// Copyright 2015 The Go Authors. All rights reserved. // Use of this source code is governed by a BSD-style // license that can be found in the LICENSE file. package draw // TODO: autogenerate this file. import ( "image" "image/color" ) func (z *nnScaler) Scale(dst Image, dp image.Point, src image.Image, sp image.Point) { if z.dw <= 0 || z.dh <= 0 || z.sw <= 0 || z.sh <= 0 { return } dstColorRGBA64 := &color.RGBA64{} dstColor := color.Color(dstColorRGBA64) for dy := int32(0); dy < z.dh; dy++ { sy := (2*uint64(dy) + 1) * uint64(z.sh) / (2 * uint64(z.dh)) for dx := int32(0); dx < z.dw; dx++ { sx := (2*uint64(dx) + 1) * uint64(z.sw) / (2 * uint64(z.dw)) pr, pg, pb, pa := src.At(sp.X+int(sx), sp.Y+int(sy)).RGBA() dstColorRGBA64.R = uint16(pr) dstColorRGBA64.G = uint16(pg) dstColorRGBA64.B = uint16(pb) dstColorRGBA64.A = uint16(pa) dst.Set(dp.X+int(dx), dp.Y+int(dy), dstColor) } } } func (z *ablScaler) Scale(dst Image, dp image.Point, src image.Image, sp image.Point) { if z.dw <= 0 || z.dh <= 0 || z.sw <= 0 || z.sh <= 0 { return } yscale := float64(z.sh) / float64(z.dh) xscale := float64(z.sw) / float64(z.dw) dstColorRGBA64 := &color.RGBA64{} dstColor := color.Color(dstColorRGBA64) for dy := int32(0); dy < z.dh; dy++ { sy := (float64(dy)+0.5)*yscale - 0.5 sy0 := int32(sy) yFrac0 := sy - float64(sy0) yFrac1 := 1 - yFrac0 sy1 := sy0 + 1 if sy < 0 { sy0, sy1 = 0, 0 yFrac0, yFrac1 = 0, 1 } else if sy1 >= z.sh { sy1 = sy0 yFrac0, yFrac1 = 1, 0 } for dx := int32(0); dx < z.dw; dx++ { sx := (float64(dx)+0.5)*xscale - 0.5 sx0 := int32(sx) xFrac0 := sx - float64(sx0) xFrac1 := 1 - xFrac0 sx1 := sx0 + 1 if sx < 0 { sx0, sx1 = 0, 0 xFrac0, xFrac1 = 0, 1 } else if sx1 >= z.sw { sx1 = sx0 xFrac0, xFrac1 = 1, 0 } s00ru, s00gu, s00bu, s00au := src.At(sp.X+int(sx0), sp.Y+int(sy0)).RGBA() s00r := float64(s00ru) s00g := float64(s00gu) s00b := float64(s00bu) s00a := float64(s00au) s10ru, s10gu, s10bu, s10au := src.At(sp.X+int(sx1), sp.Y+int(sy0)).RGBA() s10r := float64(s10ru) s10g := float64(s10gu) s10b := float64(s10bu) s10a := float64(s10au) s10r = xFrac1*s00r + xFrac0*s10r s10g = xFrac1*s00g + xFrac0*s10g s10b = xFrac1*s00b + xFrac0*s10b s10a = xFrac1*s00a + xFrac0*s10a s01ru, s01gu, s01bu, s01au := src.At(sp.X+int(sx0), sp.Y+int(sy1)).RGBA() s01r := float64(s01ru) s01g := float64(s01gu) s01b := float64(s01bu) s01a := float64(s01au) s11ru, s11gu, s11bu, s11au := src.At(sp.X+int(sx1), sp.Y+int(sy1)).RGBA() s11r := float64(s11ru) s11g := float64(s11gu) s11b := float64(s11bu) s11a := float64(s11au) s11r = xFrac1*s01r + xFrac0*s11r s11g = xFrac1*s01g + xFrac0*s11g s11b = xFrac1*s01b + xFrac0*s11b s11a = xFrac1*s01a + xFrac0*s11a s11r = yFrac1*s10r + yFrac0*s11r s11g = yFrac1*s10g + yFrac0*s11g s11b = yFrac1*s10b + yFrac0*s11b s11a = yFrac1*s10a + yFrac0*s11a dstColorRGBA64.R = uint16(s11r) dstColorRGBA64.G = uint16(s11g) dstColorRGBA64.B = uint16(s11b) dstColorRGBA64.A = uint16(s11a) dst.Set(dp.X+int(dx), dp.Y+int(dy), dstColor) } } } func (z *kernelScaler) Scale(dst Image, dp image.Point, src image.Image, sp image.Point) { if z.dw <= 0 || z.dh <= 0 || z.sw <= 0 || z.sh <= 0 { return } // Create a temporary buffer: // scaleX distributes the source image's columns over the temporary image. // scaleY distributes the temporary image's rows over the destination image. // TODO: is it worth having a sync.Pool for this temporary buffer? tmp := make([][4]float64, z.dw*z.sh) z.scaleX(tmp, src, sp) z.scaleY(dst, dp, tmp) } func (z *kernelScaler) scaleX(tmp [][4]float64, src image.Image, sp image.Point) { t := 0 for y := int32(0); y < z.sh; y++ { for _, s := range z.horizontal.sources { var r, g, b, a float64 for _, c := range z.horizontal.contribs[s.i:s.j] { rr, gg, bb, aa := src.At(sp.X+int(c.coord), sp.Y+int(y)).RGBA() r += float64(rr) * c.weight g += float64(gg) * c.weight b += float64(bb) * c.weight a += float64(aa) * c.weight } tmp[t] = [4]float64{ r * s.invTotalWeightFFFF, g * s.invTotalWeightFFFF, b * s.invTotalWeightFFFF, a * s.invTotalWeightFFFF, } t++ } } } func (z *kernelScaler) scaleY(dst Image, dp image.Point, tmp [][4]float64) { dstColorRGBA64 := &color.RGBA64{} dstColor := color.Color(dstColorRGBA64) for x := int32(0); x < z.dw; x++ { for y, s := range z.vertical.sources { var r, g, b, a float64 for _, c := range z.vertical.contribs[s.i:s.j] { p := &tmp[c.coord*z.dw+x] r += p[0] * c.weight g += p[1] * c.weight b += p[2] * c.weight a += p[3] * c.weight } dstColorRGBA64.R = ftou(r * s.invTotalWeight) dstColorRGBA64.G = ftou(g * s.invTotalWeight) dstColorRGBA64.B = ftou(b * s.invTotalWeight) dstColorRGBA64.A = ftou(a * s.invTotalWeight) dst.Set(dp.X+int(x), dp.Y+y, dstColor) } } }