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https://github.com/amyinspace/MagicSetEditor2.git
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Fixed transparancy in image slicer and sharp resample function
git-svn-id: svn://svn.code.sf.net/p/magicseteditor/code/trunk@623 0fc631ac-6414-0410-93d0-97cfa31319b6
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+71
-22
@@ -193,34 +193,83 @@ void sharp_downsample(const Image& img_in, Image& img_out, int amount) {
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assert(4 * center_weight - 8 * border_weight > 0);
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Byte *in = img_in.GetData(), *out = img_out.GetData();
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Byte *al = nullptr, *outa = nullptr;
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if (img_in.HasAlpha()) {
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img_out.InitAlpha();
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al = img_in.GetAlpha();
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outa = img_out.GetAlpha();
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}
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for (int y = 0 ; y < height ; ++y) {
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for (int x = 0 ; x < width ; ++x) {
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for (int c = 0 ; c < 3 ; ++c) { // for each component
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// Filter using a kernel of the form
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/* -1 -1
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* -1 c c -1
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* -1 c c -1
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* -1 -1
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* But when we are near the edge replicate the edge pixel
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*/
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int tot =
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center_weight * (in[0] + in[3] + in[line] + in[line+3]) - // center
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border_weight * (
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(x == 0 ? in[0] + in[line] : in[-3] + in[line-3]) + // left
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(x+1 == width ? in[3] + in[line+3] : in[6] + in[line+6]) + // right
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(y == 0 ? in[0] + in[3] : in[-line] + in[3-line]) + // top
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(y+1 == height ? in[line] + in[line+3] : in[line*2] + in[line*2+3]) );// bottom
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// And then avarage the result into a single pixel (downsample by factor 2)
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out[0] = col( tot / (4 * center_weight - 8 * border_weight) );
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// next pixel
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++in;
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++out;
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if (x==150&&y==150) {
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x=x;//break
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}
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// skip a pixel
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in += 3;
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// Filter using a kernel of the form
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/* -1 -1
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* -1 c c -1
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* -1 c c -1
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* -1 -1
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* But when we are near the edge ignore the pixel
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*/
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// when there is alpha, all weights are multiplied by 4*255
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int center_alpha = al ? al[0] + al[1] + al[width*2] + al[width*2+1] : 1;
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int weight = center_weight * center_alpha * 4;
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int sumR = center_weight * center_alpha * (in[0] + in[3] + in[line+0] + in[line+3]);
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int sumG = center_weight * center_alpha * (in[1] + in[4] + in[line+1] + in[line+4]);
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int sumB = center_weight * center_alpha * (in[2] + in[5] + in[line+2] + in[line+5]);
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// edges
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if (x != 0) {
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int a = al ? border_weight * min(2 * (al[-1] + al[width*2-1]), center_alpha)
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: border_weight;
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sumR -= a * (in[-3] + in[line-3]);
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sumG -= a * (in[-2] + in[line-2]);
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sumB -= a * (in[-1] + in[line-1]);
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weight -= a * 2;
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}
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if (x+1 != width) {
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int a = al ? border_weight * min(2 * (al[2] + al[width*2+2]), center_alpha)
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: border_weight;
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sumR -= a * (in[6] + in[line+6]);
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sumG -= a * (in[7] + in[line+7]);
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sumB -= a * (in[8] + in[line+8]);
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weight -= a * 2;
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}
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if (y != 0) {
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int a = al ? border_weight * min(2 * (al[-width*2] + al[-width*2+1]), center_alpha)
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: border_weight;
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sumR -= a * (in[-line+0] + in[-line+3]);
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sumG -= a * (in[-line+1] + in[-line+4]);
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sumB -= a * (in[-line+2] + in[-line+5]);
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weight -= a * 2;
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}
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if (y+1 != height) {
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int a = al ? border_weight * min(2 * (al[width*2*2] + al[width*2*2+1]), center_alpha)
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: border_weight;
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sumR -= a * (in[line*2+0] + in[line*2+3]);
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sumG -= a * (in[line*2+1] + in[line*2+4]);
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sumB -= a * (in[line*2+2] + in[line*2+5]);
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weight -= a * 2;
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}
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// And then avarage the result into a single pixel (downsample by factor 2 in both dimensions)
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if (weight > 0) {
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out[0] = col( sumR / weight );
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out[1] = col( sumG / weight );
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out[2] = col( sumB / weight );
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} else {
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out[0] = out[1] = out[2] = 0;
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}
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if (al) {
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outa[0] = center_alpha / 4;
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outa += 1;
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al += 2;
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}
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// next pixel
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in += 6;
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out += 3;
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}
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// skip a line
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in += line;
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if (al) al += width*2;
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}
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}
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