Esempio n. 1
0
    def create_mask(self, control_image, rendered_image, mask_image, overload=1):
        max_width = min(rendered_image.width(), control_image.width())
        max_height = min(rendered_image.height(), control_image.height())

        new_mask_image = QImage(control_image.width(), control_image.height(), QImage.Format_ARGB32)
        new_mask_image.fill(QColor(0, 0, 0))

        # loop through pixels in rendered image and compare
        mismatch_count = 0
        linebytes = max_width * 4
        for y in range(max_height):
            control_scanline = control_image.constScanLine(y).asstring(linebytes)
            rendered_scanline = rendered_image.constScanLine(y).asstring(linebytes)
            mask_scanline = mask_image.scanLine(y).asstring(linebytes)

            for x in range(max_width):
                currentTolerance = qRed(struct.unpack("I", mask_scanline[x * 4 : x * 4 + 4])[0])

                if currentTolerance == 255:
                    # ignore pixel
                    new_mask_image.setPixel(x, y, qRgb(currentTolerance, currentTolerance, currentTolerance))
                    continue

                expected_rgb = struct.unpack("I", control_scanline[x * 4 : x * 4 + 4])[0]
                rendered_rgb = struct.unpack("I", rendered_scanline[x * 4 : x * 4 + 4])[0]
                difference = min(255, colorDiff(expected_rgb, rendered_rgb) * overload)

                if difference > currentTolerance:
                    # update mask image
                    new_mask_image.setPixel(x, y, qRgb(difference, difference, difference))
                    mismatch_count += 1
                else:
                    new_mask_image.setPixel(x, y, qRgb(currentTolerance, currentTolerance, currentTolerance))
        return new_mask_image
def updateMask(control_image_path, rendered_image_path, mask_image_path):
    control_image = imageFromPath(control_image_path)
    if not control_image:
        error("Could not read control image {}".format(control_image_path))

    rendered_image = imageFromPath(rendered_image_path)
    if not rendered_image:
        error("Could not read rendered image {}".format(rendered_image_path))
    if not rendered_image.width() == control_image.width() or not rendered_image.height() == control_image.height():
        print(
            (
                "Size mismatch - control image is {}x{}, rendered image is {}x{}".format(
                    control_image.width(), control_image.height(), rendered_image.width(), rendered_image.height()
                )
            )
        )

    max_width = min(rendered_image.width(), control_image.width())
    max_height = min(rendered_image.height(), control_image.height())

    # read current mask, if it exist
    mask_image = imageFromPath(mask_image_path)
    if mask_image.isNull():
        print("Mask image does not exist, creating {}".format(mask_image_path))
        mask_image = QImage(control_image.width(), control_image.height(), QImage.Format_ARGB32)
        mask_image.fill(QColor(0, 0, 0))

    # loop through pixels in rendered image and compare
    mismatch_count = 0
    linebytes = max_width * 4
    for y in range(max_height):
        control_scanline = control_image.constScanLine(y).asstring(linebytes)
        rendered_scanline = rendered_image.constScanLine(y).asstring(linebytes)
        mask_scanline = mask_image.scanLine(y).asstring(linebytes)

        for x in range(max_width):
            currentTolerance = qRed(struct.unpack("I", mask_scanline[x * 4 : x * 4 + 4])[0])

            if currentTolerance == 255:
                # ignore pixel
                continue

            expected_rgb = struct.unpack("I", control_scanline[x * 4 : x * 4 + 4])[0]
            rendered_rgb = struct.unpack("I", rendered_scanline[x * 4 : x * 4 + 4])[0]
            difference = colorDiff(expected_rgb, rendered_rgb)

            if difference > currentTolerance:
                # update mask image
                mask_image.setPixel(x, y, qRgb(difference, difference, difference))
                mismatch_count += 1

    if mismatch_count:
        # update mask
        mask_image.save(mask_image_path, "png")
        print("Updated {} pixels in {}".format(mismatch_count, mask_image_path))
    else:
        print("No mismatches in {}".format(mask_image_path))
Esempio n. 3
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    def createImage(self):
        """ Creates an image by combining the contents of the three screens
            to present a page preview.
            The image associated with each screen is separated into cyan,
            magenta, and yellow components. We add up the values for each
            component from the three screen images, and subtract the totals
            from the maximum value for each corresponding primary color.
        """
        newImage = self.scaledImage.copy()

