X-Git-Url: https://git.saurik.com/wxWidgets.git/blobdiff_plain/06b466c74fae8f27544f143abdcabcd2385602e4..54a8f42b9d7111ab7ee7ccbcca8fcc6873906507:/src/common/image.cpp diff --git a/src/common/image.cpp b/src/common/image.cpp index d28425992d..908e1f89a3 100644 --- a/src/common/image.cpp +++ b/src/common/image.cpp @@ -127,6 +127,8 @@ wxImage::wxImage( const wxImage* image ) void wxImage::Create( int width, int height ) { + UnRef(); + m_refData = new wxImageRefData(); M_IMGDATA->m_data = (unsigned char *) malloc( width*height*3 ); @@ -885,9 +887,9 @@ wxBitmap wxImage::ConvertToBitmap() const for(i=0; iGetData(); - return nentries; } @@ -2687,19 +2681,11 @@ unsigned long wxImage::ComputeHistogram( wxHashTable &h ) * Rotation code by Carlos Moreno */ -struct wxRotationPixel -{ - unsigned char rgb[3]; -}; - -struct wxRotationPoint -{ - wxRotationPoint (double _x, double _y) : x(_x), y(_y) {} - wxRotationPoint (const wxPoint & p) : x(p.x), y(p.y) {} - double x, y; -}; +// GRG: I've removed wxRotationPoint - we already have wxRealPoint which +// does exactly the same thing. And I also got rid of wxRotationPixel +// bacause of potential problems in architectures where alignment +// is an issue, so I had to rewrite parts of the code. -static const wxRotationPixel gs_BlankPixel = {0,0,0}; static const double gs_Epsilon = 1e-10; static inline int wxCint (double x) @@ -2714,51 +2700,48 @@ static inline int wxCint (double x) // repeating the time-consuming calls to these functions -- sin/cos can // be computed and stored in the calling function. -inline wxRotationPoint rotated_point (const wxRotationPoint & p, double cos_angle, double sin_angle, const wxRotationPoint & p0) +inline wxRealPoint rotated_point (const wxRealPoint & p, double cos_angle, double sin_angle, const wxRealPoint & p0) { - return wxRotationPoint (p0.x + (p.x - p0.x) * cos_angle - (p.y - p0.y) * sin_angle, - p0.y + (p.y - p0.y) * cos_angle + (p.x - p0.x) * sin_angle); + return wxRealPoint (p0.x + (p.x - p0.x) * cos_angle - (p.y - p0.y) * sin_angle, + p0.y + (p.y - p0.y) * cos_angle + (p.x - p0.x) * sin_angle); } -inline wxRotationPoint rotated_point (double x, double y, double cos_angle, double sin_angle, const wxRotationPoint & p0) +inline wxRealPoint rotated_point (double x, double y, double cos_angle, double sin_angle, const wxRealPoint & p0) { - return rotated_point (wxRotationPoint(x,y), cos_angle, sin_angle, p0); + return rotated_point (wxRealPoint(x,y), cos_angle, sin_angle, p0); } wxImage wxImage::Rotate(double angle, const wxPoint & centre_of_rotation, bool interpolating, wxPoint * offset_after_rotation) const { - const wxImage& img = * this; int i; angle = -angle; // screen coordinates are a mirror image of "real" coordinates - // Create pointer-based array to accelerate access to wxImage's data - wxRotationPixel ** data = new wxRotationPixel * [img.GetHeight()]; + // Create pointer-based array to accelerate access to wxImage's data + unsigned char ** data = new unsigned char * [GetHeight()]; - data[0] = (wxRotationPixel *) img.GetData(); + data[0] = GetData(); - for (i = 1; i < img.GetHeight(); i++) - { - data[i] = data[i - 1] + img.GetWidth(); - } + for (i = 1; i < GetHeight(); i++) + data[i] = data[i - 1] + (3 * GetWidth()); - // pre-compute coefficients for rotation formula (sine and cosine of the angle) + // precompute coefficients for rotation formula + // (sine and cosine of the angle) const double cos_angle = cos(angle); const double sin_angle = sin(angle); - // Create new Image to store the result - // First, find rectangle that covers the rotated image; to do that, - // rotate the four corners + // Create new Image to store the result + // First, find rectangle that covers the rotated image; to do that, + // rotate the four corners - const wxRotationPoint p0 = centre_of_rotation; + const wxRealPoint p0(centre_of_rotation.x, centre_of_rotation.y); - wxRotationPoint p1 = rotated_point (0, 