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#include <ntqimage.h>
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#include <ntqcolor.h>
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static inline int blendComponent( int v, int av, int s, int as )
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{
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//shadow gets a color inversely proportional to the
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//alpha value
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s = (s*(255-as))/255;
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//then do standard blending
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return as*s + av*v -(av*as*s)/255;
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}
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static inline TQRgb blendShade( TQRgb v, TQRgb s )
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{
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//pick a number: shadow is 1/3 of object
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int as = tqAlpha(s)/3;
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int av = tqAlpha(v);
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if ( as == 0 || av == 255 )
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return v;
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int a = as + av -(as*av)/255;
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int r = blendComponent( tqRed(v),av, tqRed(s), as)/a;
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int g = blendComponent( tqGreen(v),av, tqGreen(s), as)/a;
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int b = blendComponent( tqBlue(v),av, tqBlue(s), as)/a;
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return tqRgba(r,g,b,a);
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}
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int main( int*, char**)
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{
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TQImage *img;
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img = new TQImage( "in.png" );
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int w,h;
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int y;
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img->setAlphaBuffer( TRUE );
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*img = img->convertDepth( 32 );
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w = img->width();
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h = img->height();
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#if 0
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for ( y = 0; y < h; y ++ ) {
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uint *line = (uint*)img->scanLine( y );
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for ( int x = 0; x < w; x++ ) {
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uint pixel = line[x];
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int r = tqRed(pixel);
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int g = tqGreen(pixel);
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int b = tqBlue(pixel);
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int min = TQMIN( r, TQMIN( g, b ) );
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int max = TQMAX( r, TQMAX( g, b ) );
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r -= min;
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g -= min;
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b -= min;
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if ( max !=min ) {
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r = (r*255)/(max-min);
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g = (g*255)/(max-min);
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b = (b*255)/(max-min);
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}
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int a = 255-min;
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a -= (max-min)/3; //hack more transparency for colors.
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line[x] = tqRgba( r, g, b, a );
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}
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}
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#endif
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*img = img->smoothScale( w/2, h/2 );
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tqDebug( "saving out.png");
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img->save( "out.png", "PNG" );
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w = img->width();
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h = img->height();
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TQImage *img2 = new TQImage( w, h, 32 );
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img2->setAlphaBuffer( TRUE );
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for ( y = 0; y < h; y++ ) {
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for ( int x = 0; x < w; x++ ) {
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TQRgb shader = img->pixel( x, y );
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int as = tqAlpha(shader)/3;
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int r = (tqRed(shader)*(255-as))/255;
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int g = (tqGreen(shader)*(255-as))/255;
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int b = (tqBlue(shader)*(255-as))/255;
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img2->setPixel( x, y, tqRgba(r,g,b,as) );
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}
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}
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img2->save( "outshade.png", "PNG" );
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}
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