Files
MagicSetEditor2/src/gfx/combine_image.cpp
T
2024-09-17 10:22:54 +02:00

160 lines
6.4 KiB
C++

//+----------------------------------------------------------------------------+
//| Description: Magic Set Editor - Program to make Magic (tm) cards |
//| Copyright: (C) Twan van Laarhoven and the other MSE developers |
//| License: GNU General Public License 2 or later (see file COPYING) |
//+----------------------------------------------------------------------------+
// ----------------------------------------------------------------------------- : Includes
#include <util/prec.hpp>
#include <gfx/gfx.hpp>
#include <util/reflect.hpp>
#include <algorithm>
using namespace std;
// ----------------------------------------------------------------------------- : Reflection for combining modes
IMPLEMENT_REFLECTION_ENUM(ImageCombine) {
VALUE_N("normal", COMBINE_NORMAL);
VALUE_N("add", COMBINE_ADD);
VALUE_N("subtract", COMBINE_SUBTRACT);
VALUE_N("stamp", COMBINE_STAMP);
VALUE_N("difference", COMBINE_DIFFERENCE);
VALUE_N("negation", COMBINE_NEGATION);
VALUE_N("multiply", COMBINE_MULTIPLY);
VALUE_N("darken", COMBINE_DARKEN);
VALUE_N("lighten", COMBINE_LIGHTEN);
VALUE_N("color dodge", COMBINE_COLOR_DODGE);
VALUE_N("color burn", COMBINE_COLOR_BURN);
VALUE_N("screen", COMBINE_SCREEN);
VALUE_N("overlay", COMBINE_OVERLAY);
VALUE_N("hard light", COMBINE_HARD_LIGHT);
VALUE_N("soft light", COMBINE_SOFT_LIGHT);
VALUE_N("reflect", COMBINE_REFLECT);
VALUE_N("glow", COMBINE_GLOW);
VALUE_N("freeze", COMBINE_FREEZE);
VALUE_N("heat", COMBINE_HEAT);
VALUE_N("and", COMBINE_AND);
VALUE_N("or", COMBINE_OR);
VALUE_N("xor", COMBINE_XOR);
VALUE_N("shadow", COMBINE_SHADOW);
VALUE_N("symmetric overlay",COMBINE_SYMMETRIC_OVERLAY);
}
// ----------------------------------------------------------------------------- : Combining functions
// Functor for combining functions for a given combining type
template <ImageCombine combine> struct Combine {
static inline int f(int a, int b);
};
// Give a combining function for enum value 'combine'
#define COMBINE_FUN(combine,fun) \
template <> int Combine<combine>::f(int a, int b) { return fun; }
// Based on
// http://www.pegtop.net/delphi/articles/blendmodes/
COMBINE_FUN(COMBINE_NORMAL, b)
COMBINE_FUN(COMBINE_ADD, top(a + b))
COMBINE_FUN(COMBINE_SUBTRACT, bot(a - b))
COMBINE_FUN(COMBINE_STAMP, col(a - 2 * b + 256))
COMBINE_FUN(COMBINE_DIFFERENCE, abs(a - b))
COMBINE_FUN(COMBINE_NEGATION, 255 - abs(255 - a - b))
COMBINE_FUN(COMBINE_MULTIPLY, (a * b) / 255)
COMBINE_FUN(COMBINE_DARKEN, min(a, b))
COMBINE_FUN(COMBINE_LIGHTEN, max(a, b))
COMBINE_FUN(COMBINE_COLOR_DODGE, b == 255 ? 255 : top(a * 255 / (255 - b)))
COMBINE_FUN(COMBINE_COLOR_BURN, b == 0 ? 0 : bot(255 - (255-a) * 255 / b))
COMBINE_FUN(COMBINE_SCREEN, 255 - (((255 - a) * (255 - b)) / 255))
COMBINE_FUN(COMBINE_OVERLAY, a < 128
? (a * b) >> 7
: 255 - (((255 - a) * (255 - b)) >> 7))
COMBINE_FUN(COMBINE_HARD_LIGHT, b < 128
? (a * b) >> 7
: 255 - (((255 - a) * (255 - b)) >> 7))
COMBINE_FUN(COMBINE_SOFT_LIGHT, b)
COMBINE_FUN(COMBINE_REFLECT, b == 255 ? 255 : top(a * a / (255 - b)))
COMBINE_FUN(COMBINE_GLOW, a == 255 ? 255 : top(b * b / (255 - a)))
COMBINE_FUN(COMBINE_FREEZE, b == 0 ? 0 : bot(255 - (255 - a) * (255 - a) / b))
COMBINE_FUN(COMBINE_HEAT, a == 0 ? 0 : bot(255 - (255 - b) * (255 - b) / a))
COMBINE_FUN(COMBINE_AND, a & b)
COMBINE_FUN(COMBINE_OR, a | b)
COMBINE_FUN(COMBINE_XOR, a ^ b)
COMBINE_FUN(COMBINE_SHADOW, (b * a * a) / (255 * 255))
COMBINE_FUN(COMBINE_SYMMETRIC_OVERLAY, (Combine<COMBINE_OVERLAY>::f(a,b) + Combine<COMBINE_OVERLAY>::f(b,a)) / 2 )
// ----------------------------------------------------------------------------- : Combining
/// Combine image b onto image a using some combining mode.
