Files
MagicSetEditor2/src/gfx/resample_text.cpp
T
twanvl fdb3bda26e Text drawing now uses an AColor instead of a normal Color, so transparent text is possible.
git-svn-id: svn://svn.code.sf.net/p/magicseteditor/code/trunk@848 0fc631ac-6414-0410-93d0-97cfa31319b6
2008-05-16 20:07:11 +00:00

209 lines
7.2 KiB
C++

//+----------------------------------------------------------------------------+
//| Description: Magic Set Editor - Program to make Magic (tm) cards |
//| Copyright: (C) 2001 - 2008 Twan van Laarhoven and "coppro" |
//| License: GNU General Public License 2 or later (see file COPYING) |
//+----------------------------------------------------------------------------+
// ----------------------------------------------------------------------------- : Includes
#include <util/prec.hpp>
#include <gfx/gfx.hpp>
#include <util/error.hpp>
#include <gui/util.hpp> // clearDC_black
#if defined(__WXMSW__) && wxUSE_WXDIB
#include <wx/msw/dib.h>
#endif
void blur_image(const Image& img_in, Image& img_out);
// ----------------------------------------------------------------------------- : Resampled text
// scaling factor to use when drawing resampled text
const int text_scaling = 4;
// Downsamples the red channel of the input image to the alpha channel of the output image
// img_in must be text_scaling times as large as img_out
void downsample_to_alpha(Bitmap& bmp_in, Image& img_out) {
Byte* temp = nullptr;
#if defined(__WXMSW__) && wxUSE_WXDIB
wxDIB img_in(bmp_in);
if (!img_in.IsOk()) return;
// if text_scaling = 4, then the line always is dword aligned, so we need no adjusting
// we created a bitmap with depth 24, so that is what we should have here
if (img_in.GetDepth() != 24) throw InternalError(_("DIB has wrong bit depth"));
#else
Image img_in = bmp_in.ConvertToImage();
#endif
Byte* in = img_in.GetData();
Byte* out = img_in.GetData();
// scale in the x direction, this overwrites parts of the input image
if (img_in.GetWidth() == img_out.GetWidth() * text_scaling) {
// no stretching
int count = img_out.GetWidth() * img_in.GetHeight();
for (int i = 0 ; i < count ; ++i) {
int total = 0;
for (int j = 0 ; j < text_scaling ; ++j) {
total += in[3 * (j + text_scaling * i)];
}
out[i] = total / text_scaling;
}
} else {
// resample to buffer
temp = new Byte[img_out.GetWidth() * img_in.GetHeight()];
out = temp;
// custom stretch, see resample_image.cpp
const int shift = 32-12-8; // => max size = 4096, max alpha = 255
int w1 = img_in.GetWidth(), w2 = img_out.GetWidth(), h = img_in.GetHeight();
int out_fact = (w2 << shift) / w1; // how much to output for 256 input = 1 pixel
int out_rest = (w2 << shift) % w1;
// make the image 'bolder' to compensate for compressing it
int mul = 128 + min(256, 128*w1/(text_scaling*w2));
for (int y = 0 ; y < h ; ++y) {
int in_rem = out_fact + out_rest;
for (int x = 0 ; x < w2 ; ++x) {
int out_rem = 1 << shift;
int tot = 0;
while (out_rem >= in_rem) {
// eat a whole input pixel
tot += *in * in_rem;
out_rem -= in_rem;
in_rem = out_fact;
in += 3;
}
if (out_rem > 0) {
// eat a partial input pixel
tot += *in * out_rem;
in_rem -= out_rem;
}
// store
*out = top(((tot >> shift) * mul) >> 8);
out += 1;
}
}
in = temp;
}
// now scale in the y direction, and write to the output alpha
img_out.InitAlpha();
int line_size_in = img_out.GetWidth();
#if defined(__WXMSW__) && wxUSE_WXDIB
// DIBs are upside down
out = img_out.GetAlpha() + (img_out.GetHeight() - 1) * line_size_in;
int line_size_out = -line_size_in;
#else
