Commit 3a201da9 authored by twanvl's avatar twanvl

implemented more image related functions

parent 3cbbe729
...@@ -46,11 +46,10 @@ IMPLEMENT_REFLECTION(Set) { ...@@ -46,11 +46,10 @@ IMPLEMENT_REFLECTION(Set) {
if (tag.reading()) { if (tag.reading()) {
data.init(game->set_fields); data.init(game->set_fields);
} }
WITH_DYNAMIC_ARG(game_for_reading, game.get()) { WITH_DYNAMIC_ARG(game_for_reading, game.get());
REFLECT(stylesheet); REFLECT(stylesheet);
REFLECT_N("set_info", data); REFLECT_N("set_info", data);
REFLECT(cards); REFLECT(cards);
}
} }
REFLECT(apprentice_code); REFLECT(apprentice_code);
} }
......
//+----------------------------------------------------------------------------+
//| Description: Magic Set Editor - Program to make Magic (tm) cards |
//| Copyright: (C) 2001 - 2006 Twan van Laarhoven |
//| License: GNU General Public License 2 or later (see file COPYING) |
//+----------------------------------------------------------------------------+
// ----------------------------------------------------------------------------- : Includes
#include <gfx/gfx.hpp>
#include <util/error.hpp>
// ----------------------------------------------------------------------------- : Linear Blend
// sqr(x) = x^2
template <typename T> inline T sqr(T x) { return x * x; }
void linear_blend(Image& img1, const Image& img2, double x1,double y1, double x2,double y2) {
int width = img1.GetWidth(), height = img1.GetHeight();
if (img2.GetWidth() != width || img2.GetHeight() != height) {
throw Error(_("Images used for blending must have the same size"));
}
const int fixed = 1<<16; // fixed point multiplier
// equation:
// x * xm + y * ym + d == fixed * f(x,y)
// xm and ym are multiples of delta x/y:
// xm = a w (x2-x1); ym = a h (y2-y1)
// known values
// f(x1*w, y1*h) = 0
// f(x2*w, y2*h) = 1
// filling in:
// x1 * w * a * w * (x2-x1) + y1 * h * a * h * (y2-y1) + d == 0
// x2 * w * a * w * (x2-x1) + y2 * h * a * h * (y2-y1) + d == fixed
// solving for a and d:
// (using dx = x1-x2, dy = y1-y2)
// a = fixed / (w^2 dx^2 + h^2 dy^2)
// d = a * (w^2 x1 dx + h^2 y1 dy)
if (x1==x2 && y1==y2) throw Error(_("Coordinates for blending overlap"));
double a = fixed / (sqr(width) * sqr(x1-x2) + sqr(height) * sqr(y1-y2));
int xm = (x2 - x1) * width * a;
int ym = (y2 - y1) * height * a;
int d = - (x1 * width * xm + y1 * width * ym);
Byte *data1 = img1.GetData(), *data2 = img2.GetData();
// blend pixels
for (int y = 0 ; y < height ; ++y) {
for (int x = 0 ; x < width ; ++x) {
int mult = x * xm + y * ym + d;
if (mult < 0) mult = 0;
if (mult > fixed) mult = fixed;
data1[0] = data1[0] + mult * (data2[0] - data1[0]) / fixed;
data1[1] = data1[1] + mult * (data2[1] - data1[1]) / fixed;
data1[2] = data1[2] + mult * (data2[2] - data1[2]) / fixed;
data1 += 3;
data2 += 3;
}
}
}
// ----------------------------------------------------------------------------- : Mask Blend
void mask_blend(Image& img1, const Image& img2, const Image& mask) {
if (img2.GetWidth() != img1.GetWidth() || img2.GetHeight() != img1.GetHeight()
|| mask.GetWidth() != img1.GetWidth() || mask.GetHeight() != img1.GetHeight()) {
throw Error(_("Images used for blending must have the same size"));
}
UInt size = img1.GetWidth() * img1.GetHeight() * 3;
Byte *data1 = img1.GetData(), *data2 = img2.GetData(), *dataM = mask.GetData();
// for each subpixel...
