/** * * Copyright 2006 Jerry Huxtable * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package org.jivesoftware.smackx.jingleold.mediaimpl.sshare.api; import java.awt.Color; import java.util.Random; /** * Some more useful math functions for image processing. * These are becoming obsolete as we move to Java2D. Use MiscComposite instead. */ public class PixelUtils { public static final int REPLACE = 0; public static final int NORMAL = 1; public static final int MIN = 2; public static final int MAX = 3; public static final int ADD = 4; public static final int SUBTRACT = 5; public static final int DIFFERENCE = 6; public static final int MULTIPLY = 7; public static final int HUE = 8; public static final int SATURATION = 9; public static final int VALUE = 10; public static final int COLOR = 11; public static final int SCREEN = 12; public static final int AVERAGE = 13; public static final int OVERLAY = 14; public static final int CLEAR = 15; public static final int EXCHANGE = 16; public static final int DISSOLVE = 17; public static final int DST_IN = 18; public static final int ALPHA = 19; public static final int ALPHA_TO_GRAY = 20; private static Random randomGenerator = new Random(); /** * Clamp a value to the range 0..255. */ public static int clamp(int c) { if (c < 0) return 0; if (c > 255) return 255; return c; } public static int interpolate(int v1, int v2, float f) { return clamp((int) (v1 + f * (v2 - v1))); } public static int brightness(int rgb) { int r = (rgb >> 16) & 0xff; int g = (rgb >> 8) & 0xff; int b = rgb & 0xff; return (r + g + b) / 3; } public static boolean nearColors(int rgb1, int rgb2, int tolerance) { int r1 = (rgb1 >> 16) & 0xff; int g1 = (rgb1 >> 8) & 0xff; int b1 = rgb1 & 0xff; int r2 = (rgb2 >> 16) & 0xff; int g2 = (rgb2 >> 8) & 0xff; int b2 = rgb2 & 0xff; return Math.abs(r1 - r2) <= tolerance && Math.abs(g1 - g2) <= tolerance && Math.abs(b1 - b2) <= tolerance; } private static final float[] hsb1 = new float[3];//FIXME-not thread safe private static final float[] hsb2 = new float[3];//FIXME-not thread safe // Return rgb1 painted onto rgb2 public static int combinePixels(int rgb1, int rgb2, int op) { return combinePixels(rgb1, rgb2, op, 0xff); } public static int combinePixels(int rgb1, int rgb2, int op, int extraAlpha, int channelMask) { return (rgb2 & ~channelMask) | combinePixels(rgb1 & channelMask, rgb2, op, extraAlpha); } public static int combinePixels(int rgb1, int rgb2, int op, int extraAlpha) { if (op == REPLACE) return rgb1; int a1 = (rgb1 >> 24) & 0xff; int r1 = (rgb1 >> 16) & 0xff; int g1 = (rgb1 >> 8) & 0xff; int b1 = rgb1 & 0xff; int a2 = (rgb2 >> 24) & 0xff; int r2 = (rgb2 >> 16) & 0xff; int g2 = (rgb2 >> 8) & 0xff; int b2 = rgb2 & 0xff; switch (op) { case NORMAL: break; case MIN: r1 = Math.min(r1, r2); g1 = Math.min(g1, g2); b1 = Math.min(b1, b2); break; case MAX: r1 = Math.max(r1, r2); g1 = Math.max(g1, g2); b1 = Math.max(b1, b2); break; case ADD: r1 = clamp(r1 + r2); g1 = clamp(g1 + g2); b1 = clamp(b1 + b2); break; case SUBTRACT: r1 = clamp(r2 - r1); g1 = clamp(g2 - g1); b1 = clamp(b2 - b1); break; case DIFFERENCE: r1 = clamp(Math.abs(r1 - r2)); g1 = clamp(Math.abs(g1 - g2)); b1 = clamp(Math.abs(b1 - b2)); break; case MULTIPLY: r1 = clamp(r1 * r2 / 255); g1 = clamp(g1 * g2 / 255); b1 = clamp(b1 * b2 / 255); break; case DISSOLVE: if ((randomGenerator.nextInt() & 0xff) <= a1) { r1 = r2; g1 = g2; b1 = b2; } break; case AVERAGE: r1 = (r1 + r2) / 2; g1 = (g1 + g2) / 2; b1 = (b1 + b2) / 2; break; case HUE: case SATURATION: case VALUE: case COLOR: Color.RGBtoHSB(r1, g1, b1, hsb1); Color.RGBtoHSB(r2, g2, b2, hsb2); switch (op) { case HUE: hsb2[0] = hsb1[0]; break; case SATURATION: hsb2[1] = hsb1[1]; break; case VALUE: hsb2[2] = hsb1[2]; break; case COLOR: hsb2[0] = hsb1[0]; hsb2[1] = hsb1[1]; break; } rgb1 = Color.HSBtoRGB(hsb2[0], hsb2[1], hsb2[2]); r1 = (rgb1 >> 16) & 0xff; g1 = (rgb1 >> 8) & 0xff; b1 = rgb1 & 0xff; break; case SCREEN: r1 = 255 - ((255 - r1) * (255 - r2)) / 255; g1 = 255 - ((255 - g1) * (255 - g2)) / 255; b1 = 255 - ((255 - b1) * (255 - b2)) / 255; break; case OVERLAY: int m, s; s = 255 - ((255 - r1) * (255 - r2)) / 255; m = r1 * r2 / 255; r1 = (s * r1 + m * (255 - r1)) / 255; s = 255 - ((255 - g1) * (255 - g2)) / 255; m = g1 * g2 / 255; g1 = (s * g1 + m * (255 - g1)) / 255; s = 255 - ((255 - b1) * (255 - b2)) / 255; m = b1 * b2 / 255; b1 = (s * b1 + m * (255 - b1)) / 255; break; case CLEAR: r1 = g1 = b1 = 0xff; break; case DST_IN: r1 = clamp((r2 * a1) / 255); g1 = clamp((g2 * a1) / 255); b1 = clamp((b2 * a1) / 255); a1 = clamp((a2 * a1) / 255); return (a1 << 24) | (r1 << 16) | (g1 << 8) | b1; case ALPHA: a1 = a1 * a2 / 255; return (a1 << 24) | (r2 << 16) | (g2 << 8) | b2; case ALPHA_TO_GRAY: int na = 255 - a1; return (a1 << 24) | (na << 16) | (na << 8) | na; } if (extraAlpha != 0xff || a1 != 0xff) { a1 = a1 * extraAlpha / 255; int a3 = (255 - a1) * a2 / 255; r1 = clamp((r1 * a1 + r2 * a3) / 255); g1 = clamp((g1 * a1 + g2 * a3) / 255); b1 = clamp((b1 * a1 + b2 * a3) / 255); a1 = clamp(a1 + a3); } return (a1 << 24) | (r1 << 16) | (g1 << 8) | b1; } }