mirror of
https://github.com/vonmillhausen/sf2000.git
synced 2024-11-19 08:19:23 +01:00
a6feed8b84
Data Frog released firmware 1.71, a quick bug-fixed version of firmware 1.7, so added support for it to the tools I host
769 lines
31 KiB
JavaScript
769 lines
31 KiB
JavaScript
/*
|
|
|
|
Von Millhausen's SF2000 Tools Shared JS Library
|
|
===============================================
|
|
|
|
There's a bit of overlap between what my SF2000 tools do (e.g., CRC32
|
|
recalculation is fairly common, etc.), and there's some general functions
|
|
that might be useful for future tools as well (e.g., `bisrv.asd` hash
|
|
checking), so rather than repeating code in each separate tool, any "shared"
|
|
functions will go here.
|
|
|
|
Just like the tools themselves, this file should be considered CC0 Public
|
|
Domain (https://creativecommons.org/publicdomain/zero/1.0/)
|
|
|
|
Version 1.6: Added support for the (hopefully not broken) October 13th BIOS in
|
|
getFirmwareHash() and knownHash()
|
|
|
|
Version 1.5: Added support for the (broken) October 7th BIOS in
|
|
getFirmwareHash() and knownHash()
|
|
|
|
Version 1.4: Re-ordered the getFirmwareHash() zeroing-out checks to match the
|
|
expected order to find them in in the BIOS file - just some future-proofing
|
|
in case some user-substituted content (e.g., a boot logo) happens to contain
|
|
bytes that a subsequent call to findSequence() might accidentally match. I
|
|
also added some comments with the rough location of each block within the
|
|
file, so if I have to add something else in the future I'll be able to slide
|
|
it into the right place :)
|
|
|
|
Version 1.3: Added support for blanking out the SNES audio bitrate and cycles
|
|
bits that `bnister` identified as a workaround for the "start-SNES-games-
|
|
twice" issue that cropped up in firmware versions after March
|
|
|
|
Version 1.2: Added support for blanking out the power curve monitoring bytes
|
|
in getFirmwareHash(), and updated the hashes accordingly in knownHash()
|
|
|
|
Version 1.1: Added support for the August 3rd BIOS in getFirmwareHash() and
|
|
knownHash()
|
|
|
|
Version 1.0: Initial version
|
|
|
|
*/
|
|
|
|
// This function takes in a Uint8Array object, and patches bytes 0x18c to
|
|
// 0x18f with an updated CRC32 calculated on bytes 512 to the end of the
|
|
// array. Credit to `bnister` for this code!
|
|
function patchCRC32(data) {
|
|
var c;
|
|
var tabCRC32 = new Int32Array(256);
|
|
for (var i = 0; i < 256; i++) {
|
|
c = i << 24;
|
|
for (var j = 0; j < 8; j++) {
|
|
c = c & (1 << 31) ? c << 1 ^ 0x4c11db7 : c << 1;
|
|
}
|
|
tabCRC32[i] = c;
|
|
}
|
|
c = ~0;
|
|
for (var i = 512; i < data.length; i++) {
|
|
c = c << 8 ^ tabCRC32[c >>> 24 ^ data[i]];
|
|
}
|
|
data[0x18c] = c & 255;
|
|
data[0x18d] = c >>> 8 & 255;
|
|
data[0x18e] = c >>> 16 & 255;
|
|
data[0x18f] = c >>> 24;
|
|
}
|
|
|
|
// Returns an SHA-256 hash of a given firmware (ignoring common user changes),
|
|
// or returns false on failure...
|
|
function getFirmwareHash(data) {
|
|
|
|
// Data should be a Uint8Array, which as an object is passed by reference...
|
|
// we're going to be manipulating that data before generating our hash, but we
|
|
// don't want to modify the original object at all... so we'll create a copy,
|
|
// and work only on the copy...
|
|
var dataCopy = data.slice();
|
|
|
|
// Only really worthwhile doing this for big bisrv.asd files...
|
|
if (dataCopy.length > 12600000) {
|
|
|
|
// First, replace CRC32 bits with 00...
|
|
dataCopy[0x18C] = 0x00;
|
|
dataCopy[0x18D] = 0x00;
|
|
dataCopy[0x18E] = 0x00;
|
|
dataCopy[0x18F] = 0x00;
|
|
|
|
// Next we'll look for (and zero out) the five bytes that the power
|
|
// monitoring functions of the SF2000 use for switching the UI's battery
|
|
// level indicator. These unfortunately can't be searched for - they're just
|
|
// in specific known locations for specific firmware versions...
|
|
// Location: Approximately 0x35A8F8 (about 25% of the way through the file)
|
|
var prePowerCurve = findSequence([0x11, 0x05, 0x00, 0x02, 0x24], dataCopy);
|
|
if (prePowerCurve > -1) {
|
|
var powerCurveFirstByteLocation = prePowerCurve + 5;
|
|
switch (powerCurveFirstByteLocation) {
|
|
case 0x35A8F8:
|
|
// Seems to match mid-March layout...
