Partially rewrote rotation code due to a potential alignment problem
git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@5978 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
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@ -2679,17 +2679,10 @@ unsigned long wxImage::ComputeHistogram( wxHashTable &h )
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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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// GRG: I've removed wxRotationPoint - we already have wxRealPoint which
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// does exactly the same thing. And I also got rid of wxRotationPixel
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// bacause of potential problems in architectures where alignment
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// is an issue, so I had to rewrite parts of the code.
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static const double gs_Epsilon = 1e-10;
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@ -2705,34 +2698,31 @@ static inline int wxCint (double x)
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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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inline wxRealPoint rotated_point (const wxRealPoint & p, double cos_angle, double sin_angle, const wxRealPoint & 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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return wxRealPoint (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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inline wxRealPoint rotated_point (double x, double y, double cos_angle, double sin_angle, const wxRealPoint & p0)
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{
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return rotated_point (wxRotationPoint(x,y), cos_angle, sin_angle, p0);
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return rotated_point (wxRealPoint(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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unsigned char ** data = new unsigned char * [GetHeight()];
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data[0] = (wxRotationPixel *) img.GetData();
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data[0] = 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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for (i = 1; i < GetHeight(); i++)
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data[i] = data[i - 1] + (3 * GetWidth());
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// pre-compute coefficients for rotation formula
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// precompute coefficients for rotation formula
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// (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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@ -2741,16 +2731,15 @@ wxImage wxImage::Rotate(double angle, const wxPoint & centre_of_rotation, bool i
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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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const wxRealPoint p0(centre_of_rotation.x, centre_of_rotation.y);
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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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wxRealPoint p1 = rotated_point (0, 0, cos_angle, sin_angle, p0);
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wxRealPoint p2 = rotated_point (0, GetHeight(), cos_angle, sin_angle, p0);
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wxRealPoint p3 = rotated_point (GetWidth(), 0, cos_angle, sin_angle, p0);
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wxRealPoint p4 = rotated_point (GetWidth(), GetHeight(), cos_angle, sin_angle, p0);
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int x1 = (int) floor (wxMin (wxMin(p1.x, p2.x), wxMin(p3.x, p4.x)));
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int y1 = (int) floor (wxMin (wxMin(p1.y, p2.y), wxMin(p3.y, p4.y)));
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int x2 = (int) ceil (wxMax (wxMax(p1.x, p2.x), wxMax(p3.x, p4.x)));
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int y2 = (int) ceil (wxMax (wxMax(p1.y, p2.y), wxMax(p3.y, p4.y)));
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@ -2761,48 +2750,45 @@ wxImage wxImage::Rotate(double angle, const wxPoint & centre_of_rotation, bool i
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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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// GRG: The rotated (destination) image is always accessed
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// sequentially, so there is no need for a pointer-based
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// array here (and in fact it would be slower).
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//
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unsigned char * dst = rotated.GetData();
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// GRG: if the original image has a mask, use its RGB values
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// as the blank pixel, else, fall back to default (black).
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//
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wxRotationPixel blankPixel = {{ 0, 0, 0 }};
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unsigned char blank_r = 0;
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unsigned char blank_g = 0;
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unsigned char blank_b = 0;
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if (HasMask())
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{
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unsigned char r = GetMaskRed();
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unsigned char g = GetMaskGreen();
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unsigned char b = GetMaskBlue();
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rotated.SetMaskColour( r, g, b );
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blankPixel.rgb[0] = r;
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blankPixel.rgb[1] = g;
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blankPixel.rgb[2] = b;
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blank_r = GetMaskRed();
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blank_g = GetMaskGreen();
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blank_b = GetMaskBlue();
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rotated.SetMaskColour( blank_r, blank_g, blank_b );
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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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// GRG: I'd suggest to take the (interpolating) test out of the loops
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// GRG: I've taken the (interpolating) test out of the loops, so that
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// it is done only once, instead of repeating it for each pixel.
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int x;
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for (x = 0; x < rotated.GetWidth(); x++)
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if (interpolating)
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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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for (x = 0; x < rotated.GetWidth(); x++)
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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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wxRealPoint src = rotated_point (x + x1, y + y1, cos_angle, -sin_angle, p0);
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if (0 < src.x && src.x < GetWidth() - 1 &&
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0 < src.y && src.y < 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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@ -2815,10 +2801,11 @@ wxImage wxImage::Rotate(double angle, const wxPoint & centre_of_rotation, bool i
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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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// GRG: Do not calculate the points until they are
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// really needed -- this way we can calculate
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// just one, instead of four, if d1, d2, d3
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// or d4 are < gs_Epsilon
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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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@ -2833,59 +2820,97 @@ wxImage wxImage::Rotate(double angle, const wxPoint & centre_of_rotation, bool i
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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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unsigned char *p = data[y1] + (3 * x1);
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*(dst++) = *(p++);
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*(dst++) = *(p++);
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*(dst++) = *(p++);
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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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unsigned char *p = data[y1] + (3 * x2);
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*(dst++) = *(p++);
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*(dst++) = *(p++);
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*(dst++) = *(p++);
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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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unsigned char *p = data[y2] + (3 * x2);
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*(dst++) = *(p++);
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*(dst++) = *(p++);
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*(dst++) = *(p++);
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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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unsigned char *p = data[y2] + (3 * x1);
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*(dst++) = *(p++);
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*(dst++) = *(p++);
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*(dst++) = *(p++);
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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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unsigned char *v1 = data[y1] + (3 * x1);
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unsigned char *v2 = data[y1] + (3 * x2);
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unsigned char *v3 = data[y2] + (3 * x2);
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unsigned char *v4 = data[y2] + (3 * x1);
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const double 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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(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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// GRG: Unrolled.
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*(dst++) = (unsigned char)
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( (w1 * *(v1++) + w2 * *(v2++) +
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w3 * *(v3++) + w4 * *(v4++)) /
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(w1 + w2 + w3 + w4) );
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*(dst++) = (unsigned char)
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( (w1 * *(v1++) + w2 * *(v2++) +
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w3 * *(v3++) + w4 * *(v4++)) /
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(w1 + w2 + w3 + w4) );
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*(dst++) = (unsigned char)
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( (w1 * *(v1++) + w2 * *(v2++) +
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w3 * *(v3++) + w4 * *(v4++)) /
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(w1 + w2 + w3 + w4) );
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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] = blankPixel;
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*(dst++) = blank_r;
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*(dst++) = blank_g;
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*(dst++) = blank_b;
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}
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}
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else
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}
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}
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else // not interpolating
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{
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for (int y = 0; y < rotated.GetHeight(); y++)
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{
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for (x = 0; x < rotated.GetWidth(); x++)
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{
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const int xs = wxCint (src.x); // wxCint performs rounding to the
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wxRealPoint src = rotated_point (x + x1, y + y1, cos_angle, -sin_angle, p0);
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const int xs = wxCint (src.x); // wxCint rounds 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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if (0 <= xs && xs < GetWidth() &&
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0 <= ys && ys < GetHeight())
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{
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result_data[y][x] = data[ys][xs];
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unsigned char *p = data[ys] + (3 * xs);
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*(dst++) = *(p++);
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*(dst++) = *(p++);
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*(dst++) = *(p++);
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}
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else
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{
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result_data[y][x] = blankPixel;
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*(dst++) = blank_r;
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*(dst++) = blank_g;
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*(dst++) = blank_b;
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}
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}
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}
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}
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delete [] data;
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delete [] result_data;
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return rotated;
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}
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