Пример #1
0
/**
 * Flood fill algorithm : http://en.wikipedia.org/wiki/Flood_fill
 * TO BE IMPROVED to reduce memory consumption
 */
static void floodFill(GBitmap* bitmap, uint8_t* pixels, int bytes_per_row, GPoint start, GPoint offset, GColor8 fill_color){
	uint8_t* img_pixels = gbitmap_get_data(bitmap);
	GRect bounds_bmp = gbitmap_get_bounds(bitmap);
  	int16_t  w_bmp 	= bounds_bmp.size.w;

	uint32_t max_size = 1000;
	GPoint *queue = malloc(sizeof(GPoint) * max_size);
	uint32_t size = 0;

	int32_t x = start.x - offset.x;
	int32_t y = start.y - offset.y;

	queue[size++] = (GPoint){x, y};
	int32_t w,e;

	while(size > 0)
	{
		size--;
		x = queue[size].x;
		y = queue[size].y;
		w = e = x;

		while(!get_pixel_(pixels, bytes_per_row, e, y))
			e++;
		while(w>=0 && !get_pixel_(pixels, bytes_per_row, w, y))
			w--;

		// Increase the size of the queue if needed
		if(size > (max_size - 2*(e-w))){
			max_size += 1000;
			GPoint *tmp_queue = malloc(sizeof(GPoint) * max_size);
			memcpy(tmp_queue, queue, sizeof(GPoint) * size);
			free(queue);
			queue = tmp_queue;
		}

		for(x=w+1; x<e; x++)
		{	
			// change the color of the pixel in the final image
			if(grect_contains_point(&bounds_bmp,&((GPoint){x + offset.x, y + offset.y})))
				img_pixels[x + offset.x + w_bmp * (y + offset.y)] = fill_color.argb;

			set_pixel_(pixels, bytes_per_row,  x, y);
			if(!get_pixel_(pixels, bytes_per_row, x, y+1)){
				queue[size++] = (GPoint){x, y+1};
			}
			if(!get_pixel_(pixels, bytes_per_row, x, y-1)){
				queue[size++] = (GPoint){x, y-1};
			}
		}
	}
	free(queue);
}
Пример #2
0
int main(int argc, char **argv){

	struct image img;
	read_image("/home/os/workspace/azazazaza/Debug/Untitled.png", &img);

	bufer_init(img.width, img.height);

	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE);
	glutInitWindowSize(img.width, img.height);
	glutInitWindowPosition(100, 100);

	wnd_id = glutCreateWindow("Image");

	glClearColor (1.0, 1.0, 1.0, 0.0);

	glutDisplayFunc(displayFunc);
	glPointSize(1.0);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluOrtho2D(0.0, (GLdouble)img.width, 0.0, (GLdouble)img.height);

	/* draw image */
	//set_pixels(img.pixels, img.width * img.height);

	struct b8_image *grayscale = binarize_image(&img);

	glBegin(GL_POINTS);
	for(unsigned int pix = 0; pix < grayscale->width * grayscale->height; pix++){



		set_pixel_(grayscale->pixels[pix].color, grayscale->pixels[pix].color,
				grayscale->pixels[pix].color, grayscale->pixels[pix].x, grayscale->pixels[pix].y
				);

	}
	glEnd();
	glFlush();

	printf("OK\n");

	glutMainLoop();



	return 0;

}
Пример #3
0
/**
  * From https://github.com/Jnmattern/Minimalist_2.0/blob/master/src/bitmap.h
  */
static void bmpDrawLine(uint8_t *pixels, int bytes_per_row, int x1, int y1, int x2, int y2) {
	int dx, dy, e;
    
