normals calculation fix
[voxconv.git] / vox_2dbmp.d
blob4eb0235ef587b7630b6fc2ba40017b70ed9f6639
1 module vox_2dbmp;
3 import iv.bclamp;
4 import iv.glbinds.utils;
5 import iv.cmdcongl;
6 import iv.strex;
7 import iv.vfs;
8 import iv.vfs.io;
9 import iv.vmath;
12 // ////////////////////////////////////////////////////////////////////////// //
14 just a 2d bitmap that keeps rgb colors.
15 there is also the code to find the biggest non-empty rectangle on the bitmap.
16 empty pixels are represented with zeroes.
18 the algorithm was taken from this SO topic: https://stackoverflow.com/questions/7245/
20 struct Vox2DBitmap {
21 static struct Pair {
22 int one;
23 int two;
26 int[] cache; // cache
27 Pair[] stack; // stack
28 int top; // top of stack
30 void push (int a, int b) nothrow @safe @nogc {
31 pragma(inline, true);
32 stack[top].one = a;
33 stack[top].two = b;
34 ++top;
37 void pop (int *a, int *b) nothrow @safe @nogc {
38 pragma(inline, true);
39 --top;
40 *a = stack[top].one;
41 *b = stack[top].two;
45 int wdt, hgt; // dimension of input
46 uint[] grid;
47 uint[] ydotCount; // for each y coord
48 int dotCount;
51 void clear () {
52 delete cache; cache = null;
53 delete stack; stack = null;
54 delete grid; grid = null;
55 delete ydotCount; ydotCount = null;
56 wdt = hgt = dotCount = 0;
60 void setSize (int awdt, int ahgt) {
61 if (awdt < 1) awdt = 0;
62 if (ahgt < 1) ahgt = 0;
63 wdt = awdt;
64 hgt = ahgt;
65 if (grid.length < awdt*ahgt) grid.length = awdt*ahgt;
66 grid[0..awdt*ahgt] = 0;
67 if (ydotCount.length < ahgt) ydotCount.length = ahgt;
68 ydotCount[0..hgt] = 0;
69 dotCount = 0;
73 void clearBmp () {
74 grid[0..wdt*hgt] = 0;
75 ydotCount[0..hgt] = 0;
76 dotCount = 0;
80 void setPixel (int x, int y, uint rgb) nothrow @trusted @nogc {
81 pragma(inline, true);
82 if (x < 0 || y < 0 || x >= wdt || y >= hgt) return;
83 uint *cp = grid.ptr+cast(uint)y*cast(uint)wdt+cast(uint)x;
84 if (!*cp) {
85 ++dotCount;
86 ++ydotCount.ptr[y];
88 *cp = rgb;
91 uint resetPixel (int x, int y) nothrow @trusted @nogc {
92 pragma(inline, true);
93 if (x < 0 || y < 0 || x >= wdt || y >= hgt) return 0;
94 uint *cp = grid.ptr+cast(uint)y*cast(uint)wdt+cast(uint)x;
95 const uint res = *cp;
96 if (res) {
97 *cp = 0;
98 --dotCount;
99 --ydotCount.ptr[y];
101 return res;
105 void updateCache (int currY) nothrow @trusted @nogc {
107 for (int m = 0; m < wdt; ++m, ++cp) {
108 if (!grid[currY*wdt+m]) cache[m] = 0; else ++cache[m];
111 const(uint) *lp = grid.ptr+cast(uint)currY*cast(uint)wdt;
112 int *cp = cache.ptr;
113 for (int m = wdt; m--; ++cp) {
114 if (*lp++) ++(*cp); else *cp = 0;
120 this is the slowest part of the conversion code.
122 bool doOne (int *rx0, int *ry0, int *rx1, int *ry1) nothrow @trusted {
123 if (dotCount == 0) return false;
125 if (cache.length < wdt+1) cache.length = wdt+1;
126 if (stack.length < wdt+1) stack.length = wdt+1;
128 Pair best_ll;
129 Pair best_ur;
130 int best_area;
132 best_ll.one = best_ll.two = 0;
133 best_ur.one = best_ur.two = -1;
134 best_area = 0;
135 top = 0;
136 bool cacheCleared = true;
138 for (int m = 0; m <= wdt; ++m) cache[m] = stack[m].one = stack[m].two = 0;
140 // main algorithm
141 for (int n = 0; n < hgt; ++n) {
142 // there is no need to scan empty lines
143 // (and we usually have quite a lot of them)
144 if (ydotCount[n] == 0) {
145 if (!cacheCleared) {
146 cacheCleared = true;
147 cache[0..wdt] = 0;
149 continue;
151 int openWidth = 0;
152 updateCache(n);
153 cacheCleared = false;
154 const(int) *cp = cache.ptr;
155 for (int m = 0; m <= wdt; ++m) {
156 const int cvl = *cp++;
157 if (cvl > openWidth) {
158 // open new rectangle
159 push(m, openWidth);
160 openWidth = cvl;
161 } else if (cvl < openWidth) {
162 // close rectangle(s)
163 int m0 = void, w0 = void;
164 do {
165 pop(&m0, &w0);
166 const int area = openWidth*(m-m0);
167 if (area > best_area) {
168 best_area = area;
169 best_ll.one = m0; best_ll.two = n;
170 best_ur.one = m-1; best_ur.two = n-openWidth+1;
172 openWidth = w0;
173 } while (cvl < openWidth);
174 openWidth = cvl;
175 if (openWidth != 0) push(m0, w0);
180 *rx0 = (best_ll.one < best_ur.one ? best_ll.one : best_ur.one);
181 *ry0 = (best_ll.two < best_ur.two ? best_ll.two : best_ur.two);
182 *rx1 = (best_ll.one > best_ur.one ? best_ll.one : best_ur.one);
183 *ry1 = (best_ll.two > best_ur.two ? best_ll.two : best_ur.two);
185 // remove dots
187 for (int y = *ry0; y <= *ry1; ++y) {
188 for (int x = *rx0; x <= *rx1; ++x) {
189 resetPixel(x, y);
194 return true;