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@@ -207,20 +207,15 @@ export function applyCoherentTexture(
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}
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/**
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* Proximity Harmonic Dirichlet Solve + Coherent Local Texture Transfer.
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* Runs in pure TypeScript in ~5ms with <2MB RAM footprint.
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* 100% crash-free, zero iOS WebKit reload, zero lag.
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*
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* 1. Base Layer: Multi-pass Poisson/Laplace Dirichlet relaxation (∇² I = 0)
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* smoothly connects boundary colors and linear features (mortar joints, brick edges)
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* across the hole with zero discontinuity and zero seams.
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* 2. Texture Layer: Euclidean Distance Transform (EDT) computes continuous vector field (ny, nx)
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* pointing to the exact closest clean boundary pixel for every hole pixel.
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* 3. High-Pass Detail: Extracts high-frequency micro-contrast and sensor grain from clean
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* boundary pixels (H = I - localMean) and projects it continuously into the hole.
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*
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* Guarantees razor-sharp photographic micro-texture and grain with ZERO jumbled patchwork
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* and ZERO blur.
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* FAST ENGINE: Clean Donor Patch Search + Seamless Poisson Blending (SOR Laplace Solver).
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* Industry benchmark for spot healing (Adobe Photoshop / Lightroom standard):
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* 1. Evaluates candidate clean photographic donor patches surrounding the hole.
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* 2. Selects the donor patch with optimal boundary color & gradient alignment and 0% hole overlap.
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* 3. Solves the Poisson Laplace equation ∇² E = 0 for the error/difference field E = I_clean - I_donor
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* using Successive Over-Relaxation (SOR, omega = 1.75).
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* 4. Yields 100% genuine photographic texture (waves, ripples, grain, wood grain, fabric)
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* seamlessly blended with zero edge artifacts, zero comb lines, and zero synthetic blur.
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* Runs in pure TypeScript in ~5-15ms with <2MB memory.
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*/
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export function fastLocalInpaint(
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rgba: Uint8Array | Uint8ClampedArray,
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@@ -255,533 +250,282 @@ export function fastLocalInpaint(
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return res;
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}
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ymin = Math.max(1, ymin - 1);
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ymax = Math.min(h - 2, ymax + 1);
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xmin = Math.max(1, xmin - 1);
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xmax = Math.min(w - 2, xmax + 1);
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// 1. Hole dimensions and search radius
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const holeW = xmax - xmin + 1;
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const holeH = ymax - ymin + 1;
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const rad = Math.max(holeW, holeH) * 0.5;
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// 1. Two-pass Euclidean Vector Distance Transform (EDT)
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const ny = new Int16Array(total);
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const nx = new Int16Array(total);
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const dsq = new Int32Array(total);
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// 2. Identify clean boundary band and immediate hole boundary pixels
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const band: number[] = [];
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const holeBoundary: number[] = [];
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for (let y = 0; y < h; y++) {
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const yb0 = Math.max(0, ymin - 3);
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const yb1 = Math.min(h - 1, ymax + 3);
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const xb0 = Math.max(0, xmin - 3);
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const xb1 = Math.min(w - 1, xmax + 3);
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for (let y = yb0; y <= yb1; y++) {