        image1 = self.cyanWidget.image()
        image2 = self.magentaWidget.image()
        image3 = self.yellowWidget.image()
        darkness = 255 - self.brightness

        for y in range(newImage.height()):
            for x in range(newImage.width()):
                # Create three screens, using the quantities of the source CMY
                # components to determine how much of each of the inks are to
                # be put on each screen.
                p1 = image1.pixel(x, y)
                cyan1 = float(255 - qRed(p1))
                magenta1 = float(255 - qGreen(p1))
                yellow1 = float(255 - qBlue(p1))

                p2 = image2.pixel(x, y)
                cyan2 = float(255 - qRed(p2))
                magenta2 = float(255 - qGreen(p2))
                yellow2 = float(255 - qBlue(p2))

                p3 = image3.pixel(x, y)
                cyan3 = float(255 - qRed(p3))
                magenta3 = float(255 - qGreen(p3))
                yellow3 = float(255 - qBlue(p3))

                newColor = QColor(
                    max(255 - int(cyan1 + cyan2 + cyan3) - darkness, 0),
                    max(255 - int(magenta1 + magenta2 + magenta3) - darkness, 0),
                    max(255 - int(yellow1 + yellow2 + yellow3) - darkness, 0))

                newImage.setPixel(x, y, newColor.rgb())

        self.finalWidget.setPixmap(QPixmap.fromImage(newImage))
Esempio n. 4
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    def create_diff_image(self, control_image, rendered_image, mask_image):
        # loop through pixels in rendered image and compare
        mismatch_count = 0
        max_width = min(rendered_image.width(), control_image.width())
        max_height = min(rendered_image.height(), control_image.height())
        linebytes = max_width * 4

        diff_image = QImage(
            control_image.width(), control_image.height(), QImage.Format_ARGB32)
        diff_image.fill(QColor(152, 219, 249))

        for y in range(max_height):
            control_scanline = control_image.constScanLine(
                y).asstring(linebytes)
            rendered_scanline = rendered_image.constScanLine(
                y).asstring(linebytes)
            mask_scanline = mask_image.scanLine(y).asstring(linebytes)

            for x in range(max_width):
                currentTolerance = qRed(
                    struct.unpack('I', mask_scanline[x * 4:x * 4 + 4])[0])

                if currentTolerance == 255:
                    # ignore pixel
                    continue

                expected_rgb = struct.unpack(
                    'I', control_scanline[x * 4:x * 4 + 4])[0]
                rendered_rgb = struct.unpack(
                    'I', rendered_scanline[x * 4:x * 4 + 4])[0]
                difference = colorDiff(expected_rgb, rendered_rgb)

                if difference > currentTolerance:
                    # update mask image
                    diff_image.setPixel(x, y, qRgb(255, 0, 0))
                    mismatch_count += 1

        if mismatch_count:
            return diff_image
        else:
            print('No mismatches')
            return None
Esempio n. 5
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 def get_color_at_point(self, x, y):
     if x >= 0 and y >= 0:
         rgb = self.qimage.pixel(x, y)
         return [qRed(rgb), qGreen(rgb), qBlue(rgb)]
     else:
         return [0, 0, 0]
Esempio n. 6
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    def _generateSceneNode(self, file_name, xz_size, peak_height, base_height, blur_iterations, max_size, image_color_invert):
        scene_node = SceneNode()

        mesh = MeshBuilder()

        img = QImage(file_name)

        if img.isNull():
            Logger.log("e", "Image is corrupt.")
            return None

        width = max(img.width(), 2)
        height = max(img.height(), 2)
        aspect = height / width

        if img.width() < 2 or img.height() < 2:
            img = img.scaled(width, height, Qt.IgnoreAspectRatio)

        base_height = max(base_height, 0)
        peak_height = max(peak_height, -base_height)

        xz_size = max(xz_size, 1)
        scale_vector = Vector(xz_size, peak_height, xz_size)

        if width > height:
            scale_vector = scale_vector.set(z=scale_vector.z * aspect)
        elif height > width:
            scale_vector = scale_vector.set(x=scale_vector.x / aspect)

        if width > max_size or height > max_size:
            scale_factor = max_size / width
            if height > width:
                scale_factor = max_size / height

