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296 lines
6.6 KiB
296 lines
6.6 KiB
/*
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* This file is part of the KDE libraries
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* Copyright (c) 2001 Michael Goffioul <kdeprint@swing.be>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License version 2 as published by the Free Software Foundation.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public License
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* along with this library; see the file COPYING.LIB. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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**/
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#include <qimage.h>
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#include <math.h>
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void
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mult(float a[3][3], /* I - First matrix */
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float b[3][3], /* I - Second matrix */
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float c[3][3]) /* I - Destination matrix */
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{
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int x, y; /* Looping vars */
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float temp[3][3]; /* Temporary matrix */
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/*
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* Multiply a and b, putting the result in temp...
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*/
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for (y = 0; y < 3; y ++)
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for (x = 0; x < 3; x ++)
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temp[y][x] = b[y][0] * a[0][x] +
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b[y][1] * a[1][x] +
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b[y][2] * a[2][x];
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/*
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* Copy temp to c (that way c can be a pointer to a or b).
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*/
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memcpy(c, temp, sizeof(temp));
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}
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void
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saturate(float mat[3][3], /* I - Matrix to append to */
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float sat) /* I - Desired color saturation */
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{
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float smat[3][3]; /* Saturation matrix */
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smat[0][0] = (1.0 - sat) * 0.3086 + sat;
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smat[0][1] = (1.0 - sat) * 0.3086;
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smat[0][2] = (1.0 - sat) * 0.3086;
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smat[1][0] = (1.0 - sat) * 0.6094;
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smat[1][1] = (1.0 - sat) * 0.6094 + sat;
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smat[1][2] = (1.0 - sat) * 0.6094;
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smat[2][0] = (1.0 - sat) * 0.0820;
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smat[2][1] = (1.0 - sat) * 0.0820;
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smat[2][2] = (1.0 - sat) * 0.0820 + sat;
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mult(smat, mat, mat);
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}
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void
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xform(float mat[3][3], /* I - Matrix */
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float x, /* I - Input X coordinate */
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float y, /* I - Input Y coordinate */
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float z, /* I - Input Z coordinate */
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float *tx, /* O - Output X coordinate */
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float *ty, /* O - Output Y coordinate */
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float *tz) /* O - Output Z coordinate */
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{
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*tx = x * mat[0][0] + y * mat[1][0] + z * mat[2][0];
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*ty = x * mat[0][1] + y * mat[1][1] + z * mat[2][1];
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*tz = x * mat[0][2] + y * mat[1][2] + z * mat[2][2];
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}
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void
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xrotate(float mat[3][3], /* I - Matrix */
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float rs, /* I - Rotation angle sine */
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float rc) /* I - Rotation angle cosine */
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{
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float rmat[3][3]; /* I - Rotation matrix */
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rmat[0][0] = 1.0;
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rmat[0][1] = 0.0;
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rmat[0][2] = 0.0;
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rmat[1][0] = 0.0;
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rmat[1][1] = rc;
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rmat[1][2] = rs;
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rmat[2][0] = 0.0;
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rmat[2][1] = -rs;
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rmat[2][2] = rc;
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mult(rmat, mat, mat);
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}
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void
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yrotate(float mat[3][3], /* I - Matrix */
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float rs, /* I - Rotation angle sine */
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float rc) /* I - Rotation angle cosine */
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{
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float rmat[3][3]; /* I - Rotation matrix */
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rmat[0][0] = rc;
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rmat[0][1] = 0.0;
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rmat[0][2] = -rs;
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rmat[1][0] = 0.0;
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rmat[1][1] = 1.0;
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rmat[1][2] = 0.0;
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rmat[2][0] = rs;
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rmat[2][1] = 0.0;
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rmat[2][2] = rc;
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mult(rmat,mat,mat);
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}
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void
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zrotate(float mat[3][3], /* I - Matrix */
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float rs, /* I - Rotation angle sine */
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float rc) /* I - Rotation angle cosine */
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{
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float rmat[3][3]; /* I - Rotation matrix */
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rmat[0][0] = rc;
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rmat[0][1] = rs;
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rmat[0][2] = 0.0;
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rmat[1][0] = -rs;
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rmat[1][1] = rc;
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rmat[1][2] = 0.0;
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rmat[2][0] = 0.0;
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rmat[2][1] = 0.0;
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rmat[2][2] = 1.0;
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mult(rmat,mat,mat);
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}
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void
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zshear(float mat[3][3], /* I - Matrix */
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float dx, /* I - X shear */
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float dy) /* I - Y shear */
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{
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float smat[3][3]; /* Shear matrix */
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smat[0][0] = 1.0;
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smat[0][1] = 0.0;
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smat[0][2] = dx;
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smat[1][0] = 0.0;
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smat[1][1] = 1.0;
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smat[1][2] = dy;
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smat[2][0] = 0.0;
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smat[2][1] = 0.0;
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smat[2][2] = 1.0;
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mult(smat, mat, mat);
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}
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void
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huerotate(float mat[3][3], /* I - Matrix to append to */
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float rot) /* I - Hue rotation in degrees */
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{
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float hmat[3][3] = {{1.0,0.0,0.0},{0.0,1.0,0.0},{0.0,0.0,1.0}}; /* Hue matrix */
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float lx, ly, lz; /* Luminance vector */
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float xrs, xrc; /* X rotation sine/cosine */
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float yrs, yrc; /* Y rotation sine/cosine */
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float zrs, zrc; /* Z rotation sine/cosine */
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float zsx, zsy; /* Z shear x/y */
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/*
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* Rotate the gray vector into positive Z...