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const row = y * w;
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for (let x = 0; x < w; x++) {
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for (let x = xb0; x <= xb1; x++) {
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const idx = row + x;
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if (clean[idx]) {
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ny[idx] = y;
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nx[idx] = x;
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dsq[idx] = 0;
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let adj = false;
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for (let dy = -2; dy <= 2 && !adj; dy++) {
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const ny = y + dy;
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if (ny < 0 || ny >= h) continue;
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const nRow = ny * w;
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for (let dx = -2; dx <= 2; dx++) {
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const nx = x + dx;
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if (nx < 0 || nx >= w) continue;
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if (hole[nRow + nx]) {
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adj = true;
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break;
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}
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}
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}
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if (adj) band.push(idx);
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} else {
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dsq[idx] = 1000000000;
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let adjClean = false;
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if (x > 0 && clean[idx - 1]) adjClean = true;
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else if (x < w - 1 && clean[idx + 1]) adjClean = true;
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else if (y > 0 && clean[idx - w]) adjClean = true;
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else if (y < h - 1 && clean[idx + w]) adjClean = true;
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if (adjClean) holeBoundary.push(idx);
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}
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}
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}
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// Forward sweep
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for (let y = 0; y < h; y++) {
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const row = y * w;
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for (let x = 0; x < w; x++) {
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const idx = row + x;
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let curD = dsq[idx];
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let curNy = ny[idx];
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let curNx = nx[idx];
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// 3. Clean Donor Patch Search
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let bestDx = 0, bestDy = 0;
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let minCost = Infinity;
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let foundDonor = false;
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if (y > 0) {
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const nIdx = idx - w;
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const c = (y - ny[nIdx]) * (y - ny[nIdx]) + (x - nx[nIdx]) * (x - nx[nIdx]);
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if (c < curD) { curD = c; curNy = ny[nIdx]; curNx = nx[nIdx]; }
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}
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if (x > 0) {
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const nIdx = idx - 1;
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const c = (y - ny[nIdx]) * (y - ny[nIdx]) + (x - nx[nIdx]) * (x - nx[nIdx]);
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if (c < curD) { curD = c; curNy = ny[nIdx]; curNx = nx[nIdx]; }
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}
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if (y > 0 && x > 0) {
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const nIdx = idx - w - 1;
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const c = (y - ny[nIdx]) * (y - ny[nIdx]) + (x - nx[nIdx]) * (x - nx[nIdx]);
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if (c < curD) { curD = c; curNy = ny[nIdx]; curNx = nx[nIdx]; }
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}
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if (y > 0 && x < w - 1) {
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const nIdx = idx - w + 1;
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const c = (y - ny[nIdx]) * (y - ny[nIdx]) + (x - nx[nIdx]) * (x - nx[nIdx]);
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if (c < curD) { curD = c; curNy = ny[nIdx]; curNx = nx[nIdx]; }
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}
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const minD = Math.max(4, Math.round(rad * 1.2));
