
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}
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float divisor = count * byte.MaxValue;
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@ -18,45 +18,51 @@ public sealed class AverageFloatSampler : ISampler<float>
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int count = info.Width * info.Height;
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if (count == 0) return;
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ReadOnlySpan<float> data = info.Data;
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int dataLength = pixelData.Length;
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Span<float> sums = stackalloc float[dataLength];
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if (Vector.IsHardwareAccelerated && (data.Length >= Vector<float>.Count) && (dataLength <= Vector<float>.Count))
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{
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int elementsPerVector = Vector<float>.Count / dataLength;
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int valuesPerVector = elementsPerVector * dataLength;
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int chunks = data.Length / valuesPerVector;
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int missingElements = data.Length - (chunks * valuesPerVector);
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int elementsPerVector = Vector<float>.Count / dataLength;
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int valuesPerVector = elementsPerVector * dataLength;
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if (Vector.IsHardwareAccelerated && (info.Height > 1) && (info.Width >= valuesPerVector) && (dataLength <= Vector<float>.Count))
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{
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int chunks = info.Width / elementsPerVector;
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Vector<float> sum = Vector<float>.Zero;
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fixed (float* colorPtr = &MemoryMarshal.GetReference(data))
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for (int y = 0; y < info.Height; y++)
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{
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float* current = colorPtr;
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for (int i = 0; i < chunks; i++)
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ReadOnlySpan<float> data = info[y];
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fixed (float* colorPtr = &MemoryMarshal.GetReference(data))
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{
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sum = Vector.Add(sum, *(Vector<float>*)current);
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current += valuesPerVector;
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float* current = colorPtr;
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for (int i = 0; i < chunks; i++)
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{
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sum = Vector.Add(sum, *(Vector<float>*)current);
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current += valuesPerVector;
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}
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}
|
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int missingElements = data.Length - (chunks * valuesPerVector);
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int offset = chunks * valuesPerVector;
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for (int i = 0; i < missingElements; i += dataLength)
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for (int j = 0; j < sums.Length; j++)
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sums[j] += data[offset + i + j];
|
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}
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for (int i = 0; i < valuesPerVector; i += dataLength)
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for (int j = 0; j < sums.Length; j++)
|
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sums[j] += sum[i + j];
|
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|
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int offset = chunks * valuesPerVector;
|
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for (int i = 0; i < missingElements; i += dataLength)
|
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for (int j = 0; j < sums.Length; j++)
|
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sums[j] += data[offset + i + j];
|
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}
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else
|
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{
|
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for (int i = 0; i < data.Length; i += dataLength)
|
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for (int j = 0; j < sums.Length; j++)
|
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sums[j] += data[i + j];
|
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for (int y = 0; y < info.Height; y++)
|
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{
|
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ReadOnlySpan<float> data = info[y];
|
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for (int i = 0; i < data.Length; i += dataLength)
|
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for (int j = 0; j < sums.Length; j++)
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sums[j] += data[i + j];
|
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}
|
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}
|
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|
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for (int i = 0; i < pixelData.Length; i++)
|
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|
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347
Tests/RGB.NET.Core.Tests/Helper/SimplexNoise.cs
Normal file
347
Tests/RGB.NET.Core.Tests/Helper/SimplexNoise.cs
Normal file
@ -0,0 +1,347 @@
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// ReSharper disable InconsistentNaming
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|
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using System;
|
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|
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namespace RGB.NET.Core.Tests.Helper;
|
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|
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// Simplex Noise for C#
|
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// Copyright © Benjamin Ward 2019
|
||||
// See LICENSE (https://github.com/WardBenjamin/SimplexNoise/blob/2afa9a63483562cc4c0a95bbfa6b183fc256a790/LICENSE.txt)
|
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// Simplex Noise implementation offering 1D, 2D, and 3D forms w/ values in the range of 0 to 255.
|
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// Based on work by Heikki Törmälä (2012) and Stefan Gustavson (2006).
|
||||
|
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/// <summary>
|
||||
/// Implementation of the Perlin simplex noise, an improved Perlin noise algorithm.
