alchemy c 图像的缩放 (三次卷积)
在alchemy c中进行图片的缩放
传进的是byteArray 传出的也是byteArray 千万不要在alchemy c 中对as的对象进行函数调用 那样速度很慢.... 达不到炼金术的效果...
好吧 代码 自己看吧 还是比较简单的
alchemy c 代码
#include <iostream>
#include <stdio.h>
#include <stdlib.h>
#include < string .h>
#include <math.h>
#include "AS3.h"
typedef unsigned int uint ;
#define MAXV 4
using namespace std;
double SinXDivX( double x) {
double a = -1;
if (x < 0)
x = -x;
double x2 = x * x;
double x3 = x2 * x;
if (x <= 1)
return (a + 2) * x3 - (a + 3) * x2 + 1;
else if (x <= 2)
return a * x3 - 5 * a * x2 + 8 * a * x - 4 * a;
return 0;
}
uint availablePixel( uint *src, int srcWidth, int srcHeight, int x, int y) {
bool flag = true ;
if (x < 0) {
x = 0;
flag = false ;
} else if (x >= srcWidth) {
x = srcWidth - 1;
flag = false ;
}
if (y < 0) {
y = 0;
flag = false ;
} else if (y >= srcHeight) {
y = srcHeight - 1;
flag = false ;
}
int lenth = srcWidth * srcHeight;
int in = x + y*srcWidth;
uint ret = src[ in ];
if (!flag)
ret = ret & 0x00ffffff;
return ret;
}
uint border_color( double Color) {
if (Color <= 0)
return uint (0);
if (Color >= 255)
return uint (255);
return uint (Color);
}
char *strreverse( char *a) {
char r[10] = { 0 };
int i, j;
for (i = 0, j = strlen(a) - 1; a[i]; ++i, --j) {
r[j] = a[i];
}
return r;
}
char *toString( uint val) {
char a[10] = { 0 };
char ch[16] = { '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', 'A', 'B',
'C', 'D', 'E', 'F' };
int i = 0, rt;
if (val == 0)
a[0] = '0';
while (val) {
rt = val % 16;
val >>= 4;
a[i++] = ch[rt];
}
return strreverse(a);
}
uint MatrixMutiple( double a[], uint b[][MAXV], double c[], int ii, int jj) {
int i, j, k, z;
double tp[MAXV], ret[MAXV], ttp[MAXV];
memset(ret, 0.0, sizeof (ret));
for (i = 0; i < MAXV; ++i) {
memset(tp, 0.0, sizeof (tp));
for (j = 0; j < MAXV; ++j) {
tp[0] += a[j] * (b[j][i] >> 24);
tp[1] += a[j] * ((b[j][i] & 0x00ffffff) >> 16);
tp[2] += a[j] * ((b[j][i] & 0x0000ffff) >> 8);
tp[3] += a[j] * (b[j][i] & 0x000000ff);
}
for (k = 0; k < MAXV; ++k) {
ret[k] += c[i] * tp[k];
}
}
uint af1 = border_color(ret[0] + 0.5) << 24;
uint r1 = border_color(ret[1] + 0.5) << 16;
uint g1 = border_color(ret[2] + 0.5) << 8;
uint b1 = border_color(ret[3] + 0.5);
return af1 + r1 + g1 + b1;
}
void echo( uint *val, int len) {
int i = 0;
for (i = 0; i < len; ++i) {
AS3_Trace(AS3_String(toString(val[i])));
}
}
static AS3_Val biCubic( void * self, AS3_Val args) {
AS3_Val srcByte, dstByte;
int srcWidth, srcHeight, dstWidth, dstHeight;
AS3_ArrayValue(args,
"AS3ValType, IntType, IntType, AS3ValType, IntType, IntType",
&srcByte, &srcWidth, &srcHeight, &dstByte, &dstWidth, &dstHeight);
int srcLen = srcWidth * srcHeight;
int dstLen = dstWidth * dstHeight;
uint *src = new uint [srcLen];
uint *dst = new uint [dstLen];
AS3_SetS(srcByte, "position", AS3_Int(0));
AS3_ByteArray_readBytes(src, srcByte, 4 * srcLen);
double widthFactor = 1.0 * srcWidth / dstWidth;