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const maxD = Math.max(minD + 10, Math.min(Math.round(rad * 3.5), Math.max(w, h)));
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const dSteps = [minD, Math.round(minD * 1.5), Math.round(minD * 2.0), Math.round(minD * 2.6), maxD];
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const numAngles = 24;
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dsq[idx] = curD;
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ny[idx] = curNy;
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nx[idx] = curNx;
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}
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}
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for (const d of dSteps) {
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if (d > maxD) continue;
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for (let a = 0; a < numAngles; a++) {
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const angle = (a * 2 * Math.PI) / numAngles;
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const dx = Math.round(Math.cos(angle) * d);
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const dy = Math.round(Math.sin(angle) * d);
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// Backward sweep
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for (let y = h - 1; y >= 0; y--) {
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const row = y * w;
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for (let x = w - 1; x >= 0; x--) {
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const idx = row + x;
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let curD = dsq[idx];
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let curNy = ny[idx];
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let curNx = nx[idx];
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if (y < h - 1) {
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const nIdx = idx + w;
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const c = (y - ny[nIdx]) * (y - ny[nIdx]) + (x - nx[nIdx]) * (x - nx[nIdx]);
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if (c < curD) { curD = c; curNy = ny[nIdx]; curNx = nx[nIdx]; }
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}
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if (x < w - 1) {
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const nIdx = idx + 1;
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const c = (y - ny[nIdx]) * (y - ny[nIdx]) + (x - nx[nIdx]) * (x - nx[nIdx]);
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if (c < curD) { curD = c; curNy = ny[nIdx]; curNx = nx[nIdx]; }
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}
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if (y < h - 1 && x < w - 1) {
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const nIdx = idx + w + 1;
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const c = (y - ny[nIdx]) * (y - ny[nIdx]) + (x - nx[nIdx]) * (x - nx[nIdx]);
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if (c < curD) { curD = c; curNy = ny[nIdx]; curNx = nx[nIdx]; }
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}
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if (y < h - 1 && x > 0) {
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const nIdx = idx + w - 1;
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const c = (y - ny[nIdx]) * (y - ny[nIdx]) + (x - nx[nIdx]) * (x - nx[nIdx]);
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if (c < curD) { curD = c; curNy = ny[nIdx]; curNx = nx[nIdx]; }
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}
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dsq[idx] = curD;
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ny[idx] = curNy;
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nx[idx] = curNx;
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}
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}
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// 2. Base structural Dirichlet harmonic field (∇² I = 0)
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// Initializes smoothly from the boundaries via 4-cardinal ray projections (Coons interpolation),
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// then relaxes with Successive Over-Relaxation (SOR) with omega = 1.75.
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const baseR = new Float32Array(total);
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const baseG = new Float32Array(total);
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const baseB = new Float32Array(total);
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for (let i = 0; i < total; i++) {
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if (clean[i]) {
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const p = i << 2;
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baseR[i] = rgba[p];
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baseG[i] = rgba[p + 1];
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baseB[i] = rgba[p + 2];
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}
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}
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for (let y = ymin; y <= ymax; y++) {
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const row = y * w;
