int Image32::RotateGaussian(const float& angle,Image32& outputImage) const { int height = this->height(); int width = this->width(); double rad = -1.0 * angle * (M_PI/180.0); double midHeight = (height/2.0); double midWidth = (width/2.0); double diagonal = sqrt(midHeight*midHeight + midWidth*midWidth); int offset = ceil(diagonal - min(midWidth, midHeight)); Image32 interImage; interImage.setSize(width+(2*offset), height+(2*offset)); outputImage.setSize(width+(2*offset), height+(2*offset)); float variance = 2; float radius = 2; for(int y=0; y < height; ++y){ for(int x=0; x < width; ++x){ int xOffset = x + offset; int yOffset = y + offset; interImage.pixel(xOffset, yOffset).r = this->pixel(x,y).r; interImage.pixel(xOffset, yOffset).g = this->pixel(x,y).g; interImage.pixel(xOffset, yOffset).b = this->pixel(x,y).b; } } for(int y=-1*offset; y < height + offset; ++y){ for(int x=-1*offset; x < width + offset; ++x){ int xOffset = x + offset; int yOffset = y + offset; float u = cos(rad)*(x - midWidth) - sin(rad)*(y - midHeight) + offset + midWidth; float v = sin(rad)*(x - midWidth) + cos(rad)*(y - midHeight) + offset + midHeight; Pixel32 pix = interImage.GaussianSample(u,v, variance, radius); outputImage.pixel(xOffset,yOffset).r = pix.r; outputImage.pixel(xOffset,yOffset).g = pix.g; outputImage.pixel(xOffset,yOffset).b = pix.b; outputImage.pixel(xOffset,yOffset).a = pix.a; // useful for debugging // outputImage.pixel(xOffset,yOffset).r = interImage.pixel(xOffset, yOffset).r; // outputImage.pixel(xOffset,yOffset).g = interImage.pixel(xOffset, yOffset).g; // outputImage.pixel(xOffset,yOffset).b = interImage.pixel(xOffset, yOffset).b; } } return 1; }
/** This function reads the current frame buffer and sets the pixels of the image accordingly. */ int RayWindow::TakeSnapshot(Image32& img){ GLfloat *pixels; int i,j,temp; Pixel p; GLint vp[4]; glGetIntegerv(GL_VIEWPORT,vp); if(!img.setSize(vp[2],vp[3])){return 0;} pixels=new GLfloat[vp[2]*vp[3]*3]; if(!pixels){return 0;} glReadBuffer(GL_FRONT); glReadPixels(vp[0],vp[1],vp[2],vp[3],GL_RGB,GL_FLOAT,pixels); for(i=0;i<vp[3];i++){ for(j=0;j<vp[2];j++){ temp=0+j*3+(vp[3]-i-1)*(vp[2])*3; p.r=255*pixels[temp]; temp=1+j*3+(vp[3]-i-1)*(vp[2])*3; p.g=255*pixels[temp]; temp=2+j*3+(vp[3]-i-1)*(vp[2])*3; p.b=255*pixels[temp]; img(j,i)=p; } } delete[] pixels; return 1; }
int Image32::Warp(const OrientedLineSegmentPairs& olsp,Image32& outputImage) const { int height = this->height(); int width = this->width(); outputImage.setSize(width,height); int numOfLineSegments = olsp.count; float dSumX, dSumY, weight, weightSum; cout << "warp" << "\n"; for(int y=0; y<height; ++y){ for(int x=0; x<width; ++x){ for(int i=0; i<numOfLineSegments; ++i){ dSumX = 0, dSumY = 0, weightSum = 0; weight = olsp.segments2[i].getWeight(x,y); weightSum += weight; float sourceX, sourceY; olsp.segments1[i].GetSourcePosition(olsp.segments1[i], olsp.segments2[i], x, y, sourceX, sourceY); dSumX += (sourceX - x) * weight; dSumY += (sourceY - y) * weight; } outputImage.pixel(x,y).r = this->pixel(x + (dSumX/weightSum), y + (dSumY/weightSum)).r; outputImage.pixel(x,y).g = this->pixel(x + (dSumX/weightSum), y + (dSumY/weightSum)).g; outputImage.pixel(x,y).b = this->pixel(x + (dSumX/weightSum), y + (dSumY/weightSum)).b; } } return 1; }