|
|
dataCopy[0x35A8F8] = 0x00;
|
|
dataCopy[0x35A900] = 0x00;
|
|
dataCopy[0x35A9B0] = 0x00;
|
|
dataCopy[0x35A9B8] = 0x00;
|
|
dataCopy[0x35A9D4] = 0x00;
|
|
break;
|
|
|
|
case 0x35A954:
|
|
// Seems to match April 20th layout...
|
|
dataCopy[0x35A954] = 0x00;
|
|
dataCopy[0x35A95C] = 0x00;
|
|
dataCopy[0x35AA0C] = 0x00;
|
|
dataCopy[0x35AA14] = 0x00;
|
|
dataCopy[0x35AA30] = 0x00;
|
|
break;
|
|
|
|
case 0x35C78C:
|
|
// Seems to match May 15th layout...
|
|
dataCopy[0x35C78C] = 0x00;
|
|
dataCopy[0x35C794] = 0x00;
|
|
dataCopy[0x35C844] = 0x00;
|
|
dataCopy[0x35C84C] = 0x00;
|
|
dataCopy[0x35C868] = 0x00;
|
|
break;
|
|
|
|
case 0x35C790:
|
|
// Seems to match May 22nd layout...
|
|
dataCopy[0x35C790] = 0x00;
|
|
dataCopy[0x35C798] = 0x00;
|
|
dataCopy[0x35C848] = 0x00;
|
|
dataCopy[0x35C850] = 0x00;
|
|
dataCopy[0x35C86C] = 0x00;
|
|
break;
|
|
|
|
case 0x3564EC:
|
|
// Seems to match August 3rd layout...
|
|
dataCopy[0x3564EC] = 0x00;
|
|
dataCopy[0x3564F4] = 0x00;
|
|
dataCopy[0x35658C] = 0x00;
|
|
dataCopy[0x356594] = 0x00;
|
|
dataCopy[0x3565B0] = 0x00;
|
|
break;
|
|
|
|
case 0x356638:
|
|
// Seems to match October 7th/13th layout...
|
|
dataCopy[0x356638] = 0x00;
|
|
dataCopy[0x356640] = 0x00;
|
|
dataCopy[0x3566D8] = 0x00;
|
|
dataCopy[0x3566E0] = 0x00;
|
|
dataCopy[0x3566FC] = 0x00;
|
|
break;
|
|
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
else {
|
|
return false;
|
|
}
|
|
|
|
// Next identify the emulator button mappings (if they exist), and blank
|
|
// them out too...
|
|
// Location: Approximately 0x8D6200 (about 75% of the way through the file)
|
|
var preButtonMapOffset = findSequence([0x00, 0x00, 0x00, 0x71, 0xDB, 0x8E, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00], dataCopy);
|
|
if (preButtonMapOffset > -1) {
|
|
var postButtonMapOffset = findSequence([0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00], dataCopy, preButtonMapOffset);
|
|
if (postButtonMapOffset > -1) {
|
|
for (var i = preButtonMapOffset + 16; i < postButtonMapOffset; i++) {
|
|
dataCopy[i] = 0x00;
|
|
}
|
|
}
|
|
else {
|
|
return false;
|
|
}
|
|
}
|
|
else {
|
|
return false;
|
|
}
|
|
|
|
// Next identify the boot logo position, and blank it out too...
|
|
// Location: Approximately 0x9B3520 (about 80% of the way through the file)
|
|
var badExceptionOffset = findSequence([0x62, 0x61, 0x64, 0x5F, 0x65, 0x78, 0x63, 0x65, 0x70, 0x74, 0x69, 0x6F, 0x6E, 0x00, 0x00, 0x00], dataCopy);
|
|
if (badExceptionOffset > -1) {
|
|
var bootLogoStart = badExceptionOffset + 16;
|
|
for (var i = bootLogoStart; i < (bootLogoStart + 204800); i++) {
|
|
dataCopy[i] = 0x00;
|
|
}
|
|
}
|
|
else {
|
|
return false;
|
|
}
|
|
|
|
// Next we'll look for and zero out the bytes used for SNES audio rate and
|
|
// CPU cycles, in case folks want to patch those bytes to correct SNES
|
|
// first-launch issues on newer firmwares...
|
|
// Location: Approximately 0xC0A170 (about 99% of the way through the file)
|
|
var preSNESBytes = findSequence([0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x00, 0x80], dataCopy);
|
|
if (preSNESBytes > -1) {
|
|
var snesAudioBitrateBytes = preSNESBytes + 8;
|
|
var snesCPUCyclesBytes = snesAudioBitrateBytes + 8;
|
|
dataCopy[snesAudioBitrateBytes] = 0x00;
|
|
dataCopy[snesAudioBitrateBytes + 1] = 0x00;
|
|
dataCopy[snesCPUCyclesBytes] = 0x00;
|
|
dataCopy[snesCPUCyclesBytes + 1] = 0x00;
|
|
}
|
|
else {
|
|
return false;
|
|
}
|
|
|
|
// If we're here, we've zeroed-out all of the bits of the firmware that are
|
|
// semi-user modifiable (CRC32 bits, boot logo, button mappings and power
|
|
// curve bytes); now we can generate a hash of what's left and compare it
|
|
// against some known values...
