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Refactor concrete texture generation methods for clarity and efficiency. Improved blending and normalization processes.
Summary of ChangesHello @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
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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); | ||
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| float threshold = 1f - pitsDensity; // e.g., 0.98 -> 2% pits | ||
| int hh = h, ww = w; |
| static float[,] BitmapToFloat01(Bitmap bmp) | ||
| { | ||
| int h = img.GetLength(0); | ||
| int w = img.GetLength(1); | ||
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| // 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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| Normalize01(baseLayer); Normalize01(grain); Normalize01(pitsNoise); | ||
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| // Optional: expand contrast (simple min/max normalization happens in SaveGrayscale24) | ||
| int hh = h, ww = w; |
Refactor concrete texture generation methods for clarity and efficiency. Improved blending and normalization processes.