// $Id: fthrconv.cpp 751 2006-03-31 15:43:49Z alex $ /* @@tag:xara-cn@@ DO NOT MODIFY THIS LINE ================================XARAHEADERSTART=========================== Xara LX, a vector drawing and manipulation program. Copyright (C) 1993-2006 Xara Group Ltd. Copyright on certain contributions may be held in joint with their respective authors. See AUTHORS file for details. LICENSE TO USE AND MODIFY SOFTWARE ---------------------------------- This file is part of Xara LX. Xara LX is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. Xara LX and its component source files are 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 General Public License for more details. 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Xara Group Ltd, Gaddesden Place, Hemel Hempstead, HP2 6EX, UK. http://www.xara.com/ =================================XARAHEADEREND============================ */ #include "camtypes.h" #include "fthrconv.h" #include "bshadow.h" ///////////////////////////////////////////////////////////////////////////////////////////// // // Shadow convolution (modified from bshadow.cpp code) // ///////////////////////////////////////////////////////////////////////////////////////////// const double HalfX = 0.4999999999999 ; // // The following three functions rely on the rounding more being // round to nearest. // inline UINT32 FloorSqrt( const double D ) { #if defined(_M_IX86) UINT32 I ; __asm fld D __asm fsqrt __asm fsub HalfX __asm fistp I return I ; #else return (UINT32)sqrt(D) ; #endif } /******************************************************************************************************/ /* Modification:- Function used to expect the bitmap of an object to be the dimensions of its bounding rectangle (ie bbox coords pixel aligned and dimensions converted to pixels, at current zoom) Given such a bitmap it expected to generate a bitmap which was nBlur pixels greater on all sides (ie dimensions increased by 2*nBlur) to cater for the amount of blurring which would extend beyond the dimensions of the src bitmap for any parts of the object which touched the src bitmaps border Feathering doesn't require this blurring outside the objects outline. Also we don't always pass in a full bitmap of the object. Modified the function to expect the src bitmap (ie pForegroundBits) to include the extra feathersized region which is needed to ensure that the bitmap lying nBlur pixels within the borders of the pForegroundBits is properly shadowed. Hence the intermediate version of the src bmp (from which the convolution is calculated) merely differs from pForeGroundBits in width, by DWORD alignment. The destination bitmap into which the convolution calculations are place, ForeGroundSize - 2*nBlur pixels, wide.(DWORD aligned?). Thus the destination bitmap is the same dimensions as the viewable rectangle ALSO changed to return lpBitmapInfo and modify a LPBYTE* USED to expect blur to be entire blur region (ie twice feather size) ie (from old code) double fNewBlur = fBlur/2.0 ; if ( fNewBlur>MAX_SHADOW_BLUR ) fNewBlur = MAX_SHADOW_BLUR ; UINT32 nBlur = (UINT32)fNewBlur ; */ LPBITMAPINFO Shadow32BppBitmap(const UINT32 nBlur, LPBITMAPINFO pSrcInfo, LPBYTE pSrcBits32, LPBYTE* pDestBits) { ERROR2IF(pSrcInfo->bmiHeader.biBitCount!=32, NULL, "Only supports 32bpp bitmap feathering"); // Size of the original src bitmap CSize SrcBmpSize(pSrcInfo->bmiHeader.biWidth, pSrcInfo->bmiHeader.biHeight); CSize InnerBmpSizeCheck(SrcBmpSize.cx - 2*nBlur,SrcBmpSize.cy - 2*nBlur); // check convolution code will be OK if(!