The old OmniScale filter became OmniScale Legacy. A new OmniScale filter was added instead.

This commit is contained in:
Lior Halphon 2016-06-17 01:06:52 +03:00
parent e6c4b4d1b2
commit 6f73ee053d
6 changed files with 280 additions and 94 deletions

View File

@ -25,7 +25,8 @@
@"AAScale4x",
@"HQ2x",
@"OmniScale",
@"AAOmniScale",
@"OmniScaleLegacy",
@"AAOmniScaleLegacy",
];
}
return filters;

View File

@ -38,7 +38,7 @@
</textField>
<popUpButton verticalHuggingPriority="750" fixedFrame="YES" translatesAutoresizingMaskIntoConstraints="NO" id="6pP-kK-EEC">
<rect key="frame" x="30" y="223" width="245" height="26"/>
<popUpButtonCell key="cell" type="push" title="HQ2x" bezelStyle="rounded" alignment="left" lineBreakMode="truncatingTail" state="on" borderStyle="borderAndBezel" imageScaling="proportionallyDown" inset="2" selectedItem="gxB-Uj-wp2" id="I1w-05-lGl">
<popUpButtonCell key="cell" type="push" bezelStyle="rounded" alignment="left" lineBreakMode="truncatingTail" borderStyle="borderAndBezel" imageScaling="proportionallyDown" inset="2" id="I1w-05-lGl">
<behavior key="behavior" lightByBackground="YES" lightByGray="YES"/>
<font key="font" metaFont="menu"/>
<menu key="menu" id="xDC-0T-Qg9">
@ -54,11 +54,12 @@
<menuItem title="Anti-aliased Scale4x" id="zJR-ER-Ygo">
<modifierMask key="keyEquivalentModifierMask"/>
</menuItem>
<menuItem title="HQ2x" state="on" id="gxB-Uj-wp2"/>
<menuItem title="OmniScale (Beta, any factor)" id="doe-kf-quG">
<menuItem title="HQ2x" id="gxB-Uj-wp2"/>
<menuItem title="OmniScale (Beta, any factor)" id="z6q-Jp-Z8R"/>
<menuItem title="OmniScale Legacy" id="doe-kf-quG">
<modifierMask key="keyEquivalentModifierMask"/>
</menuItem>
<menuItem title="Anti-aliased OmniScale" id="uZy-BK-VyB">
<menuItem title="Anti-aliased OmniScale Legacy" id="uZy-BK-VyB">
<modifierMask key="keyEquivalentModifierMask"/>
</menuItem>
</items>

View File

@ -1,9 +1,16 @@
/* Based on this (really good) article: http://blog.pkh.me/p/19-butchering-hqx-scaling-filters.html */
/* Todo: Add the real YUV difference from HQ2x*/
vec3 rgb_to_yuv(vec4 rgb)
{
return vec3( 0.299 * rgb.r + 0.587 * rgb.g + 0.114 * rgb.b,
-0.147 * rgb.r - 0.289 * rgb.g + 0.436 * rgb.b,
0.615 * rgb.r + 0.515 * rgb.g - 0.100 * rgb.b);
}
bool is_different(vec4 a, vec4 b)
{
return length(a - b) > 0.15;
vec3 diff = abs(rgb_to_yuv(a) - rgb_to_yuv(b));
return diff.x > 0.188 || diff.y > 0.027 || diff.z > 0.031;
}
#define P(m, r) ((pattern & (m)) == (r))

