/** * Copyright (c) 2015 Guyon Roche * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions:

* * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ module.exports = { nearestNeighbor(src, dst) { const wSrc = src.width; const hSrc = src.height; const wDst = dst.width; const hDst = dst.height; const bufSrc = src.data; const bufDst = dst.data; for (let i = 0; i < hDst; i++) { for (let j = 0; j < wDst; j++) { let posDst = (i * wDst + j) * 4; const iSrc = Math.floor((i * hSrc) / hDst); const jSrc = Math.floor((j * wSrc) / wDst); let posSrc = (iSrc * wSrc + jSrc) * 4; bufDst[posDst++] = bufSrc[posSrc++]; bufDst[posDst++] = bufSrc[posSrc++]; bufDst[posDst++] = bufSrc[posSrc++]; bufDst[posDst++] = bufSrc[posSrc++]; } } }, bilinearInterpolation(src, dst) { const wSrc = src.width; const hSrc = src.height; const wDst = dst.width; const hDst = dst.height; const bufSrc = src.data; const bufDst = dst.data; const interpolate = function(k, kMin, vMin, kMax, vMax) { // special case - k is integer if (kMin === kMax) { return vMin; } return Math.round((k - kMin) * vMax + (kMax - k) * vMin); }; const assign = function(pos, offset, x, xMin, xMax, y, yMin, yMax) { let posMin = (yMin * wSrc + xMin) * 4 + offset; let posMax = (yMin * wSrc + xMax) * 4 + offset; const vMin = interpolate(x, xMin, bufSrc[posMin], xMax, bufSrc[posMax]); // special case, y is integer if (yMax === yMin) { bufDst[pos + offset] = vMin; } else { posMin = (yMax * wSrc + xMin) * 4 + offset; posMax = (yMax * wSrc + xMax) * 4 + offset; const vMax = interpolate(x, xMin, bufSrc[posMin], xMax, bufSrc[posMax]); bufDst[pos + offset] = interpolate(y, yMin, vMin, yMax, vMax); } }; for (let i = 0; i < hDst; i++) { for (let j = 0; j < wDst; j++) { const posDst = (i * wDst + j) * 4; // x & y in src coordinates const x = (j * wSrc) / wDst; const xMin = Math.floor(x); const xMax = Math.min(Math.ceil(x), wSrc - 1); const y = (i * hSrc) / hDst; const yMin = Math.floor(y); const yMax = Math.min(Math.ceil(y), hSrc - 1); assign(posDst, 0, x, xMin, xMax, y, yMin, yMax); assign(posDst, 1, x, xMin, xMax, y, yMin, yMax); assign(posDst, 2, x, xMin, xMax, y, yMin, yMax); assign(posDst, 3, x, xMin, xMax, y, yMin, yMax); } } }, _interpolate2D(src, dst, options, interpolate) { const bufSrc = src.data; const bufDst = dst.data; const wSrc = src.width; const hSrc = src.height; const wDst = dst.width; const hDst = dst.height; // when dst smaller than src/2, interpolate first to a multiple between 0.5 and 1.0 src, then sum squares const wM = Math.max(1, Math.floor(wSrc / wDst)); const wDst2 = wDst * wM; const hM = Math.max(1, Math.floor(hSrc / hDst)); const hDst2 = hDst * hM; // =========================================================== // Pass 1 - interpolate rows // buf1 has width of dst2 and height of src const buf1 = Buffer.alloc(wDst2 * hSrc * 4); for (let i = 0; i < hSrc; i++) { for (let j = 0; j < wDst2; j++) { // i in src coords, j in dst coords // calculate x in src coords // this interpolation requires 4 sample points and the two inner ones must be real // the outer points can be fudged for the edges. // therefore (wSrc-1)/wDst2 const x = (j * (wSrc - 1)) / wDst2; const xPos = Math.floor(x); const t = x - xPos; const srcPos = (i * wSrc + xPos) * 4; const buf1Pos = (i * wDst2 + j) * 4; for (let k = 0; k < 4; k++) { const kPos = srcPos + k; const x0 = xPos > 0 ? bufSrc[kPos - 4] : 2 * bufSrc[kPos] - bufSrc[kPos + 4]; const x1 = bufSrc[kPos]; const x2 = bufSrc[kPos + 4]; const x3 = xPos < wSrc - 2 ? bufSrc[kPos + 8] : 2 * bufSrc[kPos + 4] - bufSrc[kPos]; buf1[buf1Pos + k] = interpolate(x0, x1, x2, x3, t); } } } // this._writeFile(wDst2, hSrc, buf1, "out/buf1.jpg"); // =========================================================== // Pass 