📄 drawingtidbits.cpp
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/***************************************************************************** * DrawingTidbits.cpp ***************************************************************************** * Copyright (C) 2001 VideoLAN * $Id: DrawingTidbits.cpp 10101 2005-03-02 16:47:31Z robux4 $ * * Authors: Tony Castley <tcastley@mail.powerup.com.au> * Stephan Aßmus <stippi@yellowbites.com> * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111, USA. *****************************************************************************/#include <math.h>#include <Bitmap.h>#include <Debug.h>#include <Screen.h>#include "DrawingTidbits.h"// ShiftComponentinline ucharShiftComponent(uchar component, float percent){ // change the color by <percent>, make sure we aren't rounding // off significant bits if (percent >= 1) return (uchar)(component * (2 - percent)); else return (uchar)(255 - percent * (255 - component));}// ShiftColorrgb_colorShiftColor(rgb_color color, float percent){ rgb_color result = { ShiftComponent(color.red, percent), ShiftComponent(color.green, percent), ShiftComponent(color.blue, percent), 0 }; return result;}// CompareColorsstatic boolCompareColors(const rgb_color a, const rgb_color b){ return a.red == b.red && a.green == b.green && a.blue == b.blue && a.alpha == b.alpha;}// ==booloperator==(const rgb_color &a, const rgb_color &b){ return CompareColors(a, b);}// !=booloperator!=(const rgb_color &a, const rgb_color &b){ return !CompareColors(a, b);}// ReplaceColorvoidReplaceColor(BBitmap *bitmap, rgb_color from, rgb_color to){ ASSERT(bitmap->ColorSpace() == B_COLOR_8_BIT); // other color spaces not implemented yet BScreen screen(B_MAIN_SCREEN_ID); uint32 fromIndex = screen.IndexForColor(from); uint32 toIndex = screen.IndexForColor(to); uchar *bits = (uchar *)bitmap->Bits(); int32 bitsLength = bitmap->BitsLength(); for (int32 index = 0; index < bitsLength; index++) if (bits[index] == fromIndex) bits[index] = toIndex;}// ReplaceTransparentColorvoid ReplaceTransparentColor(BBitmap *bitmap, rgb_color with){ ASSERT(bitmap->ColorSpace() == B_COLOR_8_BIT); // other color spaces not implemented yet BScreen screen(B_MAIN_SCREEN_ID); uint32 withIndex = screen.IndexForColor(with); uchar *bits = (uchar *)bitmap->Bits(); int32 bitsLength = bitmap->BitsLength(); for (int32 index = 0; index < bitsLength; index++) if (bits[index] == B_TRANSPARENT_8_BIT) bits[index] = withIndex;}// ycrcb_to_rgbinline voidycbcr_to_rgb( uint8 y, uint8 cb, uint8 cr, uint8& r, uint8& g, uint8& b){ r = (uint8)max_c( 0, min_c( 255, 1.164 * ( y - 16 ) + 1.596 * ( cr - 128 ) ) ); g = (uint8)max_c( 0, min_c( 255, 1.164 * ( y - 16 ) - 0.813 * ( cr - 128 ) - 0.391 * ( cb - 128 ) ) ); b = (uint8)max_c( 0, min_c( 255, 1.164 * ( y - 16 ) + 2.018 * ( cb - 128 ) ) );}// this function will not produce visually pleasing results!// we'd have to convert to Lab colorspace, do the mixing// and convert back to RGB - in an ideal world...//// mix_colorsinline voidmix_colors( uint8 ra, uint8 ga, uint8 ba, uint8 rb, uint8 gb, uint8 bb, uint8& r, uint8& g, uint8& b, float mixLevel ){ float mixA = ( 1.0 - mixLevel ); float mixB = mixLevel; r = (uint8)(mixA * ra + mixB * rb); g = (uint8)(mixA * ga + mixB * gb); b = (uint8)(mixA * ba + mixB * bb);}// the algorithm used is probably pretty slow, but it should be easy// to understand what's going on...