dither4/dither-image.js
2023-03-25 20:26:45 -07:00

1092 lines
25 KiB
JavaScript

import {
writeFileSync
} from 'fs';
import Jimp from 'Jimp';
function repeat(val, n) {
let arr = [];
for (let i = 0; i < n; i++) {
arr.push(val);
}
return arr;
}
function zeroes(n) {
return repeat(0, n);
}
function toLinear(val) {
// use a 2.4 gamma approximation
// this is BT.1886 compatible
// and simpler than sRGB
let unit = val / 255;
unit **= 2.4;
return unit * 255;
}
function fromLinear(val) {
let unit = val / 255;
unit **= (1 / 2.4);
return unit * 255;
}
function fromSRGB(val) {
val /= 255;
if (val <= 0.04045) {
val /= 12.92;
} else {
val = ((val + 0.055) / 1.055) ** 2.4;
}
val *= 255;
return val;
}
function toSRGB(val) {
val /= 255;
if (val <= 0.0031308) {
val *= 12.92;
} else {
val = (val * 1.055) ** (1.0 / 2.4) - 0.055;
}
val *= 255;
return val;
}
class RGB {
constructor(r, g, b) {
this.r = r;
this.g = g;
this.b = b;
}
clone() {
return new RGB(this.r, this.g, this.b);
}
static fromHex(val) {
let r = (val >>> 16) & 0xff;
let g = (val >>> 8) & 0xff;
let b = val & 0xff;
return new RGB(r,g,b);
}
static fromGTIA(val) {
// This seems off from what Atari800 does
// https://forums.atariage.com/topic/107853-need-the-256-colors/page/2/#comment-1312467
let cr = (val >> 4) & 15;
let lm = val & 15;
let crlv = cr ? 50 : 0;
/*
let phase = ((cr - 1) * 25 - 58) * (2 * Math.PI / 360);
let y = 255 * (lm + 1) / 16;
let i = crlv * Math.cos(phase);
let q = crlv * Math.sin(phase);
let r = y + 0.956 * i + 0.621 * q;
let g = y - 0.272 * i - 0.647 * q;
let b = y - 1.107 * i + 1.704 * q;
*/
// PAL
let phase = ((cr - 1) * 25.7 - 15) * (2 * Math.PI / 360);
let y = 255 * (lm + 1) / 16;
let i = crlv * Math.cos(phase);
let q = crlv * Math.sin(phase);
let r = y + 0.956 * i + 0.621 * q;
let g = y - 0.272 * i - 0.647 * q;
let b = y - 1.107 * i + 1.704 * q;
return new RGB(r, g, b).clamp().fromSRGB();
}
map(callback) {
return new RGB(
callback(this.r),
callback(this.g),
callback(this.b)
);
}
fromNTSC() {
return this.map(toLinear);
}
toNTSC() {
return this.map(fromLinear);
}
fromSRGB() {
return this.map(fromSRGB);
}
toSRGB() {
return this.map(toSRGB);
}
clamp() {
return this.map((val) => {
if (val < 0) return 0;
if (val > 255) return 255;
return val;
});
}
inc(other) {
this.r += other.r;
this.g += other.g;
this.b += other.b;
return this;
}
add(other) {
return new RGB(
this.r + other.r,
this.g + other.g,
this.b + other.b
);
}
difference(other) {
return new RGB(
this.r - other.r,
this.g - other.g,
this.b - other.b
);
}
multiply(scalar) {
return new RGB(
this.r * scalar,
this.g * scalar,
this.b * scalar,
);
}
divide(scalar) {
return new RGB(
this.r / scalar,
this.g / scalar,
this.b / scalar,
);
}
magnitude() {
return Math.sqrt(this.magnitude2());
}
magnitude2() {
return this.r * this.r +
this.g * this.g +
this.b * this.b;
}
sum() {
return this.r + this.g + this.b;
}
lumaScale() {
return new RGB(
this.r * 0.299,
this.g * 0.586,
this.b * 0.114
);
}
luma() {
