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-rw-r--r--Godeps/_workspace/src/code.google.com/p/graphics-go/graphics/interp/bilinear.go206
1 files changed, 206 insertions, 0 deletions
diff --git a/Godeps/_workspace/src/code.google.com/p/graphics-go/graphics/interp/bilinear.go b/Godeps/_workspace/src/code.google.com/p/graphics-go/graphics/interp/bilinear.go
new file mode 100644
index 000000000..e18321a15
--- /dev/null
+++ b/Godeps/_workspace/src/code.google.com/p/graphics-go/graphics/interp/bilinear.go
@@ -0,0 +1,206 @@
+// Copyright 2012 The Graphics-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 interp
+
+import (
+ "image"
+ "image/color"
+ "math"
+)
+
+// Bilinear implements bilinear interpolation.
+var Bilinear Interp = bilinear{}
+
+type bilinear struct{}
+
+func (i bilinear) Interp(src image.Image, x, y float64) color.Color {
+ if src, ok := src.(*image.RGBA); ok {
+ return i.RGBA(src, x, y)
+ }
+ return bilinearGeneral(src, x, y)
+}
+
+func bilinearGeneral(src image.Image, x, y float64) color.Color {
+ p := findLinearSrc(src.Bounds(), x, y)
+ var fr, fg, fb, fa float64
+ var r, g, b, a uint32
+
+ r, g, b, a = src.At(p.low.X, p.low.Y).RGBA()
+ fr += float64(r) * p.frac00
+ fg += float64(g) * p.frac00
+ fb += float64(b) * p.frac00
+ fa += float64(a) * p.frac00
+
+ r, g, b, a = src.At(p.high.X, p.low.Y).RGBA()
+ fr += float64(r) * p.frac01
+ fg += float64(g) * p.frac01
+ fb += float64(b) * p.frac01
+ fa += float64(a) * p.frac01
+
+ r, g, b, a = src.At(p.low.X, p.high.Y).RGBA()
+ fr += float64(r) * p.frac10
+ fg += float64(g) * p.frac10
+ fb += float64(b) * p.frac10
+ fa += float64(a) * p.frac10
+
+ r, g, b, a = src.At(p.high.X, p.high.Y).RGBA()
+ fr += float64(r) * p.frac11
+ fg += float64(g) * p.frac11
+ fb += float64(b) * p.frac11
+ fa += float64(a) * p.frac11
+
+ var c color.RGBA64
+ c.R = uint16(fr + 0.5)
+ c.G = uint16(fg + 0.5)
+ c.B = uint16(fb + 0.5)
+ c.A = uint16(fa + 0.5)
+ return c
+}
+
+func (bilinear) RGBA(src *image.RGBA, x, y float64) color.RGBA {
+ p := findLinearSrc(src.Bounds(), x, y)
+
+ // Array offsets for the surrounding pixels.
+ off00 := offRGBA(src, p.low.X, p.low.Y)
+ off01 := offRGBA(src, p.high.X, p.low.Y)
+ off10 := offRGBA(src, p.low.X, p.high.Y)
+ off11 := offRGBA(src, p.high.X, p.high.Y)
+
+ var fr, fg, fb, fa float64
+
+ fr += float64(src.Pix[off00+0]) * p.frac00
+ fg += float64(src.Pix[off00+1]) * p.frac00
+ fb += float64(src.Pix[off00+2]) * p.frac00
+ fa += float64(src.Pix[off00+3]) * p.frac00
+
+ fr += float64(src.Pix[off01+0]) * p.frac01
+ fg += float64(src.Pix[off01+1]) * p.frac01
+ fb += float64(src.Pix[off01+2]) * p.frac01
+ fa += float64(src.Pix[off01+3]) * p.frac01
+
+ fr += float64(src.Pix[off10+0]) * p.frac10
+ fg += float64(src.Pix[off10+1]) * p.frac10
+ fb += float64(src.Pix[off10+2]) * p.frac10
+ fa += float64(src.Pix[off10+3]) * p.frac10
+
+ fr += float64(src.Pix[off11+0]) * p.frac11
+ fg += float64(src.Pix[off11+1]) * p.frac11
+ fb += float64(src.Pix[off11+2]) * p.frac11
+ fa += float64(src.Pix[off11+3]) * p.frac11
+
+ var c color.RGBA
+ c.R = uint8(fr + 0.5)
+ c.G = uint8(fg + 0.5)
+ c.B = uint8(fb + 0.5)
+ c.A = uint8(fa + 0.5)
+ return c
+}
+
+func (bilinear) Gray(src *image.Gray, x, y float64) color.Gray {
+ p := findLinearSrc(src.Bounds(), x, y)
+
+ // Array offsets for the surrounding pixels.