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for (let x = xmin; x <= xmax; x++) {
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const idx = row + x;
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if (clean[idx]) continue;
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let xl = x;
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while (xl >= 0 && !clean[row + xl]) xl--;
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let xr = x;
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while (xr < w && !clean[row + xr]) xr++;
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let yt = y;
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while (yt >= 0 && !clean[yt * w + x]) yt--;
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let yb = y;
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while (yb < h && !clean[yb * w + x]) yb++;
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let sumR = 0, sumG = 0, sumB = 0, sumW = 0;
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if (xl >= 0) {
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const d = x - xl;
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const weight = 1.0 / (d * d);
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const p = (row + xl) << 2;
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sumR += rgba[p] * weight;
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sumG += rgba[p + 1] * weight;
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sumB += rgba[p + 2] * weight;
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sumW += weight;
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}
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if (xr < w) {
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const d = xr - x;
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const weight = 1.0 / (d * d);
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const p = (row + xr) << 2;
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sumR += rgba[p] * weight;
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sumG += rgba[p + 1] * weight;
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sumB += rgba[p + 2] * weight;
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sumW += weight;
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}
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if (yt >= 0) {
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const d = y - yt;
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const weight = 1.0 / (d * d);
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const p = (yt * w + x) << 2;
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sumR += rgba[p] * weight;
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sumG += rgba[p + 1] * weight;
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sumB += rgba[p + 2] * weight;
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sumW += weight;
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}
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if (yb < h) {
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const d = yb - y;
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const weight = 1.0 / (d * d);
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const p = (yb * w + x) << 2;
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sumR += rgba[p] * weight;
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sumG += rgba[p + 1] * weight;
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sumB += rgba[p + 2] * weight;
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sumW += weight;
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}
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if (sumW > 0) {
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baseR[idx] = sumR / sumW;
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baseG[idx] = sumG / sumW;
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baseB[idx] = sumB / sumW;
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} else {
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const donor = (ny[idx] * w + nx[idx]) << 2;
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baseR[idx] = rgba[donor];
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baseG[idx] = rgba[donor + 1];
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baseB[idx] = rgba[donor + 2];
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}
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}
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}
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const omega = 1.75;
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const oneMinusOmega = 1.0 - omega;
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for (let it = 0; it < 35; it++) {
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for (let y = ymin; y <= ymax; y++) {
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const row = y * w;
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for (let x = xmin; x <= xmax; x++) {
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const idx = row + x;
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if (clean[idx]) continue;
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const up = idx - w;
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const down = idx + w;
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const left = idx - 1;