            width = int(max(round(width * scale_factor), 2))
            height = int(max(round(height * scale_factor), 2))
            img = img.scaled(width, height, Qt.IgnoreAspectRatio)

        width_minus_one = width - 1
        height_minus_one = height - 1

        Job.yieldThread()

        texel_width = 1.0 / (width_minus_one) * scale_vector.x
        texel_height = 1.0 / (height_minus_one) * scale_vector.z

        height_data = numpy.zeros((height, width), dtype=numpy.float32)

        for x in range(0, width):
            for y in range(0, height):
                qrgb = img.pixel(x, y)
                avg = float(qRed(qrgb) + qGreen(qrgb) + qBlue(qrgb)) / (3 * 255)
                height_data[y, x] = avg

        Job.yieldThread()

        if image_color_invert:
            height_data = 1 - height_data

        for _ in range(0, blur_iterations):
            copy = numpy.pad(height_data, ((1, 1), (1, 1)), mode= "edge")

            height_data += copy[1:-1, 2:]
            height_data += copy[1:-1, :-2]
            height_data += copy[2:, 1:-1]
            height_data += copy[:-2, 1:-1]

            height_data += copy[2:, 2:]
            height_data += copy[:-2, 2:]
            height_data += copy[2:, :-2]
            height_data += copy[:-2, :-2]

            height_data /= 9

            Job.yieldThread()

        height_data *= scale_vector.y
        height_data += base_height

        heightmap_face_count = 2 * height_minus_one * width_minus_one
        total_face_count = heightmap_face_count + (width_minus_one * 2) * (height_minus_one * 2) + 2

        mesh.reserveFaceCount(total_face_count)

        # initialize to texel space vertex offsets.
        # 6 is for 6 vertices for each texel quad.
        heightmap_vertices = numpy.zeros((width_minus_one * height_minus_one, 6, 3), dtype = numpy.float32)
        heightmap_vertices = heightmap_vertices + numpy.array([[
            [0, base_height, 0],
            [0, base_height, texel_height],
            [texel_width, base_height, texel_height],
            [texel_width, base_height, texel_height],
            [texel_width, base_height, 0],
            [0, base_height, 0]
        ]], dtype = numpy.float32)

        offsetsz, offsetsx = numpy.mgrid[0: height_minus_one, 0: width - 1]
        offsetsx = numpy.array(offsetsx, numpy.float32).reshape(-1, 1) * texel_width
        offsetsz = numpy.array(offsetsz, numpy.float32).reshape(-1, 1) * texel_height

        # offsets for each texel quad
        heightmap_vertex_offsets = numpy.concatenate([offsetsx, numpy.zeros((offsetsx.shape[0], offsetsx.shape[1]), dtype=numpy.float32), offsetsz], 1)
        heightmap_vertices += heightmap_vertex_offsets.repeat(6, 0).reshape(-1, 6, 3)

        # apply height data to y values
        heightmap_vertices[:, 0, 1] = heightmap_vertices[:, 5, 1] = height_data[:-1, :-1].reshape(-1)
        heightmap_vertices[:, 1, 1] = height_data[1:, :-1].reshape(-1)
        heightmap_vertices[:, 2, 1] = heightmap_vertices[:, 3, 1] = height_data[1:, 1:].reshape(-1)
        heightmap_vertices[:, 4, 1] = height_data[:-1, 1:].reshape(-1)

        heightmap_indices = numpy.array(numpy.mgrid[0:heightmap_face_count * 3], dtype=numpy.int32).reshape(-1, 3)

        mesh._vertices[0:(heightmap_vertices.size // 3), :] = heightmap_vertices.reshape(-1, 3)
        mesh._indices[0:(heightmap_indices.size // 3), :] = heightmap_indices

        mesh._vertex_count = heightmap_vertices.size // 3
        mesh._face_count = heightmap_indices.size // 3

        geo_width = width_minus_one * texel_width
        geo_height = height_minus_one * texel_height

        # bottom
        mesh.addFaceByPoints(0, 0, 0, 0, 0, geo_height, geo_width, 0, geo_height)
        mesh.addFaceByPoints(geo_width, 0, geo_height, geo_width, 0, 0, 0, 0, 0)