int Image32::Brighten(const float& brightness,Image32& outputImage) const { int height = this->height(); int width = this->width(); outputImage.setSize(width, height); for(int y=0; y<height; ++y){ for(int x=0; x<width; ++x){ int r = this->pixel(x,y).r; int g = this->pixel(x,y).g; int b = this->pixel(x,y).b; int rBright = int(r * brightness); int gBright = int(g * brightness); int bBright = int(b * brightness); if(rBright <= 255 && gBright <= 255 && bBright <= 255 ){ outputImage.pixel(x,y).r = rBright; outputImage.pixel(x,y).g = gBright; outputImage.pixel(x,y).b = bBright; outputImage.pixel(x,y).a = this->pixel(x,y).a; } else{ // must clamp if any r,g,b values are over 255 int maxBrightness = 255 / max(r,max(g,b)); outputImage.pixel(x,y).r = int(r * maxBrightness); outputImage.pixel(x,y).g = int(g * maxBrightness); outputImage.pixel(x,y).b = int(b * maxBrightness); outputImage.pixel(x,y).a = this->pixel(x,y).a; } } } return 1; }
int Image32::Quantize(const int& bits,Image32& outputImage) const { int height = this->height(); int width = this->width(); outputImage.setSize(width, height); for(int y=0; y<height; ++y){ for(int x=0; x<width; ++x){ int r = this->pixel(x,y).r; int g = this->pixel(x,y).g; int b = this->pixel(x,y).b; int multiple = int(pow(2,8-bits)); int quanR = r + multiple/2; quanR = min(255, quanR - (quanR % multiple)); // clamped to 255 int quanG = g + multiple/2; quanG = min(255, quanG - (quanG % multiple)); // clamped to 255 int quanB = b + multiple/2; quanB = min(255, quanB - (quanB % multiple)); // clamped to 255 outputImage.pixel(x,y).r = quanR; outputImage.pixel(x,y).g = quanG; outputImage.pixel(x,y).b = quanB; outputImage.pixel(x,y).a = this->pixel(x,y).a; } } return 1; }
int Image32::OrderedDither2X2(const int& bits,Image32& outputImage) const { int height = this->height(); int width = this->width(); int i; int j; float D[2][2]; D[0][0] = 1.0; D[0][1] = 3.0; D[1][0] = 4.0; D[1][1] = 2.0; Image32 interImage; interImage.setSize(width,height); float scaler255 = (255.0/pow(2,bits-1)); this->Quantize(bits,interImage); for(int y=0; y<height; ++y){ for (int x = 0; x<width; ++x){ i = x % 2; j = y % 2; float r = float(this->pixel(x,y).r) / 255.0; float g = float(this->pixel(x,y).g) / 255.0; float b = float(this->pixel(x,y).b) / 255.0; float cR = r*pow(2,bits-1); float cG = g*pow(2,bits-1); float cB = b*pow(2,bits-1); float eR = cR - floor(cR); float eG = cG - floor(cG); float eB = cB - floor(cB); if(eR > (D[i][j] / 8)) {outputImage.pixel(x,y).r = int(ceil(cR)*scaler255);} else{outputImage.pixel(x,y).r = int(floor(cR) * scaler255);} if(eG > (D[i][j] / 8)) {outputImage.pixel(x,y).g = int(ceil(cG)*scaler255);} else{outputImage.pixel(x,y).g = int(floor(cG) * scaler255);} if(eB > (D[i][j] / 8)) {outputImage.pixel(x,y).b = int(ceil(cB)*scaler255);} else{outputImage.pixel(x,y).b = int(floor(cB) * scaler255);} outputImage.pixel(x,y).a = this->pixel(x,y).a; } } return 1; }