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const right = idx + 1;
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const avgR = (baseR[up] + baseR[down] + baseR[left] + baseR[right]) * 0.25;
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const avgG = (baseG[up] + baseG[down] + baseG[left] + baseG[right]) * 0.25;
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const avgB = (baseB[up] + baseB[down] + baseB[left] + baseB[right]) * 0.25;
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baseR[idx] = oneMinusOmega * baseR[idx] + omega * avgR;
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baseG[idx] = oneMinusOmega * baseG[idx] + omega * avgG;
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baseB[idx] = oneMinusOmega * baseB[idx] + omega * avgB;
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}
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}
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}
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// 3. Extract high-pass micro-details & photographic ripple frequencies
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// 5-tap separable Gaussian filter pass
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const tempR = new Float32Array(total);
|
|
|
|
|
const tempG = new Float32Array(total);
|
|
|
|
|
const tempB = new Float32Array(total);
|
|
|
|
|
|
|
|
|
|
for (let y = 0; y < h; y++) {
|
|
|
|
|
const row = y * w;
|
|
|
|
|
for (let x = 0; x < w; x++) {
|
|
|
|
|
const idx = row + x;
|
|
|
|
|
const xm2 = (row + Math.max(0, x - 2)) << 2;
|
|
|
|
|
const xm1 = (row + Math.max(0, x - 1)) << 2;
|
|
|
|
|
const x0 = idx << 2;
|
|
|
|
|
const xp1 = (row + Math.min(w - 1, x + 1)) << 2;
|
|
|
|
|
const xp2 = (row + Math.min(w - 1, x + 2)) << 2;
|
|
|
|
|
|
|
|
|
|
tempR[idx] = (rgba[xm2] + rgba[xm1] * 4 + rgba[x0] * 6 + rgba[xp1] * 4 + rgba[xp2]) * 0.0625;
|
|
|
|
|
tempG[idx] = (rgba[xm2 + 1] + rgba[xm1 + 1] * 4 + rgba[x0 + 1] * 6 + rgba[xp1 + 1] * 4 + rgba[xp2 + 1]) * 0.0625;
|
|
|
|
|
tempB[idx] = (rgba[xm2 + 2] + rgba[xm1 + 2] * 4 + rgba[x0 + 2] * 6 + rgba[xp1 + 2] * 4 + rgba[xp2 + 2]) * 0.0625;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const meanR = new Float32Array(total);
|
|
|
|
|
const meanG = new Float32Array(total);
|
|
|
|
|
const meanB = new Float32Array(total);
|
|
|
|
|
|
|
|
|
|
for (let y = 0; y < h; y++) {
|
|
|
|
|
const row = y * w;
|
|
|
|
|
const ym2 = Math.max(0, y - 2) * w;
|
|
|
|
|
const ym1 = Math.max(0, y - 1) * w;
|
|
|
|
|
const yp1 = Math.min(h - 1, y + 1) * w;
|
|
|
|
|
const yp2 = Math.min(h - 1, y + 2) * w;
|
|
|
|
|
|
|
|
|
|
for (let x = 0; x < w; x++) {
|
|
|
|
|
const idx = row + x;
|
|
|
|
|
meanR[idx] = (tempR[ym2 + x] + tempR[ym1 + x] * 4 + tempR[idx] * 6 + tempR[yp1 + x] * 4 + tempR[yp2 + x]) * 0.0625;
|
|
|
|
|
meanG[idx] = (tempG[ym2 + x] + tempG[ym1 + x] * 4 + tempG[idx] * 6 + tempG[yp1 + x] * 4 + tempG[yp2 + x]) * 0.0625;
|
|
|
|
|
meanB[idx] = (tempB[ym2 + x] + tempB[ym1 + x] * 4 + tempB[idx] * 6 + tempB[yp1 + x] * 4 + tempB[yp2 + x]) * 0.0625;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 4. Structure Tensor analysis on clean border band
|
|
|
|
|
let sumGxx = 0, sumGyy = 0, sumGxy = 0, bandCount = 0;
|
|
|
|
|
let hpVarSum = 0;
|
|
|
|
|
|
|
|
|
|
for (let y = ymin; y <= ymax; y++) {
|
|
|
|
|
const row = y * w;
|
|
|
|
|
for (let x = xmin; x <= xmax; x++) {
|
|
|
|
|
const idx = row + x;
|
|
|
|
|
if (!clean[idx]) continue;
|
|
|
|
|
|
|
|
|
|
let closeToHole = false;
|
|
|
|
|
for (let dy = -2; dy <= 2 && !closeToHole; dy++) {
|
|
|
|
|
const nyy = y + dy;
|
|
|
|
|
if (nyy < 0 || nyy >= h) continue;
|
|
|
|
|
const nrow = nyy * w;
|
|
|
|
|
for (let dx = -2; dx <= 2; dx++) {
|
|
|
|
|
const nxx = x + dx;
|
|
|
|
|
if (nxx < 0 || nxx >= w) continue;
|
|
|
|
|
if (!clean[nrow + nxx]) {
|
|
|
|
|
closeToHole = true;
|
|
|
|
|
// Verify all hole pixels map to valid clean pixels
|
|
|
|
|
let valid = true;
|
|
|
|
|
for (let y = ymin; y <= ymax && valid; y++) {
|
|
|
|
|
const sy = y + dy;
|
|
|
|
|
if (sy < 0 || sy >= h) { valid = false; break; }
|
|
|
|
|
const row = y * w;
|
|
|
|
|
const sRow = sy * w;
|
|
|
|
|
for (let x = xmin; x <= xmax; x++) {
|
|
|
|
|
if (!hole[row + x]) continue;
|
|
|
|
|
const sx = x + dx;
|
|
|
|
|
if (sx < 0 || sx >= w || !clean[sRow + sx]) {
|
|
|
|
|
valid = false;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (!valid) continue;
|
|
|
|
|
|
|
|
|
|
if (closeToHole) {
|
|
|
|
|
const p = idx << 2;
|
|
|
|
|
const lumL = rgba[(row + Math.max(0, x - 1)) << 2] * 0.299 + rgba[(row + Math.max(0, x - 1)) << 2 + 1] * 0.587 + rgba[(row + Math.max(0, x - 1)) << 2 + 2] * 0.114;
|
|
|
|
|
const lumR = rgba[(row + Math.min(w - 1, x + 1)) << 2] * 0.299 + rgba[(row + Math.min(w - 1, x + 1)) << 2 + 1] * 0.587 + rgba[(row + Math.min(w - 1, x + 1)) << 2 + 2] * 0.114;
|
|
|
|
|
const lumT = rgba[(Math.max(0, y - 1) * w + x) << 2] * 0.299 + rgba[(Math.max(0, y - 1) * w + x) << 2 + 1] * 0.587 + rgba[(Math.max(0, y - 1) * w + x) << 2 + 2] * 0.114;
|
|
|
|
|
const lumB = rgba[(Math.min(h - 1, y + 1) * w + x) << 2] * 0.299 + rgba[(Math.min(h - 1, y + 1) * w + x) << 2 + 1] * 0.587 + rgba[(Math.min(h - 1, y + 1) * w + x) << 2 + 2] * 0.114;
|
|
|
|
|
// Evaluate matching cost on boundary band
|
|
|
|
|
let colorDiff = 0;
|
|
|
|
|
let maxDev = 0;
|
|
|
|
|
let samples = 0;
|
|
|
|
|
for (let i = 0; i < band.length; i += 2) {
|
|
|
|
|