|
||||
/// Based loosely on SimplexNoise1234 by Stefan Gustavson: http://staffwww.itn.liu.se/~stegu/aqsis/aqsis-newnoise/
|
||||
/// </summary>
|
||||
public static class SimplexNoise
|
||||
{
|
||||
public static float[] Calc1D(int width, float scale)
|
||||
{
|
||||
float[] values = new float[width];
|
||||
for (int i = 0; i < width; i++)
|
||||
values[i] = Generate(i * scale);
|
||||
return values;
|
||||
}
|
||||
|
||||
public static float[,] Calc2D(int width, int height, float scale)
|
||||
{
|
||||
float[,] values = new float[width, height];
|
||||
for (int i = 0; i < width; i++)
|
||||
for (int j = 0; j < height; j++)
|
||||
values[i, j] = Generate(i * scale, j * scale);
|
||||
return values;
|
||||
}
|
||||
|
||||
public static float[,,] Calc3D(int width, int height, int length, float scale)
|
||||
{
|
||||
float[,,] values = new float[width, height, length];
|
||||
for (int i = 0; i < width; i++)
|
||||
for (int j = 0; j < height; j++)
|
||||
for (int k = 0; k < length; k++)
|
||||
values[i, j, k] = Generate(i * scale, j * scale, k * scale);
|
||||
return values;
|
||||
}
|
||||
|
||||
public static float CalcPixel1D(int x, float scale) => Generate(x * scale);
|
||||
public static float CalcPixel2D(int x, int y, float scale) => Generate(x * scale, y * scale);
|
||||
public static float CalcPixel3D(int x, int y, int z, float scale) => Generate(x * scale, y * scale, z * scale);
|
||||
|
||||
static SimplexNoise()
|
||||
{
|
||||
_perm = new byte[PermOriginal.Length];
|
||||
PermOriginal.CopyTo(_perm, 0);
|
||||
}
|
||||
|
||||
public static int Seed
|
||||
{
|
||||
get => _seed;
|
||||
set
|
||||
{
|
||||
if (value == 0)
|
||||
{
|
||||
_perm = new byte[PermOriginal.Length];
|
||||
PermOriginal.CopyTo(_perm, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
_perm = new byte[512];
|
||||
Random random = new Random(value);
|
||||
random.NextBytes(_perm);
|
||||
}
|
||||
|
||||
_seed = value;
|
||||
}
|
||||
}
|
||||
|
||||
private static int _seed;
|
||||
|
||||
/// <summary>
|
||||
/// 1D simplex noise
|
||||
/// </summary>
|
||||
/// <param name="x"></param>
|
||||
/// <returns></returns>
|
||||
private static float Generate(float x)
|
||||
{
|
||||
int i0 = FastFloor(x);
|
||||
int i1 = i0 + 1;
|
||||
float x0 = x - i0;
|
||||
float x1 = x0 - 1.0f;
|
||||
|
||||
float t0 = 1.0f - (x0 * x0);
|
||||
t0 *= t0;
|
||||
float n0 = t0 * t0 * Grad(_perm[i0 & 0xff], x0);
|
||||
|
||||
float t1 = 1.0f - (x1 * x1);
|
||||
t1 *= t1;
|
||||
float n1 = t1 * t1 * Grad(_perm[i1 & 0xff], x1);
|
||||
// The maximum value of this noise is 8*(3/4)^4 = 2.53125
|
||||
// A factor of 0.395 scales to fit exactly within [-1,1]
|
||||
return 0.395f * (n0 + n1);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 2D simplex noise
|
||||
/// </summary>
|
||||
/// <param name="x"></param>
|
||||
/// <param name="y"></param>
|
||||
/// <returns></returns>
|
||||
private static float Generate(float x, float y)
|
||||
{
|
||||
const float F2 = 0.366025403f; // F2 = 0.5*(sqrt(3.0)-1.0)
|
||||
const float G2 = 0.211324865f; // G2 = (3.0-Math.sqrt(3.0))/6.0
|
||||
|
||||
float n0, n1, n2; // Noise contributions from the three corners
|
||||
|
||||
// Skew the input space to determine which simplex cell we're in
|
||||
float s = (x + y) * F2; // Hairy factor for 2D
|
||||
float xs = x + s;
|
||||
float ys = y + s;
|
||||
int i = FastFloor(xs);
|
||||
int j = FastFloor(ys);
|
||||
|
||||
float t = (i + j) * G2;
|
||||
float X0 = i - t; // Unskew the cell origin back to (x,y) space
|
||||
float Y0 = j - t;
|
||||
float x0 = x - X0; // The x,y distances from the cell origin
|
||||
float y0 = y - Y0;
|
||||
|
||||
// For the 2D case, the simplex shape is an equilateral triangle.
|
||||
// Determine which simplex we are in.
