Added rotation to wxImage
git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@5872 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
This commit is contained in:
@@ -30,6 +30,7 @@
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// For memcpy
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#include <string.h>
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#include <math.h>
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#ifdef __SALFORDC__
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#undef FAR
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@@ -2682,4 +2683,198 @@ unsigned long wxImage::ComputeHistogram( wxHashTable &h )
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return nentries;
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}
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/*
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* Rotation code by Carlos Moreno
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*/
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struct wxRotationPixel
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{
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unsigned char rgb[3];
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};
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struct wxRotationPoint
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{
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wxRotationPoint (double _x, double _y) : x(_x), y(_y) {}
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wxRotationPoint (const wxPoint & p) : x(p.x), y(p.y) {}
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double x, y;
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};
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static const wxRotationPixel gs_BlankPixel = {0,0,0};
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static const double gs_Epsilon = 1e-10;
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static inline int wxCint (double x)
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{
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return (x > 0) ? (int) (x + 0.5) : (int) (x - 0.5);
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}
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// Auxiliary function to rotate a point (x,y) with respect to point p0
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// make it inline and use a straight return to facilitate optimization
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// also, the function receives the sine and cosine of the angle to avoid
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// repeating the time-consuming calls to these functions -- sin/cos can
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// be computed and stored in the calling function.
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inline wxRotationPoint rotated_point (const wxRotationPoint & p, double cos_angle, double sin_angle, const wxRotationPoint & p0)
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{
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return wxRotationPoint (p0.x + (p.x - p0.x) * cos_angle - (p.y - p0.y) * sin_angle,
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p0.y + (p.y - p0.y) * cos_angle + (p.x - p0.x) * sin_angle);
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}
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inline wxRotationPoint rotated_point (double x, double y, double cos_angle, double sin_angle, const wxRotationPoint & p0)
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{
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return rotated_point (wxRotationPoint(x,y), cos_angle, sin_angle, p0);
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}
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wxImage wxImage::Rotate(double angle, const wxPoint & centre_of_rotation, bool interpolating, wxPoint * offset_after_rotation) const
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{
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const wxImage& img = * this;
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int i;
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angle = -angle; // screen coordinates are a mirror image of "real" coordinates
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// Create pointer-based array to accelerate access to wxImage's data
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wxRotationPixel ** data = new wxRotationPixel * [img.GetHeight()];
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data[0] = (wxRotationPixel *) img.GetData();
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for (i = 1; i < img.GetHeight(); i++)
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{
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data[i] = data[i - 1] + img.GetWidth();
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}
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// pre-compute coefficients for rotation formula (sine and cosine of the angle)
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const double cos_angle = cos(angle);
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const double sin_angle = sin(angle);
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// Create new Image to store the result
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// First, find rectangle that covers the rotated image; to do that,
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// rotate the four corners
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const wxRotationPoint & p0 = centre_of_rotation;
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wxRotationPoint p1 = rotated_point (0, 0, cos_angle, sin_angle, p0);
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wxRotationPoint p2 = rotated_point (0, img.GetHeight(), cos_angle, sin_angle, p0);
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wxRotationPoint p3 = rotated_point (img.GetWidth(), 0, cos_angle, sin_angle, p0);
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wxRotationPoint p4 = rotated_point (img.GetWidth(), img.GetHeight(), cos_angle, sin_angle, p0);
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int x1 = floor (min (min(p1.x, p2.x), min(p3.x, p4.x)));
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int y1 = floor (min (min(p1.y, p2.y), min(p3.y, p4.y)));
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int x2 = ceil (max (max(p1.x, p2.x), max(p3.x, p4.x)));
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int y2 = ceil (max (max(p1.y, p2.y), max(p3.y, p4.y)));
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wxImage rotated (x2 - x1 + 1, y2 - y1 + 1);
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if (offset_after_rotation != NULL)
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{
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*offset_after_rotation = wxPoint (x1, y1);
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}
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wxRotationPixel ** result_data = new wxRotationPixel * [rotated.GetHeight()];
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result_data[0] = (wxRotationPixel *) rotated.GetData();
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for (i = 1; i < rotated.GetHeight(); i++)
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{
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result_data[i] = result_data[i - 1] + rotated.GetWidth();
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}
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// Now, for each point of the rotated image, find where it came from, by
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// performing an inverse rotation (a rotation of -angle) and getting the
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// pixel at those coordinates
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int x;
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for (x = 0; x < rotated.GetWidth(); x++)
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{
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for (int y = 0; y < rotated.GetHeight(); y++)
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{
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wxRotationPoint src = rotated_point (x + x1, y + y1, cos_angle, -sin_angle, p0);
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if (interpolating)
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{
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if (0 < src.x && src.x < img.GetWidth() - 1 &&
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0 < src.y && src.y < img.GetHeight() - 1)
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{
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// interpolate using the 4 enclosing grid-points. Those
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// points can be obtained using floor and ceiling of the
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// exact coordinates of the point
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const int x1 = wxCint(floor(src.x));
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const int y1 = wxCint(floor(src.y));
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const int x2 = wxCint(ceil(src.x));
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const int y2 = wxCint(ceil(src.y));
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// get four points and the distances (square of the distance,
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// for efficiency reasons) for the interpolation formula
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const wxRotationPixel & v1 = data[y1][x1];
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const wxRotationPixel & v2 = data[y1][x2];
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const wxRotationPixel & v3 = data[y2][x2];
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const wxRotationPixel & v4 = data[y2][x1];
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const double d1 = (src.x - x1) * (src.x - x1) + (src.y - y1) * (src.y - y1);
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const double d2 = (src.x - x2) * (src.x - x2) + (src.y - y1) * (src.y - y1);
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const double d3 = (src.x - x2) * (src.x - x2) + (src.y - y2) * (src.y - y2);
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const double d4 = (src.x - x1) * (src.x - x1) + (src.y - y2) * (src.y - y2);
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// Now interpolate as a weighted average of the four surrounding
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// points, where the weights are the distances to each of those points
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// If the point is exactly at one point of the grid of the source
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// image, then don't interpolate -- just assign the pixel
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if (d1 < gs_Epsilon) // d1,d2,d3,d4 are positive -- no need for abs()
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{
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result_data[y][x] = v1;
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}
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else if (d2 < gs_Epsilon)
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{
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result_data[y][x] = v2;
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}
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else if (d3 < gs_Epsilon)
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{
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result_data[y][x] = v3;
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}
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else if (d4 < gs_Epsilon)
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{
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result_data[y][x] = v4;
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}
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else
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{
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// weights for the weighted average are proportional to the inverse of the distance
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const w1 = 1/d1, w2 = 1/d2, w3 = 1/d3, w4 = 1/d4;
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for (int i = 0; i < 3; i++) // repeat calculation for R, G, and B
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{
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result_data[y][x].rgb[i] =
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static_cast<unsigned char> ( (w1 * v1.rgb[i] + w2 * v2.rgb[i] +
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w3 * v3.rgb[i] + w4 * v4.rgb[i]) /
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(w1 + w2 + w3 + w4) );
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}
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}
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}
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else
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{
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result_data[y][x] = gs_BlankPixel;
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}
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}
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else
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{
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const int & xs = wxCint (src.x); // wxCint performs rounding to the
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const int & ys = wxCint (src.y); // closest integer
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if (0 <= xs && xs < img.GetWidth() &&
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0 <= ys && ys < img.GetHeight())
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{
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result_data[y][x] = data[ys][xs];
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}
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else
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{
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result_data[y][x] = gs_BlankPixel;
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}
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}
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}
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}
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return rotated;
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}
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