2 - interpolate columns // buf2 has width and height of dst2 const buf2 = Buffer.alloc(wDst2 * hDst2 * 4); for (let i = 0; i < hDst2; i++) { for (let j = 0; j < wDst2; j++) { // i&j in dst2 coords // calculate y in buf1 coords // this interpolation requires 4 sample points and the two inner ones must be real // the outer points can be fudged for the edges. // therefore (hSrc-1)/hDst2 const y = (i * (hSrc - 1)) / hDst2; const yPos = Math.floor(y); const t = y - yPos; const buf1Pos = (yPos * wDst2 + j) * 4; const buf2Pos = (i * wDst2 + j) * 4; for (let k = 0; k < 4; k++) { const kPos = buf1Pos + k; const y0 = yPos > 0 ? buf1[kPos - wDst2 * 4] : 2 * buf1[kPos] - buf1[kPos + wDst2 * 4]; const y1 = buf1[kPos]; const y2 = buf1[kPos + wDst2 * 4]; const y3 = yPos < hSrc - 2 ? buf1[kPos + wDst2 * 8] : 2 * buf1[kPos + wDst2 * 4] - buf1[kPos]; buf2[buf2Pos + k] = interpolate(y0, y1, y2, y3, t); } } } // this._writeFile(wDst2, hDst2, buf2, "out/buf2.jpg"); // =========================================================== // Pass 3 - scale to dst const m = wM * hM; if (m > 1) { for (let i = 0; i < hDst; i++) { for (let j = 0; j < wDst; j++) { // i&j in dst bounded coords let r = 0; let g = 0; let b = 0; let a = 0; let realColors = 0; for (let y = 0; y < hM; y++) { const yPos = i * hM + y; for (let x = 0; x < wM; x++) { const xPos = j * wM + x; const xyPos = (yPos * wDst2 + xPos) * 4; const pixelAlpha = buf2[xyPos + 3]; if (pixelAlpha) { r += buf2[xyPos]; g += buf2[xyPos + 1]; b += buf2[xyPos + 2]; realColors++; } a += pixelAlpha; } } const pos = (i * wDst + j) * 4; bufDst[pos] = realColors ? Math.round(r / realColors) : 0; bufDst[pos + 1] = realColors ? Math.round(g / realColors) : 0; bufDst[pos + 2] = realColors ? Math.round(b / realColors) : 0; bufDst[pos + 3] = Math.round(a / m); } } } else { // replace dst buffer with buf2 dst.data = buf2; } }, bicubicInterpolation(src, dst, options) { const interpolateCubic = function(x0, x1, x2, x3, t) { const a0 = x3 - x2 - x0 + x1; const a1 = x0 - x1 - a0; const a2 = x2 - x0; const a3 = x1; return Math.max( 0, Math.min(255, a0 * (t * t * t) + a1 * (t * t) + a2 * t + a3) ); }; return this._interpolate2D(src, dst, options, interpolateCubic); }, hermiteInterpolation(src, dst, options) { const interpolateHermite = function(x0, x1, x2, x3, t) { const c0 = x1; const c1 = 0.5 * (x2 - x0); const c2 = x0 - 2.5 * x1 + 2 * x2 - 0.5 * x3; const c3 = 0.5 * (x3 - x0) + 1.5 * (x1 - x2); return Math.max( 0, Math.min(255, Math.round(((c3 * t + c2) * t + c1) * t + c0)) ); }; return this._interpolate2D(src, dst, options, interpolateHermite); }, bezierInterpolation(src, dst, options) { // between 2 points y(n), y(n+1), use next points out, y(n-1), y(n+2) // to predict control points (a & b) to be placed at n+0.5 // ya(n) = y(n) + (y(n+1)-y(n-1))/4 // yb(n) = y(n+1) - (y(n+2)-y(n))/4 // then use std bezier to interpolate [n,n+1) // y(n+t) = y(n)*(1-t)^3 + 3 * ya(n)*(1-t)^2*t + 3 * yb(n)*(1-t)*t^2 + y(n+1)*t^3 // note the 3* factor for the two control points // for edge cases, can choose: // y(-1) = y(0) - 2*(y(1)-y(0)) // y(w) = y(w-1) + 2*(y(w-1)-y(w-2)) // but can go with y(-1) = y(0) and y(w) = y(w-1) const interpolateBezier = function(x0, x1, x2, x3, t) { // x1, x2 are the knots, use x0 and x3 to calculate control points const cp1 = x1 + (x2 - x0) / 4; const cp2 = x2 - (x3 - x1) / 4; const nt = 1 - t; const c0 = x1 * nt * nt * nt; const c1 = 3 * cp1 * nt * nt * t; const c2 = 3 * cp2 * nt * t * t; const c3 = x2 * t * t * t; return Math.max(0, Math.min(255, Math.round(c0 + c1 + c2 + c3))); }; return this._interpolate2D(src, dst, options, interpolateBezier); } };