const idx = band[i];
|
|
|
|
|
const bx = idx % w;
|
|
|
|
|
const by = (idx / w) | 0;
|
|
|
|
|
const sx = bx + dx;
|
|
|
|
|
const sy = by + dy;
|
|
|
|
|
if (sx < 0 || sx >= w || sy < 0 || sy >= h || !clean[sy * w + sx]) continue;
|
|
|
|
|
|
|
|
|
|
const gx = (lumR - lumL) * 0.5;
|
|
|
|
|
const gy = (lumB - lumT) * 0.5;
|
|
|
|
|
const bp = idx << 2;
|
|
|
|
|
const sp = (sy * w + sx) << 2;
|
|
|
|
|
const dr = Math.abs(rgba[bp] - rgba[sp]);
|
|
|
|
|
const dg = Math.abs(rgba[bp + 1] - rgba[sp + 1]);
|
|
|
|
|
const db = Math.abs(rgba[bp + 2] - rgba[sp + 2]);
|
|
|
|
|
const diff = dr + dg + db;
|
|
|
|
|
colorDiff += diff;
|
|
|
|
|
if (diff > maxDev) maxDev = diff;
|
|
|
|
|
samples++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
sumGxx += gx * gx;
|
|
|
|
|
sumGyy += gy * gy;
|
|
|
|
|
sumGxy += gx * gy;
|
|
|
|
|
bandCount++;
|
|
|
|
|
|
|
|
|
|
const diffR = rgba[p] - meanR[idx];
|
|
|
|
|
const diffG = rgba[p + 1] - meanG[idx];
|
|
|
|
|
const diffB = rgba[p + 2] - meanB[idx];
|
|
|
|
|
hpVarSum += diffR * diffR + diffG * diffG + diffB * diffB;
|
|
|
|
|
if (samples > 0) {
|
|
|
|
|
const avgDiff = colorDiff / samples;
|
|
|
|
|
const penalty = maxDev > 100 ? 500 : (maxDev > 60 ? 100 : 0);
|
|
|
|
|
const cost = avgDiff + d * 0.12 + penalty;
|
|
|
|
|
if (cost < minCost) {
|
|
|
|
|
minCost = cost;
|
|
|
|
|
bestDx = dx;
|
|
|
|
|
bestDy = dy;
|
|
|
|
|
foundDonor = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
let coherence = 0;
|
|
|
|
|
if (bandCount > 0) {
|
|
|
|
|
const jxx = sumGxx / bandCount;
|
|
|
|
|
const jyy = sumGyy / bandCount;
|
|
|
|
|
const jxy = sumGxy / bandCount;
|
|
|
|
|
const tr = jxx + jyy;
|
|
|
|
|
const det = jxx * jyy - jxy * jxy;
|
|
|
|
|
const diffEig = Math.sqrt(Math.max(0, tr * tr - 4 * det));
|
|
|
|
|
const l1 = (tr + diffEig) * 0.5;
|
|
|
|
|
const l2 = (tr - diffEig) * 0.5;
|
|
|
|
|
if (l1 + l2 > 0) {
|
|
|
|
|
coherence = (l1 - l2) / (l1 + l2);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
// 4. Fill donor colors
|
|
|
|
|
const donorR = new Uint8Array(total);
|
|
|
|
|
const donorG = new Uint8Array(total);
|
|
|
|
|
const donorB = new Uint8Array(total);
|
|
|
|
|
|
|
|
|
|
const isHorizontalDominant = coherence > 0.18 && sumGyy > 1.3 * sumGxx;
|
|
|
|
|
const isVerticalDominant = coherence > 0.18 && sumGxx > 1.3 * sumGyy;
|
|
|
|
|
|
|
|
|
|
// 5. Border-to-Center Inward Detail & Ripple Propagation
|
|
|
|
|
const hpR = new Float32Array(total);
|
|
|
|
|
const hpG = new Float32Array(total);
|
|
|
|
|
const hpB = new Float32Array(total);
|
|
|
|
|
|
|
|
|
|
if (isHorizontalDominant) {
|
|
|
|
|
// Water ripples, horizontal waves or grain: propagate wave crests & troughs along rows into center
|
|
|
|
|
if (foundDonor) {
|
|
|
|
|
for (let y = ymin; y <= ymax; y++) {
|
|
|
|
|
const row = y * w;
|
|
|
|
|
const sRow = (y + bestDy) * w;
|
|
|
|
|
for (let x = xmin; x <= xmax; x++) {
|
|
|
|
|
const idx = row + x;
|
|
|
|
|
if (clean[idx]) continue;
|
|
|
|
|
|
|
|
|
|
let xl = x;
|
|
|
|
|
while (xl >= 0 && !clean[row + xl]) xl--;
|
|
|
|
|
let xr = x;
|
|
|
|
|
while (xr < w && !clean[row + xr]) xr++;
|
|
|
|
|
|
|
|
|
|
let cleanL = 0;
|
|
|
|
|
if (xl >= 0) {
|
|
|
|
|
while (xl - cleanL >= 0 && clean[row + xl - cleanL]) cleanL++;
|
|
|
|
|
}
|
|
|
|
|
cleanL = Math.max(4, Math.min(24, cleanL));
|
|
|
|
|
|
|
|
|
|
let cleanR = 0;
|
|
|
|
|
if (xr < w) {
|
|
|
|
|
while (xr + cleanR < w && clean[row + xr + cleanR]) cleanR++;
|
|
|
|
|
}
|
|
|
|
|
cleanR = Math.max(4, Math.min(24, cleanR));
|
|
|
|
|
|
|
|
|
|
if (xl >= 0 && xr < w) {
|
|
|
|
|
const dl = x - xl;
|
|
|
|
|
const dr = xr - x;
|
|
|
|
|
const t = dl / (dl + dr);
|
|
|
|
|
const st = t * t * (3 - 2 * t);
|
|
|
|
|
|
|
|
|
|
const sxl = xl - (dl % cleanL);
|
|
|
|
|
const sxr = xr + (dr % cleanR);
|
|
|
|
|
|
|
|
|
|
const idxL = row + sxl;
|
|
|
|
|
const idxR = row + sxr;
|
|
|
|
|
const dpL = idxL << 2;
|
|
|
|
|
const dpR = idxR << 2;
|
|
|
|
|
|
|
|
|
|
const texRL = rgba[dpL] - meanR[idxL];
|
|
|
|
|
const texGL = rgba[dpL + 1] - meanG[idxL];
|
|
|
|
|
const texBL = rgba[dpL + 2] - meanB[idxL];
|
|
|
|
|
|
|
|
|
|
const texRR = rgba[dpR] - meanR[idxR];
|
|
|
|
|
const texGR = rgba[dpR + 1] - meanG[idxR];
|
|
|
|
|
const texBR = rgba[dpR + 2] - meanB[idxR];
|
|
|
|
|
|
|
|
|
|
hpR[idx] = (1 - st) * texRL + st * texRR;
|
|
|
|
|
hpG[idx] = (1 - st) * texGL + st * texGR;
|
|
|
|
|
hpB[idx] = (1 - st) * texBL + st * texBR;
|
|
|
|
|
} else if (xl >= 0) {
|
|
|
|
|
const dl = x - xl;
|
|
|
|
|
const sxl = xl - (dl % cleanL);
|
|
|
|
|
const idxL = row + sxl;
|
|
|
|
|
const dpL = idxL << 2;
|
|
|
|
|
hpR[idx] = rgba[dpL] - meanR[idxL];
|
|
|
|
|
hpG[idx] = rgba[dpL + 1] - meanG[idxL];
|
|
|
|
|
hpB[idx] = rgba[dpL + 2] - meanB[idxL];
|
|
|
|
|
} else if (xr < w) {
|
|
|
|
|
const dr = xr - x;
|
|
|
|
|
const sxr = xr + (dr % cleanR);
|
|
|
|
|
const idxR = row + sxr;
|
|
|
|
|
const dpR = idxR << 2;
|
|
|
|
|
hpR[idx] = rgba[dpR] - meanR[idxR];
|
|
|
|
|
hpG[idx] = rgba[dpR + 1] - meanG[idxR];
|
|
|
|
|
hpB[idx] = rgba[dpR + 2] - meanB[idxR];
|
|
|
|
|
} else {
|
|
|
|
|
const donor = ny[idx] * w + nx[idx];
|
|
|
|
|
const dp = donor << 2;
|
|
|
|
|
hpR[idx] = rgba[dp] - meanR[donor];
|
|
|
|
|
hpG[idx] = rgba[dp + 1] - meanG[donor];
|
|
|
|
|
hpB[idx] = rgba[dp + 2] - meanB[donor];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else if (isVerticalDominant) {
|
|
|
|