out = img_out.GetAlpha();
int line_size_out = line_size_in;
#endif
int h = img_out.GetHeight();
if (img_in.GetHeight() == h * text_scaling) {
// no stretching
for (int y = 0 ; y < h ; ++y) {
for (int x = 0 ; x < line_size_in ; ++x) {
int total = 0;
for (int j = 0 ; j < text_scaling ; ++j) {
total += in[x + line_size_in * (j + text_scaling * y)];
}
out[x + line_size_out * y] = total / text_scaling;
}
}
} else {
const int shift = 32-12-8; // => max size = 4096, max alpha = 255
int h1 = img_in.GetHeight(), w = img_out.GetWidth();
int out_fact = (h << shift) / h1; // how much to output for 256 input = 1 pixel
int out_rest = (h << shift) % h1;
int mul = 128 + min(256, 128*h1/(text_scaling*h));
for (int x = 0 ; x < w ; ++x) {
int in_rem = out_fact + out_rest;
for (int y = 0 ; y < h ; ++y) {
int out_rem = 1 << shift;
int tot = 0;
while (out_rem >= in_rem) {
// eat a whole input pixel
tot += *in * in_rem;
out_rem -= in_rem;
in_rem = out_fact;
in += line_size_in;
}
if (out_rem > 0) {
// eat a partial input pixel
tot += *in * out_rem;
in_rem -= out_rem;
}
// store
*out = top(((tot >> shift) * mul) >> 8);
out += line_size_out;
}
in = in - h1 * line_size_in + 1;
out = out - h * line_size_out + 1;
}
}
delete[] temp;
}
// simple blur
int blur_alpha_pixel(Byte* in, int x, int y, int width, int height) {
return (2 * ( in[0]) + // center
(x == 0 ? in[0] : in[-1]) + // left
(y == 0 ? in[0] : in[-width]) + // up
(x == width - 1 ? in[0] : in[1]) + // right
(y == height - 1 ? in[0] : in[width]) // down
) / 6;
}
// TODO: move me?
void blur_image_alpha(Image& img) {
int width = img.GetWidth(), height = img.GetHeight();
Byte* data = img.GetAlpha();
for (int y = 0 ; y < height ; ++y) {
for (int x = 0 ; x < width ; ++x) {
*data = blur_alpha_pixel(data, x, y, width, height);
++data;
}
}
}
// Draw text by first drawing it using a larger font and then downsampling it
// optionally rotated by an angle
void draw_resampled_text(DC& dc, const RealPoint& pos, const RealRect& rect, double stretch, int angle, AColor color, const String& text, int blur_radius, int repeat) {
// transparent text can be ignored
if (color.alpha == 0) return;
// enlarge slightly; some fonts are larger then the GetTextExtent tells us (especially italic fonts)
int w = static_cast<int>(rect.width) + 3 + 2 * blur_radius, h = static_cast<int>(rect.height) + 1 + 2 * blur_radius;
// determine sub-pixel position
int xi = static_cast<int>(rect.x) - blur_radius / text_scaling,
yi = static_cast<int>(rect.y) - blur_radius / text_scaling;
int xsub = static_cast<int>(text_scaling * (pos.x - xi)),
ysub = static_cast<int>(text_scaling * (pos.y - yi));
// draw text
Bitmap buffer(w * text_scaling, h * text_scaling, 24); // should be initialized to black
wxMemoryDC mdc;
mdc.SelectObject(buffer);
clearDC_black(mdc);
// now draw the text
mdc.SetFont(dc.GetFont());
mdc.SetTextForeground(*wxWHITE);
mdc.DrawRotatedText(text, xsub, ysub, angle);
// get image
mdc.SelectObject(wxNullBitmap);
// step 2. sample down
if (!sideways(angle)) w = int(w * stretch); // GCC makes annoying conversion warnings if *= is used here.
else h = int(h * stretch);
Image img_small(w, h, false);
fill_image(img_small, color);
downsample_to_alpha(buffer, img_small);
// multiply alpha
if (color.alpha != 255) {
set_alpha(img_small, color.alpha / 255.);
}
// blur
for (int i = 0 ; i < blur_radius ; ++i) {
blur_image_alpha(img_small);
}
// step 3. draw to dc
for (int i = 0 ; i < repeat ; ++i) {
dc.DrawBitmap(img_small, xi, yi);
}
}