int Image32::Contrast(const float& contrast,Image32& outputImage) const { int height = this->height(); int width = this->width(); outputImage.setSize(width, height); float totalLum = 0.0; int numPixels = 0; for(int y=0; y<height; ++y){ for(int x=0; x<width; ++x){ int r = this->pixel(x,y).r; int g = this->pixel(x,y).g; int b = this->pixel(x,y).b; float l = 0.30*r + 0.59*g + 0.11*b; totalLum += l; numPixels += 1; } } float meanLum = totalLum / numPixels; for(int y=0; y<height; ++y){ for(int x=0; x<width; ++x){ int r = this->pixel(x,y).r; int g = this->pixel(x,y).g; int b = this->pixel(x,y).b; int a = this->pixel(x,y).a; float l = 0.30*r + 0.59*g + 0.11*b; float lDiff = l - meanLum; float maxContrast; if(lDiff >= 0){ maxContrast = (255 - (max(r,max(g,b)) - lDiff)) / lDiff; } else{ maxContrast = fabs(((min(r,min(g,b))) - lDiff) / lDiff); // lDiff is negative, so adding to minimum of r,g,b } float contrastClamped = min(maxContrast,contrast); outputImage.pixel(x,y).r = contrastClamped*lDiff + (r-lDiff); outputImage.pixel(x,y).g = contrastClamped*lDiff + (g-lDiff); outputImage.pixel(x,y).b = contrastClamped*lDiff + (b-lDiff); outputImage.pixel(x,y).a = a; } } return 1; }
int Image32::ScaleBilinear(const float& scaleFactor,Image32& outputImage) const { int widthSRC = this->width(); int heightSRC = this->height(); int widthDST = int(floor(widthSRC * scaleFactor + 0.5)); int heightDST = int(floor(heightSRC * scaleFactor + 0.5)); outputImage.setSize(widthDST, heightDST); for(int yDST=0; yDST<heightDST-(int)scaleFactor; ++yDST){ for(int xDST=0; xDST<widthDST-(int)scaleFactor; ++xDST){ outputImage.pixel(xDST, yDST) = this->BilinearSample(((float)xDST / scaleFactor),((float)yDST / scaleFactor)); } } return 1; }
int Image32::AddRandomNoise(const float& noise,Image32& outputImage) const { int height = this->height(); int width = this->width(); outputImage.setSize(width, height); int noiseRange = (noise * 256) * 2; for(int y=0; y<height; ++y){ for(int x=0; x<width; ++x){ int randNum; if(noiseRange != 0) randNum = (rand() % noiseRange) - (.5*noiseRange); else{ randNum = 0; } outputImage.pixel(x,y).r = max(0,min(255,randNum + this->pixel(x,y).r)); outputImage.pixel(x,y).g = max(0,min(255,randNum + this->pixel(x,y).g)); outputImage.pixel(x,y).b = max(0,min(255,randNum + this->pixel(x,y).b)); outputImage.pixel(x,y).a = this->pixel(x,y).a; } } return 1; }
int Image32::Crop(const int& x1,const int& y1,const int& x2,const int& y2,Image32& outputImage) const { int width = (x2 - x1) + 1; int height = (y2 - y1) + 1; outputImage.setSize(width,height); int i = 0; int j = 0; for(int y=y1; y <= y2; ++y){ i = 0; for(int x=x1; x <= x2; ++x){ outputImage.pixel(i,j).r = this->pixel(x,y).r; outputImage.pixel(i,j).g = this->pixel(x,y).g; outputImage.pixel(i,j).b = this->pixel(x,y).b; outputImage.pixel(i,j).a = this->pixel(x,y).a; i += 1; } j += 1; } return 1; }
int Image32::Composite(const Image32& overlay,Image32& outputImage) const { int height = this->height(); int width = this->width(); int heightOverlay = overlay.height(); int widthOverlay = overlay.width(); outputImage.setSize(width, height); for(int y=0; y<height; ++y){ for(int x=0; x<width; ++x){ int alpha256 = overlay.pixel(x,y).a; float alpha = (float) alpha256 / 255.0; outputImage.pixel(x,y).r = alpha*(overlay.pixel(x,y).r) + (1.0-alpha)*(this->pixel(x,y).r); outputImage.pixel(x,y).g = alpha*(overlay.pixel(x,y).g) + (1.0-alpha)*(this->pixel(x,y).g); outputImage.pixel(x,y).b = alpha*(overlay.pixel(x,y).b) + (1.0-alpha)*(this->pixel(x,y).b); outputImage.pixel(x,y).a = 255; } } return 1; }