/// The results are stored in the image A.
template <ImageCombine combine>
void combine_image_do(Image& a, Image b) {
UInt size = a.GetWidth() * a.GetHeight();
Byte *dataA = a.GetData(), *dataB = b.GetData();
// for each pixel: apply function
for (UInt i = 0 ; i < (size * 3); ++i) {
dataA[i] = Combine<combine>::f(dataA[i], dataB[i]);
}
if (a.HasAlpha() && b.HasAlpha()) {
Byte* alphaA = a.GetAlpha(), * alphaB = b.GetAlpha();
for (UInt i = 0; i < size; ++i) {
alphaA[i] = Combine<combine>::f(alphaA[i], alphaB[i]);
}
}
}
void combine_image(Image& a, const Image& b, ImageCombine combine) {
// Images must have same size
if (a.GetWidth() != b.GetWidth() || a.GetHeight() != b.GetHeight()) {
throw Error(_ERROR_("images used for combine blending must have the same size"));
}
// Combine image data, by dispatching to combineImageDo
switch(combine) {
#define DISPATCH(comb) case comb: combine_image_do<comb>(a,b); return
case COMBINE_DEFAULT:
case COMBINE_NORMAL: a = b; return; // no need to do a per pixel operation
DISPATCH(COMBINE_ADD);
DISPATCH(COMBINE_SUBTRACT);
DISPATCH(COMBINE_STAMP);
DISPATCH(COMBINE_DIFFERENCE);
DISPATCH(COMBINE_NEGATION);
DISPATCH(COMBINE_MULTIPLY);
DISPATCH(COMBINE_DARKEN);
DISPATCH(COMBINE_LIGHTEN);
DISPATCH(COMBINE_COLOR_DODGE);
DISPATCH(COMBINE_COLOR_BURN);
DISPATCH(COMBINE_SCREEN);
DISPATCH(COMBINE_OVERLAY);
DISPATCH(COMBINE_HARD_LIGHT);
DISPATCH(COMBINE_SOFT_LIGHT);
DISPATCH(COMBINE_REFLECT);
DISPATCH(COMBINE_GLOW);
DISPATCH(COMBINE_FREEZE);
DISPATCH(COMBINE_HEAT);
DISPATCH(COMBINE_AND);
DISPATCH(COMBINE_OR);
DISPATCH(COMBINE_XOR);
DISPATCH(COMBINE_SHADOW);
DISPATCH(COMBINE_SYMMETRIC_OVERLAY);
}
}
void draw_combine_image(DC& dc, UInt x, UInt y, const Image& img, ImageCombine combine) {
if (combine <= COMBINE_NORMAL) {
dc.DrawBitmap(img, x, y);
} else {
// Capture the current image in the target rectangle
Bitmap sourceB(img.GetWidth(), img.GetHeight());
wxMemoryDC sourceDC;
sourceDC.SelectObject(sourceB);
sourceDC.Blit(0, 0, img.GetWidth(), img.GetHeight(), &dc, x, y);
sourceDC.SelectObject(wxNullBitmap);
Image source = sourceB.ConvertToImage();
// Combine and draw
combine_image(source, img, combine);
dc.DrawBitmap(source, x, y);
}
}