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  1. //
  2. // Lol Engine
  3. //
  4. // Copyright © 2004—2017 Sam Hocevar <sam@hocevar.net>
  5. //
  6. // Lol Engine is free software. It comes without any warranty, to
  7. // the extent permitted by applicable law. You can redistribute it
  8. // and/or modify it under the terms of the Do What the Fuck You Want
  9. // to Public License, Version 2, as published by the WTFPL Task Force.
  10. // See http://www.wtfpl.net/ for more details.
  11. //
  12. #include <lol/engine-internal.h>
  13. /*
  14. * Image resizing functions
  15. */
  16. namespace lol
  17. {
  18. static image ResizeBicubic(image &src, ivec2 size);
  19. static image ResizeBresenham(image &src, ivec2 size);
  20. image image::Resize(ivec2 size, ResampleAlgorithm algorithm)
  21. {
  22. switch (algorithm)
  23. {
  24. case ResampleAlgorithm::Bicubic:
  25. return ResizeBicubic(*this, size);
  26. case ResampleAlgorithm::Bresenham:
  27. default:
  28. return ResizeBresenham(*this, size);
  29. }
  30. }
  31. static image ResizeBicubic(image &src, ivec2 size)
  32. {
  33. image dst(size);
  34. ivec2 const oldsize = src.size();
  35. vec4 const *srcp = src.lock<PixelFormat::RGBA_F32>();
  36. vec4 *dstp = dst.lock<PixelFormat::RGBA_F32>();
  37. float scalex = size.x > 1 ? (oldsize.x - 1.f) / (size.x - 1) : 1.f;
  38. float scaley = size.y > 1 ? (oldsize.y - 1.f) / (size.y - 1) : 1.f;
  39. for (int y = 0; y < size.y; ++y)
  40. {
  41. float yfloat = scaley * y;
  42. int yint = (int)yfloat;
  43. float y1 = yfloat - yint;
  44. vec4 const *p0 = srcp + oldsize.x * lol::min(lol::max(0, yint - 1), oldsize.y - 1);
  45. vec4 const *p1 = srcp + oldsize.x * lol::min(lol::max(0, yint ), oldsize.y - 1);
  46. vec4 const *p2 = srcp + oldsize.x * lol::min(lol::max(0, yint + 1), oldsize.y - 1);
  47. vec4 const *p3 = srcp + oldsize.x * lol::min(lol::max(0, yint + 2), oldsize.y - 1);
  48. for (int x = 0; x < size.x; ++x)
  49. {
  50. float xfloat = scalex * x;
  51. int xint = (int)xfloat;
  52. float x1 = xfloat - xint;
  53. int const i0 = lol::min(lol::max(0, xint - 1), oldsize.x - 1);
  54. int const i1 = lol::min(lol::max(0, xint ), oldsize.x - 1);
  55. int const i2 = lol::min(lol::max(0, xint + 1), oldsize.x - 1);
  56. int const i3 = lol::min(lol::max(0, xint + 2), oldsize.x - 1);
  57. vec4 a00 = p1[i1];
  58. vec4 a01 = .5f * (p2[i1] - p0[i1]);
  59. vec4 a02 = p0[i1] - 2.5f * p1[i1]
  60. + 2.f * p2[i1] - .5f * p3[i1];
  61. vec4 a03 = .5f * (p3[i1] - p0[i1]) + 1.5f * (p1[i1] - p2[i1]);
  62. vec4 a10 = .5f * (p1[i2] - p1[i0]);
  63. vec4 a11 = .25f * (p0[i0] - p2[i0] - p0[i2] + p2[i2]);
  64. vec4 a12 = .5f * (p0[i2] - p0[i0]) + 1.25f * (p1[i0] - p1[i2])
  65. + .25f * (p3[i0] - p3[i2]) + p2[i2] - p2[i0];
  66. vec4 a13 = .25f * (p0[i0] - p3[i0] - p0[i2] + p3[i2])
  67. + .75f * (p2[i0] - p1[i0] + p1[i2] - p2[i2]);
  68. vec4 a20 = p1[i0] - 2.5f * p1[i1]
  69. + 2.f * p1[i2] - .5f * p1[i3];
  70. vec4 a21 = .5f * (p2[i0] - p0[i0]) + 1.25f * (p0[i1] - p2[i1])
  71. + .25f * (p0[i3] - p2[i3]) - p0[i2] + p2[i2];
  72. vec4 a22 = p0[i0] - p3[i2] - 2.5f * (p1[i0] + p0[i1])
  73. + 2.f * (p2[i0] + p0[i2]) - .5f * (p3[i0] + p0[i3])
  74. + 6.25f * p1[i1] - 5.f * (p2[i1] + p1[i2])
  75. + 1.25f * (p3[i1] + p1[i3])
  76. + 4.f * p2[i2] - p2[i3] + .25f * p3[i3];
  77. vec4 a23 = 1.5f * (p1[i0] - p2[i0]) + .5f * (p3[i0] - p0[i0])