|
||||
int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
|
||||
if (x0 > y0) { i1 = 1; j1 = 0; } // lower triangle, XY order: (0,0)->(1,0)->(1,1)
|
||||
else { i1 = 0; j1 = 1; } // upper triangle, YX order: (0,0)->(0,1)->(1,1)
|
||||
|
||||
// A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
|
||||
// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
|
||||
// c = (3-sqrt(3))/6
|
||||
|
||||
float x1 = (x0 - i1) + G2; // Offsets for middle corner in (x,y) unskewed coords
|
||||
float y1 = (y0 - j1) + G2;
|
||||
float x2 = (x0 - 1.0f) + (2.0f * G2); // Offsets for last corner in (x,y) unskewed coords
|
||||
float y2 = (y0 - 1.0f) + (2.0f * G2);
|
||||
|
||||
// Wrap the integer indices at 256, to avoid indexing perm[] out of bounds
|
||||
int ii = Mod(i, 256);
|
||||
int jj = Mod(j, 256);
|
||||
|
||||
// Calculate the contribution from the three corners
|
||||
float t0 = 0.5f - (x0 * x0) - (y0 * y0);
|
||||
if (t0 < 0.0f) n0 = 0.0f;
|
||||
else
|
||||
{
|
||||
t0 *= t0;
|
||||
n0 = t0 * t0 * Grad(_perm[ii + _perm[jj]], x0, y0);
|
||||
}
|
||||
|
||||
float t1 = 0.5f - (x1 * x1) - (y1 * y1);
|
||||
if (t1 < 0.0f) n1 = 0.0f;
|
||||
else
|
||||
{
|
||||
t1 *= t1;
|
||||
n1 = t1 * t1 * Grad(_perm[ii + i1 + _perm[jj + j1]], x1, y1);
|
||||
}
|
||||
|
||||
float t2 = 0.5f - (x2 * x2) - (y2 * y2);
|
||||
if (t2 < 0.0f) n2 = 0.0f;
|
||||
else
|
||||
{
|
||||
t2 *= t2;
|
||||
n2 = t2 * t2 * Grad(_perm[ii + 1 + _perm[jj + 1]], x2, y2);
|
||||
}
|
||||
|
||||
// Add contributions from each corner to get the final noise value.
|
||||
// The result is scaled to return values in the interval [-1,1].
|
||||
return 40.0f * (n0 + n1 + n2); // TODO: The scale factor is preliminary!
|
||||
}
|
||||
|
||||
|
||||
private static float Generate(float x, float y, float z)
|
||||
{
|
||||
// Simple skewing factors for the 3D case
|
||||
const float F3 = 0.333333333f;
|
||||
const float G3 = 0.166666667f;
|
||||
|
||||
float n0, n1, n2, n3; // Noise contributions from the four corners
|
||||
|
||||
// Skew the input space to determine which simplex cell we're in
|
||||
float s = (x + y + z) * F3; // Very nice and simple skew factor for 3D
|
||||
float xs = x + s;
|
||||
float ys = y + s;
|
||||
float zs = z + s;
|
||||
int i = FastFloor(xs);
|
||||
int j = FastFloor(ys);
|
||||
int k = FastFloor(zs);
|
||||
|
||||
float t = (i + j + k) * G3;
|
||||
float X0 = i - t; // Unskew the cell origin back to (x,y,z) space
|
||||
float Y0 = j - t;
|
||||
float Z0 = k - t;
|
||||
float x0 = x - X0; // The x,y,z distances from the cell origin
|
||||
float y0 = y - Y0;
|
||||
float z0 = z - Z0;
|
||||
|
||||
// For the 3D case, the simplex shape is a slightly irregular tetrahedron.
|
||||
// Determine which simplex we are in.
|
||||
int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
|
||||
int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
|
||||
|
||||
/* This code would benefit from a backport from the GLSL version! */
|
||||
if (x0 >= y0)
|
||||
{
|
||||
if (y0 >= z0)
|
||||
{ i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } // X Y Z order
|
||||
else if (x0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 0; k2 = 1; } // X Z Y order
|
||||
else { i1 = 0; j1 = 0; k1 = 1; i2 = 1; j2 = 0; k2 = 1; } // Z X Y order
|
||||
}
|
||||
else
|
||||
{ // x0<y0
|
||||
if (y0 < z0) { i1 = 0; j1 = 0; k1 = 1; i2 = 0; j2 = 1; k2 = 1; } // Z Y X order
|
||||
else if (x0 < z0) { i1 = 0; j1 = 1; k1 = 0; i2 = 0; j2 = 1; k2 = 1; } // Y Z X order
|
||||
else { i1 = 0; j1 = 1; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } // Y X Z order
|
||||
}
|
||||
|
||||
// A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
|
||||
// a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
|
||||
// a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
|
||||
// c = 1/6.