return this.lumaScale().sum();
}
}
/*
// snarfed from https://lospec.com/palette-list/atari-8-bit-family-gtia
// which was calculated with Retrospecs App's Atari 800 emulator
let atariRGB = [
0x000000,
0x111111,
0x222222,
0x333333,
0x444444,
0x555555,
0x666666,
0x777777,
0x888888,
0x999999,
0xaaaaaa,
0xbbbbbb,
0xcccccc,
0xdddddd,
0xeeeeee,
0xffffff,
0x190700,
0x2a1800,
0x3b2900,
0x4c3a00,
0x5d4b00,
0x6e5c00,
0x7f6d00,
0x907e09,
0xa18f1a,
0xb3a02b,
0xc3b13c,
0xd4c24d,
0xe5d35e,
0xf7e46f,
0xfff582,
0xffff96,
0x310000,
0x3f0000,
0x531700,
0x642800,
0x753900,
0x864a00,
0x975b0a,
0xa86c1b,
0xb97d2c,
0xca8e3d,
0xdb9f4e,
0xecb05f,
0xfdc170,
0xffd285,
0xffe39c,
0xfff4b2,
0x420404,
0x4f0000,
0x600800,
0x711900,
0x822a0d,
0x933b1e,
0xa44c2f,
0xb55d40,
0xc66e51,
0xd77f62,
0xe89073,
0xf9a183,
0xffb298,
0xffc3ae,
0xffd4c4,
0xffe5da,
0x410103,
0x50000f,
0x61001b,
0x720f2b,
0x83203c,
0x94314d,
0xa5425e,
0xb6536f,
0xc76480,
0xd87591,
0xe986a2,
0xfa97b3,
0xffa8c8,
0xffb9de,
0xffcaef,
0xfbdcf6,
0x330035,
0x440041,
0x55004c,
0x660c5c,
0x771d6d,
0x882e7e,
0x993f8f,
0xaa50a0,
0xbb61b1,
0xcc72c2,
0xdd83d3,
0xee94e4,
0xffa5e4,
0xffb6e9,
0xffc7ee,
0xffd8f3,
0x1d005c,
0x2e0068,
0x400074,
0x511084,
0x622195,
0x7332a6,
0x8443b7,
0x9554c8,
0xa665d9,
0xb776ea,
0xc887eb,
0xd998eb,
0xe9a9ec,
0xfbbaeb,
0xffcbef,
0xffdff9,
0x020071,
0x13007d,
0x240b8c,
0x351c9d,
0x462dae,
0x573ebf,
0x684fd0,
0x7960e1,
0x8a71f2,
0x9b82f7,
0xac93f7,
0xbda4f7,
0xceb5f7,
0xdfc6f7,
0xf0d7f7,
0xffe8f8,
0x000068,
0x000a7c,
0x081b90,
0x192ca1,
0x2a3db2,
0x3b4ec3,
0x4c5fd4,
0x5d70e5,
0x6e81f6,
0x7f92ff,
0x90a3ff,
0xa1b4ff,
0xb2c5ff,
0xc3d6ff,
0xd4e7ff,
0xe5f8ff,
0x000a4d,
0x001b63,
0x002c79,
0x023d8f,
0x134ea0,
0x245fb1,
0x3570c2,
0x4681d3,
0x5792e4,
0x68a3f5,
0x79b4ff,
0x8ac5ff,
0x9bd6ff,
0xace7ff,
0xbdf8ff,
0xceffff,
0x001a26,
0x002b3c,
0x003c52,
0x004d68,
0x065e7c,
0x176f8d,
0x28809e,
0x3991af,
0x4aa2c0,
0x5bb3d1,
0x6cc4e2,
0x7dd5f3,
0x8ee6ff,
0x9ff7ff,
0xb0ffff,
0xc1ffff,
0x01250a,
0x023610,
0x004622,
0x005738,
0x05684d,
0x16795e,
0x278a6f,
0x389b80,
0x49ac91,
0x5abda2,
0x6bceb3,
0x7cdfc4,
0x8df0d5,
0x9effe5,
0xaffff1,
0xc0fffd,
0x04260d,
0x043811,
0x054713,
0x005a1b,
0x106b1b,
0x217c2c,
0x328d3d,
0x439e4e,
0x54af5f,
0x65c070,
0x76d181,
0x87e292,
0x98f3a3,
0xa9ffb3,
0xbaffbf,
0xcbffcb,
0x00230a,
0x003510,
0x044613,
0x155613,
0x266713,
0x377813,
0x488914,
0x599a25,
0x6aab36,
0x7bbc47,
0x8ccd58,
0x9dde69,
0xaeef7a,
0xbfff8b,
0xd0ff97,
0xe1ffa3,
0x001707,
0x0e2808,
0x1f3908,
0x304a08,
0x415b08,
0x526c08,
0x637d08,
0x748e0d,
0x859f1e,
0x96b02f,
0xa7c140,
0xb8d251,
0xc9e362,
0xdaf473,
0xebff82,
0xfcff8e,
0x1b0701,
0x2c1801,
0x3c2900,
0x4d3b00,
0x5f4c00,
0x705e00,
0x816f00,
0x938009,
0xa4921a,
0xb2a02b,
0xc7b43d,
0xd8c64e,
0xead760,
0xf6e46f,
0xfffa84,
0xffff99,
].map((hex) => RGB.fromHex(hex).fromNTSC());
//].map((hex) => RGB.fromHex(hex));
*/
let atariRGB = [];
for (let i = 0; i < 256; i++) {
atariRGB[i] = RGB.fromGTIA(i);
}
/**
* Dither RGB input data with a target palette size.