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*/
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xrs = M_SQRT1_2;
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xrc = M_SQRT1_2;
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xrotate(hmat,xrs,xrc);
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yrs = -1.0 / sqrt(3.0);
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yrc = -M_SQRT2 * yrs;
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yrotate(hmat,yrs,yrc);
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/*
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* Shear the space to make the luminance plane horizontal...
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*/
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xform(hmat, 0.3086, 0.6094, 0.0820, &lx, &ly, &lz);
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zsx = lx / lz;
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zsy = ly / lz;
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zshear(hmat, zsx, zsy);
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/*
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* Rotate the hue...
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*/
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zrs = sin(rot * M_PI / 180.0);
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zrc = cos(rot * M_PI / 180.0);
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zrotate(hmat, zrs, zrc);
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/*
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* Unshear the space to put the luminance plane back...
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*/
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zshear(hmat, -zsx, -zsy);
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/*
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* Rotate the gray vector back into place...
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*/
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yrotate(hmat, -yrs, yrc);
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xrotate(hmat, -xrs, xrc);
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/*
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* Append it to the current matrix...
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*/
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mult(hmat, mat, mat);
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}
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void
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bright(float mat[3][3],
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float scale)
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{
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for (int i=0;i<3;i++)
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for (int j=0;j<3;j++)
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mat[i][j] *= scale;
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}
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//----------------------------------------------------------------------------------------------------
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QImage convertImage(const QImage& image, int hue, int saturation, int brightness, int gamma)
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{
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float mat[3][3] = {{1.0,0.0,0.0},{0.0,1.0,0.0},{0.0,0.0,1.0}};
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int lut[3][3][256];
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QRgb c;
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int r,g,b,v,r2,g2,b2;
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float gam = 1.0/(float(gamma)/1000.0);
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QImage img(image);
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saturate(mat,saturation*0.01);
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huerotate(mat,(float)hue);
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bright(mat,brightness*0.01);
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for (int i = 0; i < 3; i ++)
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for (int j = 0; j < 3; j ++)
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for (int k = 0; k < 256; k ++)
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lut[i][j][k] = (int)(mat[i][j] * k + 0.5);
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img.detach();
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for (int i=0;i<image.width();i++)
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for (int j=0;j<image.height();j++)
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{
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c = image.pixel(i,j);
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r = qRed(c);
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g = qGreen(c);
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b = qBlue(c);
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v = lut[0][0][r] + lut[1][0][g] + lut[2][0][b];
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if (gamma != 1000) v = (int)rint(pow(v,gam));
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if (v < 0) r2 = 0;
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else if (v > 255) r2 = 255;
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else r2 = v;
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v = lut[0][1][r] + lut[1][1][g] + lut[2][1][b];
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if (gamma != 1000) v = (int)rint(pow(v,gam));
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if (v < 0) g2 = 0;
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else if (v > 255) g2 = 255;
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else g2 = v;
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v = lut[0][2][r] + lut[1][2][g] + lut[2][2][b];
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if (gamma != 1000) v = (int)rint(pow(v,gam));
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if (v < 0) b2 = 0;
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else if (v > 255) b2 = 255;
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else b2 = v;
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img.setPixel(i,j,qRgb(r2,g2,b2));
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}
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return img;
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}
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