mirror of
https://github.com/amyinspace/MagicSetEditor2.git
synced 2026-06-10 04:57:00 -04:00
bad9981ad9
Removed the year so we don't get tempted to change this ever again.
210 lines
7.7 KiB
C++
210 lines
7.7 KiB
C++
//+----------------------------------------------------------------------------+
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//| Description: Magic Set Editor - Program to make Magic (tm) cards |
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//| Copyright: (C) Twan van Laarhoven and the other MSE developers |
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//| License: GNU General Public License 2 or later (see file COPYING) |
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//+----------------------------------------------------------------------------+
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// ----------------------------------------------------------------------------- : Includes
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#include <util/prec.hpp>
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#include <gfx/gfx.hpp>
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#include <util/error.hpp>
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#include <gui/util.hpp> // clearDC_black
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#if defined(__WXMSW__) && wxUSE_WXDIB
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#include <wx/msw/dib.h>
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#endif
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void blur_image(const Image& img_in, Image& img_out);
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// ----------------------------------------------------------------------------- : Resampled text
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// scaling factor to use when drawing resampled text
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const int text_scaling = 4;
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// Downsamples the red channel of the input image to the alpha channel of the output image
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// img_in must be text_scaling times as large as img_out
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void downsample_to_alpha(Bitmap& bmp_in, Image& img_out) {
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Byte* temp = nullptr;
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#if defined(__WXMSW__) && wxUSE_WXDIB
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wxDIB img_in(bmp_in);
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if (!img_in.IsOk()) return;
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// if text_scaling = 4, then the line always is dword aligned, so we need no adjusting
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// we created a bitmap with depth 24, so that is what we should have here
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if (img_in.GetDepth() != 24) throw InternalError(_("DIB has wrong bit depth"));
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#else
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Image img_in = bmp_in.ConvertToImage();
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#endif
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Byte* in = img_in.GetData();
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Byte* out = img_in.GetData();
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// scale in the x direction, this overwrites parts of the input image
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if (img_in.GetWidth() == img_out.GetWidth() * text_scaling) {
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// no stretching
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int count = img_out.GetWidth() * img_in.GetHeight();
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for (int i = 0 ; i < count ; ++i) {
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int total = 0;
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for (int j = 0 ; j < text_scaling ; ++j) {
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total += in[3 * (j + text_scaling * i)];
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}
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out[i] = total / text_scaling;
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}
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} else {
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// resample to buffer
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temp = new Byte[img_out.GetWidth() * img_in.GetHeight()];
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out = temp;
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// custom stretch, see resample_image.cpp
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const int shift = 32-12-8; // => max size = 4096, max alpha = 255
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int w1 = img_in.GetWidth(), w2 = img_out.GetWidth(), h = img_in.GetHeight();
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int out_fact = (w2 << shift) / w1; // how much to output for 256 input = 1 pixel
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int out_rest = (w2 << shift) % w1;
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// make the image 'bolder' to compensate for compressing it
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int mul = 128 + min(256, 128*w1/(text_scaling*w2));
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for (int y = 0 ; y < h ; ++y) {
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int in_rem = out_fact + out_rest;
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for (int x = 0 ; x < w2 ; ++x) {
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int out_rem = 1 << shift;
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int tot = 0;
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while (out_rem >= in_rem) {
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// eat a whole input pixel
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tot += *in * in_rem;
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out_rem -= in_rem;
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in_rem = out_fact;
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in += 3;
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}
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if (out_rem > 0) {
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// eat a partial input pixel
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tot += *in * out_rem;
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in_rem -= out_rem;
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}
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// store
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*out = top(((tot >> shift) * mul) >> 8);
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out += 1;
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}
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}
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in = temp;
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}
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// now scale in the y direction, and write to the output alpha
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img_out.InitAlpha();
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int line_size_in = img_out.GetWidth();
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#if defined(__WXMSW__) && wxUSE_WXDIB
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// DIBs are upside down
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out = img_out.GetAlpha() + (img_out.GetHeight() - 1) * line_size_in;
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int line_size_out = -line_size_in;
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#else
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out = img_out.GetAlpha();
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int line_size_out = line_size_in;
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#endif
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int h = img_out.GetHeight();
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if (img_in.GetHeight() == h * text_scaling) {
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// no stretching
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for (int y = 0 ; y < h ; ++y) {
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for (int x = 0 ; x < line_size_in ; ++x) {
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int total = 0;