for (UInt i = 0 ; i < size ; ++i) {
data1[i] = (data1[i] * dataM[i] + data2[i] * (255 - dataM[i])) / 255;
}
}
// ----------------------------------------------------------------------------- : Alpha
void set_alpha(Image& img, const Image& img_alpha) {
if (img.GetWidth() != img_alpha.GetWidth() || img.GetHeight() != img_alpha.GetHeight()) {
throw InternalError(_("Image used with maks must have same size as mask"));
}
if (!img.HasAlpha()) img.InitAlpha();
Byte *im = img.GetAlpha(), *al = img_alpha.GetData();
UInt size = img.GetWidth() * img.GetHeight();
for (UInt i = 0 ; i < size ; ++i) {
im[i] = (im[i] * al[i*3]) / 255;
}
}
...@@ -6,9 +6,8 @@ ...@@ -6,9 +6,8 @@
// ----------------------------------------------------------------------------- : Includes // ----------------------------------------------------------------------------- : Includes
#include "../util/prec.hpp" #include <gfx/gfx.hpp>
#include "../util/reflect.hpp" #include <util/reflect.hpp>
#include "gfx.hpp"
#include <algorithm> #include <algorithm>
using namespace std; using namespace std;
......
...@@ -19,23 +19,11 @@ ...@@ -19,23 +19,11 @@
// ----------------------------------------------------------------------------- : Resampling // ----------------------------------------------------------------------------- : Resampling
/// Resample (resize) an image, uses bilenear filtering /// Resample (resize) an image, uses bilenear filtering
/** The algorithm first resizes in horizontally, then vertically, void resample(const Image& img_in, Image& img_out);
* the two passes are essentially the same:
* - for each row:
* - each input pixel becomes a fixed amount of output (in 1<<shift fixed point math)
* - for each output pixel:
* - 'eat' input pixels until the total is 1<<shift
* - write the total to the output pixel
* - to ensure the sum of all the pixel amounts is exacly width<<shift an extra rest amount
* is 'eaten' from the first pixel
*
* Uses fixed point numbers internally
*/
void resample(const Image& imgIn, Image& imgOut);
/// Resamples an image, first clips the input image to a specified rectangle, /// Resamples an image, first clips the input image to a specified rectangle
/// that rectangle is resampledinto the entire output image /** The selected rectangle is resampled into the entire output image */
void resample_and_clip(const Image& imgIn, Image& imgOut, wxRect rect); void resample_and_clip(const Image& img_in, Image& img_out, wxRect rect);
/// How to preserve the aspect ratio of an image when rescaling /// How to preserve the aspect ratio of an image when rescaling
enum PreserveAspect enum PreserveAspect
...@@ -44,6 +32,8 @@ enum PreserveAspect ...@@ -44,6 +32,8 @@ enum PreserveAspect
, ASPECT_FIT ///< generate a smaller image if needed , ASPECT_FIT ///< generate a smaller image if needed
}; };
/// Resample an image, but preserve the aspect ratio by adding a transparent border around the output if needed.
void resample_preserve_aspect(const Image& img_in, Image& img_out);
// ----------------------------------------------------------------------------- : Image rotation // ----------------------------------------------------------------------------- : Image rotation
...@@ -67,8 +57,13 @@ void linear_blend(Image& img1, const Image& img2, double x1,double y1, double x2 ...@@ -67,8 +57,13 @@ void linear_blend(Image& img1, const Image& img2, double x1,double y1, double x2
*/ */
void mask_blend(Image& img1, const Image& img2, const Image& mask); void mask_blend(Image& img1, const Image& img2, const Image& mask);
/// Use the red channel of img2 as alpha channel for img1 /// Use the red channel of img_alpha as alpha channel for img
void set_alpha(Image& img1, const Image& img2); void set_alpha(Image& img, const Image& img_alpha);
// ----------------------------------------------------------------------------- : Effects
/// Saturate an image, amount should be in range [0...100]
void saturate(Image& image, int amount);
// ----------------------------------------------------------------------------- : Combining // ----------------------------------------------------------------------------- : Combining
......