0, cos_angle, sin_angle, p0); - wxRotationPoint p2 = rotated_point (0, img.GetHeight(), cos_angle, sin_angle, p0); - wxRotationPoint p3 = rotated_point (img.GetWidth(), 0, cos_angle, sin_angle, p0); - wxRotationPoint p4 = rotated_point (img.GetWidth(), img.GetHeight(), cos_angle, sin_angle, p0); + wxRealPoint p1 = rotated_point (0, 0, cos_angle, sin_angle, p0); + wxRealPoint p2 = rotated_point (0, GetHeight(), cos_angle, sin_angle, p0); + wxRealPoint p3 = rotated_point (GetWidth(), 0, cos_angle, sin_angle, p0); + wxRealPoint p4 = rotated_point (GetWidth(), GetHeight(), cos_angle, sin_angle, p0); int x1 = (int) floor (wxMin (wxMin(p1.x, p2.x), wxMin(p3.x, p4.x))); int y1 = (int) floor (wxMin (wxMin(p1.y, p2.y), wxMin(p3.y, p4.y))); - int x2 = (int) ceil (wxMax (wxMax(p1.x, p2.x), wxMax(p3.x, p4.x))); int y2 = (int) ceil (wxMax (wxMax(p1.y, p2.y), wxMax(p3.y, p4.y))); @@ -2769,112 +2752,186 @@ wxImage wxImage::Rotate(double angle, const wxPoint & centre_of_rotation, bool i *offset_after_rotation = wxPoint (x1, y1); } + // GRG: The rotated (destination) image is always accessed + // sequentially, so there is no need for a pointer-based + // array here (and in fact it would be slower). + // + unsigned char * dst = rotated.GetData(); - wxRotationPixel ** result_data = new wxRotationPixel * [rotated.GetHeight()]; + // GRG: if the original image has a mask, use its RGB values + // as the blank pixel, else, fall back to default (black). + // + unsigned char blank_r = 0; + unsigned char blank_g = 0; + unsigned char blank_b = 0; - result_data[0] = (wxRotationPixel *) rotated.GetData(); - - for (i = 1; i < rotated.GetHeight(); i++) + if (HasMask()) { - result_data[i] = result_data[i - 1] + rotated.GetWidth(); + blank_r = GetMaskRed(); + blank_g = GetMaskGreen(); + blank_b = GetMaskBlue(); + rotated.SetMaskColour( blank_r, blank_g, blank_b ); } - // Now, for each point of the rotated image, find where it came from, by - // performing an inverse rotation (a rotation of -angle) and getting the - // pixel at those coordinates + // Now, for each point of the rotated image, find where it came from, by + // performing an inverse rotation (a rotation of -angle) and getting the + // pixel at those coordinates + + // GRG: I've taken the (interpolating) test out of the loops, so that + // it is done only once, instead of repeating it for each pixel. int x; - for (x = 0; x < rotated.GetWidth(); x++) + if (interpolating) { for (int y = 0; y < rotated.GetHeight(); y++) { - wxRotationPoint src = rotated_point (x + x1, y + y1, cos_angle, -sin_angle, p0); - - if (interpolating) + for (x = 0; x < rotated.GetWidth(); x++) { - if (0 < src.x && src.x < img.GetWidth() - 1 && - 0 < src.y && src.y < img.GetHeight() - 1) + wxRealPoint src = rotated_point (x + x1, y + y1, cos_angle, -sin_angle, p0); + + if (-0.25 < src.x && src.x < GetWidth() - 0.75 && + -0.25 < src.y && src.y < GetHeight() - 0.75) { - // interpolate using the 4 enclosing grid-points. Those - // points can be obtained using floor and ceiling of the - // exact coordinates of the point - - const int x1 = wxCint(floor(src.x)); - const int y1 = wxCint(floor(src.y)); - const int x2 = wxCint(ceil(src.x)); - const int y2 = wxCint(ceil(src.y)); - - // get four points and the distances (square of the distance, - // for efficiency reasons) for the interpolation formula - const wxRotationPixel & v1 = data[y1][x1]; - const wxRotationPixel & v2 = data[y1][x2]; - const wxRotationPixel & v3 = data[y2][x2]; - const wxRotationPixel & v4 = data[y2][x1]; + // interpolate using the 4 enclosing grid-points. Those + // points can be obtained using floor and ceiling of the + // exact coordinates of the point + // C.M. 2000-02-17: when the point is near the border, special care is required. + + int x1, y1, x2, y2; + + if (0 < src.x && src.x < GetWidth() - 1) + { + x1 = wxCint(floor(src.x)); + x2 = wxCint(ceil(src.x)); + } + else // else means that x is near one of the