|
|
return crypto.subtle.digest("SHA-256", dataCopy.buffer)
|
|
.then(function(digest) {
|
|
var array = Array.from(new Uint8Array(digest));
|
|
var hash = array.map(byte => ("00" + byte.toString(16)).slice(-2)).join("");
|
|
return hash;
|
|
})
|
|
.catch(function(error) {
|
|
return false;
|
|
});
|
|
}
|
|
else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// This function searches for array needle in array haystack starting at offset
|
|
// and returns the zero-based index of the first match found, or -1 if not
|
|
// found...
|
|
function findSequence(needle, haystack, offset) {
|
|
|
|
// If offset is not provided, default to 0...
|
|
offset = offset || 0;
|
|
|
|
// Loop through the haystack array starting from the offset...
|
|
for (var i = offset; i < haystack.length - needle.length + 1; i++) {
|
|
|
|
// Assume a match until proven otherwise...
|
|
var match = true;
|
|
|
|
// Loop through the needle array and compare each byte...
|
|
for (var j = 0; j < needle.length; j++) {
|
|
|
|
if (haystack[i + j] !== needle[j]) {
|
|
// Mismatch found, break the inner loop and continue the outer loop...
|
|
match = false;
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
// If match is still true after the inner loop, we have found a match;
|
|
// return the index of the start of the match...
|
|
if (match) {
|
|
return i;
|
|
}
|
|
}
|
|
|
|
// If we reach this point, no match was found...
|
|
return -1;
|
|
}
|
|
|
|
// Generic download function, for sending data to the user's browser as a
|
|
// download...
|
|
function downloadToBrowser(data, type, name) {
|
|
// Send the data to the user's browser as a file download...
|
|
var link = document.createElement("a");
|
|
link.href = window.URL.createObjectURL(new Blob([data], {type: type}));
|
|
link.download = name;
|
|
link.style.display = "none";
|
|
document.body.appendChild(link);
|
|
link.click();
|
|
window.URL.revokeObjectURL(link.href);
|
|
document.body.removeChild(link);
|
|
}
|
|
|
|
// This simple function takes in a string representing an SHA1 hash, and
|
|
// compares it against the known hashes my tools use for the various stock
|
|
// firmware versions; returns a string with my internal "MM.DD" firmware naming
|
|
// convention, or false if the provided hash doesn't match...
|
|
function knownHash(hash) {
|
|
switch (hash) {
|
|
case "149706c009c446267e767313e149adc733d167d25e731694b2bdb1646a41ed08":
|
|
return "03.15";
|
|
|
|
case "151d5eeac148cbede3acba28823c65a34369d31b61c54bdd8ad049767d1c3697":
|
|
return "04.20";
|
|
|
|
case "ab0ce4923086afc535154023ddea1d355bcedb89e6314a47d9c1b77c7a9e75e3":
|
|
return "05.15";
|
|
|
|
case "67c5dfc5825a0d9cf953206c2231b29512482e97fef688fe32bf5c31acdb370a":
|
|
return "05.22";
|
|
|
|
case "5335860d13214484eeb1260db8fe322efc87983b425ac5a5f8b0fcdf9588f40a":
|
|
return "08.03";
|
|
|
|
case "b88458bf2c25d3a34ab57ee149f36cfdc6b8a5138d5c6ed147fbea008b4659db":
|
|
return "10.07";
|
|
|
|
case "08bd07ab3313e3f00b922538516a61b5846cde34c74ebc0020cd1a0b557dd54b":
|
|
return "10.13";
|
|
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Takes in an ImageData object, and returns a Uint8Array object containing the
|
|
// data in little-endian RGB565 format...
|
|
function imageDataToRgb565(input) {
|
|
|
|
// Loop through the image data, and convert it to little-endian RGB565. First,
|
|
// we'll store the raw RGB565-converted integers in an array, one entry per
|
|
// pixel...
|
|
var intArray = [];
|
|
var pixelCount = 0;
|
|
for (var i = 0; i < input.data.length; i += 4){
|
|
|
|
// Read in the raw source RGB colours from the image data stream...
|
|
var red = input.data[i];
|
|
var green = input.data[i+1];
|
|
var blue = input.data[i+2];
|
|
|
|
// Use some shifting and masking to get a big-endian version of the RGB565
|
|
// colour and store it in our array before moving on...
|
|
intArray[pixelCount] = ((red & 248)<<8) + ((green & 252)<<3) + (blue>>3);
|
|
pixelCount++;
|
|
}
|
|
|
|
// Create a data buffer and a data view; we'll use the view to convert our int
|
|
// array data to little-endian format (the "true" below) to be stored in the
|
|
// buffer...
|
|
var buffer = new ArrayBuffer(intArray.length * 2);
|
|
var dataView = new DataView(buffer);
|
|
for (var i = 0; i < intArray.length; i++) {
|
|
dataView.setInt16(i * 2, intArray[i], true);
|
|
}
|
|
|
|
// Use the buffer to fill a Uint8Array, which we'll return...
|
|
return new Uint8Array(buffer);
|
|
}
|
|
|
|
// Takes in an ImageData object, and returns a Uint8Array object containing the
|
|
// data in BGRA format...