double heightFactor = 1.0 * srcHeight / dstHeight;
int i, j, k, z, gf = 0;
double tx, ty, u, v;
int x, y;
double A[MAXV], C[MAXV];
uint B[MAXV][MAXV];
for (i = 0; i < dstWidth; ++i) {
for (j = 0; j < dstHeight; ++j) {
tx = (i + 0.5) * widthFactor - 0.5;
ty = (j + 0.5) * heightFactor - 0.5;
if (tx < 0)
tx = -tx;
if (ty < 0)
ty = -ty;
x = floor(tx);
y = floor(ty);
u = tx - x;
v = ty - y;
for (k = 0; k < MAXV; ++k) {
A[k] = SinXDivX(u + 1.0 - k);
C[k] = SinXDivX(v + 1.0 - k);
for (z = 0; z < MAXV; ++z) {
B[k][z] = availablePixel(src, srcWidth, srcHeight,
x + k - 1, y + z - 1);
}
}
dst[i+j*dstWidth] = MatrixMutiple(A, B, C, i, j);
}
}
// echo(dst, dstLen);
AS3_SetS(dstByte, "position", AS3_Int(0));
AS3_ByteArray_writeBytes(dstByte, dst, 4 * dstLen);
return AS3_True();
}
int main() {
AS3_Val biCubicMethod = AS3_Function(NULL, biCubic);
AS3_Val lib = AS3_Object("biCubic:AS3ValType", biCubicMethod);
AS3_Release(biCubicMethod);
AS3_LibInit(lib);
return 0;
}
as 代码
传进的是byteArray 传出的也是byteArray 千万不要在alchemy c 中对as的对象进行函数调用 那样速度很慢.... 达不到炼金术的效果...
好吧 代码 自己看吧 还是比较简单的
alchemy c 代码
#include <iostream>
#include <stdio.h>
#include <stdlib.h>
#include < string .h>
#include <math.h>
#include "AS3.h"
typedef unsigned int uint ;
#define MAXV 4
using namespace std;
double SinXDivX( double x) {
double a = -1;
if (x < 0)
x = -x;
double x2 = x * x;
double x3 = x2 * x;
if (x <= 1)
return (a + 2) * x3 - (a + 3) * x2 + 1;
else if (x <= 2)
return a * x3 - 5 * a * x2 + 8 * a * x - 4 * a;
return 0;
}
uint availablePixel( uint *src, int srcWidth, int srcHeight, int x, int y) {
bool flag = true ;
if (x < 0) {
x = 0;
flag = false ;
} else if (x >= srcWidth) {
x = srcWidth - 1;
flag = false ;
}
if (y < 0) {
y = 0;
flag = false ;
} else if (y >= srcHeight) {
y = srcHeight - 1;
flag = false ;
}
int lenth = srcWidth * srcHeight;
int in = x + y*srcWidth;
uint ret = src[ in ];
if (!flag)
ret = ret & 0x00ffffff;
return ret;
}
uint border_color( double Color) {
if (Color <= 0)
return uint (0);
if (Color >= 255)
return uint (255);
return uint (Color);
}
char *strreverse( char *a) {
char r[10] = { 0 };
int i, j;
for (i = 0, j = strlen(a) - 1; a[i]; ++i, --j) {
r[j] = a[i];
}
return r;
}
char *toString( uint val) {
char a[10] = { 0 };
char ch[16] = { '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', 'A', 'B',
'C', 'D', 'E', 'F' };
int i = 0, rt;
if (val == 0)
a[0] = '0';
while (val) {
rt = val % 16;
val >>= 4;
a[i++] = ch[rt];
}
return strreverse(a);
}
uint MatrixMutiple( double a[], uint b[][MAXV], double c[], int ii, int jj) {
int i, j, k, z;
double tp[MAXV], ret[MAXV], ttp[MAXV];
memset(ret, 0.0, sizeof (ret));
for (i = 0; i < MAXV; ++i) {
memset(tp, 0.0, sizeof (tp));
for (j = 0; j < MAXV; ++j) {
tp[0] += a[j] * (b[j][i] >> 24);
tp[1] += a[j] * ((b[j][i] & 0x00ffffff) >> 16);
tp[2] += a[j] * ((b[j][i] & 0x0000ffff) >> 8);
tp[3] += a[j] * (b[j][i] & 0x000000ff);
}
for (k = 0; k < MAXV; ++k) {