* If the number of used colors exceeds `n`, the
* palette will be reduced until it fits.
* @param {RGB[]} input source scanline data, in linear RGB
* @param {number[]} palette - current working palette, as Atari 8-bit color values (low nybble luminance, high nybble hue)
* @param {number} n - target color count
* @param {number} y
* @returns {{output: number[], palette: number[], error: RGB[]}}
*/
function decimate(input, palette, n) {
let width = input.length;
let inputPixel = (x, error) => {
let rgb = input[x].clone();
if (error) {
rgb = rgb.add(error.cur[x]);
}
return rgb.clamp();
};
// Apply dithering with given palette and collect color usage stats
let dither = (palette) => {
let error = {
cur: [],
next: [],
};
for (let i = 0; i < width; i++) {
error.cur[i] = new RGB(0, 0, 0);
error.next[i] = new RGB(0, 0, 0);
}
let output = zeroes(width);
let popularity = zeroes(palette.length);
let distance2 = 0;
let nextError = new RGB(0, 0, 0);
// Try dithering with this palette.
for (let x = 0; x < width; x++) {
let rgb = inputPixel(x, error);
// find the closest possible color
// @todo consider doing the difference scoring in luminance and hue spaces
let shortest = Infinity;
let pick = 1;
for (let i = 0; i < palette.length; i++) {
let diff = rgb.difference(atariRGB[palette[i]]);
let dist = diff.magnitude();
if (dist < shortest) {
nextError = diff;
shortest = dist;
pick = i;
}
}
output[x] = pick;
popularity[pick]++;
let share = (n) => nextError.multiply(n / 16);
error.cur[x + 1]?.inc(share(7));
error.next[x - 1]?.inc(share(3));
error.next[x ]?.inc(share(5));
error.next[x + 1]?.inc(share(1));
}
return {
output,
palette,
distance2,
popularity,
error: error.next
};
};
let decimated = palette.slice();
// force to grayscale
//decimated = [0, 5, 10, 15];
// force to rgb
//decimated = [0, 0x36, 0xb6, 0x86];
// force to rWb
//decimated = [0, 0x36, 0x0f, 0x86];
let reserved = [0]; // black
//reserved = [0, 15]; // black, white
//reserved = [0, 5, 10, 15]; // grayscale
//reserved = [0, 0x48, 0x78, 15]; // vaporwave
//reserved = [0, 0x3c, 0x78, 15]; // red/blue/white
/*
if (( y & 1 ) === 0) {
reserved = [0, 0x3c, 0x1e, 15]; // red/yellow/white
} else {
reserved = [0, 0x76, 0x9e, 0xb8]; // blue/cyan/green
}
*/
let keepers = zeroes(256);
for (let i of reserved) {
keepers[i & 0xfe] = 1; // drop that 0 luminance bit!
}
// Median cut!
// https://en.wikipedia.org/wiki/Median_cut
//let buckets = [input.slice()];
// preface the reserved bits
let buckets = reserved.slice().map((c) => [atariRGB[c]]).concat([input.slice()]);
if (input.length != 160) {
throw new Error('xxx bad input size');
}
/*
let buckets = [input.slice()];
if (reserved.length > 0) {
let pxPerReserved = input.length;
for (let c of reserved) {
for (let i = 0; i < pxPerReserved; i++) {
buckets[0].unshift(atariRGB[c]);
}
}
console.log(buckets[0].length, 'xxx');
}
*/
let magicSort = (picker) => (a, b) => {
let bychannel = picker(b) - picker(a);
if (bychannel) return bychannel;
let byluma = b.luma() - a.luma();
return byluma;
};
let medianCut = (bucket, range) => {
if (bucket.length < 2) {
throw new Error('short bucket');
}
//console.log('medianCut', bucket, range);
// Sort by the channel with the greatest range,
// then cut the bucket in two at the median.