        # north and south walls
        for n in range(0, width_minus_one):
            x = n * texel_width
            nx = (n + 1) * texel_width

            hn0 = height_data[0, n]
            hn1 = height_data[0, n + 1]

            hs0 = height_data[height_minus_one, n]
            hs1 = height_data[height_minus_one, n + 1]

            mesh.addFaceByPoints(x, 0, 0, nx, 0, 0, nx, hn1, 0)
            mesh.addFaceByPoints(nx, hn1, 0, x, hn0, 0, x, 0, 0)

            mesh.addFaceByPoints(x, 0, geo_height, nx, 0, geo_height, nx, hs1, geo_height)
            mesh.addFaceByPoints(nx, hs1, geo_height, x, hs0, geo_height, x, 0, geo_height)

        # west and east walls
        for n in range(0, height_minus_one):
            y = n * texel_height
            ny = (n + 1) * texel_height

            hw0 = height_data[n, 0]
            hw1 = height_data[n + 1, 0]

            he0 = height_data[n, width_minus_one]
            he1 = height_data[n + 1, width_minus_one]

            mesh.addFaceByPoints(0, 0, y, 0, 0, ny, 0, hw1, ny)
            mesh.addFaceByPoints(0, hw1, ny, 0, hw0, y, 0, 0, y)

            mesh.addFaceByPoints(geo_width, 0, y, geo_width, 0, ny, geo_width, he1, ny)
            mesh.addFaceByPoints(geo_width, he1, ny, geo_width, he0, y, geo_width, 0, y)

        mesh.calculateNormals(fast=True)

        scene_node.setMeshData(mesh.build())

        return scene_node
Esempio n. 7
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def colorDiff(c1, c2):
    redDiff = abs(qRed(c1) - qRed(c2))
    greenDiff = abs(qGreen(c1) - qGreen(c2))
    blueDiff = abs(qBlue(c1) - qBlue(c2))
    alphaDiff = abs(qAlpha(c1) - qAlpha(c2))
    return max(redDiff, greenDiff, blueDiff, alphaDiff)
def updateMask(control_image_path, rendered_image_path, mask_image_path):
    control_image = imageFromPath(control_image_path)
    if not control_image:
        error('Could not read control image {}'.format(control_image_path))

    rendered_image = imageFromPath(rendered_image_path)
    if not rendered_image:
        error('Could not read rendered image {}'.format(rendered_image_path))
    if not rendered_image.width() == control_image.width(
    ) or not rendered_image.height() == control_image.height():
        print(
            ('Size mismatch - control image is {}x{}, rendered image is {}x{}'.
             format(control_image.width(), control_image.height(),
                    rendered_image.width(), rendered_image.height())))

    max_width = min(rendered_image.width(), control_image.width())
    max_height = min(rendered_image.height(), control_image.height())

    # read current mask, if it exist
    mask_image = imageFromPath(mask_image_path)
    if mask_image.isNull():
        print('Mask image does not exist, creating {}'.format(mask_image_path))
        mask_image = QImage(control_image.width(), control_image.height(),
                            QImage.Format_ARGB32)
        mask_image.fill(QColor(0, 0, 0))

    # loop through pixels in rendered image and compare
    mismatch_count = 0
    linebytes = max_width * 4
    for y in range(max_height):
        control_scanline = control_image.constScanLine(y).asstring(linebytes)
        rendered_scanline = rendered_image.constScanLine(y).asstring(linebytes)
        mask_scanline = mask_image.scanLine(y).asstring(linebytes)

        for x in range(max_width):
            currentTolerance = qRed(
                struct.unpack('I', mask_scanline[x * 4:x * 4 + 4])[0])

            if currentTolerance == 255:
                # ignore pixel
                continue

            expected_rgb = struct.unpack('I',
                                         control_scanline[x * 4:x * 4 + 4])[0]
            rendered_rgb = struct.unpack('I',
                                         rendered_scanline[x * 4:x * 4 + 4])[0]
            difference = colorDiff(expected_rgb, rendered_rgb)

            if difference > currentTolerance:
                # update mask image
                mask_image.setPixel(x, y,
                                    qRgb(difference, difference, difference))
                mismatch_count += 1