int Image32::Saturate(const float& saturation,Image32& outputImage) const { int height = this->height(); int width = this->width(); outputImage.setSize(width, height); for(int y=0; y<height; ++y){ for(int x=0; x<width; ++x){ int r = this->pixel(x,y).r; int g = this->pixel(x,y).g; int b = this->pixel(x,y).b; float l = 0.30*r + 0.59*g + 0.11*b; float rDiff = r-l; float gDiff = g-l; float bDiff = b-l; bool rOverflow = (r-rDiff) + rDiff*saturation > 255 || (r-rDiff) + rDiff*saturation < 0; bool gOverflow = (g-gDiff) + gDiff*saturation > 255 || (g-gDiff) + gDiff*saturation < 0; bool bOverflow = (b-bDiff) + bDiff*saturation > 255 || (b-bDiff) + bDiff*saturation < 0; float satClamped = saturation; // if no overflows, satClamped is saturation if(rOverflow){ // if r overflows, clamp sat to max so r doesn't overflow satClamped = min((r-rDiff), 255-(r-rDiff)) / rDiff; } if(gOverflow){ // if g overflows, clamp sat to max so g doesn't overflow (or satClamped if less) satClamped = min(min((g-gDiff), 255-(g-gDiff)) / gDiff, satClamped); } if(bOverflow){ // if b overflows, clamp sat to max so b doesn't overflow (or satClamped if less) satClamped = min(min((b-bDiff), 255-(b-bDiff)) / bDiff, satClamped); } outputImage.pixel(x,y).r = satClamped*rDiff + (r-rDiff); outputImage.pixel(x,y).g = satClamped*gDiff + (g-gDiff); outputImage.pixel(x,y).b = satClamped*bDiff + (b-bDiff); outputImage.pixel(x,y).a = this->pixel(x,y).a; } } return 1; }
int Image32::Luminance(Image32& outputImage) const { int height = this->height(); int width = this->width(); outputImage.setSize(width, height); for(int y=0; y<height; ++y){ for(int x=0; x<width; ++x){ int r = this->pixel(x,y).r; int g = this->pixel(x,y).g; int b = this->pixel(x,y).b; int l = int(0.30*r + 0.59*g + 0.11*b); outputImage.pixel(x,y).r = l; outputImage.pixel(x,y).g = l; outputImage.pixel(x,y).b = l; outputImage.pixel(x,y).a = this->pixel(x,y).a; } } return 1; }
int Image32::ScaleGaussian(const float& scaleFactor,Image32& outputImage) const { int widthSRC = this->width(); int heightSRC = this->height(); int widthDST = int(floor((float)widthSRC * scaleFactor)-ceil(scaleFactor)); int heightDST = int(floor((float)heightSRC * scaleFactor)-ceil(scaleFactor)); outputImage.setSize(widthDST, heightDST); float variance = 1.0 / scaleFactor; float r = 3.0; for(int yDST=0; yDST < heightDST; ++yDST){ for(int xDST=0; xDST < widthDST; ++xDST){ outputImage.pixel(xDST, yDST) = this->GaussianSample(((float)xDST / scaleFactor), ((float)yDST / scaleFactor), variance, r); } } return 1; }
int RayScene::RayTrace(const int& width,const int& height,const int& rLimit,const double& cLimit,Image32& img){ int i,j; Ray3D ray; Point3D c; Pixel32 p; int rayCount=0; if(!img.setSize(width,height)){return 0;} ray.position=camera->position; for(i=0;i<width;i++){ printf(" \r"); printf("%3.1f\r",(float)i/width*100); for(j=0;j<height;j++){ ray=GetRay(camera,i,height-j-1,width,height); c=GetColor(ray,rLimit,Point3D(cLimit,cLimit,cLimit)); p.r=(int)(c[0]*255); p.g=(int)(c[1]*255); p.b=(int)(c[2]*255); img(i,j)=p; } } return 1; }