  78. + 1.25f * (p0[i1] - p3[i1])
  79. + 3.75f * (p2[i1] - p1[i1]) + p3[i2] - p0[i2]
  80. + 3.f * (p1[i2] - p2[i2]) + .25f * (p0[i3] - p3[i3])
  81. + .75f * (p2[i3] - p1[i3]);
  82. vec4 a30 = .5f * (p1[i3] - p1[i0]) + 1.5f * (p1[i1] - p1[i2]);
  83. vec4 a31 = .25f * (p0[i0] - p2[i0]) + .25f * (p2[i3] - p0[i3])
  84. + .75f * (p2[i1] - p0[i1] + p0[i2] - p2[i2]);
  85. vec4 a32 = -.5f * p0[i0] + 1.25f * p1[i0] - p2[i0]
  86. + .25f * p3[i0] + 1.5f * p0[i1] - 3.75f * p1[i1]
  87. + 3.f * p2[i1] - .75f * p3[i1] - 1.5f * p0[i2]
  88. + 3.75f * p1[i2] - 3.f * p2[i2] + .75f * p3[i2]
  89. + .5f * p0[i3] - 1.25f * p1[i3] + p2[i3]
  90. - .25f * p3[i3];
  91. vec4 a33 = .25f * p0[i0] - .75f * p1[i0] + .75f * p2[i0]
  92. - .25f * p3[i0] - .75f * p0[i1] + 2.25f * p1[i1]
  93. - 2.25f * p2[i1] + .75f * p3[i1] + .75f * p0[i2]
  94. - 2.25f * p1[i2] + 2.25f * p2[i2] - .75f * p3[i2]
  95. - .25f * p0[i3] + .75f * p1[i3] - .75f * p2[i3]
  96. + .25f * p3[i3];
  97. float y2 = y1 * y1; float y3 = y2 * y1;
  98. float x2 = x1 * x1; float x3 = x2 * x1;
  99. vec4 p = a00 + a01 * y1 + a02 * y2 + a03 * y3
  100. + a10 * x1 + a11 * x1 * y1 + a12 * x1 * y2 + a13 * x1 * y3
  101. + a20 * x2 + a21 * x2 * y1 + a22 * x2 * y2 + a23 * x2 * y3
  102. + a30 * x3 + a31 * x3 * y1 + a32 * x3 * y2 + a33 * x3 * y3;
  103. dstp[y * size.x + x] = lol::clamp(p, 0.f, 1.f);
  104. }
  105. }
  106. dst.unlock(dstp);
  107. src.unlock(srcp);
  108. return dst;
  109. }
  110. /* This is Bresenham resizing. I “rediscovered” it independently but
  111. * it was actually first described in 1995 by Tim Kientzle in “Scaling
  112. * Bitmaps with Bresenham”. */
  113. /* FIXME: the algorithm does not handle alpha components properly. Resulting
  114. * alpha should be the mean alpha value of the neightbouring pixels, but
  115. * the colour components should be weighted with the alpha value. */
  116. static image ResizeBresenham(image &src, ivec2 size)
  117. {
  118. image dst(size);
  119. ivec2 const oldsize = src.size();
  120. float const invswsh = 1.0f / (oldsize.x * oldsize.y);
  121. vec4 const *srcp = src.lock<PixelFormat::RGBA_F32>();
  122. vec4 *dstp = dst.lock<PixelFormat::RGBA_F32>();
  123. array<vec4> aline, line;
  124. aline.resize(size.x);
  125. line.resize(size.x);
  126. memset(line.data(), 0, line.bytes());
  127. int remy = 0;
  128. for (int y = 0, y0 = 0; y < size.y; y++)
  129. {
  130. memset(aline.data(), 0, aline.bytes());
  131. for (int toty = 0; toty < oldsize.y; )
  132. {
  133. if (remy == 0)
  134. {
  135. vec4 color(0.f);
  136. int remx = 0;
  137. for (int x = 0, x0 = 0; x < size.x; x++)
  138. {
  139. vec4 acolor(0.f);
  140. for (int totx = 0; totx < oldsize.x; )
  141. {
  142. if (remx == 0)
  143. {
  144. color = srcp[y0 * oldsize.x + x0];
  145. x0++;
  146. remx = size.x;
  147. }
  148. int nx = lol::min(remx, oldsize.x - totx);
  149. acolor += (float)nx * color;
  150. totx += nx;
  151. remx -= nx;
  152. }
  153. line[x] = acolor;
  154. }
  155. y0++;
  156. remy = size.y;
  157. }
  158. int ny = lol::min(remy, oldsize.y - toty);
  159. for (int x = 0; x < size.x; x++)
  160. aline[x] += (float)ny * line[x];
  161. toty += ny;
  162. remy -= ny;
  163. }
  164. for (int x = 0; x < size.x; x++)
  165. dstp[y * size.x + x] = aline[x] * invswsh;
  166. }
  167. dst.unlock(dstp);
  168. src.unlock(srcp);
  169. return dst;
  170. }
  171. } /* namespace lol */