|
|
function imageDataToBgra(input) {
|
|
|
|
// This is pretty simple - we just loop through the input data (which is in
|
|
// RGBA format), and swap the Red and Blue channels to output BGRA instead...
|
|
output = new Uint8Array(input.data.length);
|
|
for (var i = 0; i < input.data.length; i += 4) {
|
|
output[i] = input.data[i + 2];
|
|
output[i + 1] = input.data[i + 1];
|
|
output[i + 2] = input.data[i];
|
|
output[i + 3] = input.data[i + 3];
|
|
}
|
|
return output;
|
|
}
|
|
|
|
// Takes in a Uint8Array object containing little-endian RGB565 image data, a
|
|
// width and a height, and outputs an ImageData object...
|
|
function rgb565ToImageData(input, width, height) {
|
|
|
|
// Create an output ImageData object of the specified dimensions; it'll
|
|
// default to transparent black, but we'll fill it with our input data...
|
|
output = new ImageData(width, height);
|
|
outputIndex = 0;
|
|
for (var i = 0; i < input.length; i += 2) {
|
|
|
|
// Check to make sure we haven't run out of space in our output buffer...
|
|
if (outputIndex < output.data.length) {
|
|
|
|
// Read in two bytes, representing one RGB565 pixel in little-endian
|
|
// format...
|
|
var byte1 = input[i];
|
|
var byte2 = input[i + 1];
|
|
|
|
// Extract the red, green and blue components from them. The first five
|
|
// bits of byte2 are red, the first three bits of byte1 and the last
|
|
// three bits of byte 2 are green, and the last five bits of byte1 are
|
|
// blue...
|
|
var red = (byte2 & 0b11111000) >> 3;
|
|
var green = ((byte1 & 0b11100000) >> 5) | ((byte2 & 0b00000111) << 3);
|
|
var blue = byte1 & 0b00011111;
|
|
|
|
// These values are in 5-bit/6-bit ranges; we need to scale them to 8-bit
|
|
// ranges for the colours to look right...
|
|
red = Math.round(red * 255 / 31);
|
|
green = Math.round(green * 255 / 63);
|
|
blue = Math.round(blue * 255 / 31);
|
|
|
|
// Finally, store the RGB values in our ImageData's data array, being
|
|
// sure to set the A component to 255...
|
|
output.data[outputIndex] = red;
|
|
output.data[outputIndex + 1] = green;
|
|
output.data[outputIndex + 2] = blue;
|
|
output.data[outputIndex + 3] = 255;
|
|
outputIndex += 4;
|
|
}
|
|
else {
|
|
|
|
// Oops, we've run out of room in our output data buffer; no point in
|
|
// trying to process any more input data!
|
|
break;
|
|
}
|
|
}
|
|
|
|
// If we've run out of input data, but haven't reached the end of our
|
|
// ImageData object's buffer, fill the rest of that buffer with white...
|
|
while (outputIndex / 4 < width * height) {
|
|
output.data[outputIndex] = 255;
|
|
output.data[outputIndex + 1] = 255;
|
|
output.data[outputIndex + 2] = 255;
|
|
output.data[outputIndex + 3] = 255;
|
|
outputIndex += 4;
|
|
}
|
|
|
|
// Finally, return our ImageData object...
|
|
return output;
|
|
}
|
|
|
|
// Takes in a Uint8Array object containing raw BGRA image data, a width and a
|
|
// height, and outputs an ImageData object...
|
|
function bgraToImageData(input, width, height) {
|
|
|
|
// Create an output ImageData object of the specified dimensions; it'll
|
|
// default to transparent black, but we'll fill it with our input data...
|
|
output = new ImageData(width, height);
|
|
outputIndex = 0;
|
|
for (var i = 0; i < input.length; i += 4) {
|
|
|
|
// Check to make sure we haven't run out of space in our output buffer...
|
|
if (outputIndex < output.data.length) {
|
|
|
|
// The input data is *nearly* RGBA as it is - it's just that the R and B
|
|
// colour channels are swapped... so, just swap them back!
|
|
output.data[i] = input[i + 2];
|
|
output.data[i + 1] = input[i + 1];
|
|
output.data[i + 2] = input[i];
|
|
output.data[i + 3] = input[i + 3];
|
|
outputIndex += 4;
|
|
}
|
|
else {
|
|
|
|
// Oops, we've run out of room in our output data buffer; no point in
|
|
// trying to process any more input data!
|
|
break;
|
|
}
|
|
}
|
|
|
|
// If we've run out of input data, but haven't reached the end of our
|
|
// ImageData object's buffer, fill the rest of that buffer with white...
|
|
while (outputIndex / 4 < width * height) {
|
|
output.data[outputIndex] = 255;
|
|
output.data[outputIndex + 1] = 255;
|
|
output.data[outputIndex + 2] = 255;
|
|
output.data[outputIndex + 3] = 255;
|
|
outputIndex += 4;
|
|
}
|
|
|
|
// Finally, return our ImageData object...
|
|
return output;
|
|
}
|
|
|
|
// This function takes in a Javascript Image object, and outputs it as an
|
|
// ImageData object instead...
|
|
function imageToImageData(image) {
|
|
|
|
// Create a virtual canvas, and load it up with our image file...