borders (0 or width-1) + { + x1 = x2 = wxCint (src.x); + } + + if (0 < src.y && src.y < GetHeight() - 1) + { + y1 = wxCint(floor(src.y)); + y2 = wxCint(ceil(src.y)); + } + else + { + y1 = y2 = wxCint (src.y); + } + + // get four points and the distances (square of the distance, + // for efficiency reasons) for the interpolation formula + + // GRG: Do not calculate the points until they are + // really needed -- this way we can calculate + // just one, instead of four, if d1, d2, d3 + // or d4 are < gs_Epsilon const double d1 = (src.x - x1) * (src.x - x1) + (src.y - y1) * (src.y - y1); const double d2 = (src.x - x2) * (src.x - x2) + (src.y - y1) * (src.y - y1); const double d3 = (src.x - x2) * (src.x - x2) + (src.y - y2) * (src.y - y2); const double d4 = (src.x - x1) * (src.x - x1) + (src.y - y2) * (src.y - y2); - // Now interpolate as a weighted average of the four surrounding - // points, where the weights are the distances to each of those points + // Now interpolate as a weighted average of the four surrounding + // points, where the weights are the distances to each of those points - // If the point is exactly at one point of the grid of the source - // image, then don't interpolate -- just assign the pixel + // If the point is exactly at one point of the grid of the source + // image, then don't interpolate -- just assign the pixel if (d1 < gs_Epsilon) // d1,d2,d3,d4 are positive -- no need for abs() { - result_data[y][x] = v1; + unsigned char *p = data[y1] + (3 * x1); + *(dst++) = *(p++); + *(dst++) = *(p++); + *(dst++) = *(p++); } else if (d2 < gs_Epsilon) { - result_data[y][x] = v2; + unsigned char *p = data[y1] + (3 * x2); + *(dst++) = *(p++); + *(dst++) = *(p++); + *(dst++) = *(p++); } else if (d3 < gs_Epsilon) { - result_data[y][x] = v3; + unsigned char *p = data[y2] + (3 * x2); + *(dst++) = *(p++); + *(dst++) = *(p++); + *(dst++) = *(p++); } else if (d4 < gs_Epsilon) { - result_data[y][x] = v4; + unsigned char *p = data[y2] + (3 * x1); + *(dst++) = *(p++); + *(dst++) = *(p++); + *(dst++) = *(p++); } else { // weights for the weighted average are proportional to the inverse of the distance + unsigned char *v1 = data[y1] + (3 * x1); + unsigned char *v2 = data[y1] + (3 * x2); + unsigned char *v3 = data[y2] + (3 * x2); + unsigned char *v4 = data[y2] + (3 * x1); + const double w1 = 1/d1, w2 = 1/d2, w3 = 1/d3, w4 = 1/d4; - for (int i = 0; i < 3; i++) // repeat calculation for R, G, and B - { - result_data[y][x].rgb[i] = - (unsigned char) ( (w1 * v1.rgb[i] + w2 * v2.rgb[i] + - w3 * v3.rgb[i] + w4 * v4.rgb[i]) / - (w1 + w2 + w3 + w4) ); - } + // GRG: Unrolled. + + *(dst++) = (unsigned char) + ( (w1 * *(v1++) + w2 * *(v2++) + + w3 * *(v3++) + w4 * *(v4++)) / + (w1 + w2 + w3 + w4) ); + *(dst++) = (unsigned char) + ( (w1 * *(v1++) + w2 * *(v2++) + + w3 * *(v3++) + w4 * *(v4++)) / + (w1 + w2 + w3 + w4) ); + *(dst++) = (unsigned char) + ( (w1 * *(v1++) + w2 * *(v2++) + + w3 * *(v3++) + w4 * *(v4++)) / + (w1 + w2 + w3 + w4) ); } } else { - result_data[y][x] = gs_BlankPixel; + *(dst++) = blank_r; + *(dst++) = blank_g; + *(dst++) = blank_b; } } - else + } + } + else // not interpolating + { + for (int y = 0; y < rotated.GetHeight(); y++) + { + for (x = 0; x < rotated.GetWidth(); x++) { - const int xs = wxCint (src.x); // wxCint performs rounding to the + wxRealPoint src = rotated_point (x + x1, y + y1, cos_angle, -sin_angle, p0); + + const int xs = wxCint (src.x); // wxCint rounds to the const int ys = wxCint (src.y); // closest integer - if (0 <= xs && xs < img.GetWidth() && - 0 <= ys && ys < img.GetHeight()) + if (0 <= xs && xs < GetWidth() && + 0 <= ys && ys < GetHeight()) { - result_data[y][x] = data[ys][xs]; + unsigned char *p = data[ys] + (3 * xs); + *(dst++) = *(p++); + *(dst++) = *(p++); + *(dst++) = *(p++); } else { - result_data[y][x] = gs_BlankPixel; + *(dst++) = blank_r; + *(dst++) = blank_g; + *(dst++) = blank_b; } } } } + delete [] data; + return rotated; }