//// scale_bitmapstatus_tscale_bitmap( BBitmap* bitmap, uint32 fromWidth, uint32 fromHeight ){ status_t status = B_BAD_VALUE; if ( bitmap && bitmap->IsValid() && ( bitmap->ColorSpace() == B_RGB32 || bitmap->ColorSpace() == B_RGBA32 ) ) { status = B_MISMATCHED_VALUES; // we only support upscaling as of now uint32 destWidth = bitmap->Bounds().IntegerWidth() + 1; uint32 destHeight = bitmap->Bounds().IntegerHeight() + 1; if ( fromWidth <= destWidth && fromHeight <= destHeight ) { status = B_OK; uint32 bpr = bitmap->BytesPerRow(); if ( fromWidth < destWidth ) { // scale horizontally uint8* src = (uint8*)bitmap->Bits(); uint8* p = new uint8[fromWidth * 4]; // temp buffer for ( uint32 y = 0; y < fromHeight; y++ ) { // copy valid pixels into temp buffer memcpy( p, src, fromWidth * 4 ); for ( uint32 x = 0; x < destWidth; x++ ) { // mix colors of left and right pixels and write it back // into the bitmap float xPos = ( (float)x / (float)destWidth ) * (float)fromWidth; uint32 leftIndex = (uint32)floorf( xPos ) * 4; uint32 rightIndex = (uint32)ceilf( xPos ) * 4; rgb_color left; left.red = p[leftIndex + 2]; left.green = p[leftIndex + 1]; left.blue = p[leftIndex + 0]; rgb_color right; right.red = p[rightIndex + 2]; right.green = p[rightIndex + 1]; right.blue = p[rightIndex + 0]; rgb_color mix; mix_colors( left.red, left.green, left.blue, right.red, right.green, right.blue, mix.red, mix.green, mix.blue, xPos - floorf( xPos ) ); uint32 destIndex = x * 4; src[destIndex + 2] = mix.red; src[destIndex + 1] = mix.green; src[destIndex + 0] = mix.blue; } src += bpr; } delete[] p; } if ( fromHeight < destHeight ) { // scale vertically uint8* src = (uint8*)bitmap->Bits(); uint8* p = new uint8[fromHeight * 3]; // temp buffer for ( uint32 x = 0; x < destWidth; x++ ) { // copy valid pixels into temp buffer for ( uint32 y = 0; y < fromHeight; y++ ) { uint32 destIndex = y * 3; uint32 srcIndex = x * 4 + y * bpr; p[destIndex + 0] = src[srcIndex + 0]; p[destIndex + 1] = src[srcIndex + 1]; p[destIndex + 2] = src[srcIndex + 2]; } // do the scaling for ( uint32 y = 0; y < destHeight; y++ ) { // mix colors of upper and lower pixels and write it back // into the bitmap float yPos = ( (float)y / (float)destHeight ) * (float)fromHeight; uint32 upperIndex = (uint32)floorf( yPos ) * 3; uint32 lowerIndex = (uint32)ceilf( yPos ) * 3; rgb_color upper; upper.red = p[upperIndex + 2]; upper.green = p[upperIndex + 1]; upper.blue = p[upperIndex + 0]; rgb_color lower; lower.red = p[lowerIndex + 2]; lower.green = p[lowerIndex + 1]; lower.blue = p[lowerIndex + 0]; rgb_color mix; mix_colors( upper.red, upper.green, upper.blue, lower.red, lower.green, lower.blue, mix.red, mix.green, mix.blue, yPos - floorf( yPos ) ); uint32 destIndex = x * 4 + y * bpr; src[destIndex + 2] = mix.red; src[destIndex + 1] = mix.green; src[destIndex + 0] = mix.blue; } } delete[] p; } } } return status;}// convert_bitmapstatus_tconvert_bitmap( BBitmap* inBitmap, BBitmap* outBitmap ){ status_t status = B_BAD_VALUE; // see that we got valid bitmaps if ( inBitmap && inBitmap->IsValid() && outBitmap && outBitmap->IsValid() ) { status = B_MISMATCHED_VALUES; // see that bitmaps are compatible and that we support the conversion if ( inBitmap->Bounds().Width() <= outBitmap->Bounds().Width() && inBitmap->Bounds().Height() <= outBitmap->Bounds().Height() && ( outBitmap->ColorSpace() == B_RGB32 || outBitmap->ColorSpace() == B_RGBA32) ) { int32 width = inBitmap->Bounds().IntegerWidth() + 1; int32 height = inBitmap->Bounds().IntegerHeight() + 1; int32 srcBpr = inBitmap->BytesPerRow(); int32 dstBpr = outBitmap->BytesPerRow(); uint8* srcBits = (uint8*)inBitmap->Bits(); uint8* dstBits = (uint8*)outBitmap->Bits(); switch (inBitmap->ColorSpace()) { case B_YCbCr422: // Y0[7:0] Cb0[7:0] Y1[7:0] Cr0[7:0] // Y2[7:0] Cb2[7:0] Y3[7:0] Cr2[7:0] for ( int32 y = 0; y < height; y++ ) { for ( int32 x = 0; x < width; x += 2 ) { int32 srcOffset = x * 2; int32 dstOffset = x * 4; ycbcr_to_rgb( srcBits[srcOffset + 0], srcBits[srcOffset + 1], srcBits[srcOffset + 3], dstBits[dstOffset + 2], dstBits[dstOffset + 1], dstBits[dstOffset + 0] ); ycbcr_to_rgb( srcBits[srcOffset + 2], srcBits[srcOffset + 1], srcBits[srcOffset + 3], dstBits[dstOffset + 6], dstBits[dstOffset + 5], dstBits[dstOffset + 4] ); // take care of alpha dstBits[x * 4 + 3] = 255; dstBits[x * 4 + 7] = 255; } srcBits += srcBpr; dstBits += dstBpr; } status = B_OK; break; case B_YCbCr420: // Non-interlaced only! // Cb0 Y0 Y1 Cb2 Y2 Y3 on even scan lines ... // Cr0 Y0 Y1 Cr2 Y2 Y3 on odd scan lines status = B_ERROR; break; case B_YUV422: // U0[7:0] Y0[7:0] V0[7:0] Y1[7:0] // U2[7:0] Y2[7:0] V2[7:0] Y3[7:0] status = B_ERROR; break; case B_RGB32: case B_RGBA32: memcpy( dstBits, srcBits, inBitmap->BitsLength() ); status = B_OK; break; case B_RGB16: // G[2:0],B[4:0] R[4:0],G[5:3] for ( int32 y = 0; y < height; y ++ ) { for ( int32 x = 0; x < width; x++ ) { int32 srcOffset = x * 2; int32 dstOffset = x * 4; uint8 blue = srcBits[srcOffset + 0] & 0x1f; uint8 green = ( srcBits[srcOffset + 0] >> 5 ) | ( ( srcBits[srcOffset + 1] & 0x07 ) << 3 ); uint8 red = srcBits[srcOffset + 1] & 0xf8; // homogeneously scale each component to 8 bit dstBits[dstOffset + 0] = (blue << 3) | (blue >> 2); dstBits[dstOffset + 1] = (green << 2) | (green >> 4); dstBits[dstOffset + 2] = red | (red >> 5); } srcBits += srcBpr; dstBits += dstBpr; } status = B_OK; break; default: status = B_MISMATCHED_VALUES; break; } if ( status == B_OK ) { if ( width < outBitmap->Bounds().IntegerWidth() + 1 || height < outBitmap->Bounds().IntegerHeight() + 1 ) { scale_bitmap( outBitmap, width, height ); } } } } return status;}// clip_floatinline uint8clip_float(float value){ if (value < 0) value = 0; if (value > 255) value = 255; return (uint8)value;}// dim_bitmapstatus_tdim_bitmap(BBitmap* bitmap, rgb_color center, float dimLevel){ status_t status = B_BAD_VALUE; if (bitmap && bitmap->IsValid()) { switch (bitmap->ColorSpace()) { case B_CMAP8: { BScreen screen(B_MAIN_SCREEN_ID); if (screen.IsValid()) { // iterate over each pixel, get the respective // color from the screen object, find the distance // to the "center" color and shorten the distance // by "dimLevel" int32 length = bitmap->BitsLength(); uint8* bits = (uint8*)bitmap->Bits(); for (int32 i = 0; i < length; i++) { // preserve transparent pixels if (bits[i] != B_TRANSPARENT_MAGIC_CMAP8) { // get color for this index rgb_color c = screen.ColorForIndex(bits[i]); // red float dist = (c.red - center.red) * dimLevel; c.red = clip_float(center.red + dist); // green dist = (c.green - center.green) * dimLevel; c.green = clip_float(center.green + dist); // blue dist = (c.blue - center.blue) * dimLevel; c.blue = clip_float(center.blue + dist); // write correct index of the dimmed color // back into bitmap (and hope the match is close...) bits[i] = screen.IndexForColor(c); } } status = B_OK; } break; } case B_RGB32: case B_RGBA32: { // iterate over each color component, find the distance // to the "center" color and shorten the distance // by "dimLevel" uint8* bits = (uint8*)bitmap->Bits(); int32 bpr = bitmap->BytesPerRow(); int32 pixels = bitmap->Bounds().IntegerWidth() + 1; int32 lines = bitmap->Bounds().IntegerHeight() + 1; // iterate over color components for (int32 y = 0; y < lines; y++) { for (int32 x = 0; x < pixels; x++) { int32 offset = 4 * x; // four bytes per pixel // blue float dist = (bits[offset + 0] - center.blue) * dimLevel; bits[offset + 0] = clip_float(center.blue + dist); // green dist = (bits[offset + 1] - center.green) * dimLevel; bits[offset + 1] = clip_float(center.green + dist); // red dist = (bits[offset + 2] - center.red) * dimLevel; bits[offset + 2] = clip_float(center.red + dist); // ignore alpha channel } // next line bits += bpr; } status = B_OK; break; } default: status = B_ERROR; break; } } return status;}// dimmed_color_cmap8rgb_colordimmed_color_cmap8(rgb_color color, rgb_color center, float dimLevel){ BScreen screen(B_MAIN_SCREEN_ID); if (screen.IsValid()) { // red float dist = (color.red - center.red) * dimLevel; color.red = clip_float(center.red + dist); // green dist = (color.green - center.green) * dimLevel; color.green = clip_float(center.green + dist); // blue dist = (color.blue - center.blue) * dimLevel; color.blue = clip_float(center.blue + dist); // get color index for dimmed color int32 index = screen.IndexForColor(color); // put color at index (closest match in palette // to dimmed result) into returned color color = screen.ColorForIndex(index); } return color;}
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