|
||||
|
||||
float x1 = (x0 - i1) + G3; // Offsets for second corner in (x,y,z) coords
|
||||
float y1 = (y0 - j1) + G3;
|
||||
float z1 = (z0 - k1) + G3;
|
||||
float x2 = (x0 - i2) + (2.0f * G3); // Offsets for third corner in (x,y,z) coords
|
||||
float y2 = (y0 - j2) + (2.0f * G3);
|
||||
float z2 = (z0 - k2) + (2.0f * G3);
|
||||
float x3 = (x0 - 1.0f) + (3.0f * G3); // Offsets for last corner in (x,y,z) coords
|
||||
float y3 = (y0 - 1.0f) + (3.0f * G3);
|
||||
float z3 = (z0 - 1.0f) + (3.0f * G3);
|
||||
|
||||
// Wrap the integer indices at 256, to avoid indexing perm[] out of bounds
|
||||
int ii = Mod(i, 256);
|
||||
int jj = Mod(j, 256);
|
||||
int kk = Mod(k, 256);
|
||||
|
||||
// Calculate the contribution from the four corners
|
||||
float t0 = 0.6f - (x0 * x0) - (y0 * y0) - (z0 * z0);
|
||||
if (t0 < 0.0f) n0 = 0.0f;
|
||||
else
|
||||
{
|
||||
t0 *= t0;
|
||||
n0 = t0 * t0 * Grad(_perm[ii + _perm[jj + _perm[kk]]], x0, y0, z0);
|
||||
}
|
||||
|
||||
float t1 = 0.6f - (x1 * x1) - (y1 * y1) - (z1 * z1);
|
||||
if (t1 < 0.0f) n1 = 0.0f;
|
||||
else
|
||||
{
|
||||
t1 *= t1;
|
||||
n1 = t1 * t1 * Grad(_perm[ii + i1 + _perm[jj + j1 + _perm[kk + k1]]], x1, y1, z1);
|
||||
}
|
||||
|
||||
float t2 = 0.6f - (x2 * x2) - (y2 * y2) - (z2 * z2);
|
||||
if (t2 < 0.0f) n2 = 0.0f;
|
||||
else
|
||||
{
|
||||
t2 *= t2;
|
||||
n2 = t2 * t2 * Grad(_perm[ii + i2 + _perm[jj + j2 + _perm[kk + k2]]], x2, y2, z2);
|
||||
}
|
||||
|
||||
float t3 = 0.6f - (x3 * x3) - (y3 * y3) - (z3 * z3);
|
||||
if (t3 < 0.0f) n3 = 0.0f;
|
||||
else
|
||||
{
|
||||
t3 *= t3;
|
||||
n3 = t3 * t3 * Grad(_perm[ii + 1 + _perm[jj + 1 + _perm[kk + 1]]], x3, y3, z3);
|
||||
}
|
||||
|
||||
// Add contributions from each corner to get the final noise value.
|
||||
// The result is scaled to stay just inside [-1,1]
|
||||
return 32.0f * (n0 + n1 + n2 + n3); // TODO: The scale factor is preliminary!
|
||||
}
|
||||
|
||||
private static byte[] _perm;
|
||||
|
||||
private static readonly byte[] PermOriginal = {
|
||||
151,160,137,91,90,15,
|
||||
131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
|
||||
190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
|
||||
88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
|
||||
77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
|
||||
102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
|
||||
135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
|
||||
5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
|
||||
223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
|
||||
129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
|
||||
251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
|
||||
49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
|
||||
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180,
|
||||
151,160,137,91,90,15,
|
||||
131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
|
||||
190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
|
||||
88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
|
||||
77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
|
||||
102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
|
||||
135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
|
||||
5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
|
||||
223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
|
||||
129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
|
||||
251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
|
||||
49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
|
||||
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180
|
||||
};
|
||||
|
||||
private static int FastFloor(float x)
|
||||
{
|
||||
return (x > 0) ? ((int)x) : (((int)x) - 1);
|
||||
}
|
||||
|
||||
private static int Mod(int x, int m)
|
||||
{
|
||||
int a = x % m;
|
||||
return a < 0 ? a + m : a;
|
||||
}
|
||||
|
||||
private static float Grad(int hash, float x)
|
||||
{
|
||||
int h = hash & 15;
|
||||
float grad = 1.0f + (h & 7); // Gradient value 1.0, 2.0, ..., 8.0
|
||||
if ((h & 8) != 0) grad = -grad; // Set a random sign for the gradient
|
||||
return (grad * x); // Multiply the gradient with the distance
|
||||
}
|
||||
|
||||
private static float Grad(int hash, float x, float y)
|
||||
{
|
||||
int h = hash & 7; // Convert low 3 bits of hash code
|
||||
float u = h < 4 ? x : y; // into 8 simple gradient directions,
|
||||
float v = h < 4 ? y : x; // and compute the dot product with (x,y).
|
||||
return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -2.0f * v : 2.0f * v);
|
||||
}
|
||||
|
||||
private static float Grad(int hash, float x, float y, float z)
|
||||
{
|
||||
int h = hash & 15; // Convert low 4 bits of hash code into 12 simple
|
||||
float u = h < 8 ? x : y; // gradient directions, and compute dot product.