(InnerBmpSizeCheck.cx>1 && InnerBmpSizeCheck.cy>1)) { // Gavin's CompileCode asm function (called from GenerateWallShadow) can't handle this ENSURE(FALSE, "Conv code cannot create bmp with width or height of 1."); return NULL; } ////////////////////////////////////////// // The pSrcBits32 have to be DWORD aligned ////////////////////////////////////////// // NB: OffscreenBMP's always 32Bpp. However if feathering an OffscreenBMP, the byte // width of pSrcInfo (ie pSrcInfo->bmiHeader.biWidth / 4) is won't always be DWORD // aligned (ie won't necessarily be an exact multiple of 4) // See note in GRenderRegion::CreateOffscreenState where buffer allocated const UINT32 DWordWidth = DIBUtil::ScanlineSize(SrcBmpSize.cx, 8); // Could be up to 3 pixels wider than the source UINT32 DWordPadding = DWordWidth - SrcBmpSize.cx; BOOL DWordAligned = (DWordPadding==0)? TRUE: FALSE; CSize DWordSrcBmpSize(DWordWidth, SrcBmpSize.cy); /////////////////////////////////////////////////////////////////////////////////////////// // Copy src into DWORD aligned 8bpp bmp to pass into gavin's routine (pBitmapToShadow) /////////////////////////////////////////////////////////////////////////////////////////// BYTE* pBitmapToShadow = new BYTE[DWordSrcBmpSize.cx*DWordSrcBmpSize.cy]; // If the src bmp requires no dword alignment. then we simply need to transfer T value of BGRT // pixel in the 32bpp src (ie 4th BYTE of every 4 BYTES) to pBitmapToShadow // // NB if src bitmap is the offscreen bmp, then it will be DWORD aligned. Also, our background // bits are pre-initialised to 0x000000FF. Hence anything outside the nodes path in the offscreen // bitmap will already have a T value of 0xFF. // // For non-DWORD aligned src bmps, we need to ensure that the DWORD padded bytes get set to 0xFF // Now, set up the pointers to do the transfer of bits from one bitmap to the other // and move the destination pointer into position // CONST BYTE* pSrc = (CONST BYTE *)pSrcBits32 + 3 ; // T value of pSrcBits32 BGRT value CONST BYTE* pSrc = (CONST BYTE *)pSrcBits32; // R value of pSrcBits32 BGRT value BYTE* pDest = (BYTE *)pBitmapToShadow; UINT32 ForegroundScanlineSize = SrcBmpSize.cx * 4; // transfer the source bitmap into this larger bitmap to be shadowed for ( UINT32 i=0 ; i<(UINT32)DWordSrcBmpSize.cy ; i++ ) { CONST BYTE* pNextSrcLine = pSrc +ForegroundScanlineSize; BYTE* pNextDestLine = pDest+DWordSrcBmpSize.cx; for ( UINT32 j=0 ; j<(UINT32)SrcBmpSize.cx ; j++ ) { *pDest++ = *pSrc; pSrc += 4; } // set dword padding bits to background colour expected by convolution code if (!DWordAligned) { for(j=0; jbmiHeader.biXPelsPerMeter = pSrcInfo->bmiHeader.biXPelsPerMeter; pDestInfo->bmiHeader.biYPelsPerMeter = pSrcInfo->bmiHeader.biYPelsPerMeter; ///////////////////////////////////////////////////////////////////////////////// // set up the row & columns - a circular patch ///////////////////////////////////////////////////////////////////////////////// DWORD Left [CBitmapShadow::MAX_ROW_OFFSETS] ; DWORD Right[CBitmapShadow::MAX_ROW_OFFSETS] ; DWORD Low [CBitmapShadow::MAX_ROW_OFFSETS] ; DWORD High [CBitmapShadow::MAX_ROW_OFFSETS] ; UINT32 nSize = nBlur*2+1 ; double S = nBlur ; const double R2 = nBlur * nBlur; UINT32 nLine = nBlur ; UINT32 nArea = 0 ; UINT32 nRows = 0 ; for ( UINT32 r=0 ; r=0 ) { const UINT32 nRadius = FloorSqrt(Radius2) ; Left[nRows] = nLine-nRadius ; Right[nRows] = nLine+nRadius+1 ; if ( Left[nRows]=CBitmapShadow::TABLE_SIZE ) { nTableSize >>= 1 ; nShift++ ; } nInc <<= nShift ; BYTE* pTranslationTable = new BYTE[nTableSize+1] ; UINT32 nCount = 0 ; for ( i=0 ; i<=nTableSize ; ++i ) { pTranslationTable[i] = nCount>>24 ; nCount += nInc ; } ///////////////////////////////////////////////////////////////////////////////// // call gavin's routine to do the shadowing ///////////////////////////////////////////////////////////////////////////////// CBitmapShadow::GenerateWallShadow( &SourceBI, pBitmapToShadow, &pDestInfo->bmiHeader, *pDestBits, nRows, Left,Right, nRows, Low,High, nShift,pTranslationTable ) ; ///////////////////////////////////////////////////////////////////////////////// // clean up intermediate bitmap and translation table ///////////////////////////////////////////////////////////////////////////////// delete [] pBitmapToShadow; delete [] pTranslationTable; return pDestInfo; } LPBITMAPINFO Shadow8BppBitmap(const UINT32 nBlur, LPBITMAPINFO pSrcInfo, LPBYTE pSrcBits8, LPBYTE* pDestBits) { ERROR2IF(pSrcInfo->bmiHeader.biBitCount!