//+----------------------------------------------------------------------------+
//| Description: Magic Set Editor - Program to make Magic (tm) cards |
//| Copyright: (C) 2001 - 2006 Twan van Laarhoven |
//| License: GNU General Public License 2 or later (see file COPYING) |
//+----------------------------------------------------------------------------+
// ----------------------------------------------------------------------------- : Includes
#include <gfx/gfx.hpp>
#include <util/error.hpp>
// ----------------------------------------------------------------------------- : Saturation
void saturate(Image& image, int amount) {
if (amount == 0) return; // nothing to do
int factor = 300 / amount;
int div = factor - 2;
// for each pixel...
Byte* pix = image.GetData();
Byte* end = pix + image.GetWidth() * image.GetHeight() * 3;
while (pix != end) {
int r = pix[0], g = pix[1], b = pix[2];
int r2 = (factor * r - g - b) / div;
int g2 = (factor * g - r - b) / div;
int b2 = (factor * b - r - g) / div;
pix[0] = col(r2);
pix[1] = col(g2);
pix[2] = col(b2);
pix += 3;
}
}
//+----------------------------------------------------------------------------+
//| Description: Magic Set Editor - Program to make Magic (tm) cards |
//| Copyright: (C) 2001 - 2006 Twan van Laarhoven |
//| License: GNU General Public License 2 or later (see file COPYING) |
//+----------------------------------------------------------------------------+
// ----------------------------------------------------------------------------- : Includes
#include <gfx/gfx.hpp>
#include <util/error.hpp>
// ----------------------------------------------------------------------------- : Resample passes
// bitshift for fixed point numbers
// higher is less error
// we will get errors if 2^shift * imagesize becomes too large
const int shift = 32-10-8; // => max size = 1024, max alpha = 255
// Resample an image only in a single direction, either horizontally or vertically
/* Terms are based on x resampling (keeping the same number of lines):
* offset = number of elements to skip at the start
* length = length of a line
* delta = number of elements between pixels in a lines
* lines = number of lines
* line_delta = number of elements between the the first pixel of two lines
* 1 element = 3 bytes in data, 1 byte in alpha
*/
void resample_pass(const Image& img_in, Image& img_out, int offset_in, int offset_out,
int length_in, int delta_in, int length_out, int delta_out,
int lines, int line_delta_in, int line_delta_out)
{
bool alpha = img_in.HasAlpha();
if (alpha) img_out.InitAlpha();
int out_fact = (length_out << shift) / length_in; // how much to output for 256 input = 1 pixel
int out_rest = (length_out << shift) % length_in;
// for each line
for (int l = 0 ; l < lines ; ++l) {
Byte* in = img_in .GetData() + 3 * (offset_in + line_delta_in);
Byte* out = img_out.GetData() + 3 * (offset_out + line_delta_out);
UInt in_rem = out_fact + out_rest; // remaining to input from the current input pixel
if (alpha) {
Byte* in_a = img_in .GetAlpha() + (offset_in + line_delta_in);
Byte* out_a = img_out.GetAlpha() + (offset_out + line_delta_out);
for (int x = 0 ; x < length_out ; ++x) {
UInt out_rem = 1 << shift;
UInt totR = 0, totG = 0, totB = 0, totA = 0;
while (out_rem >= in_rem) {
// eat a whole input pixel
totR += in[0] * in_rem * in_a[0]; // multiply by alpha
totG += in[1] * in_rem * in_a[0];
totB += in[2] * in_rem * in_a[0];
totA += in_a[0] * in_rem;
out_rem -= in_rem;
in_rem = out_fact;
in += 3*delta_in; in_a += delta_in;
}
if (out_rem > 0) {
// eat a partial input pixel
totR += in[0] * out_rem * in_a[0];
totG += in[1] * out_rem * in_a[0];
totB += in[2] * out_rem * in_a[0];
totA += in_a[0] * out_rem;
in_rem -= out_rem;
}
// store
if (totA) {
out[0] = totR / totA;
out[1] = totG / totA;
out[2] = totB / totA;
out_a[0] = totA >> shift;
} else {