	if ((dx = x2-x1) != 0) {
		if (dx > 0) {
			if ((dy = y2-y1) != 0) {
				if (dy > 0) {
					// vecteur oblique dans le 1er quadran
					if (dx >= dy) {
						// vecteur diagonal ou oblique proche de l’horizontale, dans le 1er octant
						e = dx;
						dx = 2*e;
						dy = 2*dy;
						while (1) {
							set_pixel_(pixels, bytes_per_row, x1, y1);
							x1++;
							if (x1 == x2) break;
							e -= dy;
							if (e < 0) {
								y1++;
								e += dx;
							}
						}
					} else {
						// vecteur oblique proche de la verticale, dans le 2nd octant
						e = dy;
						dy = 2*e;
						dx = 2*dx;
						while (1) {
							set_pixel_(pixels, bytes_per_row, x1, y1);
							y1++;
							if (y1 == y2) break;
							e -= dx;
							if (e < 0) {
								x1++;
								e += dy;
							}
						}
					}
				} else { // dy < 0 (et dx > 0)
					// vecteur oblique dans le 4e cadran
					if (dx >= -dy) {
						// vecteur diagonal ou oblique proche de l’horizontale, dans le 8e octant
						e = dx;
						dx = 2*e;
						dy = 2*dy;
						while (1) {
							set_pixel_(pixels, bytes_per_row, x1, y1);
							x1++;
							if (x1 == x2) break;
							e += dy;
							if (e < 0) {
								y1--;
								e += dx;
							}
						}
					} else {
						// vecteur oblique proche de la verticale, dans le 7e octant
						e = dy;
						dy = 2*e;
						dx = 2*dx;
						while (1) {
							set_pixel_(pixels, bytes_per_row, x1, y1);
							y1--;
							if (y1 == y2) break;
							e += dx;
							if (e > 0) {
								x1++;
								e += dy;
							}
						}
					}
				}
			} else {
				// dy = 0 (et dx > 0)
                // vecteur horizontal vers la droite
				while (1) {
					set_pixel_(pixels, bytes_per_row, x1, y1);
					x1++;
					if (x1 == x2) break;
				}
			}
		} else {
			// dx < 0
			if ((dy = y2-y1) != 0) {
				if (dy > 0) {
					// vecteur oblique dans le 2nd quadran
					if (-dx >= dy) {
						// vecteur diagonal ou oblique proche de l’horizontale, dans le 4e octant
						e = dx;
						dx = 2*e;
						dy = 2*dy;
						while (1) {
							set_pixel_(pixels, bytes_per_row, x1, y1);
							x1--;
							if (x1 == x2) break;
							e += dy;
							if (e >= 0) {
								y1++;
								e += dx;
							}
						}
					} else {
						// vecteur oblique proche de la verticale, dans le 3e octant
						e = dy;
						dy = 2*e;
						dx = 2*dx;
						while (1) {
							set_pixel_(pixels, bytes_per_row, x1, y1);
							y1++;
							if (y1 == y2) break;
							e += dx;
							if (e <= 0) {
								x1--;
								e += dy;
							}
						}
					}
				} else {
					// dy < 0 (et dx < 0)
					// vecteur oblique dans le 3e cadran
                    if (dx <= dy) {
						// vecteur diagonal ou oblique proche de l’horizontale, dans le 5e octant
						e = dx;
						dx = 2*e;
						dy = 2*dy;
						while (1) {
							set_pixel_(pixels, bytes_per_row, x1, y1);
							x1--;
							if (x1 == x2) break;
							e -= dy;
							if (e >= 0) {
								y1--;
								e += dx;
							}
						}
					} else {
						// vecteur oblique proche de la verticale, dans le 6e octant
						e = dy;
						dy = 2*e;
						dx = 2*dx;
						while (1) {
							set_pixel_(pixels, bytes_per_row, x1, y1);
							y1--;
							if (y1 == y2) break;
							e -= dx;
							if (e >= 0) {
								x1--;
								e += dy;
							}
						}
					}
				}
			} else {
				// dy = 0 (et dx < 0)
				// vecteur horizontal vers la gauche
				while (1) {
					set_pixel_(pixels, bytes_per_row, x1, y1);
					x1--;
					if (x1 == x2) break;
				}
			}
		}
	} else {
		// dx = 0
		if ((dy = y2-y1) != 0) {
			if (dy > 0) {
				// vecteur vertical croissant
				while (1) {
					set_pixel_(pixels, bytes_per_row, x1, y1);
					y1++;
					if (y1 == y2) break;
				}
			} else {
				// dy < 0 (et dx = 0)
				// vecteur vertical décroissant
				while (1) {
					set_pixel_(pixels, bytes_per_row, x1, y1);
					y1--;
					if (y1 == y2) break;
				}
            }
		}
	}
}