View File

@ -1,107 +1,177 @@
/* OmniScale is derived from the pattern based design of HQnx, but with the following general differences:
- The actual output calculating was completely redesigned as resolution independent graphic generator. This allows
scaling to any factor.
- HQnx approximations that were good enough for a 2x/3x/4x factor were refined, creating smoother gradients.
- "Quarters" can be interpolated in more ways than in the HQnx filters
- If a pattern does not provide enough information to determine the suitable scaling interpolation, up to 16 pixels
per quarter are sampled (in contrast to the usual 9) in order to determine the best interpolation.
*/
float quickDistance(vec4 a, vec4 b)
vec3 rgb_to_yuv(vec4 rgb)
{
return abs(a.x - b.x) + abs(a.y - b.y) + abs(a.z - b.z);
return vec3( 0.299 * rgb.r + 0.587 * rgb.g + 0.114 * rgb.b,
-0.147 * rgb.r - 0.289 * rgb.g + 0.436 * rgb.b,
0.615 * rgb.r + 0.515 * rgb.g - 0.100 * rgb.b);
}
bool is_different(vec4 a, vec4 b)
{
vec3 diff = abs(rgb_to_yuv(a) - rgb_to_yuv(b));
return diff.x > 0.188 || diff.y > 0.027 || diff.z > 0.031;
}
#define P(m, r) ((pattern & (m)) == (r))
vec4 scale(sampler2D image)
{
// o = offset, the width of a pixel
vec2 o = 1.0 / textureDimensions;
vec2 texCoord = vec2(gl_FragCoord.x, uResolution.y - gl_FragCoord.y) / uResolution;
vec2 pixel = texCoord * textureDimensions - vec2(0.5, 0.5);
/* We always calculate the top left quarter. If we need a different quarter, we flip our co-ordinates */
vec4 q11 = texture(image, (pixel ) / textureDimensions);
vec4 q12 = texture(image, (pixel + vec2(0.0, 1.0)) / textureDimensions);
vec4 q21 = texture(image, (pixel + vec2(1.0, 0.0)) / textureDimensions);
vec4 q22 = texture(image, (pixel + vec2(1.0, 1.0)) / textureDimensions);
// p = the position within a pixel [0...1]
vec2 p = fract(texCoord * textureDimensions);
vec2 pos = fract(pixel);
/* Special handling for diaonals */
bool hasDownDiagonal = false;
bool hasUpDiagonal = false;
if (q12 == q21 && q11 != q22) hasUpDiagonal = true;
else if (q12 != q21 && q11 == q22) hasDownDiagonal = true;
else if (q12 == q21 && q11 == q22) {
if (q11 == q12) return q11;
int diagonalBias = 0;
for (float y = -1.0; y < 3.0; y++) {
for (float x = -1.0; x < 3.0; x++) {
vec4 color = texture(image, (pixel + vec2(x, y)) / textureDimensions);
if (color == q11) diagonalBias++;
if (color == q12) diagonalBias--;
}
}
if (diagonalBias <= 0) {
hasDownDiagonal = true;
}
if (diagonalBias >= 0) {
hasUpDiagonal = true;
}
if (p.x > 0.5) {
o.x = -o.x;
p.x = 1.0 - p.x;
}
if (p.y > 0.5) {
o.y = -o.y;
p.y = 1.0 - p.y;
}
if (hasUpDiagonal || hasDownDiagonal) {
vec4 downDiagonalResult, upDiagonalResult;
if (hasUpDiagonal) {
float diagonalPos = pos.x + pos.y;
if (diagonalPos < 0.5) {
upDiagonalResult = q11;
}
else if (diagonalPos > 1.5) {
upDiagonalResult = q22;
}
else {
upDiagonalResult = q12;
}
vec4 w0 = texture(image, texCoord + vec2( -o.x, -o.y));
vec4 w1 = texture(image, texCoord + vec2( 0, -o.y));
vec4 w2 = texture(image, texCoord + vec2( o.x, -o.y));
vec4 w3 = texture(image, texCoord + vec2( -o.x, 0));
vec4 w4 = texture(image, texCoord + vec2( 0, 0));
vec4 w5 = texture(image, texCoord + vec2( o.x, 0));
vec4 w6 = texture(image, texCoord + vec2( -o.x, o.y));
vec4 w7 = texture(image, texCoord + vec2( 0, o.y));
vec4 w8 = texture(image, texCoord + vec2( o.x, o.y));
int pattern = 0;
if (is_different(w0, w4)) pattern |= 1 << 0;
if (is_different(w1, w4)) pattern |= 1 << 1;
if (is_different(w2, w4)) pattern |= 1 << 2;
if (is_different(w3, w4)) pattern |= 1 << 3;
if (is_different(w5, w4)) pattern |= 1 << 4;
if (is_different(w6, w4)) pattern |= 1 << 5;
if (is_different(w7, w4)) pattern |= 1 << 6;
if (is_different(w8, w4)) pattern |= 1 << 7;
if ((P(0xbf,0x37) || P(0xdb,0x13)) && is_different(w1, w5))
return mix(w4, w3, 0.5 - p.x);
if ((P(0xdb,0x49) || P(0xef,0x6d)) && is_different(w7, w3))
return mix(w4, w1, 0.5 - p.y);
if ((P(0x0b,0x0b) || P(0xfe,0x4a) || P(0xfe,0x1a)) && is_different(w3, w1))
return w4;
if ((P(0x6f,0x2a) || P(0x5b,0x0a) || P(0xbf,0x3a) || P(0xdf,0x5a) ||
P(0x9f,0x8a) || P(0xcf,0x8a) || P(0xef,0x4e) || P(0x3f,0x0e) ||
