2015-03-09 14:32:11 +01:00
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/*
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Copyright (C) 2015 Aaron Suen <warr1024@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "imagefilters.h"
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#include "util/numeric.h"
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2017-08-18 08:07:59 +02:00
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#include <cmath>
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2021-04-20 19:50:19 +02:00
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#include <cassert>
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#include <vector>
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// Simple 2D bitmap class with just the functionality needed here
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class Bitmap {
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u32 linesize, lines;
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std::vector<u8> data;
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static inline u32 bytepos(u32 index) { return index >> 3; }
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static inline u8 bitpos(u32 index) { return index & 7; }
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public:
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Bitmap(u32 width, u32 height) : linesize(width), lines(height),
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data(bytepos(width * height) + 1) {}
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inline bool get(u32 x, u32 y) const {
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u32 index = y * linesize + x;
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return data[bytepos(index)] & (1 << bitpos(index));
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}
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inline void set(u32 x, u32 y) {
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u32 index = y * linesize + x;
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data[bytepos(index)] |= 1 << bitpos(index);
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}
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inline bool all() const {
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for (u32 i = 0; i < data.size() - 1; i++) {
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if (data[i] != 0xff)
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return false;
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}
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// last byte not entirely filled
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for (u8 i = 0; i < bitpos(linesize * lines); i++) {
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bool value_of_bit = data.back() & (1 << i);
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if (!value_of_bit)
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return false;
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}
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return true;
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}
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inline void copy(Bitmap &to) const {
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assert(to.linesize == linesize && to.lines == lines);
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to.data = data;
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}
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};
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2015-03-09 14:32:11 +01:00
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/* Fill in RGB values for transparent pixels, to correct for odd colors
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* appearing at borders when blending. This is because many PNG optimizers
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* like to discard RGB values of transparent pixels, but when blending then
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2021-04-20 19:50:19 +02:00
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* with non-transparent neighbors, their RGB values will show up nonetheless.
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2015-03-09 14:32:11 +01:00
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*
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* This function modifies the original image in-place.
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*
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* Parameter "threshold" is the alpha level below which pixels are considered
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2021-04-20 19:50:19 +02:00
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* transparent. Should be 127 when the texture is used with ALPHA_CHANNEL_REF,
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* 0 when alpha blending is used.
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2015-03-09 14:32:11 +01:00
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*/
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2015-04-01 06:19:10 +02:00
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void imageCleanTransparent(video::IImage *src, u32 threshold)
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{
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2015-03-09 14:32:11 +01:00
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core::dimension2d<u32> dim = src->getDimension();
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2021-04-20 19:50:19 +02:00
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Bitmap bitmap(dim.Width, dim.Height);
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// First pass: Mark all opaque pixels
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2015-03-09 14:32:11 +01:00
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// Note: loop y around x for better cache locality.
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for (u32 ctry = 0; ctry < dim.Height; ctry++)
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for (u32 ctrx = 0; ctrx < dim.Width; ctrx++) {
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if (src->getPixel(ctrx, ctry).getAlpha() > threshold)
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bitmap.set(ctrx, ctry);
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}
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// Exit early if all pixels opaque
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if (bitmap.all())
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return;
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Bitmap newmap = bitmap;
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2021-08-15 14:46:45 +02:00
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// Cap iterations to keep runtime reasonable, for higher-res textures we can
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// get away with filling less pixels.
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int iter_max = 11 - std::max(dim.Width, dim.Height) / 16;
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iter_max = std::max(iter_max, 2);
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2021-04-20 19:50:19 +02:00
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// Then repeatedly look for transparent pixels, filling them in until
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// we're finished.
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for (u32 iter = 0; iter < iter_max; iter++) {
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2015-03-09 14:32:11 +01:00
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2021-04-20 19:50:19 +02:00
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for (u32 ctry = 0; ctry < dim.Height; ctry++)
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for (u32 ctrx = 0; ctrx < dim.Width; ctrx++) {
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// Skip pixels we have already processed
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if (bitmap.get(ctrx, ctry))
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2015-03-09 14:32:11 +01:00
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continue;
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2021-04-20 19:50:19 +02:00
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video::SColor c = src->getPixel(ctrx, ctry);
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// Sample size and total weighted r, g, b values
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u32 ss = 0, sr = 0, sg = 0, sb = 0;
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2021-04-20 19:50:19 +02:00
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// Walk each neighbor pixel (clipped to image bounds)
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2015-03-09 14:32:11 +01:00
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for (u32 sy = (ctry < 1) ? 0 : (ctry - 1);
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sy <= (ctry + 1) && sy < dim.Height; sy++)
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for (u32 sx = (ctrx < 1) ? 0 : (ctrx - 1);
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sx <= (ctrx + 1) && sx < dim.Width; sx++) {
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// Ignore pixels we haven't processed
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if (!bitmap.get(sx, sy))
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2015-03-09 14:32:11 +01:00
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continue;
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2021-04-20 19:50:19 +02:00
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// Add RGB values weighted by alpha IF the pixel is opaque, otherwise
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// use full weight since we want to propagate colors.