|
||||
float v = h < 4 ? y : (h == 12) || (h == 14) ? x : z; // Fix repeats at h = 12 to 15
|
||||
return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -v : v);
|
||||
}
|
||||
}
|
||||
@ -15,11 +15,11 @@ public class AverageColorSamplerTest
|
||||
data.Fill(new Core.Color(1f, 1f, 1f, 1f));
|
||||
Core.Color[] result = new Core.Color[1];
|
||||
|
||||
SamplerInfo<Core.Color> info = new(2, 3, data[..6]);
|
||||
SamplerInfo<Core.Color> info = new(0, 0, 2, 3, 16, 1, data);
|
||||
new AverageColorSampler().Sample(info, result);
|
||||
Assert.AreEqual(new Core.Color(1f, 1f, 1f, 1f), result[0]);
|
||||
|
||||
info = new SamplerInfo<Core.Color>(16, 16, data);
|
||||
info = new SamplerInfo<Core.Color>(0, 0, 16, 16, 16, 1, data);
|
||||
new AverageColorSampler().Sample(info, result);
|
||||
Assert.AreEqual(new Core.Color(1f, 1f, 1f, 1f), result[0]);
|
||||
}
|
||||
@ -31,11 +31,11 @@ public class AverageColorSamplerTest
|
||||
data.Fill(new Core.Color(1f, 0f, 0f, 0f));
|
||||
Core.Color[] result = new Core.Color[1];
|
||||
|
||||
SamplerInfo<Core.Color> info = new(2, 3, data[..6]);
|
||||
SamplerInfo<Core.Color> info = new(0, 0, 2, 3, 16, 1, data);
|
||||
new AverageColorSampler().Sample(info, result);
|
||||
Assert.AreEqual(new Core.Color(1f, 0f, 0f, 0f), result[0]);
|
||||
|
||||
info = new SamplerInfo<Core.Color>(16, 16, data);
|
||||
info = new SamplerInfo<Core.Color>(0, 0, 16, 16, 16, 1, data);
|
||||
new AverageColorSampler().Sample(info, result);
|
||||
Assert.AreEqual(new Core.Color(1f, 0f, 0f, 0f), result[0]);
|
||||
}
|
||||
@ -48,11 +48,11 @@ public class AverageColorSamplerTest
|
||||
data[i] = (i % 2) == 0 ? new Core.Color(1f, 0f, 0f, 0f) : new Core.Color(1f, 1f, 1f, 1f);
|
||||
Core.Color[] result = new Core.Color[1];
|
||||
|
||||
SamplerInfo<Core.Color> info = new(2, 3, data[..6]);
|
||||
SamplerInfo<Core.Color> info = new(0, 0, 2, 3, 16, 1, data);
|
||||
new AverageColorSampler().Sample(info, result);
|
||||
Assert.AreEqual(new Core.Color(1f, 0.5f, 0.5f, 0.5f), result[0]);
|
||||
|
||||
info = new SamplerInfo<Core.Color>(16, 16, data);
|
||||
info = new SamplerInfo<Core.Color>(0, 0, 16, 16, 16, 1, data);
|
||||
new AverageColorSampler().Sample(info, result);
|
||||
Assert.AreEqual(new Core.Color(1f, 0.5f, 0.5f, 0.5f), result[0]);
|
||||
}
|
||||
@ -72,11 +72,11 @@ public class AverageColorSamplerTest
|
||||
};
|
||||
Core.Color[] result = new Core.Color[1];
|
||||
|
||||
SamplerInfo<Core.Color> info = new(2, 3, data[..6]);
|
||||
SamplerInfo<Core.Color> info = new(0, 0, 2, 3, 2, 1, data[..6]);
|
||||
new AverageColorSampler().Sample(info, result);
|
||||
Assert.AreEqual(new Core.Color(0.5833333f, 0.5f, 0.291666657f, 0.25f), result[0]);
|
||||
|
||||
info = new SamplerInfo<Core.Color>(16, 16, data);
|
||||
info = new SamplerInfo<Core.Color>(0, 0, 16, 16, 16, 1, data);
|
||||
new AverageColorSampler().Sample(info, result);
|
||||
Assert.AreEqual(new Core.Color(0.5019531f, 0.40234375f, 0.3486328f, 0.298828125f), result[0]);
|
||||
}
|
||||
|
||||
59
Tests/RGB.NET.Core.Tests/Texture/PixelTextureTest.cs
Normal file
59
Tests/RGB.NET.Core.Tests/Texture/PixelTextureTest.cs
Normal file
@ -0,0 +1,59 @@
|
||||
using System.Collections.Generic;
|
||||
using Microsoft.VisualStudio.TestTools.UnitTesting;
|
||||
using RGB.NET.Core.Tests.Helper;
|
||||
|
||||
namespace RGB.NET.Core.Tests.Texture;
|
||||
|
||||
[TestClass]
|
||||
public class PixelTextureTest
|
||||
{
|
||||
#region Methods
|
||||
|
||||
[TestMethod]
|
||||
public void SampleRegionsTest()
|
||||
