277 lines
5.9 KiB
C++
277 lines
5.9 KiB
C++
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///////////////////////////////////////////////////////////////////////////
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//
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// Copyright (c) 2004, Industrial Light & Magic, a division of Lucas
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// Digital Ltd. LLC
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//
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are
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// met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above
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// copyright notice, this list of conditions and the following disclaimer
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// in the documentation and/or other materials provided with the
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// distribution.
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// * Neither the name of Industrial Light & Magic nor the names of
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// its contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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///////////////////////////////////////////////////////////////////////////
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//----------------------------------------------------------------------------
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//
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// Image scaling and filtering functions.
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//
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//----------------------------------------------------------------------------
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#include "scaleImage.h"
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#include <ImathLimits.h>
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#include <ImathFun.h>
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#include <algorithm>
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#include <math.h>
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using namespace IMF;
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using namespace IMATH;
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using std::min;
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using std::max;
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int
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scaleInt (float f, int i)
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{
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return int (f * i + 0.5);
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}
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void
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scaleX (float f,
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int &w, int &h,
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int &dw, int &dh,
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int &dx, int &dy,
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Array<Rgba> &pixels)
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{
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int dw1 = scaleInt (f, dw);
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if (dw1 <= dw)
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{
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//
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// Do nothing if the width of the data window
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// woudn't increase by at least one pixel.
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//
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return;
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}
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w = scaleInt (f, w);
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dx = scaleInt (f, dx);
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//
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// Copy the pixels to a temporary array
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//
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Array<Rgba> tmp (dw * dh);
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for (int i = 0; i < dw * dh; ++i)
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tmp[i] = pixels[i];
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//
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// Resize the original pixel array,
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// and copy the pixels back into the
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// resized array.
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//
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pixels.resizeErase (dw1 * dh);
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f = float (dw - 1) / float (dw1 - 1);
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for (int x = 0; x < dw1; ++x)
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{
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float x1 = x * f;
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int xs = int (x1);
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int xt = min (xs + 1, dw - 1);
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float t = x1 - xs;
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float s = 1 - t;
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for (int y = 0; y < dh; ++y)
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{
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const Rgba &ps = tmp [y * dw + xs];
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const Rgba &pt = tmp [y * dw + xt];
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Rgba &p = pixels[y * dw1 + x];
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p.r = ps.r * s + pt.r * t;
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p.g = ps.g * s + pt.g * t;
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p.b = ps.b * s + pt.b * t;
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p.a = ps.a * s + pt.a * t;
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}
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}
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dw = dw1;
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}
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void
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scaleY (float f,
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int &w, int &h,
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int &dw, int &dh,
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int &dx, int &dy,
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Array<Rgba> &pixels)
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{
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int dh1 = scaleInt (f, dh);
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if (dh1 <= dh)
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{
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//
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// Do nothing if the height of the data window
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// woudn't increase by at least one pixel.
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//
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return;
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}
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h = scaleInt (f, h);
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dy = scaleInt (f, dy);
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//
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// Copy the pixels to a temporary array
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//
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Array<Rgba> tmp (dw * dh);
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for (int i = 0; i < dw * dh; ++i)
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tmp[i] = pixels[i];
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//
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// Resize the original pixel array,
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// and copy the pixels back into the
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// resized array.
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//
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pixels.resizeErase (dw * dh1);
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f = float (dh - 1) / float (dh1 - 1);
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for (int y = 0; y < dh1; ++y)
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{
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float y1 = y * f;
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int ys = int (y1);
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int yt = min (ys + 1, dh - 1);
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float t = y1 - ys;
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float s = 1 - t;
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for (int x = 0; x < dw; ++x)
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{
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const Rgba &ps = tmp [ys * dw + x];
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const Rgba &pt = tmp [yt * dw + x];
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Rgba &p = pixels[y * dw + x];
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p.r = ps.r * s + pt.r * t;
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p.g = ps.g * s + pt.g * t;
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p.b = ps.b * s + pt.b * t;
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p.a = ps.a * s + pt.a * t;
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}
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}
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dh = dh1;
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}
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void
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normalizePixels (int dw, int dh, Array<Rgba> &pixels)
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{
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float pMax = -IMATH::limits<float>::max ();
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float pMin = IMATH::limits<float>::max ();
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for (int i = 0; i < dw * dh; ++i)
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{
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const Rgba &p = pixels[i];
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if (p.r.isFinite())
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{
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pMax = max (float (p.r), pMax);
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pMin = min (float (p.r), pMin);
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}
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if (p.g.isFinite())
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{
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pMax = max (float (p.g), pMax);
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pMin = min (float (p.g), pMin);
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}
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if (p.b.isFinite())
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{
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pMax = max (float (p.b), pMax);
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pMin = min (float (p.b), pMin);
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}
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}
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if (pMax <= pMin)
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pMax = pMin + 1;
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for (int i = 0; i < dw * dh; ++i)
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{
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Rgba &p = pixels[i];
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if (p.r.isFinite())
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p.r = (p.r - pMin) / (pMax - pMin);
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if (p.g.isFinite())
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p.g = (p.g - pMin) / (pMax - pMin);
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if (p.b.isFinite())
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p.b = (p.b - pMin) / (pMax - pMin);
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}
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}
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void
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swapPixels (int dw, int dh, Array<Rgba> &pixels)
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{
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Array<Rgba> tmp (max (dw, dh));
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int dw2 = dw / 2;
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int dh2 = dh / 2;
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//
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// Swap top and bottom half
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//
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for (int x = 0; x < dw; ++x)
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{
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for (int y = 0; y < dh; ++y)
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tmp[(y + dh2) % dh] = pixels[dw * y + x];
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for (int y = 0; y < dh; ++y)
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pixels[dw * y + x] = tmp[y];
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}
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//
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// Swap left and right half
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//
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for (int y = 0; y < dh; ++y)
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{
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for (int x = 0; x < dw; ++x)
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tmp[(x + dw2) % dw] = pixels[dw * y + x];
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for (int x = 0; x < dw; ++x)
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pixels[dw * y + x] = tmp[x];
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}
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}
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