if (range.g >= range.r && range.g >= range.b) {
//bucket.sort((a, b) => b.g - a.g);
bucket.sort(magicSort((rgb) => rgb.g));
} else if (range.r >= range.g && range.r >= range.b) {
//bucket.sort((a, b) => b.r - a.r);
bucket.sort(magicSort((rgb) => rgb.r));
} else if (range.b >= range.g && range.b >= range.r) {
//bucket.sort((a, b) => b.b - a.b);
bucket.sort(magicSort((rgb) => rgb.b));
}
let half = bucket.length >> 1;
//console.log('cutting', half, bucket.length);
let [bottom, top] = [bucket.slice(0, half), bucket.slice(half)];
//console.log({bottom, top});
return [bottom, top];
//return [bucket.slice(0, half), bucket.slice(half)];
};
while (buckets.length < n) {
// Find the bucket with the greatest range in any channel
let ranges = buckets.map((bucket) => {
if (bucket.length == 0) {
throw new Error('xxx empty bucket');
}
let red = bucket.map((rgb) => rgb.r);
let green = bucket.map((rgb) => rgb.g);
let blue = bucket.map((rgb) => rgb.b);
return new RGB(
Math.max(...red) - Math.min(...red),
Math.max(...green) - Math.min(...green),
Math.max(...blue) - Math.min(...blue)
);
});
let topRanges = ranges.map((rgb) => Math.max(rgb.r, rgb.g, rgb.b));
//let greatest = Math.max(...topRanges);
//let index = topRanges.indexOf(greatest);
let greatest = 0;
let index = -1;
for (let i = 0; i < topRanges.length; i++) {
//if (topRanges[i] >= greatest) {
if (topRanges[i] > greatest) {
greatest = topRanges[i];
index = i;
}
}
if (index == -1) {
// We just ran out of colors! Pad the buckets.
//while (buckets.length < n) {
// buckets.push([new RGB(0, 0, 0)]);
//}
break;
}
let [lo, hi] = medianCut(buckets[index], ranges[index]);
buckets.splice(index, 1, lo, hi);
}
if (buckets.length > n) {
throw new Error('xxx too many colors assigned');
}
decimated = buckets.map((bucket) => {
// Average the RGB colors in this chunk
let rgb = bucket
.reduce((acc, rgb) => acc.inc(rgb), new RGB(0, 0, 0))
.divide(bucket.length);
// Scale the average to the brightest
let avg_luma = rgb.luma();
let lumas = bucket.map((rgb) => rgb.luma());
let brightest = Math.max(...lumas);
if (avg_luma > 0) {
rgb = rgb.multiply(brightest / avg_luma).clamp();
}
// this also works pretty ok
// but i think keeping luma is better
//
/*
// 1) take the brightest luma
// 2) take the most saturated chroma
// 3) profit!