|
|
var canvas = document.createElement("canvas");
|
|
var context = canvas.getContext("2d");
|
|
canvas.width = image.width;
|
|
canvas.height = image.height;
|
|
|
|
// Draw our image to the canvas, which will allow us to get data about the
|
|
// image...
|
|
context.drawImage(image, 0, 0, image.width, image.height);
|
|
var imageData = context.getImageData(0, 0, image.width, image.height);
|
|
|
|
// Return the ImageData object...
|
|
return imageData;
|
|
}
|
|
|
|
// This function takes in an ImageData object, and returns a new ImageData
|
|
// object containing a scaled version of the original image. The new image's
|
|
// width, height and scaling method are also specified...
|
|
function scaleImage(input, newWidth, newHeight, method) {
|
|
|
|
// Utility function which takes in an ImageData object, and returns
|
|
// a (partially) upscaled version using bilinear filtering...
|
|
function _bilinear(imageData, newWidth, newHeight) {
|
|
var canvas = document.createElement("canvas");
|
|
var context = canvas.getContext("2d");
|
|
canvas.width = imageData.width;
|
|
canvas.height = imageData.height;
|
|
context.putImageData(imageData, 0, 0);
|
|
|
|
var outCanvas = document.createElement("canvas");
|
|
var outContext = outCanvas.getContext("2d");
|
|
outContext.imageSmoothingEnabled = true;
|
|
outContext.imageSmoothingQuality = "high";
|
|
outCanvas.width = newWidth;
|
|
outCanvas.height = newHeight;
|
|
outContext.drawImage(canvas, 0, 0, canvas.width, canvas.height, 0, 0, newWidth, newHeight);
|
|
|
|
return outContext.getImageData(0, 0, newWidth, newHeight);
|
|
}
|
|
|
|
// Utility function which takes in an ImageData object, and returns
|
|
// a (partially) downscaled version using gaussian resampling...
|
|
// [Side note: I asked Bing AI for this function; ain't technology grand!]
|
|
function _gaussian(imageData, newWidth, newHeight) {
|
|
|
|
// Get the original width and height of the image data
|
|
let oldWidth = imageData.width;
|
|
let oldHeight = imageData.height;
|
|
|
|
// Get the pixel data array of the image data
|
|
let oldData = imageData.data;
|
|
|
|
// Create a new pixel data array for the scaled image data
|
|
let newData = new Uint8ClampedArray(newWidth * newHeight * 4);
|
|
|
|
// Calculate the scaling factor along each axis
|
|
let scaleX = newWidth / oldWidth;
|
|
let scaleY = newHeight / oldHeight;
|
|
|
|
// Calculate the radius of the Gaussian kernel based on the scaling factor
|
|
let radiusX = Math.ceil(1 / scaleX);
|
|
let radiusY = Math.ceil(1 / scaleY);
|
|
|
|
// Calculate the size of the Gaussian kernel along each axis
|
|
let sizeX = radiusX * 2 + 1;
|
|
let sizeY = radiusY * 2 + 1;
|
|
|
|
// Create a Gaussian kernel array
|
|
let kernel = new Float32Array(sizeX * sizeY);
|
|
|
|
// Calculate the standard deviation of the Gaussian distribution based on
|
|
// the radius
|
|
let sigmaX = radiusX / 3;
|
|
let sigmaY = radiusY / 3;
|
|
|
|
// Calculate the inverse of the variance of the Gaussian distribution along
|
|
// each axis
|
|
let invVarX = 1 / (2 * sigmaX * sigmaX);
|
|
let invVarY = 1 / (2 * sigmaY * sigmaY);
|
|
|
|
// Calculate the normalization factor for the Gaussian kernel
|
|
let norm = Math.sqrt(2 * Math.PI * sigmaX * sigmaY);
|
|
|
|
// Loop through each element in the Gaussian kernel array
|
|
for (let ky = -radiusY; ky <= radiusY; ky++) {
|
|
for (let kx = -radiusX; kx <= radiusX; kx++) {
|
|
// Calculate the index of the element in the Gaussian kernel array
|
|
let k = (ky + radiusY) * sizeX + (kx + radiusX);
|
|
|
|
// Calculate the value of the element using the Gaussian formula
|
|
kernel[k] = Math.exp(-(kx * kx) * invVarX - (ky * ky) * invVarY) / norm;
|
|
}
|
|
}
|
|
|
|
// Loop through each pixel in the new image data
|
|
for (let y = 0; y < newHeight; y++) {
|
|
for (let x = 0; x < newWidth; x++) {
|
|
// Calculate the corresponding coordinates in the old image data
|
|
let oldX = x / scaleX;
|
|
let oldY = y / scaleY;
|
|
|
|
// Initialize the RGBA values of the pixel to zero
|
|
let r7 = 0;
|
|
let g7 = 0;
|
|
let b7 = 0;
|
|
let a7 = 0;
|
|
|
|
// Initialize the sum of the kernel values to zero
|
|