out[0] = out[1] = out[2] = out_a[0] = 0; // div by 0 is bad
}
out += 3*delta_out; out_a += delta_out;
}
} else {
// no alpha
for (int x = 0 ; x < length_out ; ++x) {
UInt out_rem = 1 << shift;
UInt totR = 0, totG = 0, totB = 0;
while (out_rem >= in_rem) {
// eat a whole input pixel
totR += in[0] * in_rem;
totG += in[1] * in_rem;
totB += in[2] * in_rem;
out_rem -= in_rem;
in_rem = out_fact;
in += 3*delta_in;
}
if (out_rem > 0) {
// eat a partial input pixel
totR += in[0] * out_rem;
totR += in[1] * out_rem;
totR += in[2] * out_rem;
in_rem -= out_rem;
}
// store
out[0] = totR >> shift;
out[1] = totG >> shift;
out[2] = totB >> shift;
out += 3*delta_out;
}
}
}
}
// ----------------------------------------------------------------------------- : Resample
/* The algorithm first resizes in horizontally, then vertically,
* the two passes are essentially the same:
* - for each row:
* - each input pixel becomes a fixed amount of output (in 1<<shift fixed point math)
* - for each output pixel:
* - _('eat') input pixels until the total is 1<<shift
* - write the total to the output pixel
* - to ensure the sum of all the pixel amounts is exacly width<<shift an extra rest amount
* is _('eaten') from the first pixel;
*
* Uses fixed point numbers
*/
void resample(const Image& img_in, Image& img_out) {
resample_and_clip(img_in, img_out, wxRect(0, 0, img_in.GetWidth(), img_in.GetHeight()));
}
void resample_and_clip(const Image& img_in, Image& img_out, wxRect rect) {
// starting position in data
int offset_in = (rect.x + img_in.GetWidth() * rect.y);
if (img_out.GetHeight() == rect.height) {
// no resizing vertically
resample_pass(img_in, img_out, offset_in, 0, rect.width, 1, img_out .GetWidth(), 1, rect .GetHeight(), img_in.GetWidth(), img_out .GetWidth());
} else {
Image img_temp(img_out.GetWidth(), rect.height, false);
resample_pass(img_in, img_temp, offset_in, 0, rect.width, 1, img_temp.GetWidth(), 1, rect .GetHeight(), img_in.GetWidth(), img_temp.GetWidth());
resample_pass(img_temp, img_out, 0, 0, rect.height, img_temp.GetWidth(), img_out .GetHeight(), img_temp.GetWidth(), img_temp.GetWidth(), 1, 1);
}
}
// ----------------------------------------------------------------------------- : Aspect ratio preserving
// fill an image with 100% transparent
void fill_transparent(Image& img) {
if (!img.HasAlpha()) img.InitAlpha();
memset(img.GetAlpha(), 0, img.GetWidth() * img.GetHeight());
}
void resample_preserve_aspect(const Image& img_in, Image& img_out) {
int rheight = img_in.GetHeight() * img_out.GetWidth() / img_in.GetWidth();
int rwidth = img_in.GetWidth() * img_out.GetHeight() / img_in.GetHeight();
// actual size of output
if (rheight < img_out.GetHeight()) rwidth = img_out.GetWidth();
else if (rwidth < img_out.GetWidth()) rheight = img_out.GetHeight();
else {rwidth = img_out.GetWidth(); rheight = img_out.GetHeight();}
int dx = (img_out.GetWidth() - rwidth) / 2;
int dy = (img_out.GetHeight() - rheight) / 2;
// transparent background
fill_transparent(img_out);
// resample
int offset_out = dx + img_out.GetWidth() * dy;
Image img_temp(rwidth, img_in.GetHeight(), false);
resample_pass(img_in, img_temp, 0, 0, img_in.GetWidth(), 1, rwidth, 1, img_in.GetHeight(), img_in.GetWidth(), img_temp.GetWidth());
resample_pass(img_temp, img_out, 0, offset_out, img_in.GetHeight(), img_temp.GetWidth(), rheight, img_out.GetWidth(), rwidth, 1, 1);
}
...@@ -6,8 +6,7 @@ ...@@ -6,8 +6,7 @@
// ----------------------------------------------------------------------------- : Includes // ----------------------------------------------------------------------------- : Includes
#include "../util/prec.hpp" #include <gfx/gfx.hpp>
#include "gfx.hpp"
// ----------------------------------------------------------------------------- : Implementation // ----------------------------------------------------------------------------- : Implementation
......