+ off00 := offGray(src, p.low.X, p.low.Y)
+ off01 := offGray(src, p.high.X, p.low.Y)
+ off10 := offGray(src, p.low.X, p.high.Y)
+ off11 := offGray(src, p.high.X, p.high.Y)
+
+ var fc float64
+ fc += float64(src.Pix[off00]) * p.frac00
+ fc += float64(src.Pix[off01]) * p.frac01
+ fc += float64(src.Pix[off10]) * p.frac10
+ fc += float64(src.Pix[off11]) * p.frac11
+
+ var c color.Gray
+ c.Y = uint8(fc + 0.5)
+ return c
+}
+
+type bilinearSrc struct {
+ // Top-left and bottom-right interpolation sources
+ low, high image.Point
+ // Fraction of each pixel to take. The 0 suffix indicates
+ // top/left, and the 1 suffix indicates bottom/right.
+ frac00, frac01, frac10, frac11 float64
+}
+
+func findLinearSrc(b image.Rectangle, sx, sy float64) bilinearSrc {
+ maxX := float64(b.Max.X)
+ maxY := float64(b.Max.Y)
+ minX := float64(b.Min.X)
+ minY := float64(b.Min.Y)
+ lowX := math.Floor(sx - 0.5)
+ lowY := math.Floor(sy - 0.5)
+ if lowX < minX {
+ lowX = minX
+ }
+ if lowY < minY {
+ lowY = minY
+ }
+
+ highX := math.Ceil(sx - 0.5)
+ highY := math.Ceil(sy - 0.5)
+ if highX >= maxX {
+ highX = maxX - 1
+ }
+ if highY >= maxY {
+ highY = maxY - 1
+ }
+
+ // In the variables below, the 0 suffix indicates top/left, and the
+ // 1 suffix indicates bottom/right.
+
+ // Center of each surrounding pixel.
+ x00 := lowX + 0.5
+ y00 := lowY + 0.5
+ x01 := highX + 0.5
+ y01 := lowY + 0.5
+ x10 := lowX + 0.5
+ y10 := highY + 0.5
+ x11 := highX + 0.5
+ y11 := highY + 0.5
+
+ p := bilinearSrc{
+ low: image.Pt(int(lowX), int(lowY)),
+ high: image.Pt(int(highX), int(highY)),
+ }
+
+ // Literally, edge cases. If we are close enough to the edge of
+ // the image, curtail the interpolation sources.
+ if lowX == highX && lowY == highY {
+ p.frac00 = 1.0
+ } else if sy-minY <= 0.5 && sx-minX <= 0.5 {
+ p.frac00 = 1.0
+ } else if maxY-sy <= 0.5 && maxX-sx <= 0.5 {
+ p.frac11 = 1.0
+ } else if sy-minY <= 0.5 || lowY == highY {
+ p.frac00 = x01 - sx
+ p.frac01 = sx - x00
+ } else if sx-minX <= 0.5 || lowX == highX {
+ p.frac00 = y10 - sy
+ p.frac10 = sy - y00
+ } else if maxY-sy <= 0.5 {
+ p.frac10 = x11 - sx
+ p.frac11 = sx - x10
+ } else if maxX-sx <= 0.5 {
+ p.frac01 = y11 - sy
+ p.frac11 = sy - y01
+ } else {
+ p.frac00 = (x01 - sx) * (y10 - sy)
+ p.frac01 = (sx - x00) * (y11 - sy)
+ p.frac10 = (x11 - sx) * (sy - y00)
+ p.frac11 = (sx - x10) * (sy - y01)
+ }
+
+ return p
+}
+
+// TODO(crawshaw): When we have inlining, consider func (p *RGBA) Off(x, y) int
+func offRGBA(src *image.RGBA, x, y int) int {
+ return (y-src.Rect.Min.Y)*src.Stride + (x-src.Rect.Min.X)*4
+}
+func offGray(src *image.Gray, x, y int) int {
+ return (y-src.Rect.Min.Y)*src.Stride + (x - src.Rect.Min.X)
+}