let lumas = bucket.map((rgb) => rgb.luma());
let brightest = Math.max(...lumas);
let saturations = bucket.map((rgb) => Math.max(rgb.r, rgb.g, rgb.b) - Math.min(rgb.r, rgb.g, rgb.b));
let saturation = Math.max(...saturations);
let saturatedIndex = saturations.indexOf(saturation);
let rgb = bucket[saturatedIndex];
let luma = rgb.luma();
if (luma > 0) {
rgb = rgb.multiply(brightest / luma).clamp();
}
*/
// pick the luma-brightest color in the bucket
// kinda nice but really aggressive with the colors
/*
let lumas = bucket.map((rgb) => rgb.luma());
let luma = Math.max(...lumas);
let rgb = bucket[lumas.indexOf(luma)];
*/
// Take the channel-brightest color in the bucket
// bad
//let rgb = bucket[bucket.length - 1];
// Take the luma-brightest color in the bucket
// wrong? bad
//let rgb = bucket.slice().sort((a, b) => b.luma() - a.luma())[bucket.length - 1];
// Take the median color in the bucket
// bad
//let rgb = bucket[bucket.length >> 1];
// Combine the brightest of each channel
// this is kinda good
/*
let rgb = new RGB(
Math.max(...bucket.map((rgb) => rgb.r)),
Math.max(...bucket.map((rgb) => rgb.g)),
Math.max(...bucket.map((rgb) => rgb.b))
);
*/
// combine the median of each channel
// sux
/*
let rgb = new RGB(
bucket.map((rgb) => rgb.r).sort((a, b) => b - a)[bucket.length >> 1],
bucket.map((rgb) => rgb.g).sort((a, b) => b - a)[bucket.length >> 1],
bucket.map((rgb) => rgb.b).sort((a, b) => b - a)[bucket.length >> 1]
);
*/
// Take the luma-median color in the bucket
//let rgb = bucket.slice().sort((a, b) => b.luma() - a.luma())[bucket.length >> 1];
// Take the brightest-channel median
//let rgb = bucket.slice()
// .sort((a, b) => Math.max(b.r, b.g, b.b) - Math.max(a.r, b.g, b.b))[bucket.length >> 1];
// And map into the Atari palette
let dists = palette.map((i) => rgb.difference(atariRGB[i]).magnitude());
let closest = Math.min(...dists);
let index = dists.indexOf(closest);
return palette[index];
});
decimated.sort((a, b) => a - b);
// Palette fits
return dither(decimated);
}
/**
* Read an image file into a buffer
* @param {string} src
* @returns {{width: number, height: number, rgba: Uint8Array}}
*/
async function loadImage(src) {
let image = await Jimp.read(src);
let width = image.bitmap.width;
let height = image.bitmap.height;
let aspect = width / height;
let dar = 2 / 1.2;
if (aspect > ((320 / 1.2) / 192)) {
// wide
width = 160;
height = Math.round((width * image.bitmap.height / image.bitmap.width) * dar);
if (height & 1) {
height++;
}
} else {
// tall
height = 192;
width = Math.round((height * image.bitmap.width / image.bitmap.height) / dar);
if (width & 1) {
width++;
}
}
image = image.resize(width, height);
let rgba = image.bitmap.data.slice();
return {
width,
height,
rgba,
};
}
function imageToLinearRGB(rgba) {
let input = [];
for (let i = 0; i < rgba.length; i += 4) {
input.push(new RGB(
rgba[i + 0],
rgba[i + 1],
rgba[i + 2]
).fromSRGB());
}
return input;
}
/**
* Read an image file, squish to 160px if necessary,
* and dither to 4 colors per scan line.
*
* @param {string} source path to source image file
* @returns {{width: number, height: number, lines: {palette: Array, output: Uint8Array}[]}}
*/
async function convert(source) {
let {
width,
height,
rgba
} = await loadImage(source);
if (width > 160) {
throw new Error(`expected <160px width, got ${width} pixels`);
}
if (height > 192) {
throw new Error(`expected <192px height, got ${height} pixels`);
}
if (rgba.length != width * 4 * height) {
console.log(`
width: ${width}
height: ${height}
rgba.length: ${rgba.length}`)
throw new Error('inconsistent data size');
}
let input = imageToLinearRGB(rgba);
if (input.length != width * height) {
console.log(`
width: ${width}
height: ${height}
rgba.length: ${input.length}`)
throw new Error('inconsistent data size on input');
}
// Start with all colors usable with regular CTIA modes
// (not the 16-luminance special mode on GTIA)
let allColors = [];
for (let i = 0; i < 256; i += 2) {
allColors.push(i);
}
let left = [], right = [];
let padding = 0;
if (width < 160) {
padding = 160 - width;
let black = new RGB(0, 0, 0);
left = repeat(black, padding >> 1);
right = repeat(black, padding + 1 >> 1);
}
let lines = [];
for (let y = 0; y < height; y++) {
