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  1. //
  2. // Lol Engine
  3. //
  4. // Copyright: (c) 2004-2014 Sam Hocevar <sam@hocevar.net>
  5. // This program is free software; you can redistribute it and/or
  6. // modify it under the terms of the Do What The Fuck You Want To
  7. // Public License, Version 2, as published by Sam Hocevar. See
  8. // http://www.wtfpl.net/ for more details.
  9. //
  10. #include <lol/engine-internal.h>
  11. /*
  12. * Image resizing functions
  13. */
  14. namespace lol
  15. {
  16. static Image ResizeBicubic(Image &image, ivec2 size);
  17. static Image ResizeBresenham(Image &image, ivec2 size);
  18. Image Image::Resize(ivec2 size, ResampleAlgorithm algorithm)
  19. {
  20. switch (algorithm)
  21. {
  22. case ResampleAlgorithm::Bicubic:
  23. return ResizeBicubic(*this, size);
  24. case ResampleAlgorithm::Bresenham:
  25. default:
  26. return ResizeBresenham(*this, size);
  27. }
  28. }
  29. static Image ResizeBicubic(Image &image, ivec2 size)
  30. {
  31. Image dst(size);
  32. ivec2 const oldsize = image.GetSize();
  33. vec4 const *srcp = image.Lock<PixelFormat::RGBA_F32>();
  34. vec4 *dstp = dst.Lock<PixelFormat::RGBA_F32>();
  35. float scalex = size.x > 1 ? (oldsize.x - 1.f) / (size.x - 1) : 1.f;
  36. float scaley = size.y > 1 ? (oldsize.y - 1.f) / (size.y - 1) : 1.f;
  37. for (int y = 0; y < size.y; ++y)
  38. {
  39. float yfloat = scaley * y;
  40. int yint = (int)yfloat;
  41. float y1 = yfloat - yint;
  42. vec4 const *p0 = srcp + oldsize.x * lol::min(lol::max(0, yint - 1), oldsize.y - 1);
  43. vec4 const *p1 = srcp + oldsize.x * lol::min(lol::max(0, yint ), oldsize.y - 1);
  44. vec4 const *p2 = srcp + oldsize.x * lol::min(lol::max(0, yint + 1), oldsize.y - 1);
  45. vec4 const *p3 = srcp + oldsize.x * lol::min(lol::max(0, yint + 2), oldsize.y - 1);
  46. for (int x = 0; x < size.x; ++x)
  47. {
  48. float xfloat = scalex * x;
  49. int xint = (int)xfloat;
  50. float x1 = xfloat - xint;
  51. int const i0 = lol::min(lol::max(0, xint - 1), oldsize.x - 1);
  52. int const i1 = lol::min(lol::max(0, xint ), oldsize.x - 1);
  53. int const i2 = lol::min(lol::max(0, xint + 1), oldsize.x - 1);
  54. int const i3 = lol::min(lol::max(0, xint + 2), oldsize.x - 1);
  55. vec4 a00 = p1[i1];
  56. vec4 a01 = .5f * (p2[i1] - p0[i1]);
  57. vec4 a02 = p0[i1] - 2.5f * p1[i1]
  58. + 2.f * p2[i1] - .5f * p3[i1];
  59. vec4 a03 = .5f * (p3[i1] - p0[i1]) + 1.5f * (p1[i1] - p2[i1]);
  60. vec4 a10 = .5f * (p1[i2] - p1[i0]);
  61. vec4 a11 = .25f * (p0[i0] - p2[i0] - p0[i2] + p2[i2]);
  62. vec4 a12 = .5f * (p0[i2] - p0[i0]) + 1.25f * (p1[i0] - p1[i2])
  63. + .25f * (p3[i0] - p3[i2]) + p2[i2] - p2[i0];
  64. vec4 a13 = .25f * (p0[i0] - p3[i0] - p0[i2] + p3[i2])
  65. + .75f * (p2[i0] - p1[i0] + p1[i2] - p2[i2]);
  66. vec4 a20 = p1[i0] - 2.5f * p1[i1]
  67. + 2.f * p1[i2] - .5f * p1[i3];
  68. vec4 a21 = .5f * (p2[i0] - p0[i0]) + 1.25f * (p0[i1] - p2[i1])
  69. + .25f * (p0[i3] - p2[i3]) - p0[i2] + p2[i2];
  70. vec4 a22 = p0[i0] - p3[i2] - 2.5f * (p1[i0] + p0[i1])
  71. + 2.f * (p2[i0] + p0[i2]) - .5f * (p3[i0] + p0[i3])
  72. + 6.25f * p1[i1] - 5.f * (p2[i1] + p1[i2])
  73. + 1.25f * (p3[i1] + p1[i3])
  74. + 4.f * p2[i2] - p2[i3] + .25f * p3[i3];
  75. vec4 a23 = 1.5f * (p1[i0] - p2[i0]) + .5f * (p3[i0] - p0[i0])
  76. + 1.25f * (p0[i1] - p3[i1])