    if mismatch_count:
        # update mask
        mask_image.save(mask_image_path, "png")
        print('Updated {} pixels in {}'.format(mismatch_count,
                                               mask_image_path))
    else:
        print('No mismatches in {}'.format(mask_image_path))
Esempio n. 9
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 def calc_origin_color(pixel):
     return qRgb(qRed(pixel), qGreen(pixel), qBlue(pixel))
Esempio n. 10
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    def _generateSceneNode(self, file_name, xz_size, peak_height, base_height, blur_iterations, max_size, image_color_invert):
        scene_node = SceneNode()

        mesh = MeshBuilder()

        img = QImage(file_name)

        if img.isNull():
            Logger.log("e", "Image is corrupt.")
            return None

        width = max(img.width(), 2)
        height = max(img.height(), 2)
        aspect = height / width

        if img.width() < 2 or img.height() < 2:
            img = img.scaled(width, height, Qt.IgnoreAspectRatio)

        base_height = max(base_height, 0)
        peak_height = max(peak_height, -base_height)

        xz_size = max(xz_size, 1)
        scale_vector = Vector(xz_size, peak_height, xz_size)

        if width > height:
            scale_vector = scale_vector.set(z=scale_vector.z * aspect)
        elif height > width:
            scale_vector = scale_vector.set(x=scale_vector.x / aspect)

        if width > max_size or height > max_size:
            scale_factor = max_size / width
            if height > width:
                scale_factor = max_size / height

            width = int(max(round(width * scale_factor), 2))
            height = int(max(round(height * scale_factor), 2))
            img = img.scaled(width, height, Qt.IgnoreAspectRatio)

        width_minus_one = width - 1
        height_minus_one = height - 1

        Job.yieldThread()

        texel_width = 1.0 / (width_minus_one) * scale_vector.x
        texel_height = 1.0 / (height_minus_one) * scale_vector.z

        height_data = numpy.zeros((height, width), dtype=numpy.float32)

        for x in range(0, width):
            for y in range(0, height):
                qrgb = img.pixel(x, y)
                avg = float(qRed(qrgb) + qGreen(qrgb) + qBlue(qrgb)) / (3 * 255)
                height_data[y, x] = avg

        Job.yieldThread()

        if image_color_invert:
            height_data = 1 - height_data

        for _ in range(0, blur_iterations):
            copy = numpy.pad(height_data, ((1, 1), (1, 1)), mode= "edge")

            height_data += copy[1:-1, 2:]
            height_data += copy[1:-1, :-2]
            height_data += copy[2:, 1:-1]
            height_data += copy[:-2, 1:-1]

            height_data += copy[2:, 2:]
            height_data += copy[:-2, 2:]
            height_data += copy[2:, :-2]
            height_data += copy[:-2, :-2]

            height_data /= 9

            Job.yieldThread()

        height_data *= scale_vector.y
        height_data += base_height

        heightmap_face_count = 2 * height_minus_one * width_minus_one
        total_face_count = heightmap_face_count + (width_minus_one * 2) * (height_minus_one * 2) + 2

        mesh.reserveFaceCount(total_face_count)

        # initialize to texel space vertex offsets.
        # 6 is for 6 vertices for each texel quad.
        heightmap_vertices = numpy.zeros((width_minus_one * height_minus_one, 6, 3), dtype = numpy.float32)
        heightmap_vertices = heightmap_vertices + numpy.array([[
            [0, base_height, 0],
            [0, base_height, texel_height],
            [texel_width, base_height, texel_height],
            [texel_width, base_height, texel_height],
            [texel_width, base_height, 0],
            [0, base_height, 0]
        ]], dtype = numpy.float32)

        offsetsz, offsetsx = numpy.mgrid[0: height_minus_one, 0: width - 1]
        offsetsx = numpy.array(offsetsx, numpy.float32).reshape(-1, 1) * texel_width
        offsetsz = numpy.array(offsetsz, numpy.float32).reshape(-1, 1) * texel_height

        # offsets for each texel quad
        heightmap_vertex_offsets = numpy.concatenate([offsetsx, numpy.zeros((offsetsx.shape[0], offsetsx.shape[1]), dtype=numpy.float32), offsetsz], 1)
        heightmap_vertices += heightmap_vertex_offsets.repeat(6, 0).reshape(-1, 6, 3)

