101 lines
4.5 KiB
C++
101 lines
4.5 KiB
C++
/// @file bilinear_expansion.h
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/// @brief Demonstrates how to mix noise generation with color palettes on a
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/// 2D LED matrix
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#pragma once
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#include "fl/stdint.h"
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#include "crgb.h"
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#include "fl/namespace.h"
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#include "fl/xymap.h"
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namespace fl {
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/// @brief Performs bilinear interpolation for upscaling an image.
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/// @param output The output grid to write into the interpolated values.
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/// @param input The input grid to read from.
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/// @param inputWidth The width of the input grid.
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/// @param inputHeight The height of the input grid.
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/// @param xyMap The XYMap to use to determine where to write the pixel. If the
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/// pixel is mapped outside of the range then it is clipped.
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void upscaleArbitrary(const CRGB *input, CRGB *output, u16 inputWidth,
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u16 inputHeight, const fl::XYMap& xyMap);
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/// @brief Performs bilinear interpolation for upscaling an image.
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/// @param output The output grid to write into the interpolated values.
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/// @param input The input grid to read from.
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/// @param inputWidth The width of the input grid.
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/// @param inputHeight The height of the input grid.
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/// @param xyMap The XYMap to use to determine where to write the pixel. If the
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/// pixel is mapped outside of the range then it is clipped.
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void upscalePowerOf2(const CRGB *input, CRGB *output, u8 inputWidth,
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u8 inputHeight, const fl::XYMap& xyMap);
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/// @brief Optimized upscale for rectangular/line-by-line XY maps.
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/// @param input The input grid to read from.
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/// @param output The output grid to write into the interpolated values.
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/// @param inputWidth The width of the input grid.
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/// @param inputHeight The height of the input grid.
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/// @param outputWidth The width of the output grid.
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/// @param outputHeight The height of the output grid.
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/// This version bypasses XY mapping overhead for rectangular layouts.
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void upscaleRectangular(const CRGB *input, CRGB *output, u16 inputWidth,
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u16 inputHeight, u16 outputWidth, u16 outputHeight);
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/// @brief Optimized upscale for rectangular/line-by-line XY maps (power-of-2 version).
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/// @param input The input grid to read from.
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/// @param output The output grid to write into the interpolated values.
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/// @param inputWidth The width of the input grid (must be power of 2).
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/// @param inputHeight The height of the input grid (must be power of 2).
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/// @param outputWidth The width of the output grid (must be power of 2).
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/// @param outputHeight The height of the output grid (must be power of 2).
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/// This version bypasses XY mapping overhead for rectangular layouts.
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void upscaleRectangularPowerOf2(const CRGB *input, CRGB *output, u8 inputWidth,
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u8 inputHeight, u8 outputWidth, u8 outputHeight);
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//
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inline void upscale(const CRGB *input, CRGB *output, u16 inputWidth,
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u16 inputHeight, const fl::XYMap& xyMap) {
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u16 outputWidth = xyMap.getWidth();
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u16 outputHeight = xyMap.getHeight();
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const bool wontFit =
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(outputWidth != xyMap.getWidth() || outputHeight != xyMap.getHeight());
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// Check if we can use the optimized rectangular version
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const bool isRectangular = (xyMap.getType() == XYMap::kLineByLine);
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if (isRectangular) {
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// Use optimized rectangular version that bypasses XY mapping
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if (wontFit || (inputWidth & (inputWidth - 1)) ||
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(inputHeight & (inputHeight - 1))) {
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upscaleRectangular(input, output, inputWidth, inputHeight,
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outputWidth, outputHeight);
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} else {
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upscaleRectangularPowerOf2(input, output, inputWidth, inputHeight,
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outputWidth, outputHeight);
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}
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} else {
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// Use the original XY-mapped versions
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if (wontFit || (inputWidth & (inputWidth - 1)) ||
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(inputHeight & (inputHeight - 1))) {
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upscaleArbitrary(input, output, inputWidth, inputHeight, xyMap);
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} else {
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upscalePowerOf2(input, output, inputWidth, inputHeight, xyMap);
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}
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}
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}
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// These are here for testing purposes and are slow. Their primary use
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// is to test against the fixed integer version above.
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void upscaleFloat(const CRGB *input, CRGB *output, u8 inputWidth,
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u8 inputHeight, const fl::XYMap& xyMap);
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void upscaleArbitraryFloat(const CRGB *input, CRGB *output, u16 inputWidth,
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u16 inputHeight, const fl::XYMap& xyMap);
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u8 upscaleFloat(u8 v00, u8 v10, u8 v01,
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u8 v11, float dx, float dy);
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} // namespace fl
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