  77. + 3.75f * (p2[i1] - p1[i1]) + p3[i2] - p0[i2]
  78. + 3.f * (p1[i2] - p2[i2]) + .25f * (p0[i3] - p3[i3])
  79. + .75f * (p2[i3] - p1[i3]);
  80. vec4 a30 = .5f * (p1[i3] - p1[i0]) + 1.5f * (p1[i1] - p1[i2]);
  81. vec4 a31 = .25f * (p0[i0] - p2[i0]) + .25f * (p2[i3] - p0[i3])
  82. + .75f * (p2[i1] - p0[i1] + p0[i2] - p2[i2]);
  83. vec4 a32 = -.5f * p0[i0] + 1.25f * p1[i0] - p2[i0]
  84. + .25f * p3[i0] + 1.5f * p0[i1] - 3.75f * p1[i1]
  85. + 3.f * p2[i1] - .75f * p3[i1] - 1.5f * p0[i2]
  86. + 3.75f * p1[i2] - 3.f * p2[i2] + .75f * p3[i2]
  87. + .5f * p0[i3] - 1.25f * p1[i3] + p2[i3]
  88. - .25f * p3[i3];
  89. vec4 a33 = .25f * p0[i0] - .75f * p1[i0] + .75f * p2[i0]
  90. - .25f * p3[i0] - .75f * p0[i1] + 2.25f * p1[i1]
  91. - 2.25f * p2[i1] + .75f * p3[i1] + .75f * p0[i2]
  92. - 2.25f * p1[i2] + 2.25f * p2[i2] - .75f * p3[i2]
  93. - .25f * p0[i3] + .75f * p1[i3] - .75f * p2[i3]
  94. + .25f * p3[i3];
  95. float y2 = y1 * y1; float y3 = y2 * y1;
  96. float x2 = x1 * x1; float x3 = x2 * x1;
  97. vec4 p = a00 + a01 * y1 + a02 * y2 + a03 * y3
  98. + a10 * x1 + a11 * x1 * y1 + a12 * x1 * y2 + a13 * x1 * y3
  99. + a20 * x2 + a21 * x2 * y1 + a22 * x2 * y2 + a23 * x2 * y3
  100. + a30 * x3 + a31 * x3 * y1 + a32 * x3 * y2 + a33 * x3 * y3;
  101. dstp[y * size.x + x] = lol::clamp(p, 0.f, 1.f);
  102. }
  103. }
  104. dst.Unlock(dstp);
  105. image.Unlock(srcp);
  106. return dst;
  107. }
  108. /* This is Bresenham resizing. I “rediscovered” it independently but
  109. * it was actually first described in 1995 by Tim Kientzle in “Scaling
  110. * Bitmaps with Bresenham”. */
  111. /* FIXME: the algorithm does not handle alpha components properly. Resulting
  112. * alpha should be the mean alpha value of the neightbouring pixels, but
  113. * the colour components should be weighted with the alpha value. */
  114. static Image ResizeBresenham(Image &image, ivec2 size)
  115. {
  116. Image dst(size);
  117. ivec2 const oldsize = image.GetSize();
  118. float const invswsh = 1.0f / (oldsize.x * oldsize.y);
  119. vec4 const *srcp = image.Lock<PixelFormat::RGBA_F32>();
  120. vec4 *dstp = dst.Lock<PixelFormat::RGBA_F32>();
  121. array<vec4> aline, line;
  122. aline.resize(size.x);
  123. line.resize(size.x);
  124. memset(line.data(), 0, line.bytes());
  125. int remy = 0;
  126. for (int y = 0, y0 = 0; y < size.y; y++)
  127. {
  128. memset(aline.data(), 0, aline.bytes());
  129. for (int toty = 0; toty < oldsize.y; )
  130. {
  131. if (remy == 0)
  132. {
  133. vec4 color(0.f);
  134. int remx = 0;
  135. for (int x = 0, x0 = 0; x < size.x; x++)
  136. {
  137. vec4 acolor(0.f);
  138. for (int totx = 0; totx < oldsize.x; )
  139. {
  140. if (remx == 0)
  141. {
  142. color = srcp[y0 * oldsize.x + x0];
  143. x0++;
  144. remx = size.x;
  145. }
  146. int nx = lol::min(remx, oldsize.x - totx);
  147. acolor += (float)nx * color;
  148. totx += nx;
  149. remx -= nx;
  150. }
  151. line[x] = acolor;
  152. }
  153. y0++;
  154. remy = size.y;
  155. }
  156. int ny = lol::min(remy, oldsize.y - toty);
  157. for (int x = 0; x < size.x; x++)
  158. aline[x] += (float)ny * line[x];
  159. toty += ny;
  160. remy -= ny;
  161. }
  162. for (int x = 0; x < size.x; x++)
  163. dstp[y * size.x + x] = aline[x] * invswsh;
  164. }
  165. dst.Unlock(dstp);
  166. image.Unlock(srcp);
  167. return dst;
  168. }
  169. } /* namespace lol */