        # apply height data to y values
        heightmap_vertices[:, 0, 1] = heightmap_vertices[:, 5, 1] = height_data[:-1, :-1].reshape(-1)
        heightmap_vertices[:, 1, 1] = height_data[1:, :-1].reshape(-1)
        heightmap_vertices[:, 2, 1] = heightmap_vertices[:, 3, 1] = height_data[1:, 1:].reshape(-1)
        heightmap_vertices[:, 4, 1] = height_data[:-1, 1:].reshape(-1)

        heightmap_indices = numpy.array(numpy.mgrid[0:heightmap_face_count * 3], dtype=numpy.int32).reshape(-1, 3)

        mesh._vertices[0:(heightmap_vertices.size // 3), :] = heightmap_vertices.reshape(-1, 3)
        mesh._indices[0:(heightmap_indices.size // 3), :] = heightmap_indices

        mesh._vertex_count = heightmap_vertices.size // 3
        mesh._face_count = heightmap_indices.size // 3

        geo_width = width_minus_one * texel_width
        geo_height = height_minus_one * texel_height

        # bottom
        mesh.addFaceByPoints(0, 0, 0, 0, 0, geo_height, geo_width, 0, geo_height)
        mesh.addFaceByPoints(geo_width, 0, geo_height, geo_width, 0, 0, 0, 0, 0)

        # north and south walls
        for n in range(0, width_minus_one):
            x = n * texel_width
            nx = (n + 1) * texel_width

            hn0 = height_data[0, n]
            hn1 = height_data[0, n + 1]

            hs0 = height_data[height_minus_one, n]
            hs1 = height_data[height_minus_one, n + 1]

            mesh.addFaceByPoints(x, 0, 0, nx, 0, 0, nx, hn1, 0)
            mesh.addFaceByPoints(nx, hn1, 0, x, hn0, 0, x, 0, 0)

            mesh.addFaceByPoints(x, 0, geo_height, nx, 0, geo_height, nx, hs1, geo_height)
            mesh.addFaceByPoints(nx, hs1, geo_height, x, hs0, geo_height, x, 0, geo_height)

        # west and east walls
        for n in range(0, height_minus_one):
            y = n * texel_height
            ny = (n + 1) * texel_height

            hw0 = height_data[n, 0]
            hw1 = height_data[n + 1, 0]

            he0 = height_data[n, width_minus_one]
            he1 = height_data[n + 1, width_minus_one]

            mesh.addFaceByPoints(0, 0, y, 0, 0, ny, 0, hw1, ny)
            mesh.addFaceByPoints(0, hw1, ny, 0, hw0, y, 0, 0, y)

            mesh.addFaceByPoints(geo_width, 0, y, geo_width, 0, ny, geo_width, he1, ny)
            mesh.addFaceByPoints(geo_width, he1, ny, geo_width, he0, y, geo_width, 0, y)

        mesh.calculateNormals(fast=True)

        scene_node.setMeshData(mesh.build())

        return scene_node
Esempio n. 11
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    def _generateSceneNode(self, file_name, xz_size, height_from_base,
                           base_height, blur_iterations, max_size,
                           lighter_is_higher, use_transparency_model,
                           transmittance_1mm):
        scene_node = SceneNode()

        mesh = MeshBuilder()

        img = QImage(file_name)

        if img.isNull():
            Logger.log("e", "Image is corrupt.")
            return None

        width = max(img.width(), 2)
        height = max(img.height(), 2)
        aspect = height / width

        if img.width() < 2 or img.height() < 2:
            img = img.scaled(width, height, Qt.IgnoreAspectRatio)

        height_from_base = max(height_from_base, 0)
        base_height = max(base_height, 0)
        peak_height = base_height + height_from_base

        xz_size = max(xz_size, 1)
        scale_vector = Vector(xz_size, peak_height, xz_size)

        if width > height:
            scale_vector = scale_vector.set(z=scale_vector.z * aspect)
        elif height > width:
            scale_vector = scale_vector.set(x=scale_vector.x / aspect)

        if width > max_size or height > max_size:
            scale_factor = max_size / width
            if height > width:
                scale_factor = max_size / height

            width = int(max(round(width * scale_factor), 2))
            height = int(max(round(height * scale_factor), 2))
            img = img.scaled(width, height, Qt.IgnoreAspectRatio)

        width_minus_one = width - 1
        height_minus_one = height - 1

        Job.yieldThread()