let sum = 0;
|
|
|
|
// Loop through each element in the Gaussian kernel array
|
|
for (let ky = -radiusY; ky <= radiusY; ky++) {
|
|
for (let kx = -radiusX; kx <= radiusX; kx++) {
|
|
// Calculate the index of the element in the Gaussian kernel array
|
|
let k = (ky + radiusY) * sizeX + (kx + radiusX);
|
|
|
|
// Get the value of the element in the Gaussian kernel array
|
|
let w = kernel[k];
|
|
|
|
// Calculate the coordinates of the pixel in the old image data that
|
|
// corresponds to this element
|
|
let x1 = Math.round(oldX + kx);
|
|
let y1 = Math.round(oldY + ky);
|
|
|
|
// Clamp the coordinates to the valid range
|
|
x1 = Math.max(0, Math.min(x1, oldWidth - 1));
|
|
y1 = Math.max(0, Math.min(y1, oldHeight - 1));
|
|
|
|
// Get the index of the pixel in the old pixel data array
|
|
let i1 = (y1 * oldWidth + x1) * 4;
|
|
|
|
// Get the RGBA values of the pixel in the old pixel data array
|
|
let r1 = oldData[i1];
|
|
let g1 = oldData[i1 + 1];
|
|
let b1 = oldData[i1 + 2];
|
|
let a1 = oldData[i1 + 3];
|
|
|
|
// Multiply the RGBA values by the kernel value and add them to the
|
|
// pixel values
|
|
r7 += r1 * w;
|
|
g7 += g1 * w;
|
|
b7 += b1 * w;
|
|
a7 += a1 * w;
|
|
|
|
// Add the kernel value to the sum
|
|
sum += w;
|
|
}
|
|
}
|
|
|
|
// Divide the RGBA values by the sum to get an average value
|
|
r7 /= sum;
|
|
g7 /= sum;
|
|
b7 /= sum;
|
|
a7 /= sum;
|
|
|
|
// Round the RGBA values to integers
|
|
r7 = Math.round(r7);
|
|
g7 = Math.round(g7);
|
|
b7 = Math.round(b7);
|
|
a7 = Math.round(a7);
|
|
|
|
// Get the index of the pixel in the new pixel data array
|
|
let j = (y * newWidth + x) * 4;
|
|
|
|
// Set the RGBA values of the pixel in the new pixel data array
|
|
newData[j] = r7;
|
|
newData[j + 1] = g7;
|
|
newData[j + 2] = b7;
|
|
newData[j + 3] = a7;
|
|
}
|
|
}
|
|
|
|
// Create and return a new ImageData object with the new pixel data array
|
|
// and dimensions
|
|
return new ImageData(newData, newWidth, newHeight);
|
|
}
|
|
|
|
// Get the original width and height...
|
|
var width = input.width;
|
|
var height = input.height;
|
|
|
|
// Before we consider doing *any* scaling, let's check to make sure the new
|
|
// dimensions are different from the old ones; if they're not, there's no
|
|
// point in doing any scaling!
|
|
if (width == newWidth && height == newHeight) {
|
|
return input;
|
|
}
|
|
|
|
// If we're here, then we're really scaling; the process to follow is
|
|
// *heavily* dependent upon the provided method, so let's switch based on
|
|
// that...
|
|
switch (method) {
|
|
|
|
// If the method is "Nearest Neighbour"...
|
|
case "Nearest Neighbour":
|
|
|
|
// Create a new canvas element to draw the scaled image (we'll use the
|
|
// canvas to get our output ImageData object)...
|
|
var canvas = document.createElement("canvas");
|
|
var context = canvas.getContext("2d");
|
|
|
|
// Set the canvas size to the new dimensions...
|
|
canvas.width = newWidth;
|
|
canvas.height = newHeight;
|
|
|
|
// Create a new image data object to store the scaled pixel data...
|
|
var scaledData = context.createImageData(newWidth, newHeight);
|
|
|
|
// Loop through each pixel of the new image...
|
|
for (var y = 0; y < newHeight; y++) {
|
|
for (var x = 0; x < newWidth; x++) {
|
|
|
|
// Calculate the index of the new pixel in the scaled data array...
|
|
var index = (y * newWidth + x) * 4;
|
|
|
|
// Calculate the x and y coordinates of the corresponding pixel in
|
|
// the original image...
|
|
var x2 = Math.floor(x * width / newWidth);
|
|
var y2 = Math.floor(y * height / newHeight);
|
|
|
|
// Calculate the index of the original pixel in the data array...
|
|
var index2 = (y2 * width + x2) * 4;
|
|
|
|
// Copy the color values from the original pixel to the new pixel...
|
|
scaledData.data[index] = input.data[index2]; // Red
|
|
scaledData.data[index + 1] = input.data[index2 + 1]; // Green
|
|
scaledData.data[index + 2] = input.data[index2 + 2]; // Blue
|
|
scaledData.data[index + 3] = input.data[index2 + 3]; // Alpha
|
|
}
|
|
}
|
|
|
|
// Finally, return the scaled ImageData object...
|
|
return scaledData;
|
|
|
|
// If the method is "Bilinear"...