{
|
||||
const int SIZE = 1024;
|
||||
|
||||
Dictionary<Rectangle, Core.Color> testData = new()
|
||||
{
|
||||
[new Rectangle(0, 0, 1, 1)] = new Core.Color(255, 106, 159, 118),
|
||||
[new Rectangle(0.09765625f, 0.486328125f, 0.427734375f, 0.2890625f)] = new Core.Color(255, 86, 115, 175),
|
||||
[new Rectangle(0.5859375f, 0.111328125f, 0.271484375f, 0.826171875f)] = new Core.Color(255, 85, 183, 123),
|
||||
[new Rectangle(0.279296875f, 0.439453125f, 0.583984375f, 0.499609375f)] = new Core.Color(255, 96, 144, 145),
|
||||
[new Rectangle(0.603515625f, 0.646484375f, 0.365234375f, 0.306640625f)] = new Core.Color(255, 92, 151, 141),
|
||||
[new Rectangle(0.583984375f, 0.11328125f, 0.314453125f, 0.662109375f)] = new Core.Color(255, 75, 201, 115),
|
||||
[new Rectangle(0.166015625f, 0.740234375f, 0.76171875f, 0.166015625f)] = new Core.Color(255, 90, 150, 142),
|
||||
[new Rectangle(0.384765625f, 0.017578125f, 0.576171875f, 0.82421875f)] = new Core.Color(255, 94, 164, 128),
|
||||
[new Rectangle(0.216796875f, 0.5390625f, 0.669921875f, 0.2890625f)] = new Core.Color(255, 76, 135, 169),
|
||||
[new Rectangle(0.08203125f, 0.060546875f, 0.857421875f, 0.8671875f)] = new Core.Color(255, 98, 167, 117),
|
||||
[new Rectangle(0.345703125f, 0.431640625f, 0.560546875f, 0.25421875f)] = new Core.Color(255, 106, 167, 116),
|
||||
[new Rectangle(0.54296875f, 0.12890625f, 0.40234375f, 0.8515625f)] = new Core.Color(255, 89, 183, 115),
|
||||
[new Rectangle(0.00390625f, 0.462890625f, 0.953125f, 0.052734375f)] = new Core.Color(255, 138, 173, 96),
|
||||
[new Rectangle(0.322265625f, 0.572265625f, 0.361328125f, 0.40234375f)] = new Core.Color(255, 123, 127, 128),
|
||||
[new Rectangle(0.56640625f, 0.388671875f, 0.28125f, 0.423828125f)] = new Core.Color(255, 112, 161, 118),
|
||||
[new Rectangle(0.119140625f, 0.28125f, 0.828125f, 0.501953125f)] = new Core.Color(255, 105, 170, 108),
|
||||
[new Rectangle(0.173828125f, 0.8359375f, 0.7421875f, 0.119140625f)] = new Core.Color(255, 126, 151, 106),
|
||||
[new Rectangle(0.109375f, 0.283203125f, 0.748046875f, 0.583984375f)] = new Core.Color(255, 102, 158, 122),
|
||||
[new Rectangle(0.0546875f, 0.474609375f, 0.87109375f, 0.2734375f)] = new Core.Color(255, 101, 143, 140),
|
||||
[new Rectangle(0.34765625f, 0.30859375f, 0.39453125f, 0.39453125f)] = new Core.Color(255, 99, 143, 136),
|
||||
[new Rectangle(0.240234375f, 0.6796875f, 0.515625f, 0.248046875f)] = new Core.Color(255, 114, 135, 132),
|
||||
};
|
||||
|
||||
Core.Color[] data = new Core.Color[SIZE * SIZE];
|
||||
SimplexNoise.Seed = 1872;
|
||||
for (int y = 0; y < SIZE; y++)
|
||||
for (int x = 0; x < SIZE; x++)
|
||||
data[(y * SIZE) + x] = HSVColor.Create(SimplexNoise.CalcPixel2D(x, y, 1f / SIZE) * 360, 1, 1);
|
||||
|
||||
PixelTexture texture = new(SIZE, SIZE, data);
|
||||
foreach ((Rectangle rect, Core.Color color) in testData)
|
||||
{
|
||||
// DarthAffe 23.04.2023: To check it "correctly" the test-data would need to be setup with floating point colors, but i don't really bother for now - that should be good enough to detect breaking changes
|
||||
(byte, byte, byte, byte) sampled = texture[rect].GetRGBBytes();
|
||||
(byte, byte, byte, byte) refColor = color.GetRGBBytes();
|
||||
Assert.AreEqual(refColor, sampled);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
@ -27,11 +27,15 @@ public class AverageByteSamplerTest
|
||||
data[index++] = colorData[i].GetB();
|
||||
}
|
||||
|
||||
SamplerInfo<byte> info = new(2, 3, data[..(6 * 4)]);
|
||||
SamplerInfo<byte> info = new(0, 0, 2, 3, 16, 4, data);
