* DrawingTidbits.cpp
*****************************************************************************
* Copyright (C) 2001 VideoLAN
- * $Id: DrawingTidbits.cpp,v 1.1 2002/08/04 17:23:43 sam Exp $
+ * $Id: DrawingTidbits.cpp,v 1.2 2002/09/30 18:30:27 titer Exp $
*
* 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
* 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"
+// ShiftComponent
inline uchar
ShiftComponent(uchar component, float percent)
{
return (uchar)(255 - percent * (255 - component));
}
+// ShiftColor
rgb_color
ShiftColor(rgb_color color, float percent)
{
return result;
}
+// CompareColors
static bool
CompareColors(const rgb_color a, const rgb_color b)
{
&& a.alpha == b.alpha;
}
-bool
+// ==
+bool
operator==(const rgb_color &a, const rgb_color &b)
{
return CompareColors(a, b);
}
-bool
+// !=
+bool
operator!=(const rgb_color &a, const rgb_color &b)
{
return !CompareColors(a, b);
}
+// ReplaceColor
void
ReplaceColor(BBitmap *bitmap, rgb_color from, rgb_color to)
{
bits[index] = toIndex;
}
+// ReplaceTransparentColor
void
ReplaceTransparentColor(BBitmap *bitmap, rgb_color with)
{
bits[index] = withIndex;
}
+// ycrcb_to_rgb
+inline void
+ycbcr_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_colors
+inline void
+mix_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_bitmap
+status_t
+scale_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_bitmap
+status_t
+convert_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:
+//printf("unkown colorspace: %ld\n", inBitmap->ColorSpace());
+ 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_float
+inline uint8
+clip_float(float value)
+{
+ if (value < 0)
+ value = 0;
+ if (value > 255)
+ value = 255;
+ return (uint8)value;
+}
+
+// dim_bitmap
+status_t
+dim_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_cmap8
+rgb_color
+dimmed_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;
+}