P(0xfb,0x5a) || P(0xbb,0x8a) || P(0x7f,0x5a) || P(0xaf,0x8a) ||
P(0xeb,0x8a)) && is_different(w3, w1))
return mix(w4, mix(w4, w0, 0.5 - p.x), 0.5 - p.y);
if (P(0x0b,0x08))
return mix(mix(w0 * 0.375 + w1 * 0.25 + w4 * 0.375, w4 * 0.5 + w1 * 0.5, p.x * 2.0), w4, p.y * 2.0);
if (P(0x0b,0x02))
return mix(mix(w0 * 0.375 + w3 * 0.25 + w4 * 0.375, w4 * 0.5 + w3 * 0.5, p.y * 2.0), w4, p.x * 2.0);
if (P(0x2f,0x2f)) {
if (length(p - vec2(0.5)) < 0.5) {
return w4;
}
if (hasDownDiagonal) {
float diagonalPos = 1.0 - pos.x + pos.y;
if (diagonalPos < 0.5) {
downDiagonalResult = q21;
}
else if (diagonalPos > 1.5) {
downDiagonalResult = q12;
}
else {
downDiagonalResult = q11;
}
if (is_different(w0, w1) || is_different(w0, w3)) {
return mix(w1, w3, p.y - p.x + 0.5);
}
if (!hasUpDiagonal) return downDiagonalResult;
if (!hasDownDiagonal) return upDiagonalResult;
return mix(downDiagonalResult, upDiagonalResult, 0.5);
return mix(mix(w1 * 0.375 + w0 * 0.25 + w3 * 0.375, w3, p.y * 2.0), w1, p.x * 2.0);
}
if (P(0xbf,0x37) || P(0xdb,0x13)) {
if (p.x - 2.0 * p.y > 0) {
return w1;
}
return mix(w3, w4, p.x + 0.5);
}
if (P(0xdb,0x49) || P(0xef,0x6d)) {
if (p.y - 2.0 * p.x > 0) {
return w3;
}
return mix(w1, w4, p.x * 2);
}
if ( P(0xbf,0x8f) || P(0x7e,0x0e)) {
if (p.x + 2.0 * p.y < 1.0) {
if (is_different(w0, w1) || is_different(w0, w3)) {
return mix(w1, w3, p.y - p.x + 0.5);
}
return mix(mix(w1 * 0.375 + w0 * 0.25 + w3 * 0.375, w3, p.y * 2.0), w1, p.x * 2.0);
}
return w4;
}
if (P(0x7e,0x2a) || P(0xef,0xab)) {
if (p.y + 2.0 * p.x < 1.0) {
if (is_different(w0, w1) || is_different(w0, w3)) {
return mix(w1, w3, p.y - p.x + 0.5);
}
return mix(mix(w1 * 0.375 + w0 * 0.25 + w3 * 0.375, w3, p.y * 2.0), w1, p.x * 2.0);
}
return w4;
}
if (P(0x1b,0x03) || P(0x4f,0x43) || P(0x8b,0x83) || P(0x6b,0x43))
return mix(w4, w3, 0.5 - p.x);
if (P(0x4b,0x09) || P(0x8b,0x89) || P(0x1f,0x19) || P(0x3b,0x19))
return mix(w4, w1, 0.5 - p.y);
if (P(0xfb,0x6a) || P(0x6f,0x6e) || P(0x3f,0x3e) || P(0xfb,0xfa) ||
P(0xdf,0xde) || P(0xdf,0x1e))
return mix(w4, w0, (1.0 - p.x - p.y) / 2.0);
if (P(0x4f,0x4b) || P(0x9f,0x1b) || P(0x2f,0x0b) ||
P(0xbe,0x0a) || P(0xee,0x0a) || P(0x7e,0x0a) || P(0xeb,0x4b) ||
P(0x3b,0x1b)) {
if (p.x + p.y > 0.5) {
return w4;
}
if (is_different(w0, w1) || is_different(w0, w3)) {
return mix(w1, w3, p.y - p.x + 0.5);
}
return mix(mix(w1 * 0.375 + w0 * 0.25 + w3 * 0.375, w3, p.y * 2.0), w1, p.x * 2.0);
}
vec4 r1 = mix(q11, q21, fract(pos.x));
vec4 r2 = mix(q12, q22, fract(pos.x));
if (P(0x0b,0x01))
//return vec4(1,0,0,0);
return mix(mix(w4, w3, 0.5 - p.x), mix(w1, (w1 + w3) / 2.0, 0.5 - p.x), 0.5 - p.y);
if (P(0x0b,0x00))
return mix(mix(w4, w3, 0.5 - p.x), mix(w1, w0, 0.5 - p.x), 0.5 - p.y);
if (p.x + p.y > 0.5)
return w4;
/* We need more samples to "solve" this diagonal */
vec4 x0 = texture(image, texCoord + vec2( -o.x * 2.0, -o.y * 2.0));
vec4 x1 = texture(image, texCoord + vec2( -o.x , -o.y * 2.0));
vec4 x2 = texture(image, texCoord + vec2( 0.0 , -o.y * 2.0));
vec4 x3 = texture(image, texCoord + vec2( o.x , -o.y * 2.0));
vec4 x4 = texture(image, texCoord + vec2( -o.x * 2.0, -o.y ));
vec4 x5 = texture(image, texCoord + vec2( -o.x * 2.0, 0.0 ));
vec4 x6 = texture(image, texCoord + vec2( -o.x * 2.0, o.y ));
if (is_different(x0, w4)) pattern |= 1 << 8;
if (is_different(x1, w4)) pattern |= 1 << 9;
if (is_different(x2, w4)) pattern |= 1 << 10;
if (is_different(x3, w4)) pattern |= 1 << 11;
if (is_different(x4, w4)) pattern |= 1 << 12;
if (is_different(x5, w4)) pattern |= 1 << 13;
if (is_different(x6, w4)) pattern |= 1 << 14;
int diagonal_bias = -7;
while (pattern != 0) {
diagonal_bias += pattern & 1;
pattern >>= 1;
}
if (diagonal_bias <= 0)
return mix(w1, w3, p.y - p.x + 0.5);
vec4 unqunatized = mix(r1, r2, fract(pos.y));
float q11d = quickDistance(unqunatized, q11);
float q21d = quickDistance(unqunatized, q21);
float q12d = quickDistance(unqunatized, q12);
float q22d = quickDistance(unqunatized, q22);
float best = min(q11d,
min(q21d,
min(q12d,
q22d)));
if (q11d == best) {
return q11;
}
if (q21d == best) {
return q21;
}
if (q12d == best) {
return q12;
}
return q22;
return w4;
}