        texel_width = 1.0 / (width_minus_one) * scale_vector.x
        texel_height = 1.0 / (height_minus_one) * scale_vector.z

        height_data = numpy.zeros((height, width), dtype=numpy.float32)

        for x in range(0, width):
            for y in range(0, height):
                qrgb = img.pixel(x, y)
                if use_transparency_model:
                    height_data[y, x] = (
                        0.299 * math.pow(qRed(qrgb) / 255.0, 2.2) +
                        0.587 * math.pow(qGreen(qrgb) / 255.0, 2.2) +
                        0.114 * math.pow(qBlue(qrgb) / 255.0, 2.2))
                else:
                    height_data[y, x] = (
                        0.212655 * qRed(qrgb) + 0.715158 * qGreen(qrgb) +
                        0.072187 * qBlue(qrgb)
                    ) / 255  # fast computation ignoring gamma and degamma

        Job.yieldThread()

        if lighter_is_higher == use_transparency_model:
            height_data = 1 - height_data

        for _ in range(0, blur_iterations):
            copy = numpy.pad(height_data, ((1, 1), (1, 1)), mode="edge")

            height_data += copy[1:-1, 2:]
            height_data += copy[1:-1, :-2]
            height_data += copy[2:, 1:-1]
            height_data += copy[:-2, 1:-1]

            height_data += copy[2:, 2:]
            height_data += copy[:-2, 2:]
            height_data += copy[2:, :-2]
            height_data += copy[:-2, :-2]

            height_data /= 9

            Job.yieldThread()

        if use_transparency_model:
            divisor = 1.0 / math.log(
                transmittance_1mm / 100.0
            )  # log-base doesn't matter here. Precompute this value for faster computation of each pixel.
            min_luminance = (transmittance_1mm / 100.0)**(peak_height -
                                                          base_height)
            for (y, x) in numpy.ndindex(height_data.shape):
                mapped_luminance = min_luminance + (
                    1.0 - min_luminance) * height_data[y, x]
                height_data[y, x] = base_height + divisor * math.log(
                    mapped_luminance
                )  # use same base as a couple lines above this
        else:
            height_data *= scale_vector.y
            height_data += base_height

        if img.hasAlphaChannel():
            for x in range(0, width):
                for y in range(0, height):
                    height_data[y, x] *= qAlpha(img.pixel(x, y)) / 255.0

        heightmap_face_count = 2 * height_minus_one * width_minus_one
        total_face_count = heightmap_face_count + (width_minus_one * 2) * (
            height_minus_one * 2) + 2

        mesh.reserveFaceCount(total_face_count)

        # initialize to texel space vertex offsets.
        # 6 is for 6 vertices for each texel quad.
        heightmap_vertices = numpy.zeros(
            (width_minus_one * height_minus_one, 6, 3), dtype=numpy.float32)
        heightmap_vertices = heightmap_vertices + numpy.array(
            [[[0, base_height, 0], [0, base_height, texel_height],
              [texel_width, base_height, texel_height],
              [texel_width, base_height, texel_height],
              [texel_width, base_height, 0], [0, base_height, 0]]],
            dtype=numpy.float32)

        offsetsz, offsetsx = numpy.mgrid[0:height_minus_one, 0:width - 1]
        offsetsx = numpy.array(offsetsx, numpy.float32).reshape(
            -1, 1) * texel_width
        offsetsz = numpy.array(offsetsz, numpy.float32).reshape(
            -1, 1) * texel_height

        # offsets for each texel quad
        heightmap_vertex_offsets = numpy.concatenate([
            offsetsx,
            numpy.zeros((offsetsx.shape[0], offsetsx.shape[1]),
                        dtype=numpy.float32), offsetsz
        ], 1)
        heightmap_vertices += heightmap_vertex_offsets.repeat(6, 0).reshape(
            -1, 6, 3)