...@@ -1052,6 +1052,9 @@ ...@@ -1052,6 +1052,9 @@
<File <File
RelativePath=".\gfx\bezier.hpp"> RelativePath=".\gfx\bezier.hpp">
</File> </File>
<File
RelativePath=".\gfx\blend_image.cpp">
</File>
<File <File
RelativePath=".\gfx\combine_image.cpp"> RelativePath=".\gfx\combine_image.cpp">
<FileConfiguration <FileConfiguration
...@@ -1070,12 +1073,18 @@ ...@@ -1070,12 +1073,18 @@
<File <File
RelativePath=".\gfx\gfx.hpp"> RelativePath=".\gfx\gfx.hpp">
</File> </File>
<File
RelativePath=".\gfx\image_effects.cpp">
</File>
<File <File
RelativePath=".\gfx\polynomial.cpp"> RelativePath=".\gfx\polynomial.cpp">
</File> </File>
<File <File
RelativePath=".\gfx\polynomial.hpp"> RelativePath=".\gfx\polynomial.hpp">
</File> </File>
<File
RelativePath=".\gfx\resample_image.cpp">
</File>
<File <File
RelativePath=".\gfx\resample_text.cpp"> RelativePath=".\gfx\resample_text.cpp">
<FileConfiguration <FileConfiguration
......
...@@ -56,11 +56,62 @@ bool script_image_up_to_date(const ScriptValueP& value) { ...@@ -56,11 +56,62 @@ bool script_image_up_to_date(const ScriptValueP& value) {
} }
} }
// ----------------------------------------------------------------------------- : ScriptableImage // ----------------------------------------------------------------------------- : ScriptableImage
ScriptImageP ScriptableImage::generate(Context& ctx) const {
try {
ScriptImageP img = to_script_image(script.invoke(ctx));
return img;
} catch (Error e) {
// loading images can fail
// it is likely we are inside a paint function or outside the main thread, handle error later
handle_error(e, false, false);
return new_intrusive1<ScriptImage>(Image(1,1));
}
}
ScriptImageP ScriptableImage::generate(Context& ctx, UInt width, UInt height, PreserveAspect preserve_aspect, bool saturate) const {
ScriptImageP image = generate(ctx);
if (!image->image.Ok()) {
// return an image so we don't fail
image->image = Image(1,1);
}
UInt iw = image->image.GetWidth(), ih = image->image.GetHeight();
if ((iw == width && ih == height) || width == 0) {
// already the right size
} else if (preserve_aspect == ASPECT_FIT) {
// determine actual size of resulting image
UInt w, h;
if (iw * height > ih * width) { // too much height requested
w = width;
h = width * ih / iw;
} else {
w = height * iw / ih;
h = height;
}
Image resampled_image(w, h, false);
resample(image->image, resampled_image);
image->image = resampled_image;
} else {
Image resampled_image(width, height, false);
if (preserve_aspect == ASPECT_BORDER && (width < height * 3) && (height < width * 3)) {
// preserve the aspect ratio if there is not too much difference
resample_preserve_aspect(image->image, resampled_image);
} else {
resample(image->image, resampled_image);
}
image->image = resampled_image;
}
if (saturate) {
::saturate(image->image, 40);
}
return image;
}
ScriptImageP ScriptableImage::update(Context& ctx, UInt width, UInt height, PreserveAspect preserve_aspect, bool saturate) { ScriptImageP ScriptableImage::update(Context& ctx, UInt width, UInt height, PreserveAspect preserve_aspect, bool saturate) {
// up to date? // up to date?