107
Shaders/OmniScaleLegacy.fsh Normal file
View File

@ -0,0 +1,107 @@
float quickDistance(vec4 a, vec4 b)
{
return abs(a.x - b.x) + abs(a.y - b.y) + abs(a.z - b.z);
}
vec4 scale(sampler2D image)
{
vec2 texCoord = vec2(gl_FragCoord.x, uResolution.y - gl_FragCoord.y) / uResolution;
vec2 pixel = texCoord * textureDimensions - vec2(0.5, 0.5);
vec4 q11 = texture(image, (pixel ) / textureDimensions);
vec4 q12 = texture(image, (pixel + vec2(0.0, 1.0)) / textureDimensions);
vec4 q21 = texture(image, (pixel + vec2(1.0, 0.0)) / textureDimensions);
vec4 q22 = texture(image, (pixel + vec2(1.0, 1.0)) / textureDimensions);
vec2 pos = fract(pixel);
/* Special handling for diaonals */
bool hasDownDiagonal = false;
bool hasUpDiagonal = false;
if (q12 == q21 && q11 != q22) hasUpDiagonal = true;
else if (q12 != q21 && q11 == q22) hasDownDiagonal = true;
else if (q12 == q21 && q11 == q22) {
if (q11 == q12) return q11;
int diagonalBias = 0;
for (float y = -1.0; y < 3.0; y++) {
for (float x = -1.0; x < 3.0; x++) {
vec4 color = texture(image, (pixel + vec2(x, y)) / textureDimensions);
if (color == q11) diagonalBias++;
if (color == q12) diagonalBias--;
}
}
if (diagonalBias <= 0) {
hasDownDiagonal = true;
}
if (diagonalBias >= 0) {
hasUpDiagonal = true;
}
}
if (hasUpDiagonal || hasDownDiagonal) {
vec4 downDiagonalResult, upDiagonalResult;
if (hasUpDiagonal) {
float diagonalPos = pos.x + pos.y;
if (diagonalPos < 0.5) {
upDiagonalResult = q11;
}
else if (diagonalPos > 1.5) {
upDiagonalResult = q22;
}
else {
upDiagonalResult = q12;
}
}
if (hasDownDiagonal) {
float diagonalPos = 1.0 - pos.x + pos.y;
if (diagonalPos < 0.5) {
downDiagonalResult = q21;
}
else if (diagonalPos > 1.5) {
downDiagonalResult = q12;
}
else {
downDiagonalResult = q11;
}
}
if (!hasUpDiagonal) return downDiagonalResult;
if (!hasDownDiagonal) return upDiagonalResult;
return mix(downDiagonalResult, upDiagonalResult, 0.5);
}
vec4 r1 = mix(q11, q21, fract(pos.x));
vec4 r2 = mix(q12, q22, fract(pos.x));
vec4 unqunatized = mix(r1, r2, fract(pos.y));
float q11d = quickDistance(unqunatized, q11);
float q21d = quickDistance(unqunatized, q21);
float q12d = quickDistance(unqunatized, q12);
float q22d = quickDistance(unqunatized, q22);
float best = min(q11d,
min(q21d,
min(q12d,
q22d)));
if (q11d == best) {
return q11;
}
if (q21d == best) {
return q21;
}
if (q12d == best) {
return q12;
}
return q22;
}