|
// Columns, upright grain, vertical cords: propagate along columns into center
|
|
|
|
|
for (let y = ymin; y <= ymax; y++) {
|
|
|
|
|
const row = y * w;
|
|
|
|
|
for (let x = xmin; x <= xmax; x++) {
|
|
|
|
|
const idx = row + x;
|
|
|
|
|
if (clean[idx]) continue;
|
|
|
|
|
|
|
|
|
|
let yt = y;
|
|
|
|
|
while (yt >= 0 && !clean[yt * w + x]) yt--;
|
|
|
|
|
let yb = y;
|
|
|
|
|
while (yb < h && !clean[yb * w + x]) yb++;
|
|
|
|
|
|
|
|
|
|
let cleanT = 0;
|
|
|
|
|
if (yt >= 0) {
|
|
|
|
|
while (yt - cleanT >= 0 && clean[(yt - cleanT) * w + x]) cleanT++;
|
|
|
|
|
}
|
|
|
|
|
cleanT = Math.max(4, Math.min(24, cleanT));
|
|
|
|
|
|
|
|
|
|
let cleanB = 0;
|
|
|
|
|
if (yb < h) {
|
|
|
|
|
while (yb + cleanB < h && clean[(yb + cleanB) * w + x]) cleanB++;
|
|
|
|
|
}
|
|
|
|
|
cleanB = Math.max(4, Math.min(24, cleanB));
|
|
|
|
|
|
|
|
|
|
if (yt >= 0 && yb < h) {
|
|
|
|
|
const dt = y - yt;
|
|
|
|
|
const db = yb - y;
|
|
|
|
|
const t = dt / (dt + db);
|
|
|
|
|
const st = t * t * (3 - 2 * t);
|
|
|
|
|
|
|
|
|
|
const syt = yt - (dt % cleanT);
|
|
|
|
|
const syb = yb + (db % cleanB);
|
|
|
|
|
|
|
|
|
|
const idxT = syt * w + x;
|
|
|
|
|
const idxB = syb * w + x;
|
|
|
|
|
const dpT = idxT << 2;
|
|
|
|
|
const dpB = idxB << 2;
|
|
|
|
|
|
|
|
|
|
const texRT = rgba[dpT] - meanR[idxT];
|
|
|
|
|
const texGT = rgba[dpT + 1] - meanG[idxT];
|
|
|
|
|
const texBT = rgba[dpT + 2] - meanB[idxT];
|
|
|
|
|
|
|
|
|
|
const texRB = rgba[dpB] - meanR[idxB];
|
|
|
|
|
const texGB = rgba[dpB + 1] - meanG[idxB];
|
|
|
|
|
const texBB = rgba[dpB + 2] - meanB[idxB];
|
|
|
|
|
|
|
|
|
|
hpR[idx] = (1 - st) * texRT + st * texRB;
|
|
|
|
|
hpG[idx] = (1 - st) * texGT + st * texGB;
|
|
|
|
|
hpB[idx] = (1 - st) * texBT + st * texBB;
|
|
|
|
|
} else if (yt >= 0) {
|
|
|
|
|
const dt = y - yt;
|
|
|
|
|
const syt = yt - (dt % cleanT);
|
|
|
|
|
const idxT = syt * w + x;
|
|
|
|
|
const dpT = idxT << 2;
|
|
|
|
|
hpR[idx] = rgba[dpT] - meanR[idxT];
|
|
|
|
|
hpG[idx] = rgba[dpT + 1] - meanG[idxT];
|
|
|
|
|
hpB[idx] = rgba[dpT + 2] - meanB[idxT];
|
|
|
|
|
} else if (yb < h) {
|
|
|
|
|
const db = yb - y;
|
|
|
|
|
const syb = yb + (db % cleanB);
|
|
|
|
|
const idxB = syb * w + x;
|
|
|
|
|
const dpB = idxB << 2;
|
|
|
|
|
hpR[idx] = rgba[dpB] - meanR[idxB];
|
|
|
|
|
hpG[idx] = rgba[dpB + 1] - meanG[idxB];
|
|
|
|
|
hpB[idx] = rgba[dpB + 2] - meanB[idxB];
|
|
|
|
|
} else {
|
|
|
|
|
const donor = ny[idx] * w + nx[idx];
|
|
|
|
|
const dp = donor << 2;
|
|
|
|
|
hpR[idx] = rgba[dp] - meanR[donor];
|
|
|
|
|
hpG[idx] = rgba[dp + 1] - meanG[donor];
|
|
|
|
|
hpB[idx] = rgba[dp + 2] - meanB[donor];
|
|
|
|
|
}
|
|
|
|
|
if (!hole[idx]) continue;
|
|
|
|
|
const sIdx = sRow + (x + bestDx);
|
|
|
|
|
const sp = sIdx << 2;
|
|
|
|
|
donorR[idx] = rgba[sp];
|
|
|
|
|
donorG[idx] = rgba[sp + 1];
|
|
|
|
|
donorB[idx] = rgba[sp + 2];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
// Isotropic photographic texture: propagate inward along normal vector from nearest border
|
|
|
|
|
const P = 16;
|
|
|
|
|
// Robust fallback: sample nearest clean boundary pixel
|
|
|
|
|
const fallbackBand = band.length > 0 ? band : [0];
|
|
|
|
|
for (let y = ymin; y <= ymax; y++) {
|
|
|
|
|
const row = y * w;
|
|
|
|
|
for (let x = xmin; x <= xmax; x++) {
|
|
|
|
|
const idx = row + x;
|
|
|
|
|
if (clean[idx]) continue;
|
|
|
|
|
|
|
|
|
|
const d = Math.sqrt(dsq[idx]);
|
|
|
|
|
let donor = ny[idx] * w + nx[idx];
|
|
|
|
|
if (d > 0.5) {
|
|
|
|
|
const vx = x - nx[idx];
|
|
|
|
|
const vy = y - ny[idx];
|
|
|
|
|
const ux = vx / d;
|
|
|
|
|
const uy = vy / d;
|
|
|
|
|
const offset = Math.round(d) % P;
|
|
|
|
|
|
|
|
|
|
const sx = Math.max(0, Math.min(w - 1, Math.round(nx[idx] - ux * offset)));
|
|
|
|
|
const sy = Math.max(0, Math.min(h - 1, Math.round(ny[idx] - uy * offset)));
|
|
|
|
|
const sIdx = sy * w + sx;
|
|
|
|
|
if (clean[sIdx]) {
|
|
|
|
|
donor = sIdx;
|
|
|
|
|
}
|
|
|
|
|
if (!hole[idx]) continue;
|
|
|
|
|
let cIdx = fallbackBand[0];
|
|
|
|
|
let cDist = Infinity;
|
|
|
|
|
for (let i = 0; i < fallbackBand.length; i++) {
|
|
|
|
|
const bx = fallbackBand[i] % w;
|
|
|
|
|
const by = (fallbackBand[i] / w) | 0;
|
|
|
|
|
const dist = (x - bx) * (x - bx) + (y - by) * (y - by);
|
|
|
|
|
if (dist < cDist) { cDist = dist; cIdx = fallbackBand[i]; }
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const dp = donor << 2;
|
|
|
|
|
hpR[idx] = rgba[dp] - meanR[donor];
|
|
|
|
|
hpG[idx] = rgba[dp + 1] - meanG[donor];
|
|
|
|
|
hpB[idx] = rgba[dp + 2] - meanB[donor];
|
|
|
|
|
const cp = cIdx << 2;
|
|
|
|
|
donorR[idx] = rgba[cp];
|
|
|
|
|
donorG[idx] = rgba[cp + 1];
|
|
|
|
|
donorB[idx] = rgba[cp + 2];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 6. Camera sensor grain
|
|
|
|
|
const grainStd = bandCount > 0 ? Math.min(1.5, Math.sqrt(hpVarSum / (bandCount * 3)) * 0.45) : 0.8;
|
|
|
|
|
let seed = (ymin * 31 + xmin * 17) | 1;
|
|
|
|
|
const randNorm = () => {
|
|
|
|
|
seed = (seed * 16807) % 2147483647;
|
|
|
|
|
const u1 = Math.max(1e-7, seed / 2147483647);
|
|
|
|
|
seed = (seed * 16807) % 2147483647;
|
|
|
|
|
const u2 = seed / 2147483647;
|
|
|
|
|
return Math.sqrt(-2.0 * Math.log(u1)) * Math.cos(2.0 * Math.PI * u2);
|
|
|
|
|
};
|
|
|
|
|
// 5. Difference Field Setup for Poisson Seamless Blending
|
|
|
|
|
const diffR = new Float32Array(total);
|
|
|
|
|
const diffG = new Float32Array(total);
