even more resampling notes
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@ -8,7 +8,7 @@ library back to C:
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2.
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@VinoBS Another option is to just port @richgel999's C++ library to C/stb: https://code.google.com/p/imageresampler/source/browse/#svn%2FtrunkConsider three cases just to suggest the spectrum
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Consider three cases just to suggest the spectrum
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of possiblities:
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a) linear upsample: each output pixel is a weighted sum
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@ -75,8 +75,24 @@ optimal is to do whichever axis is smaller first, but I don't
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think we have to care about doing that right.)
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Now, you probably want to avoid memory allocations (since you're passing
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in the target buffer already), so instead of using a scanline-width
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Now, you can either:
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1. malloc the temp memory
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2. alloca it
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3. allocate a fixed amount on the stack
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4. let the user pass it in
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I forbid #2 in stb libraries for portability.
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If you're not allocating the output image, but rather requiring
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the user to pass it in, it's probably worth trying to avoid #1
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because people always want to use stb libs without any memory
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allocations for various reason. (Note that most stb libs go
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crazy with memory allocations--you shouldn't use stb_image
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in a console game--but I've tried to avoid it more in newer
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libs.)
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The way #3 would work is instead of using a scanline-width
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temp buffer, use some fixed-width temp buffer that's W pixels,
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and scale the image in vertical stripes that are that wide.
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Suppose you make the temp buffers 256 wide; then an upsample
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@ -86,6 +102,9 @@ strips (from a 256-pixel width strip). Note this limits
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the max down/upsampling to be ballpark 256x along the
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horizontal axis.
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In the following, I do #3 and allow #4 for cases where #3 is
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too small, but it's not the only possibility:
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Function prototypes:
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@ -101,11 +120,11 @@ the lowest-level one could be:
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stb_resample_arbitrary(void *dst, stbr_type dst_type, int dst_width, int dst_height, int dst_stride_in_bytes,
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void const *src, stbr_type src_type, int src_width, int src_height, int src_stride_in_bytes,
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float s0, float t0, float s1, float t1, // range of source to use, 0..1 in GPU texture-coordinate style
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int channels,
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int nonpremul_alpha_channel_index,
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stbr_wrapmode wrap, // clamp, wrap, mirror
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stbr_filter filter,
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float s0, float t0, float s1, float t1, // range of source to use, 0..1 in GPU texture-coordinate style
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void *tempmem, size_t tempmem_size_in_bytes);
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And there would be a bunch of convenience functions in-between those two levels.
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@ -113,6 +132,12 @@ And there would be a bunch of convenience functions in-between those two levels.
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Some notes:
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s0,t0,s1,t1:
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this allows fine subpixel-positioning and subpixel-resizing in an explicit way without
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things having to be exact pixel multiples. it allows people to pseudo-stream
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images by computing "tiles" of images a bit at a time without forcing those
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tiles to quantize their source data.
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nonpremul_alpha_channel_index:
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if this is negative, no channels are processed specially
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if this is non-negative, then it's the index of the alpha channel,
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@ -124,12 +149,6 @@ Some notes:
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pass in which channels serve as alpha channels for which other
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channels, but eh.
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s0,t0,s1,t1:
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this allows fine subpixel-positioning and subpixel-resizing in an explicit way without
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things having to be exact pixel multiples. it allows people to pseudo-stream
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images by computing "tiles" of images a bit at a time without forcing those
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tiles to quantize their source data.
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tempmem, tempmem_size:
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all functions will needed tempmem, but they can allocate a fixed tempmem buffer
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on the stack. providing an API that allows overriding the amount of tempmem
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