|
|
case "Bilinear":
|
|
|
|
// OK, "Bilinear" is a bit of a lie... bilinear filtering is fine when
|
|
// you're *upscaling* an image, but if you're *downscaling* an image
|
|
// by more than half the original's width/height, then true bilinear
|
|
// filtering creates just as much of an aliased mess as nearest
|
|
// neighbour filtering. Most image editing apps therefore cheat and
|
|
// use a resampling algorithm when downscaling, and bilinear filtering
|
|
// when upscaling... so that's what we're going to do here too! We'll
|
|
// use gaussian resampling for any image axis that's being downscaled,
|
|
// and bilinear for any axis that's being upscaled; this should give
|
|
// the user a result that's much closer to what they'd expect to see...
|
|
|
|
// Let's see which kind of scaling scenario we're in...
|
|
if (newWidth > width && newHeight > height) {
|
|
|
|
// All dimensions being upscaled, so we'll use bilinear filtering for
|
|
// everything...
|
|
return _bilinear(input, newWidth, newHeight);
|
|
}
|
|
else if (newWidth < width && newHeight < height) {
|
|
|
|
// All dimensions being downscaled, so we'll use gaussian resampling
|
|
// for everything...
|
|
return _gaussian(input, newWidth, newHeight);
|
|
}
|
|
else {
|
|
|
|
// It's a mix!
|
|
if (newWidth < width) {
|
|
|
|
// Gaussian for width, bilinear for height...
|
|
let partial = _gaussian(input, newWidth, height);
|
|
return _bilinear(partial, newWidth, newHeight);
|
|
}
|
|
else if (newHeight < height) {
|
|
|
|
// Gaussian for height, bilinear for width...
|
|
let partial = _gaussian(input, width, newHeight);
|
|
return _bilinear(partial, newWidth, newHeight);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
// This utility function is used for adding info, warning and error messages to
|
|
// the appropriate spots in my tools. It uses custom-modified versions of the
|
|
// SVG Famfamfam Silk icon set via https://github.com/frhun/silk-icon-scalable
|
|
function setMessage(type, divID, text) {
|
|
var icon;
|
|
switch(type) {
|
|
case "info":
|
|
icon = '<img class="icon" alt="An icon of a blue circle with a white lowercase letter I, indicating an informative message" aria-hidden="true" src="data:image/svg+xml;base64,PHN2ZyB4bWxucz0naHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmcnIHhtbG5zOnhsaW5rPSdodHRwOi8vd3d3LnczLm9yZy8xOTk5L3hsaW5rJyB2aWV3Qm94PScwIDAgNjQgNjQnPjxkZWZzPjxsaW5lYXJHcmFkaWVudCBpZD0nYSc+PHN0b3Agb2Zmc2V0PScwJyBzdG9wLWNvbG9yPScjNDk5MWQyJyBzdG9wLW9wYWNpdHk9Jy45Jy8+PHN0b3Agb2Zmc2V0PScxJyBzdG9wLWNvbG9yPScjMmU0NjgxJyBzdG9wLW9wYWNpdHk9Jy45NicvPjwvbGluZWFyR3JhZGllbnQ+PGxpbmVhckdyYWRpZW50IHhsaW5rOmhyZWY9JyNhJyBpZD0nYycgeDE9JzEyJyB4Mj0nNTInIHkxPScxMicgeTI9JzUyJyBncmFkaWVudFVuaXRzPSd1c2VyU3BhY2VPblVzZScvPjxsaW5lYXJHcmFkaWVudCBpZD0nYic+PHN0b3Agb2Zmc2V0PScwJyBzdG9wLWNvbG9yPScjN2RhOWQ2Jy8+PHN0b3Agb2Zmc2V0PScxJyBzdG9wLWNvbG9yPScjNWU4NWIzJy8+PC9saW5lYXJHcmFkaWVudD48bGluZWFyR3JhZGllbnQgeGxpbms6aHJlZj0nI2InIGlkPSdkJyB4MT0nMTYnIHgyPSc0OCcgeTE9JzE2JyB5Mj0nNDgnIGdyYWRpZW50VW5pdHM9J3VzZXJTcGFjZU9uVXNlJy8+PC9kZWZzPjxnIHBhaW50LW9yZGVyPSdtYXJrZXJzIHN0cm9rZSBmaWxsJz48Y2lyY2xlIGN4PSczMicgY3k9JzMyJyByPScyOCcgZmlsbD0ndXJsKCNjKScvPjxjaXJjbGUgY3g9JzMyJyBjeT0nMzInIHI9JzI0JyBmaWxsPScjYWVjNWUzJy8+PGNpcmNsZSBjeD0nMzInIGN5PSczMicgcj0nMjAnIGZpbGw9J3VybCgjZCknLz48cGF0aCBmaWxsPScjZmZmJyBkPSdNMjYgNDB2NGgxMnYtNGgtM1YyOGgtOHY0aDJ2OHpNMzUgMTloLTZ2Nmg2eicvPjwvZz48L3N2Zz4=">';