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for (int j = 0 ; j < text_scaling ; ++j) {
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total += in[x + line_size_in * (j + text_scaling * y)];
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}
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out[x + line_size_out * y] = total / text_scaling;
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}
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}
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} else {
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const int shift = 32-12-8; // => max size = 4096, max alpha = 255
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int h1 = img_in.GetHeight(), w = img_out.GetWidth();
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int out_fact = (h << shift) / h1; // how much to output for 256 input = 1 pixel
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int out_rest = (h << shift) % h1;
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int mul = 128 + min(256, 128*h1/(text_scaling*h));
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for (int x = 0 ; x < w ; ++x) {
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int in_rem = out_fact + out_rest;
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for (int y = 0 ; y < h ; ++y) {
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int out_rem = 1 << shift;
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int tot = 0;
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while (out_rem >= in_rem) {
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// eat a whole input pixel
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tot += *in * in_rem;
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out_rem -= in_rem;
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in_rem = out_fact;
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in += line_size_in;
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}
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if (out_rem > 0) {
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// eat a partial input pixel
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tot += *in * out_rem;
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in_rem -= out_rem;
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}
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// store
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*out = top(((tot >> shift) * mul) >> 8);
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out += line_size_out;
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}
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in = in - h1 * line_size_in + 1;
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out = out - h * line_size_out + 1;
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}
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}
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delete[] temp;
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}
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// simple blur
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int blur_alpha_pixel(Byte* in, int x, int y, int width, int height) {
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return (2 * ( in[0]) + // center
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(x == 0 ? in[0] : in[-1]) + // left
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(y == 0 ? in[0] : in[-width]) + // up
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(x == width - 1 ? in[0] : in[1]) + // right
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(y == height - 1 ? in[0] : in[width]) // down
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) / 6;
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}
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// TODO: move me?
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void blur_image_alpha(Image& img) {
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int width = img.GetWidth(), height = img.GetHeight();
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Byte* data = img.GetAlpha();
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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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*data = blur_alpha_pixel(data, x, y, width, height);
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++data;
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}
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}
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}
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// Draw text by first drawing it using a larger font and then downsampling it
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// optionally rotated by an angle
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void draw_resampled_text(DC& dc, const RealPoint& pos, const RealRect& rect, double stretch, Radians angle, Color color, const String& text, int blur_radius, int repeat) {
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// transparent text can be ignored
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if (color.Alpha() == 0) return;
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// enlarge slightly; some fonts are larger then the GetTextExtent tells us (especially italic fonts)
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int w = static_cast<int>(rect.width) + 3 + 2 * blur_radius, h = static_cast<int>(rect.height) + 1 + 2 * blur_radius;
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// determine sub-pixel position
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int xi = static_cast<int>(rect.x) - blur_radius / text_scaling,
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yi = static_cast<int>(rect.y) - blur_radius / text_scaling;
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int xsub = static_cast<int>(text_scaling * (pos.x - xi)),
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ysub = static_cast<int>(text_scaling * (pos.y - yi));
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// draw text
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Bitmap buffer(w * text_scaling, h * text_scaling, 24); // should be initialized to black
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wxMemoryDC mdc;
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mdc.SelectObject(buffer);
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clearDC_black(mdc);
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// now draw the text
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mdc.SetFont(dc.GetFont());
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mdc.SetTextForeground(*wxWHITE);
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mdc.DrawRotatedText(text, xsub, ysub, rad_to_deg(angle));
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// get image
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mdc.SelectObject(wxNullBitmap);
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// step 2. sample down
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double ca = fabs(cos(angle)), sa = fabs(sin(angle));
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w += int(w * (stretch - 1) * ca); // GCC makes annoying conversion warnings if *= is used here.
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h += int(h * (stretch - 1) * sa);
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Image img_small(w, h, false);
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fill_image(img_small, color);
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downsample_to_alpha(buffer, img_small);
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// multiply alpha
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if (color.Alpha() != 255) {
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set_alpha(img_small, color.Alpha() / 255.);
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}
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// blur
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for (int i = 0 ; i < blur_radius ; ++i) {
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blur_image_alpha(img_small);
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}
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// step 3. draw to dc
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for (int i = 0 ; i < repeat ; ++i) {
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dc.DrawBitmap(img_small, xi, yi);
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}
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}
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