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author | toma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da> | 2009-11-25 17:56:58 +0000 |
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committer | toma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da> | 2009-11-25 17:56:58 +0000 |
commit | ce4a32fe52ef09d8f5ff1dd22c001110902b60a2 (patch) | |
tree | 5ac38a06f3dde268dc7927dc155896926aaf7012 /kdeprint/cups/image.cpp | |
download | tdelibs-ce4a32fe52ef09d8f5ff1dd22c001110902b60a2.tar.gz tdelibs-ce4a32fe52ef09d8f5ff1dd22c001110902b60a2.zip |
Copy the KDE 3.5 branch to branches/trinity for new KDE 3.5 features.
BUG:215923
git-svn-id: svn://anonsvn.kde.org/home/kde/branches/trinity/kdelibs@1054174 283d02a7-25f6-0310-bc7c-ecb5cbfe19da
Diffstat (limited to 'kdeprint/cups/image.cpp')
-rw-r--r-- | kdeprint/cups/image.cpp | 295 |
1 files changed, 295 insertions, 0 deletions
diff --git a/kdeprint/cups/image.cpp b/kdeprint/cups/image.cpp new file mode 100644 index 000000000..7ec0ed7a6 --- /dev/null +++ b/kdeprint/cups/image.cpp @@ -0,0 +1,295 @@ +/* + * This file is part of the KDE libraries + * Copyright (c) 2001 Michael Goffioul <kdeprint@swing.be> + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Library General Public + * License version 2 as published by the Free Software Foundation. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Library General Public License for more details. + * + * You should have received a copy of the GNU Library General Public License + * along with this library; see the file COPYING.LIB. If not, write to + * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, + * Boston, MA 02110-1301, USA. + **/ + +#include <qimage.h> +#include <math.h> + +void +mult(float a[3][3], /* I - First matrix */ + float b[3][3], /* I - Second matrix */ + float c[3][3]) /* I - Destination matrix */ +{ + int x, y; /* Looping vars */ + float temp[3][3]; /* Temporary matrix */ + + + /* + * Multiply a and b, putting the result in temp... + */ + + for (y = 0; y < 3; y ++) + for (x = 0; x < 3; x ++) + temp[y][x] = b[y][0] * a[0][x] + + b[y][1] * a[1][x] + + b[y][2] * a[2][x]; + + /* + * Copy temp to c (that way c can be a pointer to a or b). + */ + + memcpy(c, temp, sizeof(temp)); +} + +void +saturate(float mat[3][3], /* I - Matrix to append to */ + float sat) /* I - Desired color saturation */ +{ + float smat[3][3]; /* Saturation matrix */ + + + smat[0][0] = (1.0 - sat) * 0.3086 + sat; + smat[0][1] = (1.0 - sat) * 0.3086; + smat[0][2] = (1.0 - sat) * 0.3086; + smat[1][0] = (1.0 - sat) * 0.6094; + smat[1][1] = (1.0 - sat) * 0.6094 + sat; + smat[1][2] = (1.0 - sat) * 0.6094; + smat[2][0] = (1.0 - sat) * 0.0820; + smat[2][1] = (1.0 - sat) * 0.0820; + smat[2][2] = (1.0 - sat) * 0.0820 + sat; + + mult(smat, mat, mat); +} + +void +xform(float mat[3][3], /* I - Matrix */ + float x, /* I - Input X coordinate */ + float y, /* I - Input Y coordinate */ + float z, /* I - Input Z coordinate */ + float *tx, /* O - Output X coordinate */ + float *ty, /* O - Output Y coordinate */ + float *tz) /* O - Output Z coordinate */ +{ + *tx = x * mat[0][0] + y * mat[1][0] + z * mat[2][0]; + *ty = x * mat[0][1] + y * mat[1][1] + z * mat[2][1]; + *tz = x * mat[0][2] + y * mat[1][2] + z * mat[2][2]; +} + +void +xrotate(float mat[3][3], /* I - Matrix */ + float rs, /* I - Rotation angle sine */ + float rc) /* I - Rotation angle cosine */ +{ + float rmat[3][3]; /* I - Rotation matrix */ + + + rmat[0][0] = 1.0; + rmat[0][1] = 0.0; + rmat[0][2] = 0.0; + + rmat[1][0] = 0.0; + rmat[1][1] = rc; + rmat[1][2] = rs; + + rmat[2][0] = 0.0; + rmat[2][1] = -rs; + rmat[2][2] = rc; + + mult(rmat, mat, mat); +} + +void +yrotate(float mat[3][3], /* I - Matrix */ + float rs, /* I - Rotation angle sine */ + float rc) /* I - Rotation angle cosine */ +{ + float rmat[3][3]; /* I - Rotation matrix */ + + + rmat[0][0] = rc; + rmat[0][1] = 0.0; + rmat[0][2] = -rs; + + rmat[1][0] = 0.0; + rmat[1][1] = 1.0; + rmat[1][2] = 0.0; + + rmat[2][0] = rs; + rmat[2][1] = 0.0; + rmat[2][2] = rc; + + mult(rmat,mat,mat); +} + +void +zrotate(float mat[3][3], /* I - Matrix */ + float rs, /* I - Rotation angle sine */ + float rc) /* I - Rotation angle cosine */ +{ + float rmat[3][3]; /* I - Rotation matrix */ + + + rmat[0][0] = rc; + rmat[0][1] = rs; + rmat[0][2] = 0.0; + + rmat[1][0] = -rs; + rmat[1][1] = rc; + rmat[1][2] = 0.0; + + rmat[2][0] = 0.0; + rmat[2][1] = 0.0; + rmat[2][2] = 1.0; + + mult(rmat,mat,mat); +} + +void +zshear(float mat[3][3], /* I - Matrix */ + float dx, /* I - X shear */ + float dy) /* I - Y shear */ +{ + float smat[3][3]; /* Shear matrix */ + + + smat[0][0] = 1.0; + smat[0][1] = 0.0; + smat[0][2] = dx; + + smat[1][0] = 0.0; + smat[1][1] = 1.0; + smat[1][2] = dy; + + smat[2][0] = 0.0; + smat[2][1] = 0.0; + smat[2][2] = 1.0; + + mult(smat, mat, mat); +} + +void +huerotate(float mat[3][3], /* I - Matrix to append to */ + float rot) /* I - Hue rotation in degrees */ +{ + float hmat[3][3] = {{1.0,0.0,0.0},{0.0,1.0,0.0},{0.0,0.0,1.0}}; /* Hue matrix */ + float lx, ly, lz; /* Luminance vector */ + float xrs, xrc; /* X rotation sine/cosine */ + float yrs, yrc; /* Y rotation sine/cosine */ + float zrs, zrc; /* Z rotation sine/cosine */ + float zsx, zsy; /* Z shear x/y */ + + + /* + * Rotate the gray vector into positive Z... + */ + + xrs = M_SQRT1_2; + xrc = M_SQRT1_2; + xrotate(hmat,xrs,xrc); + + yrs = -1.0 / sqrt(3.0); + yrc = -M_SQRT2 * yrs; + yrotate(hmat,yrs,yrc); + + /* + * Shear the space to make the luminance plane horizontal... + */ + + xform(hmat, 0.3086, 0.6094, 0.0820, &lx, &ly, &lz); + zsx = lx / lz; + zsy = ly / lz; + zshear(hmat, zsx, zsy); + + /* + * Rotate the hue... + */ + + zrs = sin(rot * M_PI / 180.0); + zrc = cos(rot * M_PI / 180.0); + + zrotate(hmat, zrs, zrc); + + /* + * Unshear the space to put the luminance plane back... + */ + + zshear(hmat, -zsx, -zsy); + + /* + * Rotate the gray vector back into place... + */ + + yrotate(hmat, -yrs, yrc); + xrotate(hmat, -xrs, xrc); + + /* + * Append it to the current matrix... + */ + + mult(hmat, mat, mat); +} + +void +bright(float mat[3][3], + float scale) +{ + for (int i=0;i<3;i++) + for (int j=0;j<3;j++) + mat[i][j] *= scale; +} + +//---------------------------------------------------------------------------------------------------- + +QImage convertImage(const QImage& image, int hue, int saturation, int brightness, int gamma) +{ + float mat[3][3] = {{1.0,0.0,0.0},{0.0,1.0,0.0},{0.0,0.0,1.0}}; + int lut[3][3][256]; + QRgb c; + int r,g,b,v,r2,g2,b2; + float gam = 1.0/(float(gamma)/1000.0); + QImage img(image); + + saturate(mat,saturation*0.01); + huerotate(mat,(float)hue); + bright(mat,brightness*0.01); + for (int i = 0; i < 3; i ++) + for (int j = 0; j < 3; j ++) + for (int k = 0; k < 256; k ++) + lut[i][j][k] = (int)(mat[i][j] * k + 0.5); + + img.detach(); + for (int i=0;i<image.width();i++) + for (int j=0;j<image.height();j++) + { + c = image.pixel(i,j); + r = qRed(c); + g = qGreen(c); + b = qBlue(c); + + v = lut[0][0][r] + lut[1][0][g] + lut[2][0][b]; + if (gamma != 1000) v = (int)rint(pow(v,gam)); + if (v < 0) r2 = 0; + else if (v > 255) r2 = 255; + else r2 = v; + + v = lut[0][1][r] + lut[1][1][g] + lut[2][1][b]; + if (gamma != 1000) v = (int)rint(pow(v,gam)); + if (v < 0) g2 = 0; + else if (v > 255) g2 = 255; + else g2 = v; + + v = lut[0][2][r] + lut[1][2][g] + lut[2][2][b]; + if (gamma != 1000) v = (int)rint(pow(v,gam)); + if (v < 0) b2 = 0; + else if (v > 255) b2 = 255; + else b2 = v; + + img.setPixel(i,j,qRgb(r2,g2,b2)); + } + return img; +} |