|
|
break;
|
|
|
|
case "warning":
|
|
icon = '<img class="icon" alt="An icon of a yellow triangle with a dark orange exclamation point, indicating a warning or notice" aria-hidden="true" src="data:image/svg+xml;base64,PHN2ZyB4bWxucz0naHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmcnIHhtbG5zOnhsaW5rPSdodHRwOi8vd3d3LnczLm9yZy8xOTk5L3hsaW5rJyB2aWV3Qm94PScwIDAgNjQgNjQnPjxkZWZzPjxsaW5lYXJHcmFkaWVudCBpZD0nYSc+PHN0b3Agb2Zmc2V0PScwJyBzdG9wLWNvbG9yPScjZTliYjNhJy8+PHN0b3Agb2Zmc2V0PScxJyBzdG9wLWNvbG9yPScjYzE2ODAzJy8+PC9saW5lYXJHcmFkaWVudD48bGluZWFyR3JhZGllbnQgeGxpbms6aHJlZj0nI2EnIGlkPSdiJyB4MT0nMjAnIHgyPSc1NicgeTE9JzEyJyB5Mj0nNjAnIGdyYWRpZW50VW5pdHM9J3VzZXJTcGFjZU9uVXNlJy8+PC9kZWZzPjxwYXRoIGZpbGw9JyNmZmYnIHN0cm9rZT0ndXJsKCNiKScgc3Ryb2tlLWxpbmVqb2luPSdyb3VuZCcgc3Ryb2tlLXdpZHRoPSc4JyBkPSdNNCA1Nmg1NkwzMiA4WicgcGFpbnQtb3JkZXI9J3N0cm9rZSBtYXJrZXJzIGZpbGwnLz48cGF0aCBmaWxsPScjZjVkODUyJyBkPSdNMTIgNTJoNDBMMzIgMThaJyBwYWludC1vcmRlcj0nbWFya2VycyBmaWxsIHN0cm9rZScvPjxwYXRoIGZpbGw9JyNjNTg3MTEnIGQ9J00yOSA0M3Y2aDZ2LTZ6TTI5IDQwaDZWMjZoLTZ6JyBwYWludC1vcmRlcj0nc3Ryb2tlIG1hcmtlcnMgZmlsbCcvPjwvc3ZnPg==">';
|
|
break;
|
|
|
|
case "error":
|
|
icon = '<img class="icon" alt="An icon of a red circle with a white exclamation point, indicating an error has occurred" aria-hidden="true" src="data:image/svg+xml;base64,PHN2ZyB4bWxucz0naHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmcnIHhtbG5zOnhsaW5rPSdodHRwOi8vd3d3LnczLm9yZy8xOTk5L3hsaW5rJyB2aWV3Qm94PScwIDAgNjQgNjQnPjxkZWZzPjxsaW5lYXJHcmFkaWVudCBpZD0nYic+PHN0b3Agb2Zmc2V0PScwJyBzdG9wLWNvbG9yPScjZjU4MTYyJy8+PHN0b3Agb2Zmc2V0PScxJyBzdG9wLWNvbG9yPScjZTI1ZjUzJy8+PC9saW5lYXJHcmFkaWVudD48bGluZWFyR3JhZGllbnQgaWQ9J2EnPjxzdG9wIG9mZnNldD0nMCcgc3RvcC1jb2xvcj0nI2VjODE2YycvPjxzdG9wIG9mZnNldD0nMScgc3RvcC1jb2xvcj0nI2JmNDMyOScvPjwvbGluZWFyR3JhZGllbnQ+PGxpbmVhckdyYWRpZW50IHhsaW5rOmhyZWY9JyNhJyBpZD0nYycgeDE9JzEyJyB4Mj0nNTInIHkxPScxMicgeTI9JzUyJyBncmFkaWVudFVuaXRzPSd1c2VyU3BhY2VPblVzZScvPjxsaW5lYXJHcmFkaWVudCB4bGluazpocmVmPScjYicgaWQ9J2QnIHgxPScyMCcgeDI9JzQ4JyB5MT0nMTYnIHkyPSc0NCcgZ3JhZGllbnRVbml0cz0ndXNlclNwYWNlT25Vc2UnLz48L2RlZnM+PGNpcmNsZSBjeD0nMzInIGN5PSczMicgcj0nMjgnIGZpbGw9J3VybCgjYyknIHBhaW50LW9yZGVyPSdtYXJrZXJzIHN0cm9rZSBmaWxsJy8+PGNpcmNsZSBjeD0nMzInIGN5PSczMicgcj0nMjQnIGZpbGw9JyNmOWQzY2MnIHBhaW50LW9yZGVyPSdtYXJrZXJzIHN0cm9rZSBmaWxsJy8+PGNpcmNsZSBjeD0nMzInIGN5PSczMicgcj0nMjAnIGZpbGw9J3VybCgjZCknIHBhaW50LW9yZGVyPSdtYXJrZXJzIHN0cm9rZSBmaWxsJy8+PHBhdGggZmlsbD0nI2ZmZicgZD0nTTI5IDE2djIwaDZWMTZaTTI5IDQwdjZoNnYtNnonIHBhaW50LW9yZGVyPSdmaWxsIG1hcmtlcnMgc3Ryb2tlJy8+PC9zdmc+">';
|
|
break;
|
|
}
|
|
|
|
document.getElementById(divID).innerHTML = "<p class=\"" + type + "\">" + icon + " " + text + "</p>";
|
|
|
|
return;
|
|
} |