        # apply height data to y values
        heightmap_vertices[:, 0,
                           1] = heightmap_vertices[:, 5,
                                                   1] = height_data[:-1, :
                                                                    -1].reshape(
                                                                        -1)
        heightmap_vertices[:, 1, 1] = height_data[1:, :-1].reshape(-1)
        heightmap_vertices[:, 2,
                           1] = heightmap_vertices[:, 3, 1] = height_data[
                               1:, 1:].reshape(-1)
        heightmap_vertices[:, 4, 1] = height_data[:-1, 1:].reshape(-1)

        heightmap_indices = numpy.array(numpy.mgrid[0:heightmap_face_count *
                                                    3],
                                        dtype=numpy.int32).reshape(-1, 3)

        mesh._vertices[0:(heightmap_vertices.size //
                          3), :] = heightmap_vertices.reshape(-1, 3)
        mesh._indices[0:(heightmap_indices.size // 3), :] = heightmap_indices

        mesh._vertex_count = heightmap_vertices.size // 3
        mesh._face_count = heightmap_indices.size // 3

        geo_width = width_minus_one * texel_width
        geo_height = height_minus_one * texel_height

        # bottom
        mesh.addFaceByPoints(0, 0, 0, 0, 0, geo_height, geo_width, 0,
                             geo_height)
        mesh.addFaceByPoints(geo_width, 0, geo_height, geo_width, 0, 0, 0, 0,
                             0)

        # north and south walls
        for n in range(0, width_minus_one):
            x = n * texel_width
            nx = (n + 1) * texel_width

            hn0 = height_data[0, n]
            hn1 = height_data[0, n + 1]

            hs0 = height_data[height_minus_one, n]
            hs1 = height_data[height_minus_one, n + 1]

            mesh.addFaceByPoints(x, 0, 0, nx, 0, 0, nx, hn1, 0)
            mesh.addFaceByPoints(nx, hn1, 0, x, hn0, 0, x, 0, 0)

            mesh.addFaceByPoints(x, 0, geo_height, nx, 0, geo_height, nx, hs1,
                                 geo_height)
            mesh.addFaceByPoints(nx, hs1, geo_height, x, hs0, geo_height, x, 0,
                                 geo_height)

        # west and east walls
        for n in range(0, height_minus_one):
            y = n * texel_height
            ny = (n + 1) * texel_height

            hw0 = height_data[n, 0]
            hw1 = height_data[n + 1, 0]

            he0 = height_data[n, width_minus_one]
            he1 = height_data[n + 1, width_minus_one]

            mesh.addFaceByPoints(0, 0, y, 0, 0, ny, 0, hw1, ny)
            mesh.addFaceByPoints(0, hw1, ny, 0, hw0, y, 0, 0, y)

            mesh.addFaceByPoints(geo_width, 0, y, geo_width, 0, ny, geo_width,
                                 he1, ny)
            mesh.addFaceByPoints(geo_width, he1, ny, geo_width, he0, y,
                                 geo_width, 0, y)

        mesh.calculateNormals(fast=True)

        scene_node.setMeshData(mesh.build())

        return scene_node
Esempio n. 12
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 def calc_filter(pixel):
     return qRgb(self.fit_range(r_lambda(qRed(pixel))),
                 self.fit_range(g_lambda(qGreen(pixel))),
                 self.fit_range(b_lambda(qBlue(pixel))))
Esempio n. 13
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 def calc_to_grayscale(pixel):
     gray_level = 0.299 * qRed(pixel) + 0.587 * qGreen(
         pixel) + 0.114 * qBlue(pixel)
     return qRgb(gray_level, gray_level, gray_level)
Esempio n. 14
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 def calc_saturate_blue(pixel):
     return qRgb(qRed(pixel), qGreen(pixel), 255)
Esempio n. 15
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 def calc_saturate_green(pixel):
     return qRgb(qRed(pixel), 255, qBlue(pixel))
Esempio n. 16
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 def calc_reverse(pixel):
     return qRgb(255 - qRed(pixel), 255 - qGreen(pixel),
                 255 - qBlue(pixel))
Esempio n. 17
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def colorDiff(c1, c2):
    redDiff = abs(qRed(c1) - qRed(c2))
    greenDiff = abs(qGreen(c1) - qGreen(c2))
    blueDiff = abs(qBlue(c1) - qBlue(c2))
    alphaDiff = abs(qAlpha(c1) - qAlpha(c2))
    return max(redDiff, greenDiff, blueDiff, alphaDiff)
Esempio n. 18
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 def get_vector(color: QColor) -> tuple:
     rgb = color.rgb()
     return qRed(rgb), qGreen(rgb), qBlue(rgb)