|
||||
new AverageByteSampler().Sample(info, result);
|
||||
Assert.AreEqual(new Color(1f, 1f, 1f, 1f), new Color(result[0], result[1], result[2], result[3]));
|
||||
|
||||
info = new SamplerInfo<byte>(16, 16, data);
|
||||
info = new SamplerInfo<byte>(0, 0, 13, 13, 16, 4, data);
|
||||
new AverageByteSampler().Sample(info, result);
|
||||
Assert.AreEqual(new Color(1f, 1f, 1f, 1f), new Color(result[0], result[1], result[2], result[3]));
|
||||
|
||||
info = new SamplerInfo<byte>(0, 0, 16, 16, 16, 4, data);
|
||||
new AverageByteSampler().Sample(info, result);
|
||||
Assert.AreEqual(new Color(1f, 1f, 1f, 1f), new Color(result[0], result[1], result[2], result[3]));
|
||||
}
|
||||
@ -53,11 +57,15 @@ public class AverageByteSamplerTest
|
||||
data[index++] = colorData[i].GetB();
|
||||
}
|
||||
|
||||
SamplerInfo<byte> info = new(2, 3, data[..(6 * 4)]);
|
||||
SamplerInfo<byte> info = new(0, 0, 2, 3, 16, 4, data);
|
||||
new AverageByteSampler().Sample(info, result);
|
||||
Assert.AreEqual(new Color(1f, 0f, 0f, 0f), new Color(result[0], result[1], result[2], result[3]));
|
||||
|
||||
info = new SamplerInfo<byte>(16, 16, data);
|
||||
info = new SamplerInfo<byte>(0, 0, 13, 13, 16, 4, data);
|
||||
new AverageByteSampler().Sample(info, result);
|
||||
Assert.AreEqual(new Color(1f, 0f, 0f, 0f), new Color(result[0], result[1], result[2], result[3]));
|
||||
|
||||
info = new SamplerInfo<byte>(0, 0, 16, 16, 16, 4, data);
|
||||
new AverageByteSampler().Sample(info, result);
|
||||
Assert.AreEqual(new Color(1f, 0f, 0f, 0f), new Color(result[0], result[1], result[2], result[3]));
|
||||
}
|
||||
@ -80,11 +88,15 @@ public class AverageByteSamplerTest
|
||||
data[index++] = colorData[i].GetB();
|
||||
}
|
||||
|
||||
SamplerInfo<byte> info = new(2, 3, data[..(6 * 4)]);
|
||||
SamplerInfo<byte> info = new(0, 0, 2, 3, 16, 4, data);
|
||||
new AverageByteSampler().Sample(info, result);
|
||||
Assert.AreEqual(new Color(1f, 0.5f, 0.5f, 0.5f), new Color(result[0], result[1], result[2], result[3]));
|
||||
|
||||
info = new SamplerInfo<byte>(16, 16, data);
|
||||
info = new SamplerInfo<byte>(0, 0, 13, 13, 16, 4, data);
|
||||
new AverageByteSampler().Sample(info, result);
|
||||
Assert.AreEqual(new Color(1f, (6f / 13f).GetByteValueFromPercentage(), (6f / 13f).GetByteValueFromPercentage(), (6f / 13f).GetByteValueFromPercentage()), new Color(result[0], result[1], result[2], result[3]));
|
||||
|
||||
info = new SamplerInfo<byte>(0, 0, 16, 16, 16, 4, data);
|
||||
new AverageByteSampler().Sample(info, result);
|
||||
Assert.AreEqual(new Color(1f, 0.5f, 0.5f, 0.5f), new Color(result[0], result[1], result[2], result[3]));
|
||||
}
|
||||
@ -114,11 +126,11 @@ public class AverageByteSamplerTest
|
||||
data[index++] = colorData[i].GetB();
|
||||
}
|
||||
|
||||
SamplerInfo<byte> info = new(2, 3, data[..(6 * 4)]);
|
||||
SamplerInfo<byte> info = new(0, 0, 2, 3, 2, 4, data[..(6 * 4)]);
|
||||
new AverageByteSampler().Sample(info, result);
|
||||
Assert.AreEqual(new Color(149, 128, 74, 64), new Color(result[0], result[1], result[2], result[3]));
|
||||
|
||||
info = new SamplerInfo<byte>(16, 16, data);
|
||||
info = new SamplerInfo<byte>(0, 0, 16, 16, 16, 4, data);
|
||||
new AverageByteSampler().Sample(info, result);
|
||||
Assert.AreEqual(new Color(128, 103, 89, 76), new Color(result[0], result[1], result[2], result[3]));
|
||||
}
|
||||
|
||||
@ -27,11 +27,15 @@ public class AverageFloatSamplerTest
|
||||
data[index++] = colorData[i].B;
|
||||
}
|
||||
|
