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📄 drawingtidbits.cpp

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/***************************************************************************** * DrawingTidbits.cpp ***************************************************************************** * Copyright (C) 2001 the VideoLAN team * $Id$ * * 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., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, 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;}// ReplaceTransparentColorvoidReplaceTransparentColor(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;

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