let inputLine = input
.slice(y * width, (y + 1) * width);
if (padding) {
inputLine = left.concat(inputLine, right);
}
if (y > 0) {
let error = lines[y - 1].error;
inputLine = inputLine.map((rgb, x) => rgb.add(error[x]).clamp());
}
let line = decimate(inputLine, allColors, 4, y);
lines.push(line);
}
return {
width: width + padding,
height,
lines
};
}
function indexedToBitmap(width, nbits, src, dest) {
let nbytes = width * nbits / 8;
let x = 0;
for (let i = 0; i < nbytes; i++) {
let a = 0;
for (let b = 0; b < 8; b += nbits) {
a <<= nbits;
a |= src[x++];
}
dest[i] = a;
}
}
function byte2byte(arr) {
let lines = [];
for (let i=0; i < arr.length; i++) {
lines.push(`.byte ${arr[i]}`);
}
return lines.join('\n');
}
//let [even, odd] = [0, 1].map((bit) => (arr) => arr.filter((_item, index) => (index & 1) === bit));
function even(arr) {
return arr.filter((_item, index) => !(index & 1));
}
function odd(arr) {
return arr.filter((_item, index) => (index & 1));
}
function genAssembly(width, height, nbits, lines) {
let stride = width * nbits / 8;
let half = stride * height / 2;
let frame = {
palette1: new Uint8Array(height),
palette2: new Uint8Array(height),
palette3: new Uint8Array(height),
bitmap: new Uint8Array(stride * height),
};
for (let y = 0; y < height; y++) {
let base = 0;
frame.palette1[y] = lines[y + base].palette[1];
frame.palette2[y] = lines[y + base].palette[2];
frame.palette3[y] = lines[y + base].palette[3];
indexedToBitmap(
width,
nbits,
lines[y + base].output,
frame.bitmap.subarray(y * stride, (y + 1) * stride)
);
}
return `.data
.export frame1_top
.export frame1_bottom
.export frame1_palette1_even
.export frame1_palette1_odd
.export frame1_palette2_even
.export frame1_palette2_odd
.export frame1_palette3_even
.export frame1_palette3_odd
.export displaylist
.segment "BUFFERS"
.align 4096
frame1_top:
${byte2byte(frame.bitmap.slice(0, half))}
.align 4096
frame1_bottom:
${byte2byte(frame.bitmap.slice(half))}
.align 128
frame1_palette1_even:
${byte2byte(even(frame.palette1))}
.align 128
frame1_palette1_odd:
${byte2byte(odd(frame.palette1))}
.align 128
frame1_palette2_even:
${byte2byte(even(frame.palette2))}
.align 128
frame1_palette2_odd:
${byte2byte(odd(frame.palette2))}
.align 128
frame1_palette3_even:
${byte2byte(even(frame.palette3))}
.align 128
frame1_palette3_odd:
${byte2byte(odd(frame.palette3))}
.align 1024
displaylist:
; 24 lines overscan
.repeat 2
.byte $70 ; 8 blank lines
.endrep
; include a DLI to mark us as frame 0
.byte $f0 ; 8 blank lines
; ${height} lines graphics
; ANTIC mode e (160px 2bpp, 1 scan line per line)
.byte $4e
.addr frame1_top
.repeat ${height / 2 - 1}
.byte $0e
.endrep
.byte $4e
.addr frame1_bottom
.repeat ${height / 2 - 1}
.byte $0e
.endrep
.byte $41 ; jump and blank
.addr displaylist
`;
}
/**
* Double width and save as an image file
* @param {number} width
* @param {number} height
* @param {{output: number[], palette: number[]}} lines
* @param {string} dest
*/
async function saveImage(width, height, lines, dest) {
let width2 = width * 2;
let stride = width2 * 4;
let rgba = new Uint8Array(stride * height);
for (let y = 0; y < height; y++) {
let {output, palette} = lines[y];
for (let x = 0; x < width2; x++) {
let i = x >> 1;
if (i >= width) {
throw new Error('i >= width');
}
//let rgb = atariRGB[palette[output[i]]].fromLinear();
let rgb = atariRGB[palette[output[i]]].toSRGB();
rgba[y * stride + x * 4 + 0] = rgb.r;
rgba[y * stride + x * 4 + 1] = rgb.g;
rgba[y * stride + x * 4 + 2] = rgb.b;
rgba[y * stride + x * 4 + 3] = 255;
}
}
let image = await new Promise((resolve, reject) => {
new Jimp({
data: rgba,
width: width2,
height,
}, (err, image) => {
if (err) reject(err);
resolve(image);
});
});
await image.resize(Math.round(width2 * 2 / 1.2), height * 2);
await image.writeAsync(dest);
}
async function main() {
if (process.argv.length < 3) {
console.error("Usage: node dither-image.js source-image.jpg dest-asm.s");
process.exit(1);
}
let nbits = 2;
let {width, height, lines} = await convert(process.argv[2], nbits);
let asm = genAssembly(width, height, nbits, lines);
writeFileSync(process.argv[3], asm, "utf-8");
await saveImage(width, height, lines, `${process.argv[3]}.png`);
process.exit(0);
}
main();