||||
SamplerInfo<float> info = new(2, 3, data[..(6 * 4)]);
|
||||
SamplerInfo<float> info = new(0, 0, 2, 3, 16, 4, data);
|
||||
new AverageFloatSampler().Sample(info, result);
|
||||
Assert.AreEqual(new Color(1f, 1f, 1f, 1f), new Color(result[0], result[1], result[2], result[3]));
|
||||
|
||||
info = new SamplerInfo<float>(16, 16, data);
|
||||
info = new SamplerInfo<float>(0, 0, 13, 13, 16, 4, data);
|
||||
new AverageFloatSampler().Sample(info, result);
|
||||
Assert.AreEqual(new Color(1f, 1f, 1f, 1f), new Color(result[0], result[1], result[2], result[3]));
|
||||
|
||||
info = new SamplerInfo<float>(0, 0, 16, 16, 16, 4, data);
|
||||
new AverageFloatSampler().Sample(info, result);
|
||||
Assert.AreEqual(new Color(1f, 1f, 1f, 1f), new Color(result[0], result[1], result[2], result[3]));
|
||||
}
|
||||
@ -53,11 +57,15 @@ public class AverageFloatSamplerTest
|
||||
data[index++] = colorData[i].B;
|
||||
}
|
||||
|
||||
SamplerInfo<float> info = new(2, 3, data[..(6 * 4)]);
|
||||
SamplerInfo<float> info = new(0, 0, 2, 3, 16, 4, data);
|
||||
new AverageFloatSampler().Sample(info, result);
|
||||
Assert.AreEqual(new Color(1f, 0f, 0f, 0f), new Color(result[0], result[1], result[2], result[3]));
|
||||
|
||||
info = new SamplerInfo<float>(16, 16, data);
|
||||
info = new SamplerInfo<float>(0, 0, 13, 13, 16, 4, data);
|
||||
new AverageFloatSampler().Sample(info, result);
|
||||
Assert.AreEqual(new Color(1f, 0f, 0f, 0f), new Color(result[0], result[1], result[2], result[3]));
|
||||
|
||||
info = new SamplerInfo<float>(0, 0, 16, 16, 16, 4, data);
|
||||
new AverageFloatSampler().Sample(info, result);
|
||||
Assert.AreEqual(new Color(1f, 0f, 0f, 0f), new Color(result[0], result[1], result[2], result[3]));
|
||||
}
|
||||
@ -80,11 +88,15 @@ public class AverageFloatSamplerTest
|
||||
data[index++] = colorData[i].B;
|
||||
}
|
||||
|
||||
SamplerInfo<float> info = new(2, 3, data[..(6 * 4)]);
|
||||
SamplerInfo<float> info = new(0, 0, 2, 3, 16, 4, data);
|
||||
new AverageFloatSampler().Sample(info, result);
|
||||
Assert.AreEqual(new Color(1f, 0.5f, 0.5f, 0.5f), new Color(result[0], result[1], result[2], result[3]));
|
||||
|
||||
info = new SamplerInfo<float>(16, 16, data);
|
||||
info = new SamplerInfo<float>(0, 0, 13, 13, 16, 4, data);
|
||||
new AverageFloatSampler().Sample(info, result);
|
||||
Assert.AreEqual(new Color(1f, 6f / 13f, 6f / 13f, 6f / 13f), new Color(result[0], result[1], result[2], result[3]));
|
||||
|
||||
info = new SamplerInfo<float>(0, 0, 16, 16, 16, 4, data);
|
||||
new AverageFloatSampler().Sample(info, result);
|
||||
Assert.AreEqual(new Color(1f, 0.5f, 0.5f, 0.5f), new Color(result[0], result[1], result[2], result[3]));
|
||||
}
|
||||
@ -114,11 +126,11 @@ public class AverageFloatSamplerTest
|
||||
data[index++] = colorData[i].B;
|
||||
}
|
||||
|
||||
SamplerInfo<float> info = new(2, 3, data[..(6 * 4)]);
|
||||
SamplerInfo<float> info = new(0, 0, 2, 3, 2, 4, data[..(6 * 4)]);
|
||||
new AverageFloatSampler().Sample(info, result);
|
||||
Assert.AreEqual(new Color(0.5833333f, 0.5f, 0.291666657f, 0.25f), new Color(result[0], result[1], result[2], result[3]));
|
||||
|
||||
info = new SamplerInfo<float>(16, 16, data);
|
||||
info = new SamplerInfo<float>(0, 0, 16, 16, 16, 4, data);
|
||||
new AverageFloatSampler().Sample(info, result);
|
||||
Assert.AreEqual(new Color(0.5019531f, 0.40234375f, 0.3486328f, 0.298828125f), new Color(result[0], result[1], result[2], result[3]));
|
||||
}
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user