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Refactor concrete texture generation methods for clarity and efficiency. Improved blending and normalization processes.

Refactor concrete texture generation methods for clarity and efficiency. Improved blending and normalization processes.
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Summary of Changes

Hello @mawdesign, I'm Gemini Code Assist1! I'm currently reviewing this pull request and will post my feedback shortly. In the meantime, here's a summary to help you and other reviewers quickly get up to speed!

This pull request introduces a significant refactoring of the concrete texture generation methods, aiming to improve the modularity, clarity, and efficiency of the texture creation pipeline. The changes enable a more sophisticated approach to blending micro-details and handling normalization, allowing for the generation of highly customizable and realistic tileable concrete textures, either from scratch or by augmenting existing bump maps.

Highlights

  • New Math Utilities: Added Lerp, Mod, and Clamp01 helper functions to the Program class for common mathematical operations, improving code reusability and clarity.
  • Enhanced Normalization and High-Pass Filtering: Introduced ZeroCenter, NormalizeAbs, Normalize01, and HighPassDoG methods, providing more robust and flexible control over image data processing, particularly for preparing textures for blending and detail extraction.
  • Concrete Micro-Detail Generation: A new GenerateConcreteDetailLayer method was added to procedurally create tileable, band-limited micro-details for concrete textures, leveraging FBM and high-pass filtering.
  • Flexible Blending System: Implemented a BlendMode enum (Add, Multiply) and a BlendBump function, allowing for versatile combination of base bump maps with detail layers using different blending strategies and strengths.
  • Comprehensive Seamless Texture Augmentation Pipeline: A new AugmentBumpWithConcrete entry point was created. This method orchestrates the process of loading existing bump maps (or generating a base), making them seamless with MakeSeamlessByEdgeBlend, augmenting them with procedural micro-details, and generating corresponding normal maps, streamlining the texture creation workflow.
  • Code Clarity and Conciseness: Existing methods such as PeriodicValueNoise, PeriodicFBM, BoxBlur, and BumpToNormal were refactored for improved readability and efficiency, including combining variable declarations, removing redundant comments, and optimizing blur calculations.
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Code Review

This pull request significantly refactors the concrete texture generation logic, improving clarity, modularity, and efficiency. The introduction of new features like augmenting existing bump maps, making textures seamless, and adding high-pass filtering is a great enhancement. The code is now better structured with dedicated helper functions for normalization and blending. I have a few suggestions to further improve the code, mainly regarding minor code simplification and a potential performance optimization for bitmap processing. Overall, this is a very strong set of changes.

Normalize01(pitsNoise);

float threshold = 1f - pitsDensity; // e.g., 0.98 -> 2% pits
int hh = h, ww = w;

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medium

The variables hh and ww are redundant as they are just copies of h and w. You can use h and w directly in the subsequent loops and array initializations to simplify the code.

Comment on lines +271 to +286
static float[,] BitmapToFloat01(Bitmap bmp)
{
int h = img.GetLength(0);
int w = img.GetLength(1);

// Normalize to [0,1] using min/max
float min = float.MaxValue, max = float.MinValue;
int w = bmp.Width, h = bmp.Height;
float[,] img = new float[h, w];
for (int y = 0; y < h; y++)
{
for (int x = 0; x < w; x++)
{ float v = img[y, x]; if (v < min) min = v; if (v > max) max = v; }
{
var c = bmp.GetPixel(x, y);
float v = (0.2126f * c.R + 0.7152f * c.G + 0.0722f * c.B) / 255f; // luminance
img[y, x] = v;
}
}
Normalize01(img);
return img;
}

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medium

For performance, consider using Bitmap.LockBits to read the pixel data in bulk instead of calling GetPixel inside the loops. GetPixel is notoriously slow and can be a bottleneck for large images. A similar optimization can be applied to SaveGrayscale24 which uses SetPixel.

Normalize01(baseLayer); Normalize01(grain); Normalize01(pitsNoise);

// Optional: expand contrast (simple min/max normalization happens in SaveGrayscale24)
int hh = h, ww = w;

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medium

Similar to GenerateConcreteDetailLayer, the variables hh and ww here are redundant. You can directly use h and w to make the code slightly cleaner.

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2 participants