if (!cache || (UInt)cache->image.GetWidth() != width || (UInt)cache->image.GetHeight() == height) { if (!cache || (UInt)cache->image.GetWidth() != width || (UInt)cache->image.GetHeight() == height || !upToDate(ctx, last_update)) {
// cache must be updated // cache must be updated
cache = generate(ctx, width, height, preserve_aspect, saturate); cache = generate(ctx, width, height, preserve_aspect, saturate);
last_update.update(); last_update.update();
...@@ -68,6 +119,10 @@ ScriptImageP ScriptableImage::update(Context& ctx, UInt width, UInt height, Pres ...@@ -68,6 +119,10 @@ ScriptImageP ScriptableImage::update(Context& ctx, UInt width, UInt height, Pres
return cache; return cache;
} }
bool ScriptableImage::upToDate(Context& ctx, Age age) const {
WITH_DYNAMIC_ARG(last_update_age, age.get());
return (int)*script.invoke(ctx);
}
// ----------------------------------------------------------------------------- : Reflection // ----------------------------------------------------------------------------- : Reflection
......
...@@ -41,6 +41,9 @@ class Age { ...@@ -41,6 +41,9 @@ class Age {
/// Compare two ages, smaller means earlier /// Compare two ages, smaller means earlier
inline bool operator < (Age a) const { return age < a.age; } inline bool operator < (Age a) const { return age < a.age; }
/// A number corresponding to the age
inline LONG get() const { return age; }
private: private:
/// This age /// This age
LONG age; LONG age;
......
...@@ -27,7 +27,7 @@ ...@@ -27,7 +27,7 @@
/// Declare a dynamic argument. /// Declare a dynamic argument.
/** The value of the argument can be got with: name() /** The value of the argument can be got with: name()
* To change the value use WITH_DYNAMIC_ARG(name, newValue) { ... } * To change the value use WITH_DYNAMIC_ARG(name, newValue)
* To be used in a header file. Use IMPLEMENT_DYN_ARG in a source file * To be used in a header file. Use IMPLEMENT_DYN_ARG in a source file
*/ */
#define DECLARE_DYNAMIC_ARG(Type, name) \ #define DECLARE_DYNAMIC_ARG(Type, name) \
...@@ -42,7 +42,6 @@ ...@@ -42,7 +42,6 @@
inline ~name##_changer() { \ inline ~name##_changer() { \
name##_private = oldValue; \ name##_private = oldValue; \
} \ } \
inline operator bool() { return true; } \
private: \ private: \
Type oldValue; \ Type oldValue; \
} }
...@@ -55,14 +54,15 @@ ...@@ -55,14 +54,15 @@
/** Usage: /** Usage:
* @code * @code
* // here name() == old value * // here name() == old value
* WITH_DYNAMIC_ARG(name, newValue) { * {
* WITH_DYNAMIC_ARG(name, newValue);
* // here name() == newValue * // here name() == newValue
* } * }
* // here name() == old value * // here name() == old value
* @endcode * @endcode
*/ */
#define WITH_DYNAMIC_ARG(name, value) \ #define WITH_DYNAMIC_ARG(name, value) \
if (name##_changer name##_dummmy = value) // hack: variable in if guard scopes over the following block name##_changer name##_dummmy(value)
// ----------------------------------------------------------------------------- : EOF // ----------------------------------------------------------------------------- : EOF
#endif #endif
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment