unit Img32.Extra;
(*******************************************************************************
* Author : Angus Johnson *
* Version : 4.8 *
* Date : 10 January 2025 *
* Website : http://www.angusj.com *
* Copyright : Angus Johnson 2019-2025 *
* Purpose : Miscellaneous routines that don't belong in other modules. *
* License : http://www.boost.org/LICENSE_1_0.txt *
*******************************************************************************)
interface
{$I Img32.inc}
uses
SysUtils, Classes, Math, Types,
Img32, Img32.Draw, Img32.Vector;
type
TButtonShape = (bsRound, bsSquare, bsDiamond);
TButtonAttribute = (baShadow, ba3D, baEraseBeneath);
TButtonAttributes = set of TButtonAttribute;
procedure DrawEdge(img: TImage32; const rec: TRect;
topLeftColor, bottomRightColor: TColor32; penWidth: double = 1.0); overload;
procedure DrawEdge(img: TImage32; const rec: TRectD;
topLeftColor, bottomRightColor: TColor32; penWidth: double = 1.0); overload;
procedure DrawEdge(img: TImage32; const path: TPathD;
topLeftColor, bottomRightColor: TColor32;
penWidth: double = 1.0; closePath: Boolean = true); overload;
//DrawShadowRect: is **much** faster than DrawShadow
procedure DrawShadowRect(img: TImage32; const rec: TRect; depth: double;
angle: double = angle45; color: TColor32 = $80000000);
procedure DrawShadow(img: TImage32; const polygon: TPathD;
fillRule: TFillRule; depth: double; angleRads: double = angle45;
color: TColor32 = $80000000; cutoutInsideShadow: Boolean = false); overload;
procedure DrawShadow(img: TImage32; const polygons: TPathsD;
fillRule: TFillRule; depth: double; angleRads: double = angle45;
color: TColor32 = $80000000; cutoutInsideShadow: Boolean = false); overload;
procedure DrawGlow(img: TImage32; const polygon: TPathD;
fillRule: TFillRule; color: TColor32; blurRadius: integer); overload;
procedure DrawGlow(img: TImage32; const polygons: TPathsD;
fillRule: TFillRule; color: TColor32; blurRadius: integer); overload;
//FloodFill: If no CompareFunc is provided, FloodFill will fill whereever
//adjoining pixels exactly match the starting pixel - Point(x,y).
procedure FloodFill(img: TImage32; x, y: Integer; newColor: TColor32;
tolerance: Byte = 0; compareFunc: TCompareFunctionEx = nil);
procedure FastGaussianBlur(img: TImage32;
const rec: TRect; stdDev: integer; repeats: integer = 2); overload;
procedure FastGaussianBlur(img: TImage32;
const rec: TRect; stdDevX, stdDevY: integer; repeats: integer); overload;
procedure GaussianBlur(img: TImage32; rec: TRect; radius: Integer);
//Emboss: A smaller radius is sharper. Increasing depth increases contrast.
//Luminance changes grayscale balance (unless preserveColor = true)
procedure Emboss(img: TImage32; radius: Integer = 1; depth: Integer = 10;
luminance: Integer = 75; preserveColor: Boolean = false);
//Sharpen: Radius range is 1 - 10; amount range is 1 - 50.
//see https://en.wikipedia.org/wiki/Unsharp_masking
procedure Sharpen(img: TImage32; radius: Integer = 2; amount: Integer = 10);
//HatchBackground: Assumes the current image is semi-transparent.
procedure HatchBackground(img: TImage32; color1: TColor32 = clWhite32;
color2: TColor32= $FFE8E8E8; hatchSize: Integer = 10); overload;
procedure HatchBackground(img: TImage32; const rec: TRect;
color1: TColor32 = clWhite32; color2: TColor32= $FFE8E8E8;
hatchSize: Integer = 10); overload;
procedure GridBackground(img: TImage32; majorInterval, minorInterval: integer;
fillColor: TColor32 = clWhite32;
majColor: TColor32 = $30000000; minColor: TColor32 = $20000000);
procedure ReplaceExactColor(img: TImage32; oldColor, newColor: TColor32);
//RemoveColor: Removes the specified color from the image, even from
//pixels that are a blend of colors including the specified color.
//see https://stackoverflow.com/questions/9280902/
procedure RemoveColor(img: TImage32; color: TColor32);
//FilterOnColor: Removes everything not nearly matching 'color'
//This uses an algorithm that's very similar to the one in RemoveColor.
procedure FilterOnColor(img: TImage32; color: TColor32);
procedure FilterOnExactColor(img: TImage32; color: TColor32);
procedure FilterOnAlpha(img: TImage32; alpha: byte; tolerance: byte);
//RedEyeRemove: Removes 'red eye' from flash photo images.
procedure RedEyeRemove(img: TImage32; const rect: TRect);
procedure PencilEffect(img: TImage32; intensity: integer = 0);
procedure TraceContours(img: TImage32; intensity: integer);
procedure EraseInsidePath(img: TImage32;
const path: TPathD; fillRule: TFillRule);
procedure EraseInsidePaths(img: TImage32;
const paths: TPathsD; fillRule: TFillRule);
procedure EraseOutsidePath(img: TImage32; const path: TPathD;
fillRule: TFillRule; const outsideBounds: TRect);
procedure EraseOutsidePaths(img: TImage32; const paths: TPathsD;
fillRule: TFillRule; const outsideBounds: TRect;
rendererCache: TCustomRendererCache = nil); overload;
procedure Draw3D(img: TImage32; const polygon: TPathD;
fillRule: TFillRule; height, blurRadius: double;
colorLt: TColor32 = $DDFFFFFF; colorDk: TColor32 = $80000000;
angleRads: double = angle225); overload;
procedure Draw3D(img: TImage32; const polygons: TPathsD;
fillRule: TFillRule; height, blurRadius: double;
colorLt: TColor32 = $DDFFFFFF; colorDk: TColor32 = $80000000;
angleRads: double = angle225); overload;
function RainbowColor(fraction: double; luminance: byte = 128): TColor32;
function GradientColor(color1, color2: TColor32; frac: single): TColor32;
function MakeDarker(color: TColor32; percent: cardinal): TColor32;
function MakeLighter(color: TColor32; percent: cardinal): TColor32;
function DrawButton(img: TImage32; const pt: TPointD;
size: double; color: TColor32 = clNone32;
buttonShape: TButtonShape = bsRound;
buttonAttributes: TButtonAttributes = [baShadow, ba3D, baEraseBeneath]): TPathD;
// RamerDouglasPeucker: simplifies paths, recursively removing vertices where
// they deviate no more than 'epsilon' from their adjacent vertices.
function RamerDouglasPeucker(const path: TPathD;
epsilon: double): TPathD; overload;
function RamerDouglasPeucker(const paths: TPathsD;
epsilon: double): TPathsD; overload;
{$IFDEF USE_OLD_SIMPLIFYPATHS}
// SimplifyPath: Better than RDP when simplifying closed paths
function SimplifyPath(const path: TPathD;
shapeTolerance: double = 0.1; isOpenPath: Boolean = false): TPathD;
function SimplifyPaths(const paths: TPathsD;
shapeTolerance: double = 0.1; isOpenPath: Boolean = false): TPathsD;
{$ELSE}
// SimplifyPath: Better than RDP when simplifying closed paths
function SimplifyPath(const path: TPathD;
shapeTolerance: double = 0.1; isClosedPath: Boolean = true): TPathD;
function SimplifyPaths(const paths: TPathsD;
shapeTolerance: double = 0.1; isClosedPath: Boolean = true): TPathsD;
{$ENDIF}
// SimplifyPathEx: this is particularly useful following Vectorize()
// because it also removes very short zig-zag segments
function SimplifyPathEx(const path: TPathD; shapeTolerance: double): TPathD;
function SimplifyPathsEx(const paths: TPathsD; shapeTolerance: double): TPathsD;
// SmoothToCubicBezier and SmoothToCubicBezier2 have been deprecated in
// favour of SmoothPath that's much simpler
function SmoothToCubicBezier(const path: TPathD;
pathIsClosed: Boolean; maxOffset: integer = 0): TPathD; overload; deprecated;
function SmoothToCubicBezier(const paths: TPathsD;
pathIsClosed: Boolean; maxOffset: integer = 0): TPathsD; overload; deprecated;
function SmoothToCubicBezier2(const path: TPathD;
pathIsClosed: Boolean; maxOffset: integer = 0): TPathD; overload; deprecated;
function SmoothToCubicBezier2(const paths: TPathsD;
pathIsClosed: Boolean; maxOffset: integer = 0): TPathsD; overload; deprecated;
// SmoothPath - smooths a path using bicubic interpolation
// tension (range -1 to 1): from least to most curve constraint
function SmoothPath(const path: TPathD; isClosedPath: Boolean;
tension: double = 0; shapeTolerance: double = 0.1): TPathD;
function SmoothPaths(const paths: TPathsD; isClosedPath: Boolean;
tension: double = 0; shapeTolerance: double = 0.1): TPathsD;
function GetFloodFillMask(imgIn, imgMaskOut: TImage32; x, y: Integer;
tolerance: Byte; compareFunc: TCompareFunctionEx): Boolean;
procedure SymmetricCropTransparent(img: TImage32);
//3 additional blend functions (see TImage32.CopyBlend)
function BlendAverage(bgColor, fgColor: TColor32): TColor32;
function BlendLinearBurn(bgColor, fgColor: TColor32): TColor32;
function BlendColorDodge(bgColor, fgColor: TColor32): TColor32;
implementation
uses
{$IFDEF USING_FMX}
Img32.FMX,
{$ENDIF}
Img32.Transform;
const
FloodFillDefaultRGBTolerance: byte = 64;
MaxBlur = 100;
type
PColor32Array = ^TColor32Array;
TColor32Array = array [0.. maxint div SizeOf(TColor32) -1] of TColor32;
PWeightedColorArray = ^TWeightedColorArray;
TWeightedColorArray = array [0.. $FFFFFF] of TWeightedColor;
// SimplifyPathsEx structures
PVertex = ^TVertex;
TVertex = record
pt : TPointD;
uvec : TPointD;
dist : double;
perpD : double;
next : PVertex;
prev: PVertex;
end;
TArrayOfVertices = array of TVertex;
//------------------------------------------------------------------------------
// Miscellaneous functions
//------------------------------------------------------------------------------
function Clamp(val, endVal: integer): integer;
{$IFDEF INLINE} inline; {$ENDIF}
begin
if val < 0 then Result := 0
else if val >= endVal then Result := endVal -1
else Result := val;
end;
//------------------------------------------------------------------------------
function ModEx(val, endVal: integer): integer;
{$IFDEF INLINE} inline; {$ENDIF}
begin
Result := val mod endVal;
if Result < 0 then Result := endVal + Result;
end;
//------------------------------------------------------------------------------
function GetSymmetricCropTransparentRect(img: TImage32): TRect;
var
w,h, x,y, x1,y1: Integer;
p1,p2: PARGB;
opaquePxlFound: Boolean;
begin
Result := img.Bounds;
w := img.Width;
y1 := 0;
opaquePxlFound := false;
for y := 0 to (img.Height div 2) -1 do
begin
p1 := PARGB(img.PixelRow[y]);
p2 := PARGB(img.PixelRow[img.Height - y -1]);
for x := 0 to w -1 do
begin
if (p1.A > 0) or (p2.A > 0) then
begin
y1 := y;
opaquePxlFound := true;
break;
end;
inc(p1); inc(p2);
end;
if opaquePxlFound then break;
end;
// probably safeset not to resize empty images
if not opaquePxlFound then Exit;
if y1 > 0 then
begin
inc(Result.Top, y1);
dec(Result.Bottom, y1);
end;
x1 := 0;
h := RectHeight(Result);
opaquePxlFound := false;
for x := 0 to (w div 2) -1 do
begin
p1 := PARGB(@img.Pixels[Result.Top * w + x]);
p2 := PARGB(@img.Pixels[Result.Top * w + (w -1) - x]);
for y := 0 to h -1 do
begin
if (p1.A > 0) or (p2.A > 0) then
begin
x1 := x;
opaquePxlFound := true;
break;
end;
inc(p1, w); inc(p2, w);
end;
if opaquePxlFound then break;
end;
if not opaquePxlFound then Exit;
inc(Result.Left, x1);
dec(Result.Right, x1);
end;
//------------------------------------------------------------------------------
//SymmetricCropTransparent: after cropping, the image's midpoint
//will be the same pixel as before cropping. (Important for rotating.)
procedure SymmetricCropTransparent(img: TImage32);
var
rec: TRect;
begin
rec := GetSymmetricCropTransparentRect(img);
if (rec.Top > 0) or (rec.Left > 0) then img.Crop(rec);
end;
//------------------------------------------------------------------------------
procedure DrawEdge(img: TImage32; const rec: TRect;
topLeftColor, bottomRightColor: TColor32; penWidth: double = 1.0);
begin
DrawEdge(img, RectD(rec), topLeftColor, bottomRightColor, penWidth);
end;
//------------------------------------------------------------------------------
procedure DrawEdge(img: TImage32; const rec: TRectD;
topLeftColor, bottomRightColor: TColor32; penWidth: double = 1.0);
var
p: TPathD;
c: TColor32;
begin
if penWidth = 0 then Exit
else if penWidth < 0 then
begin
c := topLeftColor;
topLeftColor := bottomRightColor;
bottomRightColor := c;
penWidth := -penWidth;
end;
if topLeftColor <> bottomRightColor then
begin
with rec do
begin
p := Img32.Vector.MakePath([left, bottom, left, top, right, top]);
DrawLine(img, p, penWidth, topLeftColor, esButt);
p := Img32.Vector.MakePath([right, top, right, bottom, left, bottom]);
DrawLine(img, p, penWidth, bottomRightColor, esButt);
end;
end else
DrawLine(img, Rectangle(rec), penWidth, topLeftColor, esPolygon);
end;
//------------------------------------------------------------------------------
procedure DrawEdge(img: TImage32; const path: TPathD;
topLeftColor, bottomRightColor: TColor32;
penWidth: double = 1.0; closePath: Boolean = true);
var
i, highI, deg: integer;
frac: double;
c: TColor32;
p: TPathD;
const
RadToDeg = 180/PI;
begin
if penWidth = 0 then Exit
else if penWidth < 0 then
begin
c := topLeftColor;
topLeftColor := bottomRightColor;
bottomRightColor := c;
penWidth := -penWidth;
end;
highI := high(path);
if highI < 2 then Exit;
p := path;
if closePath and not PointsNearEqual(p[0], p[highI], 0.01) then
begin
AppendPoint(p, p[0]);
inc(highI);
end;
for i := 1 to highI do
begin
deg := Round(GetAngle(p[i-1], p[i]) * RadToDeg);
case deg of
-180..-136: frac := (-deg-135)/45;
-135..0 : frac := 0;
1..44 : frac := deg/45;
else frac := 1;
end;
c := GradientColor(topLeftColor, bottomRightColor, frac);
DrawLine(img, p[i-1], p[i], penWidth, c);
end;
end;
//------------------------------------------------------------------------------
procedure FillColorHorz(img: TImage32; x, endX, y: integer; color: TColor32);
var
i,dx: integer;
p: PColor32;
begin
if (x < 0) or (x >= img.Width) then Exit;
if (y < 0) or (y >= img.Height) then Exit;
p := img.PixelRow[y]; inc(p, x);
if endX >= img.Width then endX := img.Width -1
else if endX < 0 then endX := 0;
if endX < x then dx := -1 else dx := 1;
for i := 0 to Abs(x-endX) do
begin
p^ := color;
inc(p, dx);
end;
end;
//------------------------------------------------------------------------------
procedure FillColorVert(img: TImage32; x, y, endY: integer; color: TColor32);
var
i, dy: integer;
p: PColor32;
begin
if (x < 0) or (x >= img.Width) then Exit;
if (y < 0) or (y >= img.Height) then Exit;
p := img.PixelRow[y]; inc(p, x);
if endY >= img.Height then
endY := img.Height -1 else if endY < 0 then endY := 0;
dy := img.Width;
if endY < y then dy := -dy;
for i := 0 to Abs(y - endY) do
begin
p^ := color;
inc(p, dy);
end;
end;
//------------------------------------------------------------------------------
procedure DrawShadowRect(img: TImage32; const rec: TRect; depth: double;
angle: double = angle45; color: TColor32 = $80000000);
var
i,j, sX,sY: integer;
l,t,r,b: integer;
tmpImg: TImage32;
tmpRec: TRect;
xx,yy: double;
ss: TPointD;
c: TColor32;
begin
GetSinCos(angle, yy, xx);
ss.X := depth * xx;
ss.Y := depth * yy;
sX := Abs(Round(ss.X));
sY := Abs(Round(ss.Y));
if rec.Left + ss.X < 0 then ss.X := -rec.Left
else if rec.Right + ss.X > img.Width then ss.X := img.Width - rec.Right -1;
if rec.Top + ss.Y < 0 then ss.Y := -rec.Top
else if rec.Bottom + ss.Y > img.Height then ss.Y := img.Height -rec.Bottom -1;
tmpImg := TImage32.Create(sX*3 +1, sY*3 +1);
try
i := sX div 2; j := sY div 2;
DrawPolygon(tmpImg, Rectangle(i,j,i+sX*2,j+sY*2), frNonZero, color);
FastGaussianBlur(tmpImg, tmpImg.Bounds, Round(sX/4),Round(sY/4), 1);
// t-l corner
if (ss.X < 0) or (ss.Y < 0) then
begin
tmpRec := Rect(0, 0, sX, sY);
l := rec.Left; t := rec.Top;
if ss.X < 0 then dec(l, sX);
if ss.Y < 0 then dec(t, sY);
img.Copy(tmpImg, tmpRec, Rect(l,t,l+sX,t+sY));
end;
// t-r corner
if (ss.X > 0) or (ss.Y < 0) then
begin
tmpRec := Rect(sX*2+1, 0, sX*3+1, sY);
l := rec.Right; t := rec.Top;
if ss.X < 0 then dec(l, sX);
if ss.Y < 0 then dec(t, sY);
img.Copy(tmpImg, tmpRec, Rect(l,t,l+sX,t+sY));
end;
// b-l corner
if (ss.X < 0) or (ss.Y > 0) then
begin
tmpRec := Rect(0, sY*2+1, sX, sY*3+1);
l := rec.Left; t := rec.Bottom;
if ss.X < 0 then dec(l, sX);
if ss.Y < 0 then dec(t, sY);
img.Copy(tmpImg, tmpRec, Rect(l,t,l+sX,t+sY));
end;
// b-r corner
if (ss.X > 0) or (ss.Y > 0) then
begin
tmpRec := Rect(sX*2+1, sY*2+1, sX*3+1, sY*3+1);
l := rec.Right; t := rec.Bottom;
if ss.X < 0 then dec(l, sX);
if ss.Y < 0 then dec(t, sY);
img.Copy(tmpImg, tmpRec, Rect(l,t,l+sX,t+sY));
end;
// l-edge
if (ss.X < 0) then
begin
l := rec.Left; t := rec.Top+sY; b := rec.Bottom-1;
if ss.Y < 0 then begin dec(t, sY); dec(b,sY); end;
for i := 1 to sX do
begin
c := tmpImg.Pixel[sX-i, sY+1];
FillColorVert(img, l-i, t, b, c);
end;
end;
// t-edge
if (ss.Y < 0) then
begin
l := rec.Left+sX; r := rec.Right-1; t := rec.Top;
if ss.X < 0 then begin dec(l, sX); dec(r,sX); end;
for i := 1 to sY do
begin
c := tmpImg.Pixel[sX+1, sY-i];
FillColorHorz(img, l, r, t-i, c);
end;
end;
// r-edge
if (ss.X > 0) then
begin
r := rec.Right-1; t := rec.Top+sY; b := rec.Bottom-1;
if ss.Y < 0 then begin dec(t, sY); dec(b,sY); end;
for i := 1 to sX do
begin
c := tmpImg.Pixel[sX*2+i, sY+1];
FillColorVert(img, r+i, t, b, c);
end;
end;
// b-edge
if (ss.Y > 0) then
begin
l := rec.Left+sX; r := rec.Right-1; b := rec.Bottom-1;
if ss.X < 0 then begin dec(l, sX); dec(r,sX); end;
for i := 1 to sY do
begin
c := tmpImg.Pixel[sX+1, sY*2+i];
FillColorHorz(img, l, r, b+i, c);
end;
end;
finally
tmpImg.Free;
end;
end;
//------------------------------------------------------------------------------
procedure DrawShadow(img: TImage32; const polygon: TPathD;
fillRule: TFillRule; depth: double; angleRads: double;
color: TColor32; cutoutInsideShadow: Boolean);
var
polygons: TPathsD;
begin
setlength(polygons, 1);
polygons[0] := polygon;
DrawShadow(img, polygons, fillRule, depth,
angleRads, color, cutoutInsideShadow);
end;
//------------------------------------------------------------------------------
procedure DrawShadow(img: TImage32; const polygons: TPathsD;
fillRule: TFillRule; depth: double; angleRads: double;
color: TColor32; cutoutInsideShadow: Boolean);
var
x, y: double;
blurSize, w,h: integer;
rec: TRect;
polys, shadowPolys: TPathsD;
shadowImg: TImage32;
begin
rec := GetBounds(polygons);
if IsEmptyRect(rec) or (depth < 1) then Exit;
{$IFDEF CLOCKWISE_ROTATION_WITH_NEGATIVE_ANGLES}
angleRads := -angleRads;
{$ENDIF}
NormalizeAngle(angleRads);
GetSinCos(angleRads, y, x);
depth := depth * 0.5;
x := depth * x;
y := depth * y;
blurSize := Max(1,Round(depth / 2));
Img32.Vector.InflateRect(rec, Ceil(depth*2), Ceil(depth*2));
polys := TranslatePath(polygons, -rec.Left, -rec.Top);
shadowPolys := TranslatePath(polys, x, y);
RectWidthHeight(rec, w, h);
shadowImg := TImage32.Create(w, h);
try
DrawPolygon(shadowImg, shadowPolys, fillRule, color);
FastGaussianBlur(shadowImg, shadowImg.Bounds, blurSize, 1);
if cutoutInsideShadow then EraseInsidePaths(shadowImg, polys, fillRule);
img.CopyBlend(shadowImg, shadowImg.Bounds, rec, BlendToAlphaLine);
finally
shadowImg.Free;
end;
end;
//------------------------------------------------------------------------------
procedure DrawGlow(img: TImage32; const polygon: TPathD;
fillRule: TFillRule; color: TColor32; blurRadius: integer);
var
polygons: TPathsD;
begin
setlength(polygons, 1);
polygons[0] := polygon;
DrawGlow(img, polygons, fillRule, color, blurRadius);
end;
//------------------------------------------------------------------------------
procedure DrawGlow(img: TImage32; const polygons: TPathsD;
fillRule: TFillRule; color: TColor32; blurRadius: integer);
var
w,h: integer;
rec: TRect;
glowPolys: TPathsD;
glowImg: TImage32;
begin
rec := GetBounds(polygons);
glowPolys := TranslatePath(polygons,
blurRadius -rec.Left +1, blurRadius -rec.Top +1);
Img32.Vector.InflateRect(rec, blurRadius +1, blurRadius +1);
RectWidthHeight(rec, w, h);
glowImg := TImage32.Create(w, h);
try
DrawPolygon(glowImg, glowPolys, fillRule, color);
FastGaussianBlur(glowImg, glowImg.Bounds, blurRadius, 2);
glowImg.ScaleAlpha(4);
img.CopyBlend(glowImg, glowImg.Bounds, rec, BlendToAlphaLine);
finally
glowImg.Free;
end;
end;
//------------------------------------------------------------------------------
procedure Sharpen(img: TImage32; radius: Integer; amount: Integer);
var
i: Integer;
amt: double;
weightAmount: array [-255 .. 255] of Integer;
bmpBlur: TImage32;
pColor, pBlur: PARGB;
begin
if radius = 0 then Exit;
amt := ClampRange(amount/10, 0.1, 5);
radius := ClampRange(radius, 1, 10);
for i := -255 to 255 do
weightAmount[i] := Round(amt * i);
bmpBlur := TImage32.Create(img); // clone self
try
pColor := PARGB(img.pixelBase);
FastGaussianBlur(bmpBlur, bmpBlur.Bounds, radius, 2);
pBlur := PARGB(bmpBlur.pixelBase);
for i := 1 to img.Width * img.Height do
begin
if (pColor.A > 0) then
begin
pColor.R := ClampByte(pColor.R + weightAmount[pColor.R - pBlur.R]);
pColor.G := ClampByte(pColor.G + weightAmount[pColor.G - pBlur.G]);
pColor.B := ClampByte(pColor.B + weightAmount[pColor.B - pBlur.B]);
end;
Inc(pColor); Inc(pBlur);
end;
finally
bmpBlur.Free;
end;
end;
//------------------------------------------------------------------------------
procedure InternalHatchBackground(img: TImage32; const rec: TRect;
color1, color2: TColor32; hatchSize: Integer = 10);
var
i, j, imgWidth: Integer;
pc: PColor32;
colors: array[boolean] of TColor32;
hatch: Boolean;
x: integer;
begin
colors[false] := color1;
colors[true] := color2;
imgWidth := img.Width;
for i := rec.Top to rec.Bottom -1 do
begin
pc := @img.Pixels[i * imgWidth + rec.Left];
hatch := Odd(i div hatchSize);
x := (rec.Left + 1) mod hatchSize;
if x = 0 then hatch := not hatch;
for j := rec.Left to rec.Right -1 do
begin
if pc^ = 0 then
pc^ := colors[hatch]
else if GetAlpha(pc^) < 255 then
pc^ := BlendToOpaque(colors[hatch], pc^);
inc(pc);
inc(x);
if x >= hatchSize then
begin
x := 0;
hatch := not hatch;
end;
end;
end;
end;
//------------------------------------------------------------------------------
procedure HatchBackground(img: TImage32; const rec: TRect;
color1: TColor32 = clWhite32; color2: TColor32= $FFE8E8E8;
hatchSize: Integer = 10); overload;
begin
if (rec.Right <= rec.Left) or (rec.Bottom - rec.Top <= 0) then Exit;
img.BeginUpdate;
try
InternalHatchBackground(img, rec, color1, color2, hatchSize);
finally
img.EndUpdate;
end;
end;
//------------------------------------------------------------------------------
procedure HatchBackground(img: TImage32;
color1: TColor32; color2: TColor32; hatchSize: Integer);
begin
HatchBackground(img, img.Bounds, color1, color2, hatchSize);
end;
//------------------------------------------------------------------------------
procedure GridBackground(img: TImage32; majorInterval, minorInterval: integer;
fillColor: TColor32; majColor: TColor32; minColor: TColor32);
var
i, x,y, w,h: integer;
path: TPathD;
cr: TCustomColorRenderer;
begin
img.Clear(fillColor);
w := img.Width; h := img.Height;
NewPointDArray(path, 2, True);
if img.AntiAliased then
cr := TColorRenderer.Create(minColor) else
cr := TAliasedColorRenderer.Create(minColor);
try
if minorInterval > 0 then
begin
//cr.SetColor(minColor);
x := minorInterval;
path[0] := PointD(x, 0); path[1] := PointD(x, h);;
for i := 1 to (w div minorInterval) do
begin
Img32.Draw.DrawLine(img, path, 1, cr, esSquare);
path[0].X := path[0].X + minorInterval;
path[1].X := path[1].X + minorInterval;
end;
y := minorInterval;
path[0] := PointD(0, y); path[1] := PointD(w, y);
for i := 1 to (h div minorInterval) do
begin
Img32.Draw.DrawLine(img, path, 1, cr, esSquare);
path[0].Y := path[0].Y + minorInterval;
path[1].Y := path[1].Y + minorInterval;
end;
end;
if majorInterval > minorInterval then
begin
cr.SetColor(majColor);
x := majorInterval;
path[0] := PointD(x, 0); path[1] := PointD(x, h);;
for i := 1 to (w div majorInterval) do
begin
Img32.Draw.DrawLine(img, path, 1, cr, esSquare);
path[0].X := path[0].X + majorInterval;
path[1].X := path[1].X + majorInterval;
end;
y := majorInterval;
path[0] := PointD(0, y); path[1] := PointD(w, y);
for i := 1 to (h div majorInterval) do
begin
Img32.Draw.DrawLine(img, path, 1, cr, esSquare);
path[0].Y := path[0].Y + majorInterval;
path[1].Y := path[1].Y + majorInterval;
end;
end;
finally
cr.Free;
end;
end;
//------------------------------------------------------------------------------
function ColorDifference(color1, color2: TColor32): cardinal;
{$IFDEF INLINE} inline; {$ENDIF}
var
c1: TARGB absolute color1;
c2: TARGB absolute color2;
begin
result := Abs(c1.R - c2.R) + Abs(c1.G - c2.G) + Abs(c1.B - c2.B);
result := (result * 341) shr 10; // divide by 3
end;
//------------------------------------------------------------------------------
procedure ReplaceExactColor(img: TImage32; oldColor, newColor: TColor32);
var
color: PColor32;
i: Integer;
begin
color := img.PixelBase;
for i := 0 to img.Width * img.Height -1 do
begin
if color^ = oldColor then color^ := newColor;
inc(color);
end;
end;
//------------------------------------------------------------------------------
procedure RemoveColor(img: TImage32; color: TColor32);
var
fg: TARGB absolute color;
bg: PARGB;
i: Integer;
Q: byte;
begin
if fg.A = 0 then Exit;
bg := PARGB(img.PixelBase);
for i := 0 to img.Width * img.Height -1 do
begin
if bg.A > 0 then
begin
// red
if (bg.R > fg.R) then Q := bg.R - fg.R
else if (bg.R < fg.R) then Q := DivTable[fg.R - bg.R, fg.R]
else Q := 0;
// green
if (bg.G > fg.G) then Q := Max(Q, bg.G - fg.G)
else if (bg.G < fg.G) then Q := Max(Q, DivTable[fg.G - bg.G, fg.G]);
// blue
if (bg.B > fg.B) then Q := Max(Q, bg.B - fg.B)
else if (bg.B < fg.B) then Q := Max(Q, DivTable[fg.B - bg.B, fg.B]);
// weight Q toward either fully opaque or fully translucent
Q := Sigmoid[Q];
if (Q = 0) then
bg.Color := clNone32
else if (Q < 255) then
begin
bg.A := MulTable[bg.A, Q];
bg.R := DivTable[bg.R - MulTable[not Q, fg.R], Q];
bg.G := DivTable[bg.G - MulTable[not Q, fg.G], Q];
bg.B := DivTable[bg.B - MulTable[not Q, fg.B], Q];
end;
end;
inc(bg);
end;
end;
//------------------------------------------------------------------------------
procedure FilterOnColor(img: TImage32; color: TColor32);
var
fg: TARGB absolute color;
bg: PARGB;
i: Integer;
Q: byte;
begin
if fg.A = 0 then Exit;
bg := PARGB(img.PixelBase);
for i := 0 to img.Width * img.Height -1 do
begin
if bg.A > 0 then
begin
// red
if (bg.R > fg.R) then
Q := bg.R - fg.R
else if (bg.R < fg.R) then
Q := DivTable[fg.R - bg.R, fg.R]
else
Q := 0;
// green
if (bg.G > fg.G) then
Q := Max(Q, bg.G - fg.G)
else if (bg.G < fg.G) then
Q := Max(Q, DivTable[fg.G - bg.G, fg.G]);
// blue
if (bg.B > fg.B) then
Q := Max(Q, bg.B - fg.B)
else if (bg.B < fg.B) then
Q := Max(Q, DivTable[fg.B - bg.B, fg.B]);
// weight Q toward either fully opaque or fully translucent
Q := Sigmoid[Q];
Q := MulTable[bg.A, not Q];
bg.Color := color;
bg.A := Q; // note: fg.A is ignored
end;
inc(bg);
end;
end;
//------------------------------------------------------------------------------
procedure FilterOnExactColor(img: TImage32; color: TColor32);
var
pc: PColor32;
i: Integer;
mask: TColor32;
begin
// alpha channel is ignored
mask := $FFFFFF;
color := color and mask;
pc := img.PixelBase;
for i := 0 to img.Width * img.Height -1 do
begin
if (pc^ and mask) <> color then pc^ := clNone32;
inc(pc);
end;
end;
//------------------------------------------------------------------------------
procedure FilterOnAlpha(img: TImage32; alpha: byte; tolerance: byte);
var
bg: PARGB;
i: Integer;
begin
bg := PARGB(img.PixelBase);
for i := 0 to img.Width * img.Height -1 do
begin
if abs(bg.A - alpha) > tolerance then bg.A := 0;
inc(bg);
end;
end;
//------------------------------------------------------------------------------
procedure RedEyeRemove(img: TImage32; const rect: TRect);
var
k: integer;
cutout, mask: TImage32;
path: TPathD;
cutoutRec, rect3: TRect;
radGrad: TRadialGradientRenderer;
begin
k := RectWidth(rect) * RectHeight(rect);
if k < 120 then k := 2
else if k < 230 then k := 3
else k := 4;
cutoutRec := rect;
Img32.Vector.InflateRect(cutoutRec, k, k);
cutout := TImage32.Create(img, cutoutRec);
mask := TImage32.Create(cutout.Width, cutout.Height);
radGrad := TRadialGradientRenderer.Create;
try
// fill behind the cutout with black also
// blurring the fill to soften its edges
rect3 := cutout.Bounds;
Img32.Vector.InflateRect(rect3, -k, -k);
path := Ellipse(rect3);
DrawPolygon(mask, path, frNonZero, clBlack32);
// given the very small area and small radius of the blur, the
// speed improvement of BoxBlur over GaussianBlur is inconsequential.
GaussianBlur(mask, mask.Bounds, k);
img.CopyBlend(mask, mask.Bounds, cutoutRec, BlendToOpaque);
// gradient fill to clNone32 a mask to soften cutout's edges
path := Ellipse(cutoutRec);
radGrad.SetParameters(rect3, clBlack32, clNone32);
DrawPolygon(mask, path, frNonZero, radGrad);
cutout.CopyBlend(mask, mask.Bounds, cutout.Bounds, BlendMaskLine);
// now remove red from the cutout
RemoveColor(cutout, clRed32);
// finally replace the cutout ...
img.CopyBlend(cutout, cutout.Bounds, cutoutRec, BlendToOpaque);
finally
mask.Free;
cutout.Free;
radGrad.Free;
end;
end;
//------------------------------------------------------------------------------
procedure EraseInsidePath(img: TImage32; const path: TPathD; fillRule: TFillRule);
begin
if assigned(path) then
ErasePolygon(img, path, fillRule);
end;
//------------------------------------------------------------------------------
procedure EraseInsidePaths(img: TImage32; const paths: TPathsD; fillRule: TFillRule);
begin
if assigned(paths) then
ErasePolygon(img, paths, fillRule);
end;
//------------------------------------------------------------------------------
procedure EraseOutsideRect(img: TImage32; const r, outsideBounds: TRect);
begin
// Fill the parts, that are in outsideBounds but not in r with zeros
// whole top block
if r.Top > outsideBounds.Top then
img.FillRect(Rect(outsideBounds.Left, outsideBounds.Top, outsideBounds.Right, r.Top - 1), 0);
// whole bottom block
if r.Bottom < outsideBounds.Bottom then
img.FillRect(Rect(outsideBounds.Left, r.Bottom + 1, outsideBounds.Right, outsideBounds.Bottom), 0);
// remaining left block
if r.Left > outsideBounds.Left then
img.FillRect(Rect(outsideBounds.Left, r.Top, r.Left - 1, r.Bottom), 0);
// remaining right block
if r.Right < outsideBounds.Right then
img.FillRect(Rect(r.Right + 1, r.Top, outsideBounds.Right, r.Bottom), 0);
end;
//------------------------------------------------------------------------------
procedure EraseOutsidePath(img: TImage32; const path: TPathD;
fillRule: TFillRule; const outsideBounds: TRect);
var
w, h: integer;
renderer: TMaskRenderer;
r: TRect;
polygons: TPathsD;
begin
if not assigned(path) then Exit;
RectWidthHeight(outsideBounds, w, h);
if (w <= 0) or (h <= 0) then Exit;
// We can skip the costly polygon rasterization if the path is
// a rectangle
if (fillRule in [frEvenOdd, frNonZero]) and IsSimpleRectanglePath(path, r) then
begin
EraseOutsideRect(img, r, outsideBounds);
Exit;
end;
renderer := TMaskRenderer.Create;
try
SetLength(polygons, 1);
polygons[0] := path;
Rasterize(img, polygons, outsideBounds, fillRule, renderer);
finally
renderer.Free;
end;
end;
//------------------------------------------------------------------------------
procedure EraseOutsidePaths(img: TImage32; const paths: TPathsD;
fillRule: TFillRule; const outsideBounds: TRect;
rendererCache: TCustomRendererCache);
var
w, h: integer;
renderer: TMaskRenderer;
r: TRect;
begin
if not assigned(paths) then Exit;
RectWidthHeight(outsideBounds, w, h);
if (w <= 0) or (h <= 0) then Exit;
// We can skip the costly polygon rasterization if the path is
// a rectangle.
if (fillRule in [frEvenOdd, frNonZero]) and IsSimpleRectanglePath(paths, r) then
begin
EraseOutsideRect(img, r, outsideBounds);
Exit;
end;
if rendererCache = nil then
renderer := TMaskRenderer.Create
else
renderer := rendererCache.MaskRenderer;
try
Rasterize(img, paths, outsideBounds, fillRule, renderer);
finally
if rendererCache = nil then
renderer.Free;
end;
end;
//------------------------------------------------------------------------------
procedure Draw3D(img: TImage32; const polygon: TPathD;
fillRule: TFillRule; height, blurRadius: double;
colorLt: TColor32; colorDk: TColor32; angleRads: double);
var
polygons: TPathsD;
begin
setLength(polygons, 1);
polygons[0] := polygon;
Draw3D(img, polygons, fillRule, height, blurRadius, colorLt, colorDk, angleRads);
end;
//------------------------------------------------------------------------------
procedure Draw3D(img: TImage32; const polygons: TPathsD;
fillRule: TFillRule; height, blurRadius: double;
colorLt: TColor32; colorDk: TColor32; angleRads: double);
var
tmp: TImage32;
rec: TRect;
paths, paths2: TPathsD;
w,h: integer;
x,y: double;
begin
rec := GetBounds(polygons);
if IsEmptyRect(rec) then Exit;
{$IFDEF CLOCKWISE_ROTATION_WITH_NEGATIVE_ANGLES}
angleRads := -angleRads;
{$ENDIF}
GetSinCos(angleRads, y, x);
paths := TranslatePath(polygons, -rec.Left, -rec.Top);
RectWidthHeight(rec, w, h);
tmp := TImage32.Create(w, h);
try
if GetAlpha(colorLt) > 0 then
begin
tmp.Clear(colorLt);
paths2 := TranslatePath(paths, -height*x, -height*y);
EraseInsidePaths(tmp, paths2, fillRule);
FastGaussianBlur(tmp, tmp.Bounds, Round(blurRadius), 0);
EraseOutsidePaths(tmp, paths, fillRule, tmp.Bounds);
img.CopyBlend(tmp, tmp.Bounds, rec, BlendToAlphaLine);
end;
if GetAlpha(colorDk) > 0 then
begin
tmp.Clear(colorDk);
paths2 := TranslatePath(paths, height*x, height*y);
EraseInsidePaths(tmp, paths2, fillRule);
FastGaussianBlur(tmp, tmp.Bounds, Round(blurRadius), 0);
EraseOutsidePaths(tmp, paths, fillRule, tmp.Bounds);
img.CopyBlend(tmp, tmp.Bounds, rec, BlendToAlphaLine);
end;
finally
tmp.Free;
end;
end;
//------------------------------------------------------------------------------
function RainbowColor(fraction: double; luminance: byte = 128): TColor32;
var
hsl: THsl;
begin
if (fraction < 0) or (fraction > 1) then
fraction := frac(fraction);
hsl.hue := Round(fraction * 255);
hsl.sat := 255;
hsl.lum := luminance;
hsl.alpha := 255;
Result := HslToRgb(hsl);
end;
//------------------------------------------------------------------------------
function GradientColor(color1, color2: TColor32; frac: single): TColor32;
var
hsl1, hsl2: THsl;
begin
if (frac <= 0) then result := color1
else if (frac >= 1) then result := color2
else
begin
hsl1 := RgbToHsl(color1); hsl2 := RgbToHsl(color2);
hsl1.hue := ClampByte(hsl1.hue*(1-frac) + hsl2.hue*frac);
hsl1.sat := ClampByte(hsl1.sat*(1-frac) + hsl2.sat*frac);
hsl1.lum := ClampByte(hsl1.lum*(1-frac) + hsl2.lum*frac);
hsl1.alpha := ClampByte(hsl1.alpha*(1-frac) + hsl2.alpha*frac);
Result := HslToRgb(hsl1);
end;
end;
//------------------------------------------------------------------------------
function MakeDarker(color: TColor32; percent: cardinal): TColor32;
var
hsl: THsl;
begin
hsl := RgbToHsl(color);
hsl.lum := ClampByte(hsl.lum - (percent/100 * hsl.lum));
Result := HslToRgb(hsl);
end;
//------------------------------------------------------------------------------
function MakeLighter(color: TColor32; percent: cardinal): TColor32;
var
hsl: THsl;
begin
hsl := RgbToHsl(color);
hsl.lum := ClampByte(hsl.lum + percent/100 * (255 - hsl.lum));
Result := HslToRgb(hsl);
end;
//------------------------------------------------------------------------------
function DrawButton(img: TImage32; const pt: TPointD;
size: double; color: TColor32; buttonShape: TButtonShape;
buttonAttributes: TButtonAttributes): TPathD;
var
i: integer;
radius: double;
rec: TRectD;
lightSize, lightAngle: double;
begin
if (size < 5) then Exit;
radius := size * 0.5;
lightSize := radius * 0.25;
rec := RectD(pt.X -radius, pt.Y -radius, pt.X +radius, pt.Y +radius);
if baEraseBeneath in buttonAttributes then
img.Clear(Rect(rec));
case buttonShape of
bsDiamond:
begin
NewPointDArray(Result, 4, True);
for i := 0 to 3 do Result[i] := pt;
Result[0].X := Result[0].X -radius;
Result[1].Y := Result[1].Y -radius;
Result[2].X := Result[2].X +radius;
Result[3].Y := Result[3].Y +radius;
end;
bsSquare:
begin
Img32.Vector.InflateRect(rec, -1,-1);
Result := Rectangle(rec);
end;
else
Result := Ellipse(rec);
end;
lightAngle := angle225;
img.BeginUpdate;
try
// nb: only need to cutout the inside shadow if
// the pending color fill is semi-transparent
if baShadow in buttonAttributes then
DrawShadow(img, Result, frNonZero, lightSize *2,
(lightAngle + angle180), $AA000000, GetAlpha(color) < $FE);
if GetAlpha(color) > 2 then
DrawPolygon(img, Result, frNonZero, color);
if ba3D in buttonAttributes then
Draw3D(img, Result, frNonZero, lightSize*2,
Ceil(lightSize), $CCFFFFFF, $AA000000, lightAngle);
DrawLine(img, Result, dpiAware1, clBlack32, esPolygon);
finally
img.EndUpdate;
end;
end;
//------------------------------------------------------------------------------
function AlphaAverage(color1, color2: TColor32): cardinal;
{$IFDEF INLINE} inline; {$ENDIF}
var
c1: TARGB absolute color1;
c2: TARGB absolute color2;
begin
result := (c1.A + c2.A) shr 1;
end;
//------------------------------------------------------------------------------
function BlendAverage(bgColor, fgColor: TColor32): TColor32;
var
res: TARGB absolute Result;
bg: TARGB absolute bgColor;
fg: TARGB absolute fgColor;
begin
res.A := (fg.A + bg.A) shr 1;
res.R := (fg.R + bg.R) shr 1;
res.G := (fg.G + bg.G) shr 1;
res.B := (fg.B + bg.B) shr 1;
end;
//------------------------------------------------------------------------------
function BlendLinearBurn(bgColor, fgColor: TColor32): TColor32;
var
res: TARGB absolute Result;
bg: TARGB absolute bgColor;
fg: TARGB absolute fgColor;
begin
res.A := 255;
res.R := Max(0, bg.R + fg.R - 255);
res.G := Max(0, bg.G + fg.G - 255);
res.B := Max(0, bg.B + fg.B - 255);
end;
//------------------------------------------------------------------------------
function BlendColorDodge(bgColor, fgColor: TColor32): TColor32;
var
res: TARGB absolute Result;
bg: TARGB absolute bgColor;
fg: TARGB absolute fgColor;
begin
res.A := 255;
res.R := DivTable[bg.R, not fg.R];
res.G := DivTable[bg.G, not fg.G];
res.B := DivTable[bg.B, not fg.B];
end;
//------------------------------------------------------------------------------
procedure PencilEffect(img: TImage32; intensity: integer);
var
img2: TImage32;
begin
if img.IsEmpty then Exit;
intensity := max(1, min(10, intensity));
img.Grayscale;
img2 := TImage32.Create(img);
try
img2.InvertColors;
FastGaussianBlur(img2, img2.Bounds, intensity, 2);
img.CopyBlend(img2, img2.Bounds, img.Bounds, BlendColorDodge);
finally
img2.Free;
end;
end;
//------------------------------------------------------------------------------
procedure TraceContours(img: TImage32; intensity: integer);
var
i,j, w,h: integer;
tmp, tmp2: TArrayOfColor32;
s, s2: PColor32;
d: PARGB;
begin
w := img.Width; h := img.Height;
if w * h = 0 then Exit;
NewColor32Array(tmp, w * h);
NewColor32Array(tmp2, w * h);
s := img.PixelRow[0]; d := @tmp[0];
for j := 0 to h-1 do
begin
s2 := IncPColor32(s, 1);
for i := 0 to w-2 do
begin
d.A := ColorDifference(s^, s2^);
inc(s); inc(s2); inc(d);
end;
inc(s); inc(d);
end;
for j := 0 to w-1 do
begin
s := @tmp[j]; d := @tmp2[j];
s2 := IncPColor32(s, w);
for i := 0 to h-2 do
begin
d.A := AlphaAverage(s^, s2^);
inc(s, w); inc(s2, w); inc(d, w);
end;
end;
img.BlockNotify;
img.AssignPixelArray(tmp2, w, h);
img.UnblockNotify;
if intensity < 1 then Exit;
if intensity > 10 then
intensity := 10; // range = 1-10
img.ScaleAlpha(intensity);
end;
//------------------------------------------------------------------------------
// FLOODFILL - AND SUPPORT FUNCTIONS
//------------------------------------------------------------------------------
type
PFloodFillRec = ^TFloodFillRec;
TFloodFillRec = record
xLeft : Integer;
xRight : Integer;
y : Integer;
dirY : Integer;
next : PFloodFillRec;
end;
TFloodFillStack = class
first : PFloodFillRec;
maxY : integer;
constructor Create(maxY: integer);
destructor Destroy; override;
procedure Push(xLeft, xRight,y, direction: Integer);
procedure Pop(out xLeft, xRight,y, direction: Integer);
function IsEmpty: Boolean;
end;
TFloodFillMask = class
private
img : TImage32;
mask : TImage32;
colorsRow : PColor32Array;
maskRow : PColor32Array;
initialColor : TColor32;
compareFunc : TCompareFunctionEx;
tolerance : Integer;
public
function Execute(imgIn, imgMaskOut: TImage32; x,y: integer;
aTolerance: Byte = 0; compFunc: TCompareFunctionEx = nil): Boolean;
procedure SetCurrentY(y: Integer);
function IsMatch(x: Integer): Boolean;
end;
//------------------------------------------------------------------------------
// TFloodFillStack methods
//------------------------------------------------------------------------------
constructor TFloodFillStack.Create(maxY: integer);
begin
self.maxY := maxY;
end;
//------------------------------------------------------------------------------
destructor TFloodFillStack.Destroy;
var
ffr: PFloodFillRec;
begin
while assigned(first) do
begin
ffr := first;
first := first.next;
dispose(ffr);
end;
end;
//------------------------------------------------------------------------------
procedure TFloodFillStack.Push(xLeft, xRight, y, direction: Integer);
var
ffr: PFloodFillRec;
begin
if ((y <= 0) and (direction = -1)) or
((y >= maxY) and (direction = 1)) then Exit;
new(ffr);
ffr.xLeft := xLeft;
ffr.xRight := xRight;
ffr.y := y;
ffr.dirY := direction;
ffr.next := first;
first := ffr;
end;
//------------------------------------------------------------------------------
procedure TFloodFillStack.Pop(out xLeft, xRight, y, direction: Integer);
var
ffr: PFloodFillRec;
begin
xLeft := first.xLeft;
xRight := first.xRight;
direction := first.dirY;
y := first.y + direction;
ffr := first;
first := first.next;
dispose(ffr);
end;
//------------------------------------------------------------------------------
function TFloodFillStack.IsEmpty: Boolean;
begin
result := not assigned(first);
end;
//------------------------------------------------------------------------------
// TFloodFillMask methods
//------------------------------------------------------------------------------
function TFloodFillMask.Execute(imgIn, imgMaskOut: TImage32; x,y: integer;
aTolerance: Byte; compFunc: TCompareFunctionEx): Boolean;
var
ffs : TFloodFillStack;
w,h : integer;
xl, xr, xr2 : Integer;
maxX : Integer;
dirY : Integer;
begin
Result := Assigned(imgIn) and Assigned(imgMaskOut) and
InRange(x,0,imgIn.Width -1) and InRange(y,0,imgIn.Height -1);
if not Result then Exit;
w := imgIn.Width; h := imgIn.Height;
// make sure the mask is the size of the image
imgMaskOut.SetSize(w,h);
img := imgIn;
mask := imgMaskOut;
compareFunc := compFunc;
tolerance := aTolerance;
maxX := w -1;
ffs := TFloodFillStack.create(h -1);
try
initialColor := imgIn.Pixel[x, y];
xl := x; xr := x;
SetCurrentY(y);
IsMatch(x);
while (xl > 0) and IsMatch(xl -1) do dec(xl);
while (xr < maxX) and IsMatch(xr +1) do inc(xr);
ffs.Push(xl, xr, y, -1); // down
ffs.Push(xl, xr, y, 1); // up
while not ffs.IsEmpty do
begin
ffs.Pop(xl, xr, y, dirY);
SetCurrentY(y);
xr2 := xl;
// check left ...
if IsMatch(xl) then
begin
while (xl > 0) and IsMatch(xl-1) do dec(xl);
if xl <= xr2 -2 then
ffs.Push(xl, xr2-2, y, -dirY);
while (xr2 < maxX) and IsMatch(xr2+1) do inc(xr2);
ffs.Push(xl, xr2, y, dirY);
if xr2 >= xr +2 then
ffs.Push(xr+2, xr2, y, -dirY);
xl := xr2 +2;
end;
// check right ...
while (xl <= xr) and not IsMatch(xl) do inc(xl);
while (xl <= xr) do
begin
xr2 := xl;
while (xr2 < maxX) and IsMatch(xr2+1) do inc(xr2);
ffs.Push(xl, xr2, y, dirY);
if xr2 >= xr +2 then
begin
ffs.Push(xr+2, xr2, y, -dirY);
break;
end;
inc(xl, 2);
while (xl <= xr) and not IsMatch(xl) do inc(xl);
end;
end;
finally
ffs.Free;
end;
end;
//------------------------------------------------------------------------------
procedure TFloodFillMask.SetCurrentY(y: Integer);
begin
colorsRow := PColor32Array(img.PixelRow[y]);
maskRow := PColor32Array(mask.PixelRow[y]);
end;
//------------------------------------------------------------------------------
function TFloodFillMask.IsMatch(x: Integer): Boolean;
var
b: Byte;
begin
if (maskRow[x] > 0) then
result := false
else
begin
b := compareFunc(initialColor, colorsRow[x]);
result := b < tolerance;
if Result then
maskRow[x] := tolerance - b else
maskRow[x] := 1;
end;
end;
//------------------------------------------------------------------------------
function GetFloodFillMask(imgIn, imgMaskOut: TImage32; x, y: Integer;
tolerance: Byte; compareFunc: TCompareFunctionEx): Boolean;
var
ffm: TFloodFillMask;
begin
if not Assigned(compareFunc) then compareFunc := CompareRGBEx;
ffm := TFloodFillMask.Create;
try
Result := ffm.Execute(imgIn, imgMaskOut, x, y, tolerance, compareFunc);
finally
ffm.Free;
end;
end;
//------------------------------------------------------------------------------
procedure FloodFill(img: TImage32; x, y: Integer; newColor: TColor32;
tolerance: Byte; compareFunc: TCompareFunctionEx);
var
i: Integer;
pc, pm: PColor32;
mask: TImage32;
begin
if not assigned(compareFunc) then
begin
compareFunc := CompareRGBEx;
if tolerance = 0 then
tolerance := FloodFillDefaultRGBTolerance;
end;
mask := TImage32.Create;
try
if not GetFloodFillMask(img, mask, x, y, tolerance, compareFunc) then
Exit;
pc := img.PixelBase;
pm := mask.PixelBase;
for i := 0 to img.Width * img.Height -1 do
begin
if (pm^ > 1) then pc^ := newColor;
inc(pm); inc(pc);
end;
finally
mask.free;
end;
end;
//------------------------------------------------------------------------------
// EMBOSS - AND SUPPORT FUNCTIONS
//------------------------------------------------------------------------------
function IncPWeightColor(pwc: PWeightedColor; cnt: Integer): PWeightedColor;
begin
result := PWeightedColor(PByte(pwc) + cnt * SizeOf(TWeightedColor));
end;
//------------------------------------------------------------------------------
function Intensity(color: TColor32): byte;
var
c: TARGB absolute color;
begin
Result := (c.R * 61 + c.G * 174 + c.B * 21) shr 8;
end;
//------------------------------------------------------------------------------
function Gray(color: TColor32): TColor32;
var
c: TARGB absolute color;
res: TARGB absolute Result;
begin
res.A := c.A;
res.R := Intensity(color);
res.G := res.R;
res.B := res.R;
end;
//------------------------------------------------------------------------------
procedure Emboss(img: TImage32; radius: Integer;
depth: Integer; luminance: Integer; preserveColor: Boolean);
var
yy,xx, x,y, w,h: Integer;
b: byte;
kernel: array [0 .. MaxBlur, 0 .. MaxBlur] of Integer;
wca: TArrayOfWeightedColor;
pc0, pcf, pcb: PColor32; // pointers to pixels (forward & backward in kernel)
pw0, pw: PWeightedColor; // pointers to weight
customGray: TColor32;
pc: PColor32;
const
maxDepth = 50;
begin
// grayscale luminance as percent where 0% is black and 100% is white
//(luminance is ignored when preserveColor = true)
luminance := ClampRange(luminance, 0, 100);
b := luminance *255 div 100;
customGray := $FF000000 + b shl 16 + b shl 8 + b;
ClampRange(radius, 1, 5);
inc(depth);
ClampRange(depth, 2, maxDepth);
kernel[0][0] := 1;
for y := 1 to radius do
for x := 1 to radius do
kernel[y][x] := depth;
w := img.Width; h := img.Height;
// nb: dynamic arrays are zero-initialized (unless they're a function result)
SetLength(wca, w * h);
pc0 := IncPColor32(img.PixelBase, radius * w);
pw0 := @wca[radius * w];
for y := radius to h -1 - radius do
begin
for x := radius to w -1 - radius do
begin
pw := IncPWeightColor(pw0, x);
pcb := IncPColor32(pc0, x - 1);
if preserveColor then
begin
pcf := IncPColor32(pc0, x);
pw^.Add(pcf^, kernel[0,0]);
inc(pcf);
end else
begin
pw^.Add(customGray, kernel[0,0]);
pcf := IncPColor32(pc0, x + 1);
end;
// parse the kernel ...
for yy := 1 to radius do
begin
for xx := 1 to radius do
begin
pw^.Subtract(Gray(pcf^), kernel[yy,xx]);
pw^.Add(Gray(pcb^), kernel[yy,xx]);
dec(pcb); inc(pcf);
end;
dec(pcb, img.Width - radius);
inc(pcf, img.Width - radius);
end;
end;
inc(pc0, img.Width);
inc(pw0, img.Width);
end;
pc := @img.Pixels[0]; pw := @wca[0];
for x := 0 to img.width * img.Height - 1 do
begin
pc^ := pw.Color or $FF000000;
inc(pc); inc(pw);
end;
end;
//------------------------------------------------------------------------------
// RamerDouglasPeucker - and support functions
//------------------------------------------------------------------------------
procedure RDP(const path: TPathD; startIdx, endIdx: integer;
epsilonSqrd: double; var flags: TArrayOfInteger);
var
i, idx: integer;
d, maxD: double;
begin
idx := 0;
maxD := 0;
for i := startIdx +1 to endIdx -1 do
begin
// PerpendicularDistSqrd - avoids expensive Sqrt()
d := PerpendicularDistSqrd(path[i], path[startIdx], path[endIdx]);
if d <= maxD then Continue;
maxD := d;
idx := i;
end;
if maxD < epsilonSqrd then Exit;
flags[idx] := 1;
if idx > startIdx + 1 then RDP(path, startIdx, idx, epsilonSqrd, flags);
if endIdx > idx + 1 then RDP(path, idx, endIdx, epsilonSqrd, flags);
end;
//------------------------------------------------------------------------------
function RamerDouglasPeucker(const path: TPathD;
epsilon: double): TPathD;
var
i,j, len: integer;
buffer: TArrayOfInteger;
begin
len := length(path);
if len < 5 then
begin
result := Copy(path, 0, len);
Exit;
end;
SetLength(buffer, len); // buffer is zero initialized
buffer[0] := 1;
buffer[len -1] := 1;
RDP(path, 0, len -1, Sqr(epsilon), buffer);
j := 0;
SetLength(Result, len);
for i := 0 to len -1 do
if buffer[i] = 1 then
begin
Result[j] := path[i];
inc(j);
end;
SetLength(Result, j);
end;
//------------------------------------------------------------------------------
function RamerDouglasPeucker(const paths: TPathsD;
epsilon: double): TPathsD;
var
i,j, len: integer;
begin
j := 0;
len := length(paths);
setLength(Result, len);
for i := 0 to len -1 do
begin
Result[j] := RamerDouglasPeucker(paths[i], epsilon);
if Result[j] <> nil then inc(j);
end;
setLength(Result, j);
end;
//------------------------------------------------------------------------------
function GetNext(current, high: integer; var flags: array of Boolean): integer;
begin
Result := current +1;
while (Result <= high) and flags[Result] do inc(Result);
if (Result <= high) then Exit;
Result := 0;
while (flags[Result]) do inc(Result);
end;
//---------------------------------------------------------------------------
function GetPrior(current, high: integer; var flags: array of Boolean): integer;
begin
Result := current;
if (Result = 0) then Result := high
else dec(Result);
while (Result > 0) and flags[Result] do dec(Result);
if not flags[Result] then Exit;
Result := high;
while flags[Result] do dec(Result);
end;
//---------------------------------------------------------------------------
type
PSimplifyRec = ^TSimplifyRec;
TSimplifyRec = record
pt : TPointD;
pdSqrd : double;
prev : PSimplifyRec;
next : PSimplifyRec;
isEndPt : Boolean;
end;
function SimplifyPath(const path: TPathD;
shapeTolerance: double; isClosedPath: Boolean): TPathD;
var
i, iPrev, iNext, len, minLen: integer;
tolSqrd: double;
srArray: array of TSimplifyRec;
current, last: PSimplifyRec;
begin
Result := nil;
len := Length(path);
if not isClosedPath then minLen := 2 else minLen := 3;
if len < minLen then Exit;
SetLength(srArray, len);
for i := 0 to len -1 do
with srArray[i] do
begin
iPrev := ModEx(i-1, len);
iNext := ModEx(i+1, len);
pt := path[i];
prev := @srArray[iPrev];
next := @srArray[iNext];
pdSqrd := PerpendicularDistSqrd(path[i], path[iPrev], path[iNext]);
isEndPt := not isClosedPath and ((i = 0) or (i = len -1));
end;
current := @srArray[0];
last := current.prev;
tolSqrd := Sqr(shapeTolerance);
while current <> last do
begin
if not current.isEndPt and
((current.pdSqrd < tolSqrd) and (current.next.pdSqrd > current.pdSqrd)) then
begin
current.prev.next := current.next;
current.next.prev := current.prev;
last := current.prev;
dec(len);
if last.next = last.prev then break;
last.pdSqrd := PerpendicularDistSqrd(last.pt, last.prev.pt, last.next.pt);
current := last.next;
current.pdSqrd := PerpendicularDistSqrd(current.pt, current.prev.pt, current.next.pt);
end
else
current := current.next;
end;
if len < minLen then Exit;
if not isClosedPath then current := @srArray[0];
NewPointDArray(Result, len, True);
for i := 0 to len -1 do
begin
Result[i] := current.pt;
current := current.next;
end;
end;
//------------------------------------------------------------------------------
function SimplifyPaths(const paths: TPathsD;
shapeTolerance: double; isClosedPath: Boolean): TPathsD;
var
i,j, len: integer;
begin
len := Length(paths);
SetLength(Result, len);
j := 0;
for i := 0 to len -1 do
begin
result[j] := SimplifyPath(paths[i], shapeTolerance, isClosedPath);
if Length(result[j]) > 0 then inc(j);
end;
SetLength(Result, j);
end;
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------
type
PSimplifyExRec = ^TSimplifyExRec;
TSimplifyExRec = record
pt : TPointD;
pdSqrd : double;
segLenSq : double;
prev : PSimplifyExRec;
next : PSimplifyExRec;
end;
function DeleteCurrent(var current: PSimplifyExRec): Boolean;
var
next: PSimplifyExRec;
begin
current.prev.next := current.next;
current.next.prev := current.prev;
current := current.prev;
next := current.next;
Result := next <> current.prev;
if not Result then Exit;
next.pdSqrd := PerpendicularDistSqrd(next.pt, next.prev.pt, next.next.pt);
current.segLenSq := DistanceSqrd(current.pt, current.next.pt);
current.pdSqrd := PerpendicularDistSqrd(current.pt, current.prev.pt, current.next.pt);
end;
//---------------------------------------------------------------------------
function SimplifyPathEx(const path: TPathD; shapeTolerance: double): TPathD;
var
i, prevI, nextI, len: integer;
shapeTolSqr: double;
srArray: array of TSimplifyExRec;
current, start: PSimplifyExRec;
begin
Result := nil;
len := Length(path);
if len < 3 then Exit;
shapeTolSqr := Sqr(shapeTolerance);
SetLength(srArray, len);
for i := 0 to len -1 do
begin
prevI := i -1;
nextI := i +1;
if i = 0 then prevI := len -1
else if i = len -1 then nextI := 0;
with srArray[i] do
begin
pt := path[i];
segLenSq:= DistanceSqrd(path[i], path[nextI]);
pdSqrd := PerpendicularDistSqrd(path[i], path[prevI], path[nextI]);
prev := @srArray[prevI];
next := @srArray[nextI];
end;
end;
current := @srArray[0];
start := current.prev;
while current <> start do
begin
// Irrespective of segment length, remove vertices that deviate very little
// from imaginary lines that pass through their adjacent vertices.
// However, if the following vertex has an even sorter distance from its
// respective imaginary line, its important to remove that vertex first.
if ((current.pdSqrd < shapeTolSqr) and
(current.pdSqrd < current.next.pdSqrd)) then
begin
dec(len);
if not DeleteCurrent(current) then Break;
start := current.prev;
end
// also remove insignificant path zig-zags
else if (current.prev.segLenSq < shapeTolSqr) and
(current.segLenSq < shapeTolSqr) and
((CrossProduct(current.prev.pt, current.pt, current.next.pt) > 0) <>
(CrossProduct(current.pt, current.next.pt, current.next.next.pt) > 0)) then
begin
dec(len);
if not DeleteCurrent(current) then Break;
start := current.prev;
end else
current := current.next;
end;
if len < 3 then Exit;
NewPointDArray(Result, len, True);
for i := 0 to len -1 do
begin
Result[i] := current.pt;
current := current.next;
end;
end;
//------------------------------------------------------------------------------
function SimplifyPathsEx(const paths: TPathsD; shapeTolerance: double): TPathsD;
var
i,j, len: integer;
begin
len := Length(paths);
SetLength(Result, len);
j := 0;
for i := 0 to len -1 do
begin
Result[j] := SimplifyPathEx(paths[i], shapeTolerance);
if Length(Result[j]) > 0 then inc(j);
end;
SetLength(Result, len);
end;
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------
function DotProdVecs(const vec1, vec2: TPointD): double;
{$IFDEF INLINE} inline; {$ENDIF}
begin
result := (vec1.X * vec2.X + vec1.Y * vec2.Y);
end;
//---------------------------------------------------------------------------
function SmoothToCubicBezier(const path: TPathD;
pathIsClosed: Boolean; maxOffset: integer): TPathD;
var
i, j, len, prev: integer;
vec: TPointD;
pl: TArrayOfDouble;
unitVecs: TPathD;
d, angle, d1,d2: double;
begin
// SmoothToCubicBezier - returns cubic bezier control points
Result := nil;
len := Length(path);
if len < 3 then Exit;
NewPointDArray(Result, len *3 +1, True);
prev := len-1;
SetLength(pl, len);
SetLength(unitVecs, len);
pl[0] := Distance(path[prev], path[0]);
unitVecs[0] := GetUnitVector(path[prev], path[0]);
for i := 0 to len -1 do
begin
if i = prev then
begin
j := 0;
end else
begin
j := i +1;
pl[j] := Distance(path[i], path[j]);
unitVecs[j] := GetUnitVector(path[i], path[j]);
end;
vec := GetAvgUnitVector(unitVecs[i], unitVecs[j]);
angle := arccos(Max(-1,Min(1,(DotProdVecs(unitVecs[i], unitVecs[j])))));
d := abs(Pi-angle)/TwoPi;
d1 := pl[i] * d;
d2 := pl[j] * d;
if maxOffset > 0 then
begin
d1 := Min(maxOffset, d1);
d2 := Min(maxOffset, d2);
end;
if i = 0 then
Result[len*3-1] := TranslatePoint(path[0], -vec.X * d1, -vec.Y * d1)
else
Result[i*3-1] := TranslatePoint(path[i], -vec.X * d1, -vec.Y * d1);
Result[i*3] := path[i];
Result[i*3+1] := TranslatePoint(path[i], vec.X * d2, vec.Y * d2);
end;
Result[len*3] := path[0];
if pathIsClosed then Exit;
Result[1] := Result[0];
dec(len);
Result[len*3-1] := Result[len*3];
SetLength(Result, Len*3 +1);
end;
//------------------------------------------------------------------------------
function SmoothToCubicBezier(const paths: TPathsD;
pathIsClosed: Boolean; maxOffset: integer = 0): TPathsD;
var
i, len: integer;
begin
len := Length(paths);
SetLength(Result, len);
for i := 0 to len -1 do
Result[i] := SmoothToCubicBezier(paths[i], pathIsClosed, maxOffset);
end;
//------------------------------------------------------------------------------
function SmoothToCubicBezier2(const path: TPathD;
pathIsClosed: Boolean; maxOffset: integer): TPathD;
var
i, j, len, prev: integer;
vec: TPointD;
pl: TArrayOfDouble;
unitVecs: TPathD;
d1,d2: double;
begin
// SmoothToCubicBezier2 - returns cubic bezier control points
Result := nil;
len := Length(path);
if len < 3 then Exit;
NewPointDArray(Result, len *3 +1);
prev := len-1;
SetLength(pl, len);
SetLength(unitVecs, len);
pl[0] := Distance(path[prev], path[0]);
unitVecs[0] := GetUnitVector(path[prev], path[0]);
for i := 0 to len -1 do
begin
if i = prev then
begin
j := 0;
end else
begin
j := i +1;
pl[j] := Distance(path[i], path[j]);
unitVecs[j] := GetUnitVector(path[i], path[j]);
end;
vec := GetAvgUnitVector(unitVecs[i], unitVecs[j]);
d1 := pl[i]/2;
d2 := pl[j]/2;
if maxOffset > 0 then
begin
d1 := Min(maxOffset, d1);
d2 := Min(maxOffset, d2);
end;
if i = 0 then
Result[len*3-1] := TranslatePoint(path[0], -vec.X * d1, -vec.Y * d1)
else
Result[i*3-1] := TranslatePoint(path[i], -vec.X * d1, -vec.Y * d1);
Result[i*3] := path[i];
Result[i*3+1] := TranslatePoint(path[i], vec.X * d2, vec.Y * d2);
end;
Result[len*3] := path[0];
if pathIsClosed then Exit;
Result[1] := Result[0];
dec(len);
Result[len*3-1] := Result[len*3];
SetLength(Result, Len*3 +1);
end;
//------------------------------------------------------------------------------
function SmoothToCubicBezier2(const paths: TPathsD;
pathIsClosed: Boolean; maxOffset: integer = 0): TPathsD;
var
i, len: integer;
begin
len := Length(paths);
SetLength(Result, len);
for i := 0 to len -1 do
Result[i] := SmoothToCubicBezier2(paths[i], pathIsClosed, maxOffset);
end;
//------------------------------------------------------------------------------
function CubicInterpolate(v1, v2, v3, v4: double;
t: double; tension: double = 0): double;
var
m0, m1, tt, ttt, tensionEx: double;
a, b: double;
begin
tt := t * t;
ttt := tt * t;
tensionEx := (1-tension) * 0.5;
m0 := (v3 - v1)*tensionEx;
m1 := (v4 - v2)*tensionEx;
a := 2*v2 - 2*v3 + m0 + m1;
b := 3*v3 -3*v2 -2*m0 - m1;
Result := a*ttt + b*tt + m0*t + v2;
end;
//------------------------------------------------------------------------------
procedure Append(var path: TPathD; const pt: TPointD);
{$IFDEF INLINE} inline; {$ENDIF}
var
len: integer;
begin
len := Length(path);
SetLengthUninit(path, len +1);
path[len] := pt;
end;
//------------------------------------------------------------------------------
function SmoothPath(const path: TPathD; isClosedPath: Boolean;
tension: double; shapeTolerance: double): TPathD;
var
i, j, highI, len, cnt: integer;
pt: TPointD;
dists: TArrayOfDouble;
const
maxInterval = 1.5;
begin
Result := nil;
len := Length(path);
if len < 3 then Exit;
SetLength(dists, len);
highI := len -1;
dists[highI] := Distance(path[highI], path[0]);
for i := 0 to highI-1 do
dists[i] := Distance(path[i], path[i+1]);
if tension > 1 then tension := 1
else if tension < -1 then tension := -1;
if tension > 0.9 then
begin
Result := path;
Exit;
end;
if isClosedPath then
for i := 0 to highI do
begin
cnt := Ceil(dists[i]/maxInterval);
Append(Result, path[i]);
for j := 1 to cnt -1 do
begin
pt.X := CubicInterpolate(
path[ModEx(i-1, len)].X,
path[i].X,
path[ModEx(i+1, len)].X,
path[ModEx(i+2, len)].X, j/cnt, tension);
pt.Y := CubicInterpolate(
path[ModEx(i-1, len)].Y,
path[i].Y,
path[ModEx(i+1, len)].Y,
path[ModEx(i+2, len)].Y, j/cnt, tension);
Append(Result, pt);
end;
end
else
begin
for i := 0 to highI -1 do
begin
cnt := Ceil(dists[i]/maxInterval);
Append(Result, path[i]);
for j := 1 to cnt -1 do
begin
pt.X := CubicInterpolate(
path[Clamp(i-1, len)].X,
path[Clamp(i, len)].X,
path[Clamp(i+1, len)].X,
path[Clamp(i+2, len)].X, j/cnt, tension);
pt.Y := CubicInterpolate(
path[Clamp(i-1, len)].Y,
path[Clamp(i, len)].Y,
path[Clamp(i+1, len)].Y,
path[Clamp(i+2, len)].Y, j/cnt, tension);
Append(Result, pt);
end;
end;
Append(Result, path[highi]);
end;
Result := SimplifyPath(Result, shapeTolerance, false);
end;
//------------------------------------------------------------------------------
function SmoothPaths(const paths: TPathsD; isClosedPath: Boolean;
tension: double = 0; shapeTolerance: double = 0.1): TPathsD;
var
i, len: integer;
begin
len := Length(paths);
SetLength(Result, len);
for i := 0 to len -1 do
Result[i] := SmoothPath(paths[i], isClosedPath, tension, shapeTolerance);
end;
//------------------------------------------------------------------------------
// GaussianBlur
//------------------------------------------------------------------------------
procedure GaussianBlur(img: TImage32; rec: TRect; radius: Integer);
var
i, w,h, highX, x,y,yy,z,startz: Integer;
expConst: double;
gaussTable: array [-MaxBlur .. MaxBlur] of integer;
wc: TWeightedColor;
wca: TArrayOfWeightedColor;
wcaColor: TArrayOfColor32;
row: PColor32Array;
wcRow: PWeightedColorArray;
imgWidth: Integer;
dst, pc: PColor32;
const
tableConst = 1024;
sigma = 3;
begin
Types.IntersectRect(rec, rec, img.Bounds);
if IsEmptyRect(rec) or (radius < 1) then Exit
else if radius > MaxBlur then radius := MaxBlur;
expConst := - 1 / (Sqr(radius) * 2 * Sqr(sigma));
gaussTable[0] := Round(tableConst * Exp(expConst));
for i := 1 to radius do
begin
gaussTable[i] := Round(tableConst * Exp(expConst * Sqr(i)));
gaussTable[-i] := gaussTable[i];
end;
RectWidthHeight(rec, w, h);
setLength(wca, w * h);
NewColor32Array(wcaColor, w * h, True);
imgWidth := img.Width;
highX := imgWidth -1;
for y := 0 to h -1 do
begin
row := PColor32Array(@img.Pixels[(y + rec.Top) * imgWidth + rec.Left]);
wcRow := PWeightedColorArray(@wca[y * w]);
for x := 0 to w -1 do
for z := max(0, x - radius) to min(highX, x + radius) do
wcRow[x].Add(row[z], gaussTable[x-z]);
end;
// calculate colors
for x := 0 to w * h - 1 do
wcaColor[x] := wca[x].Color;
dst := @img.Pixels[rec.Left + rec.Top * imgWidth];
imgWidth := imgWidth * SizeOf(TColor32); // convert to byte size
for x := 0 to w -1 do
begin
pc := dst;
inc(pc, x);
for y := 0 to h -1 do
begin
wc.Reset;
startz := max(0, y - radius);
yy := startz * w;
for z := startz to min(h -1, y + radius) do
begin
wc.Add(wcaColor[x + yy], gaussTable[y-z]);
inc(yy, w);
end;
pc^ := wc.Color;
inc(PByte(pc), imgWidth); // increment by byte size
end;
end;
end;
//------------------------------------------------------------------------------
// FastGaussian blur - and support functions
//------------------------------------------------------------------------------
//http://blog.ivank.net/fastest-gaussian-blur.html
//https://www.peterkovesi.com/papers/FastGaussianSmoothing.pdf
function BoxesForGauss(stdDev, boxCnt: integer): TArrayOfInteger;
var
i, wl, wu, m: integer;
wIdeal, mIdeal: double;
begin
NewIntegerArray(Result, boxCnt, True);
wIdeal := Sqrt((12*stdDev*stdDev/boxCnt)+1); // Ideal averaging filter width
wl := Floor(wIdeal); if not Odd(wl) then dec(wl);
mIdeal :=
(-3*stdDev*stdDev +0.25*boxCnt*wl*wl +boxCnt*wl +0.75*boxCnt)/(wl+1);
m := Floor(mIdeal) div 2; // nb: variation on Ivan Kutskir's code.
wl := (wl -1) div 2; // It's better to do this here
wu := wl+1; // than later in both BoxBlurH & BoxBlurV
for i := 0 to boxCnt -1 do
if i < m then
Result[i] := wl else
Result[i] := wu;
end;
//------------------------------------------------------------------------------
procedure FastGaussianBlur(img: TImage32;
const rec: TRect; stdDev: integer; repeats: integer);
begin
FastGaussianBlur(img, rec, stdDev, stdDev, repeats);
end;
//------------------------------------------------------------------------------
procedure BoxBlurHLine(src, dst: PColor32; srcRiOffset: nativeint;
count, w: integer; dstLast: PColor32; var v: TWeightedColor);
var
lastColor: TColor32;
val: PWeightedColor;
s, d: PColor32;
begin
lastColor := v.Color;
if count > w then
count := w;
w := w - count;
// The Delphi compiler sometimes is really stupid with
// the CPU register allocation. With this, even if no actual
// code is produced, the compiler happens to make better
// decisions.
val := @v;
s := src;
d := dst;
if count > 0 then
begin
while count > 0 do
begin
if val.AddSubtract(PColor32Array(s)[srcRiOffset], s^) then
lastColor := val.Color;
inc(s);
d^ := lastColor;
inc(d);
dec(count);
end;
count := w;
while count > 0 do
begin
d^ := lastColor;
inc(d);
dec(count);
end;
end;
while PByte(d) <= PByte(dstLast) do
begin
if val.AddNoneSubtract(s^) then
lastColor := val.Color;
inc(s);
d^ := lastColor;
inc(d);
end;
end;
//------------------------------------------------------------------------------
procedure BoxBlurH(const src, dst: TArrayOfColor32; w,h, stdDev: integer);
var
i,j, ti, li, ri, re, ovr: integer;
fv, val: TWeightedColor;
lastColor: TColor32;
stdDevW: integer;
begin
ovr := Max(0, stdDev - w);
for i := 0 to h -1 do
begin
ti := i * w;
li := ti;
ri := ti +stdDev;
re := ti +w -1; // idx of last pixel in row
fv.Reset(src[ti]);
val.Reset(src[ti], stdDev +1);
for j := 0 to stdDev -1 - ovr do
val.Add(src[ti + j]);
if ovr > 0 then val.Add(clNone32, ovr);
for j := 0 to stdDev do
begin
if ri <= re then
val.Add(src[ri]) else
val.Add(src[re]); // color of last pixel in row
inc(ri);
val.Subtract(fv);
if ti <= re then
dst[ti] := val.Color;
inc(ti);
end;
// Skip "val.Color" calculation if both for-loops are skipped anyway
stdDevW := w - stdDev*2 - 1;
if (ti <= re) or (stdDevW > 0) then
begin
if w > 4 then // prevent the call-overhead if it would be slower than the inline version
BoxBlurHLine(@src[li], @dst[ti], ri - li, re - ri + 1, stdDevW, @dst[re], val)
else
begin
lastColor := val.Color;
for j := stdDevW downto 1 do
begin
if ri <= re then
begin
if val.AddSubtract(src[ri], src[li]) then
lastColor := val.Color;
inc(ri);
inc(li);
end;
dst[ti] := lastColor;
inc(ti);
end;
while ti <= re do
begin
if val.AddNoneSubtract(src[li]) then
lastColor := val.Color;
inc(li);
dst[ti] := lastColor;
inc(ti);
end;
end;
end;
end;
end;
//------------------------------------------------------------------------------
procedure BoxBlurVLine(src, dst: PColor32; srcRiOffset: nativeint;
widthBytes, count, h: integer; dstLast: PColor32; var v: TWeightedColor);
var
lastColor: TColor32;
val: PWeightedColor;
s, d: PColor32;
begin
lastColor := v.Color;
if count > h then
count := h;
h := h - count;
// The Delphi compiler sometimes is really stupid with
// the CPU register allocation. With this, even if no actual
// code is produced, the compiler happens to make better
// decisions.
val := @v;
s := src;
d := dst;
if count > 0 then
begin
while count > 0 do
begin
if val.AddSubtract(PColor32Array(s)[srcRiOffset], s^) then
lastColor := val.Color;
inc(PByte(s), widthBytes);
d^ := lastColor;
inc(PByte(d), widthBytes);
dec(count);
end;
count := h;
while count > 0 do
begin
d^ := lastColor;
inc(PByte(d), widthBytes);
dec(count);
end;
end;
while PByte(d) <= PByte(dstLast) do
begin
if val.AddNoneSubtract(s^) then
lastColor := val.Color;
inc(PByte(s), widthBytes);
d^ := lastColor;
inc(PByte(d), widthBytes);
end;
end;
//------------------------------------------------------------------------------
procedure BoxBlurV(const src, dst: TArrayOfColor32; w, h, stdDev: integer);
var
i,j, ti, li, ri, re, ovr: integer;
fv, val: TWeightedColor;
lastColor: TColor32;
stdDevH: integer;
begin
ovr := Max(0, stdDev - h);
for i := 0 to w -1 do
begin
ti := i;
li := ti;
ri := ti + stdDev * w;
re := ti +w *(h-1); // idx of last pixel in column
fv.Reset(src[ti]);
val.Reset(src[ti], stdDev +1);
for j := 0 to stdDev -1 -ovr do
val.Add(src[ti + j *w]);
if ovr > 0 then val.Add(clNone32, ovr);
for j := 0 to stdDev do
begin
if ri <= re then
val.Add(src[ri]) else
val.Add(src[re]); // color of last pixel in column
inc(ri, w);
val.Subtract(fv);
if ti <= re then
dst[ti] := val.Color;
inc(ti, w);
end;
// Skip "val.Color" calculation if both for-loops are skipped anyway
stdDevH := h - stdDev*2 - 1;
if (ti <= re) or (stdDevH > 0) then
begin
if stdDevH > 4 then // prevent the call-overhead if it would be slower than the inline version
BoxBlurVLine(@src[li], @dst[ti], ri - li, w * SizeOf(TColor32), re - ri + 1, stdDevH, @dst[re], val)
else
begin
lastColor := val.Color;
for j := stdDevH downto 1 do
begin
if ri <= re then
begin
if val.AddSubtract(src[ri], src[li]) then
lastColor := val.Color;
inc(ri, w);
inc(li, w);
end;
dst[ti] := lastColor;
inc(ti, w);
end;
while ti <= re do
begin
if val.AddNoneSubtract(src[li]) then
lastColor := val.Color;
inc(li, w);
dst[ti] := lastColor;
inc(ti, w);
end;
end;
end;
end;
end;
//------------------------------------------------------------------------------
procedure FastGaussianBlur(img: TImage32;
const rec: TRect; stdDevX, stdDevY: integer; repeats: integer);
var
i,j,len, w,h: integer;
rec2: TRect;
boxesH: TArrayOfInteger;
boxesV: TArrayOfInteger;
src, dst: TArrayOfColor32;
blurFullImage: Boolean;
pSrc, pDst: PColor32;
begin
if not Assigned(img) then Exit;
Types.IntersectRect(rec2, rec, img.Bounds);
if IsEmptyRect(rec2) then Exit;
blurFullImage := RectsEqual(rec2, img.Bounds);
RectWidthHeight(rec2, w, h);
if (Min(w, h) < 2) or ((stdDevX < 1) and (stdDevY < 1)) then Exit;
len := w * h;
NewColor32Array(src, len, True); // content is overwritten in BoxBlurH
if blurFullImage then
begin
// Use the img.Pixels directly instead of copying the entire image into 'dst'.
// The first thing the code does is BoxBlurH({source:=}dst, {dest:=}src, ...).
dst := img.Pixels;
end
else
begin
// copy a rectangular region into 'dst'
NewColor32Array(dst, len, True);
pSrc := img.PixelRow[rec2.Top];
inc(pSrc, rec2.Left);
pDst := @dst[0];
for i := 0 to h -1 do
begin
Move(pSrc^, pDst^, w * SizeOf(TColor32));
inc(pSrc, img.Width);
inc(pDst, w);
end;
end;
// do the blur
inc(repeats); // now represents total iterations
boxesH := BoxesForGauss(stdDevX, repeats);
if stdDevY = stdDevX then
boxesV := boxesH else
boxesV := BoxesForGauss(stdDevY, repeats);
img.BeginUpdate;
try
for j := 0 to repeats -1 do
begin
BoxBlurH(dst, src, w, h, boxesH[j]);
BoxBlurV(src, dst, w, h, boxesV[j]);
end;
if not blurFullImage then
begin
// copy dst array back to image rect
pDst := img.PixelRow[rec2.Top];
inc(pDst, rec2.Left);
pSrc := @dst[0];
for i := 0 to h -1 do
begin
Move(pSrc^, pDst^, w * SizeOf(TColor32));
inc(pSrc, w);
inc(pDst, img.Width);
end;
end;
finally
img.EndUpdate;
end;
end;
//------------------------------------------------------------------------------
end.