fix: reduce graining caused by contrast boost & fine detail overload

This commit is contained in:
ae 2025-06-01 19:25:05 +03:00
parent 895f15bdd2
commit 1f0575baa9
Signed by: ae
GPG Key ID: 995EFD5C1B532B3E

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@ -298,23 +298,23 @@ func findTextPositions(textData []*TextData, filename string) {
}
}
func genPerlinBG() *image.RGBA {
func genPerlinBG() (*image.RGBA, string) {
palette, theme := getRandomThemePalette()
img := image.NewRGBA(image.Rect(0, 0, config.BannerWidth, config.BannerHeight))
// noise params for interesting patterns
scale1 := 0.005 + rand.Float64()*0.025 // primary pattern scale (adjusted by lib)
scale2 := 0.02 + rand.Float64()*0.04 // secondary detail
scale3 := 0.06 + rand.Float64()*0.08 // fine detail
scale1 := 0.008 + rand.Float64()*0.015 // 0.008-0.023 (large patterns)
scale2 := 0.025 + rand.Float64()*0.035 // 0.025-0.06 (medium detail)
scale3 := 0.060 + rand.Float64()*0.040 // 0.060-0.100 (fine detail, reduced grain)
// variation offsets
offsetX := rand.Float64() * 5000
offsetY := rand.Float64() * 5000
// noise layer weights for different effects
weight1 := 0.4 + rand.Float64()*0.4
weight2 := 0.2 + rand.Float64()*0.3
weight3 := 0.1 + rand.Float64()*0.2
weight1 := 0.4 + rand.Float64()*0.4 // 0.4-0.8 (large patterns)
weight2 := 0.15 + rand.Float64()*0.25 // 0.15-0.4 (medium detail)
weight3 := 0.05 + rand.Float64()*0.15 // 0.15-0.4 (fine detail, reduced grain)
// normalize weights to sum to 1.0
totalWeight := weight1 + weight2 + weight3
@ -322,8 +322,9 @@ func genPerlinBG() *image.RGBA {
weight2 /= totalWeight
weight3 /= totalWeight
gradientStrengthX := rand.Float64() * 0.4
gradientStrengthY := rand.Float64() * 0.3
// FIX: limit gradient strength to prevent overwhelming the noise
gradientStrengthX := rand.Float64() * 0.25 // old: 0.4
gradientStrengthY := rand.Float64() * 0.2 // old: 0.3
gradientDirectionX := 1.0
gradientDirectionY := 1.0
@ -338,8 +339,9 @@ func genPerlinBG() *image.RGBA {
// randomize noise combination method
combineMethod := rand.IntN(4)
useDistortion := rand.Float64() < 0.3 // 30% chance
distortionStrength := rand.Float64() * 0.1
// fix: increase distortion chance and make it more visible
useDistortion := rand.Float64() < 0.4 // old: 30%
distortionStrength := 0.05 + rand.Float64()*0.15 // 0.05-0.2 (old: 0.0-0.1)
log.Debugf("BG theme: %s / Scales: %.4f, %.4f, %.4f / Weights: %.3f, %.3f, %.3f",
theme, scale1, scale2, scale3, weight1, weight2, weight3)
@ -354,8 +356,8 @@ func genPerlinBG() *image.RGBA {
// optional distortion for more organic patterns
if useDistortion {
baseX += math.Sin(float64(y)*0.01) * distortionStrength * 100
baseY += math.Cos(float64(x)*0.01) * distortionStrength * 100
baseX += math.Sin(float64(y)*0.015) * distortionStrength * 200
baseY += math.Cos(float64(x)*0.015) * distortionStrength * 200
}
// multi-octave noise with randomized scales
@ -390,28 +392,19 @@ func genPerlinBG() *image.RGBA {
gradientY := (float64(y) / float64(config.BannerHeight)) * gradientStrengthY * gradientDirectionY
// combined and normalized to [0, 1] range
noise := (combined + gradientX + gradientY + 1) / 2
// clamp to valid range
if noise < 0 {
noise = 0
}
if noise > 1 {
noise = 1
}
noise := min(max((combined+gradientX+gradientY+1)/2, 0), 1)
pixelColor := palette.interpolate(noise)
img.Set(x, y, pixelColor)
}
}
return img
return img, theme
}
func genBanner(textData []*TextData) error {
fn := fmt.Sprintf("banner_%d.png", time.Now().UnixMicro())
canvas := genPerlinBG()
canvas, theme := genPerlinBG()
findTextPositions(textData, fn)
for _, td := range textData {
@ -428,7 +421,13 @@ func genBanner(textData []*TextData) error {
}
defer file.Close()
return png.Encode(file, canvas)
if err := png.Encode(file, canvas); err != nil {
return err
}
log.Infof("Output '%s' with theme '%s'", fn, theme)
return nil
}
// TODO: functions for banner rotation implementation