Files
LightlessClient/LightlessSync/Services/TextureCompression/IndexDownscaler.cs
defnotken 835a0a637d
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2.0.0 (#92)
2.0.0 Changes:

- Reworked shell finder UI with compact or list view with profile tags showing with the listing, allowing moderators to broadcast the syncshell as well to have it be used more.
- Reworked user list in syncshell admin screen to have filter visible and moved away from table to its own thing, allowing to copy uid/note/alias when clicking on the name.
- Reworked download bars and download box to make it look more modern, removed the jitter around, so it shouldn't vibrate around much.
- Chat has been added to the top menu, working in Zone or in Syncshells to be used there.
- Paired system has been revamped to make pausing and unpausing faster, and loading people should be faster as well.
- Moved to the internal object table to have faster load times for users; people should load in faster
- Compactor is running on a multi-threaded level instead of single-threaded; this should increase the speed of compacting files
- Nameplate Service has been reworked so it wouldn't use the nameplate handler anymore.
- Files can be resized when downloading to reduce load on users if they aren't compressed. (can be toggled to resize all).
- Penumbra Collections are now only made when people are visible, reducing the load on boot-up when having many syncshells in your list.
- Lightfinder plates have been moved away from using Nameplates, but will use an overlay.
- Main UI has been changed a bit with a gradient, and on hover will glow up now.
- Reworked Profile UI for Syncshell and Users to be more user-facing with more customizable items.
- Reworked Settings UI to look more modern.
- Performance should be better due to new systems that would dispose of the collections and better caching of items.

Co-authored-by: defnotken <itsdefnotken@gmail.com>
Co-authored-by: azyges <aaaaaa@aaa.aaa>
Co-authored-by: choco <choco@patat.nl>
Co-authored-by: cake <admin@cakeandbanana.nl>
Co-authored-by: Minmoose <KennethBohr@outlook.com>
Reviewed-on: #92
2025-12-21 17:19:34 +00:00