|
|
|
|
|
const diffB = new Float32Array(total);
|
|
|
|
|
|
|
|
|
|
// 7. Final assembly
|
|
|
|
|
const out = new Uint8Array(4 * total);
|
|
|
|
|
let avgEdgeDiffR = 0, avgEdgeDiffG = 0, avgEdgeDiffB = 0;
|
|
|
|
|
let edgeCount = 0;
|
|
|
|
|
|
|
|
|
|
for (let i = 0; i < holeBoundary.length; i++) {
|
|
|
|
|
const idx = holeBoundary[i];
|
|
|
|
|
const x = idx % w;
|
|
|
|
|
const y = (idx / w) | 0;
|
|
|
|
|
|
|
|
|
|
let cR = 0, cG = 0, cB = 0, cN = 0;
|
|
|
|
|
if (x > 0 && clean[idx - 1]) {
|
|
|
|
|
const p = (idx - 1) << 2;
|
|
|
|
|
cR += rgba[p]; cG += rgba[p + 1]; cB += rgba[p + 2]; cN++;
|
|
|
|
|
}
|
|
|
|
|
if (x < w - 1 && clean[idx + 1]) {
|
|
|
|
|
const p = (idx + 1) << 2;
|
|
|
|
|
cR += rgba[p]; cG += rgba[p + 1]; cB += rgba[p + 2]; cN++;
|
|
|
|
|
}
|
|
|
|
|
if (y > 0 && clean[idx - w]) {
|
|
|
|
|
const p = (idx - w) << 2;
|
|
|
|
|
cR += rgba[p]; cG += rgba[p + 1]; cB += rgba[p + 2]; cN++;
|
|
|
|
|
}
|
|
|
|
|
if (y < h - 1 && clean[idx + w]) {
|
|
|
|
|
const p = (idx + w) << 2;
|
|
|
|
|
cR += rgba[p]; cG += rgba[p + 1]; cB += rgba[p + 2]; cN++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (cN > 0) {
|
|
|
|
|
const er = (cR / cN) - donorR[idx];
|
|
|
|
|
const eg = (cG / cN) - donorG[idx];
|
|
|
|
|
const eb = (cB / cN) - donorB[idx];
|
|
|
|
|
diffR[idx] = er;
|
|
|
|
|
diffG[idx] = eg;
|
|
|
|
|
diffB[idx] = eb;
|
|
|
|
|
avgEdgeDiffR += er;
|
|
|
|
|
avgEdgeDiffG += eg;
|
|
|
|
|
avgEdgeDiffB += eb;
|
|
|
|
|
edgeCount++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (edgeCount > 0) {
|
|
|
|
|
avgEdgeDiffR /= edgeCount;
|
|
|
|
|
avgEdgeDiffG /= edgeCount;
|
|
|
|
|
avgEdgeDiffB /= edgeCount;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (let y = ymin; y <= ymax; y++) {
|
|
|
|
|
const row = y * w;
|
|
|
|
|
for (let x = xmin; x <= xmax; x++) {
|
|
|
|
|
const idx = row + x;
|
|
|
|
|
if (hole[idx] && diffR[idx] === 0 && diffG[idx] === 0 && diffB[idx] === 0) {
|
|
|
|
|
diffR[idx] = avgEdgeDiffR;
|
|
|
|
|
diffG[idx] = avgEdgeDiffG;
|
|
|
|
|
diffB[idx] = avgEdgeDiffB;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 6. Successive Over-Relaxation (SOR) solver for Laplace equation ∇² E = 0
|
|
|
|
|
const omega = 1.75;
|
|
|
|
|
const oneMinusOmega = 1.0 - omega;
|
|
|
|
|
const iterations = 28;
|
|
|
|
|
|
|
|
|
|
for (let it = 0; it < iterations; it++) {
|
|
|
|
|
for (let y = ymin; y <= ymax; y++) {
|
|
|
|
|
const row = y * w;
|
|
|
|
|
for (let x = xmin; x <= xmax; x++) {
|
|
|
|
|
const idx = row + x;
|
|
|
|
|
if (!hole[idx]) continue;
|
|
|
|
|
|
|
|
|
|
const rR = x < w - 1 ? diffR[idx + 1] : (x > 0 ? diffR[idx - 1] : diffR[idx]);
|
|
|
|
|
const rL = x > 0 ? diffR[idx - 1] : (x < w - 1 ? diffR[idx + 1] : diffR[idx]);
|
|
|
|
|
const rD = y < h - 1 ? diffR[idx + w] : (y > 0 ? diffR[idx - w] : diffR[idx]);
|
|
|
|
|
const rU = y > 0 ? diffR[idx - w] : (y < h - 1 ? diffR[idx + w] : diffR[idx]);
|
|
|
|
|
|
|
|
|
|
const avgR = (rR + rL + rD + rU) * 0.25;
|
|
|
|
|
diffR[idx] = oneMinusOmega * diffR[idx] + omega * avgR;
|
|
|
|
|
|
|
|
|
|
const gR = x < w - 1 ? diffG[idx + 1] : (x > 0 ? diffG[idx - 1] : diffG[idx]);
|
|
|
|
|
const gL = x > 0 ? diffG[idx - 1] : (x < w - 1 ? diffG[idx + 1] : diffG[idx]);
|
|
|
|
|
const gD = y < h - 1 ? diffG[idx + w] : (y > 0 ? diffG[idx - w] : diffG[idx]);
|
|
|
|
|
const gU = y > 0 ? diffG[idx - w] : (y < h - 1 ? diffG[idx + w] : diffG[idx]);
|
|
|
|
|
|
|
|
|
|
const avgG = (gR + gL + gD + gU) * 0.25;
|
|
|
|
|
diffG[idx] = oneMinusOmega * diffG[idx] + omega * avgG;
|
|
|
|
|
|
|
|
|
|
const bR = x < w - 1 ? diffB[idx + 1] : (x > 0 ? diffB[idx - 1] : diffB[idx]);
|
|
|
|
|
const bL = x > 0 ? diffB[idx - 1] : (x < w - 1 ? diffB[idx + 1] : diffB[idx]);
|
|
|
|
|
const bD = y < h - 1 ? diffB[idx + w] : (y > 0 ? diffB[idx - w] : diffB[idx]);
|
|
|
|
|
const bU = y > 0 ? diffB[idx - w] : (y < h - 1 ? diffB[idx + w] : diffB[idx]);
|
|
|
|
|
|
|
|
|
|
const avgB = (bR + bL + bD + bU) * 0.25;
|
|
|
|
|
diffB[idx] = oneMinusOmega * diffB[idx] + omega * avgB;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 7. Assemble final healed plate
|
|
|
|
|
const out = new Uint8Array(rgba.length);
|
|
|
|
|
out.set(rgba);
|
|
|
|
|
|
|
|
|
|
for (let y = ymin; y <= ymax; y++) {
|
|
|
|
|
const row = y * w;
|
|
|
|
|
for (let x = xmin; x <= xmax; x++) {
|
|
|
|
|
const idx = row + x;
|
|
|
|
|
if (clean[idx]) continue;
|
|
|
|
|
if (!hole[idx]) continue;
|
|
|
|
|
|
|
|
|
|
const p = idx << 2;
|
|
|
|
|
const noise = randNorm() * grainStd;
|
|
|
|
|
const r = Math.round(baseR[idx] + hpR[idx] + noise);
|
|
|
|
|
const g = Math.round(baseG[idx] + hpG[idx] + noise);
|
|
|
|
|
const b = Math.round(baseB[idx] + hpB[idx] + noise);
|
|
|
|
|
const r = Math.round(donorR[idx] + diffR[idx]);
|
|
|
|
|
const g = Math.round(donorG[idx] + diffG[idx]);
|
|
|
|
|
const b = Math.round(donorB[idx] + diffB[idx]);
|
|
|
|
|
|
|
|
|
|
out[p] = r < 0 ? 0 : r > 255 ? 255 : r;
|
|
|
|
|
out[p + 1] = g < 0 ? 0 : g > 255 ? 255 : g;
|
|
|
|
@@ -949,7 +693,7 @@ export async function inpaintCrop(
|
|
|
|
|
const maskB64 = uint8ToBase64(mask);
|
|
|
|
|
|
|
|
|
|
const controller = new AbortController();
|
|
|
|
|
const timeoutId = setTimeout(() => controller.abort(), 3500);
|
|
|
|
|
const timeoutId = setTimeout(() => controller.abort(), 8500);
|
|
|
|
|
|
|
|
|
|
const res = await fetch('/api/inpaint', {
|
|
|
|
|
method: 'POST',
|
|
|
|
|