=8, NULL, "Only supports 8bpp bitmap feathering"); // Size of the original src bitmap CSize SrcBmpSize(pSrcInfo->bmiHeader.biWidth, pSrcInfo->bmiHeader.biHeight); CSize InnerBmpSizeCheck(SrcBmpSize.cx - 2*nBlur,SrcBmpSize.cy - 2*nBlur); // check convolution code will be OK if(!(InnerBmpSizeCheck.cx>1 && InnerBmpSizeCheck.cy>1)) { // Gavin's CompileCode asm function (called from GenerateWallShadow) can't handle this ENSURE(FALSE, "Conv code cannot create bmp with width or height of 1."); return NULL; } ////////////////////////////////////////////// // The pSrcBits8 must already be DWORD aligned ////////////////////////////////////////////// const UINT32 DWordWidth = DIBUtil::ScanlineSize(SrcBmpSize.cx, 8); // Could be up to 3 pixels wider than the source UINT32 DWordPadding = DWordWidth - SrcBmpSize.cx; BOOL DWordAligned = (DWordPadding==0)? TRUE: FALSE; CSize DWordSrcBmpSize(DWordWidth, SrcBmpSize.cy); BYTE* pBitmapToShadow=NULL; if(DWordAligned) { pBitmapToShadow = pSrcBits8; } else { // assuming that 8bpp buffer is actually dword aligned // NB all buffers allocated by DIBUtil::Alloc dib are actually DWORD aligned even though // the bitmap info width/heigth info doesn't reflect this pBitmapToShadow = pSrcBits8; } ///////////////////////////////////////////////////////////////////////////////// // Allocate dib for convolved bmp and set up info to pass to convolution function ///////////////////////////////////////////////////////////////////////////////// // Bitmap to shadow info headers BITMAPINFOHEADER SourceBI; SourceBI.biBitCount = 8; SourceBI.biWidth = SrcBmpSize.cx; SourceBI.biHeight = SrcBmpSize.cy; SourceBI.biPlanes = 1; // Alloc a DIB to shadow into (also sets up info header) CSize InnerBmpSize(SrcBmpSize.cx - 2*nBlur,SrcBmpSize.cy - 2*nBlur); LPBITMAPINFO pDestInfo = AllocDIB( InnerBmpSize.cx, InnerBmpSize.cy, 8, pDestBits, NULL, TRUE); if(pDestInfo==NULL) { ENSURE(FALSE,"Failed to allocate space for shadow bitmap!"); return NULL; } pDestInfo->bmiHeader.biXPelsPerMeter = pSrcInfo->bmiHeader.biXPelsPerMeter; pDestInfo->bmiHeader.biYPelsPerMeter = pSrcInfo->bmiHeader.biYPelsPerMeter; ///////////////////////////////////////////////////////////////////////////////// // set up the row & columns - a circular patch ///////////////////////////////////////////////////////////////////////////////// DWORD Left [CBitmapShadow::MAX_ROW_OFFSETS] ; DWORD Right[CBitmapShadow::MAX_ROW_OFFSETS] ; DWORD Low [CBitmapShadow::MAX_ROW_OFFSETS] ; DWORD High [CBitmapShadow::MAX_ROW_OFFSETS] ; UINT32 nSize = nBlur*2+1 ; double S = nBlur ; const double R2 = nBlur * nBlur; UINT32 nLine = nBlur ; UINT32 nArea = 0 ; UINT32 nRows = 0 ; for ( UINT32 r=0 ; r=0 ) { const UINT32 nRadius = FloorSqrt(Radius2) ; Left[nRows] = nLine-nRadius ; Right[nRows] = nLine+nRadius+1 ; if ( Left[nRows]=CBitmapShadow::TABLE_SIZE ) { nTableSize >>= 1 ; nShift++ ; } nInc <<= nShift ; BYTE* pTranslationTable = new BYTE[nTableSize+1] ; UINT32 nCount = 0 ; for (UINT32 i=0 ; i<=nTableSize ; ++i ) { pTranslationTable[i] = nCount>>24 ; nCount += nInc ; } ///////////////////////////////////////////////////////////////////////////////// // call gavin's routine to do the shadowing ///////////////////////////////////////////////////////////////////////////////// CBitmapShadow::GenerateWallShadow( &SourceBI, pBitmapToShadow, &pDestInfo->bmiHeader, *pDestBits, nRows, Left,Right, nRows, Low,High, nShift,pTranslationTable ) ; ///////////////////////////////////////////////////////////////////////////////// // clean up intermediate bitmap and translation table ///////////////////////////////////////////////////////////////////////////////// // delete [] pBitmapToShadow; delete [] pTranslationTable; return pDestInfo; }