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video::SColor d = src->getPixel(sx, sy);
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u32 a = d.getAlpha() <= threshold ? 255 : d.getAlpha();
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2015-03-09 14:32:11 +01:00
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ss += a;
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sr += a * d.getRed();
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sg += a * d.getGreen();
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sb += a * d.getBlue();
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}
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2021-04-20 19:50:19 +02:00
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// Set pixel to average weighted by alpha
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2015-03-09 14:32:11 +01:00
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if (ss > 0) {
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c.setRed(sr / ss);
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c.setGreen(sg / ss);
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c.setBlue(sb / ss);
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src->setPixel(ctrx, ctry, c);
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newmap.set(ctrx, ctry);
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}
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}
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2021-04-20 19:50:19 +02:00
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if (newmap.all())
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return;
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// Apply changes to bitmap for next run. This is done so we don't introduce
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// a bias in color propagation in the direction pixels are processed.
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newmap.copy(bitmap);
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}
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2015-03-09 14:32:11 +01:00
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}
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/* Scale a region of an image into another image, using nearest-neighbor with
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* anti-aliasing; treat pixels as crisp rectangles, but blend them at boundaries
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* to prevent non-integer scaling ratio artifacts. Note that this may cause
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* some blending at the edges where pixels don't line up perfectly, but this
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* filter is designed to produce the most accurate results for both upscaling
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* and downscaling.
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*/
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void imageScaleNNAA(video::IImage *src, const core::rect<s32> &srcrect, video::IImage *dest)
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{
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2015-03-09 14:32:11 +01:00
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double sx, sy, minsx, maxsx, minsy, maxsy, area, ra, ga, ba, aa, pw, ph, pa;
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u32 dy, dx;
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video::SColor pxl;
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2020-06-01 15:22:04 +02:00
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// Cache rectangle boundaries.
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double sox = srcrect.UpperLeftCorner.X * 1.0;
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double soy = srcrect.UpperLeftCorner.Y * 1.0;
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double sw = srcrect.getWidth() * 1.0;
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double sh = srcrect.getHeight() * 1.0;
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// Walk each destination image pixel.
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// Note: loop y around x for better cache locality.
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core::dimension2d<u32> dim = dest->getDimension();
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for (dy = 0; dy < dim.Height; dy++)
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for (dx = 0; dx < dim.Width; dx++) {
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// Calculate floating-point source rectangle bounds.
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// Do some basic clipping, and for mirrored/flipped rects,
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// make sure min/max are in the right order.
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minsx = sox + (dx * sw / dim.Width);
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2020-06-01 15:22:04 +02:00
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minsx = rangelim(minsx, 0, sox + sw);
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2015-03-09 14:32:11 +01:00
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maxsx = minsx + sw / dim.Width;
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2020-06-01 15:22:04 +02:00
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maxsx = rangelim(maxsx, 0, sox + sw);
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2015-03-09 14:32:11 +01:00
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if (minsx > maxsx)
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SWAP(double, minsx, maxsx);
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minsy = soy + (dy * sh / dim.Height);
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2020-06-01 15:22:04 +02:00
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minsy = rangelim(minsy, 0, soy + sh);
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2015-03-09 14:32:11 +01:00
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maxsy = minsy + sh / dim.Height;
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2020-06-01 15:22:04 +02:00
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maxsy = rangelim(maxsy, 0, soy + sh);
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2015-03-09 14:32:11 +01:00
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if (minsy > maxsy)
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SWAP(double, minsy, maxsy);
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// Total area, and integral of r, g, b values over that area,
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// initialized to zero, to be summed up in next loops.
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area = 0;
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ra = 0;
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ga = 0;
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ba = 0;
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aa = 0;
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// Loop over the integral pixel positions described by those bounds.
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for (sy = floor(minsy); sy < maxsy; sy++)
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for (sx = floor(minsx); sx < maxsx; sx++) {
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// Calculate width, height, then area of dest pixel
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// that's covered by this source pixel.
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pw = 1;
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if (minsx > sx)
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pw += sx - minsx;
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if (maxsx < (sx + 1))
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pw += maxsx - sx - 1;
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ph = 1;
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if (minsy > sy)
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ph += sy - minsy;
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if (maxsy < (sy + 1))
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ph += maxsy - sy - 1;
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pa = pw * ph;
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// Get source pixel and add it to totals, weighted
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// by covered area and alpha.
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pxl = src->getPixel((u32)sx, (u32)sy);
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area += pa;
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ra += pa * pxl.getRed();
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ga += pa * pxl.getGreen();
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ba += pa * pxl.getBlue();
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aa += pa * pxl.getAlpha();
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}
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// Set the destination image pixel to the average color.
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if (area > 0) {
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pxl.setRed(ra / area + 0.5);
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pxl.setGreen(ga / area + 0.5);
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pxl.setBlue(ba / area + 0.5);
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pxl.setAlpha(aa / area + 0.5);
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} else {
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pxl.setRed(0);
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pxl.setGreen(0);
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pxl.setBlue(0);
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pxl.setAlpha(0);
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}
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dest->setPixel(dx, dy, pxl);
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}
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}
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