312 lines
8.5 KiB
C#

using System.Numerics;
using SixLabors.ImageSharp;
using SixLabors.ImageSharp.PixelFormats;
/*
* Index upscaler code (converted/reversed for downscaling purposes) provided by Ny
* thank you!!
*/
namespace LightlessSync.Services.TextureCompression;
internal static class IndexDownscaler
{
private static readonly Vector2[] SampleOffsets =
{
new(0.25f, 0.25f),
new(0.75f, 0.25f),
new(0.25f, 0.75f),
new(0.75f, 0.75f),
};
public static Image<Rgba32> Downscale(Image<Rgba32> source, int targetWidth, int targetHeight, int blockMultiple)
{
var current = source.Clone();
while (current.Width > targetWidth || current.Height > targetHeight)
{
var nextWidth = Math.Max(targetWidth, Math.Max(blockMultiple, current.Width / 2));
var nextHeight = Math.Max(targetHeight, Math.Max(blockMultiple, current.Height / 2));
var next = new Image<Rgba32>(nextWidth, nextHeight);
for (var y = 0; y < nextHeight; y++)
{
var srcY = Math.Min(current.Height - 1, y * 2);
for (var x = 0; x < nextWidth; x++)
{
var srcX = Math.Min(current.Width - 1, x * 2);
var topLeft = current[srcX, srcY];
var topRight = current[Math.Min(current.Width - 1, srcX + 1), srcY];
var bottomLeft = current[srcX, Math.Min(current.Height - 1, srcY + 1)];
var bottomRight = current[Math.Min(current.Width - 1, srcX + 1), Math.Min(current.Height - 1, srcY + 1)];
next[x, y] = DownscaleIndexBlock(topLeft, topRight, bottomLeft, bottomRight);
}
}
current.Dispose();
current = next;
}
return current;
}
private static Rgba32 DownscaleIndexBlock(in Rgba32 topLeft, in Rgba32 topRight, in Rgba32 bottomLeft, in Rgba32 bottomRight)
{
Span<Rgba32> ordered = stackalloc Rgba32[4]
{
bottomLeft,
bottomRight,
topRight,
topLeft
};
Span<float> weights = stackalloc float[4];
var hasContribution = false;
foreach (var sample in SampleOffsets)
{
if (TryAccumulateSampleWeights(ordered, sample, weights))
{
hasContribution = true;
}
}
if (hasContribution)
{
var bestIndex = IndexOfMax(weights);
if (bestIndex >= 0 && weights[bestIndex] > 0f)
{
return ordered[bestIndex];
}
}
Span<Rgba32> fallback = stackalloc Rgba32[4] { topLeft, topRight, bottomLeft, bottomRight };
return PickMajorityColor(fallback);
}
private static bool TryAccumulateSampleWeights(ReadOnlySpan<Rgba32> colors, in Vector2 sampleUv, Span<float> weights)
{
var red = new Vector4(
colors[0].R / 255f,
colors[1].R / 255f,
colors[2].R / 255f,
colors[3].R / 255f);
var symbols = QuantizeSymbols(red);
var cellUv = ComputeShiftedUv(sampleUv);
Span<int> order = stackalloc int[4];
order[0] = 0;
order[1] = 1;
order[2] = 2;
order[3] = 3;
ApplySymmetry(ref symbols, ref cellUv, order);
var equality = BuildEquality(symbols, symbols.W);
var selector = BuildSelector(equality, symbols, cellUv);
const uint lut = 0x00000C07u;
if (((lut >> (int)selector) & 1u) != 0u)
{
weights[order[3]] += 1f;
return true;
}
if (selector == 3u)
{
equality = BuildEquality(symbols, symbols.Z);
}
var weight = ComputeWeight(equality, cellUv);
if (weight <= 1e-6f)
{
return false;
}
var factor = 1f / weight;
var wW = equality.W * (1f - cellUv.X) * (1f - cellUv.Y) * factor;
var wX = equality.X * (1f - cellUv.X) * cellUv.Y * factor;
var wZ = equality.Z * cellUv.X * (1f - cellUv.Y) * factor;
var wY = equality.Y * cellUv.X * cellUv.Y * factor;
var contributed = false;
if (wW > 0f)
{
weights[order[3]] += wW;
contributed = true;
}
if (wX > 0f)
{
weights[order[0]] += wX;
contributed = true;
}
if (wZ > 0f)
{
weights[order[2]] += wZ;
contributed = true;
}
if (wY > 0f)
{
weights[order[1]] += wY;
contributed = true;
}
return contributed;
}
private static Vector4 QuantizeSymbols(in Vector4 channel)
=> new(
Quantize(channel.X),
Quantize(channel.Y),
Quantize(channel.Z),
Quantize(channel.W));
private static float Quantize(float value)
{
var clamped = Math.Clamp(value, 0f, 1f);
return (MathF.Round(clamped * 16f) + 0.5f) / 16f;
}
private static void ApplySymmetry(ref Vector4 symbols, ref Vector2 cellUv, Span<int> order)
{
if (cellUv.X >= 0.5f)
{
symbols = SwapYxwz(symbols, order);
cellUv.X = 1f - cellUv.X;
}
if (cellUv.Y >= 0.5f)
{
symbols = SwapWzyx(symbols, order);
cellUv.Y = 1f - cellUv.Y;
}
}
private static Vector4 BuildEquality(in Vector4 symbols, float reference)
=> new(
AreEqual(symbols.X, reference) ? 1f : 0f,
AreEqual(symbols.Y, reference) ? 1f : 0f,
AreEqual(symbols.Z, reference) ? 1f : 0f,
AreEqual(symbols.W, reference) ? 1f : 0f);
private static uint BuildSelector(in Vector4 equality, in Vector4 symbols, in Vector2 cellUv)
{
uint selector = 0;
if (equality.X > 0.5f) selector |= 4u;
if (equality.Y > 0.5f) selector |= 8u;
if (equality.Z > 0.5f) selector |= 16u;
if (AreEqual(symbols.X, symbols.Z)) selector |= 2u;
if (cellUv.X + cellUv.Y >= 0.5f) selector |= 1u;
return selector;
}
private static float ComputeWeight(in Vector4 equality, in Vector2 cellUv)
=> equality.W * (1f - cellUv.X) * (1f - cellUv.Y)
+ equality.X * (1f - cellUv.X) * cellUv.Y
+ equality.Z * cellUv.X * (1f - cellUv.Y)
+ equality.Y * cellUv.X * cellUv.Y;
private static Vector2 ComputeShiftedUv(in Vector2 uv)
{
var shifted = new Vector2(
uv.X - MathF.Floor(uv.X),
uv.Y - MathF.Floor(uv.Y));
shifted.X -= 0.5f;
if (shifted.X < 0f)
{
shifted.X += 1f;
}
shifted.Y -= 0.5f;
if (shifted.Y < 0f)
{
shifted.Y += 1f;
}
return shifted;
}
private static Vector4 SwapYxwz(in Vector4 v, Span<int> order)
{
var o0 = order[0];
var o1 = order[1];
var o2 = order[2];
var o3 = order[3];
order[0] = o1;
order[1] = o0;
order[2] = o3;
order[3] = o2;
return new Vector4(v.Y, v.X, v.W, v.Z);
}
private static Vector4 SwapWzyx(in Vector4 v, Span<int> order)
{
var o0 = order[0];
var o1 = order[1];
var o2 = order[2];
var o3 = order[3];
order[0] = o3;
order[1] = o2;
order[2] = o1;
order[3] = o0;
return new Vector4(v.W, v.Z, v.Y, v.X);
}
private static int IndexOfMax(ReadOnlySpan<float> values)
{
var bestIndex = -1;
var bestValue = 0f;
for (var i = 0; i < values.Length; i++)
{
if (values[i] > bestValue)
{
bestValue = values[i];
bestIndex = i;
}
}
return bestIndex;
}
private static bool AreEqual(float a, float b) => MathF.Abs(a - b) <= 1e-5f;
private static Rgba32 PickMajorityColor(ReadOnlySpan<Rgba32> colors)
{
var counts = new Dictionary<Rgba32, int>(colors.Length);
foreach (var color in colors)
{
if (counts.TryGetValue(color, out var count))
{
counts[color] = count + 1;
}
else
{
counts[color] = 1;
}
}
return counts
.OrderByDescending(kvp => kvp.Value)
.ThenByDescending(kvp => kvp.Key.A)
.ThenByDescending(kvp => kvp.Key.R)
.ThenByDescending(kvp => kvp.Key.G)
.ThenByDescending(kvp => kvp.Key.B)
.First().Key;
}
}