ret[k] += c[i] * tp[k];
}
}
uint af1 = border_color(ret[0] + 0.5) << 24;
uint r1 = border_color(ret[1] + 0.5) << 16;
uint g1 = border_color(ret[2] + 0.5) << 8;
uint b1 = border_color(ret[3] + 0.5);
return af1 + r1 + g1 + b1;
}
void echo( uint *val, int len) {
int i = 0;
for (i = 0; i < len; ++i) {
AS3_Trace(AS3_String(toString(val[i])));
}
}
static AS3_Val biCubic( void * self, AS3_Val args) {
AS3_Val srcByte, dstByte;
int srcWidth, srcHeight, dstWidth, dstHeight;
AS3_ArrayValue(args,
"AS3ValType, IntType, IntType, AS3ValType, IntType, IntType",
&srcByte, &srcWidth, &srcHeight, &dstByte, &dstWidth, &dstHeight);
int srcLen = srcWidth * srcHeight;
int dstLen = dstWidth * dstHeight;
uint *src = new uint [srcLen];
uint *dst = new uint [dstLen];
AS3_SetS(srcByte, "position", AS3_Int(0));
AS3_ByteArray_readBytes(src, srcByte, 4 * srcLen);
double widthFactor = 1.0 * srcWidth / dstWidth;
double heightFactor = 1.0 * srcHeight / dstHeight;
int i, j, k, z, gf = 0;
double tx, ty, u, v;
int x, y;
double A[MAXV], C[MAXV];
uint B[MAXV][MAXV];
for (i = 0; i < dstWidth; ++i) {
for (j = 0; j < dstHeight; ++j) {
tx = (i + 0.5) * widthFactor - 0.5;
ty = (j + 0.5) * heightFactor - 0.5;
if (tx < 0)
tx = -tx;
if (ty < 0)
ty = -ty;
x = floor(tx);
y = floor(ty);
u = tx - x;
v = ty - y;
for (k = 0; k < MAXV; ++k) {
A[k] = SinXDivX(u + 1.0 - k);
C[k] = SinXDivX(v + 1.0 - k);
for (z = 0; z < MAXV; ++z) {
B[k][z] = availablePixel(src, srcWidth, srcHeight,
x + k - 1, y + z - 1);
}
}
dst[i+j*dstWidth] = MatrixMutiple(A, B, C, i, j);
}
}
// echo(dst, dstLen);
AS3_SetS(dstByte, "position", AS3_Int(0));
AS3_ByteArray_writeBytes(dstByte, dst, 4 * dstLen);
return AS3_True();
}
int main() {
AS3_Val biCubicMethod = AS3_Function(NULL, biCubic);
AS3_Val lib = AS3_Object("biCubic:AS3ValType", biCubicMethod);
AS3_Release(biCubicMethod);
AS3_LibInit(lib);
return 0;
}
as 代码
package {
import cmodule.ImageScaling.CLibInit;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.display.StageScaleMode;
import flash.geom.Rectangle;
import flash.utils.ByteArray;
import flash.utils.Timer;
[SWF(width="1000", height="600", backgroundColor="#000000", frameRate="24")]
public class Main extends Sprite {
[Embed(source='f_01.png')]
public static const image:Class;
public function Main() {
this.stage.scaleMode = StageScaleMode.NO_SCALE;
var bitmapdata:BitmapData = (new image() as Bitmap).bitmapData;
var t1:Number = (new Date()).time;
var bitmap:Bitmap = new Bitmap(Main.Cubic(bitmapdata, 256, 256));
var t2:Number = (new Date()).time;
trace((t2-t1)+"ms");
this.addChild(bitmap);
}
public static function Cubic (bitmapData:BitmapData, scalingWidth:uint, scalingHeight:uint):BitmapData {
var nbd:BitmapData = new BitmapData(scalingWidth, scalingHeight, true, 0xffffffff);
var loader:cmodule.ImageScaling.CLibInit = new cmodule.ImageScaling.CLibInit();
var lib:Object = loader.init();
var byte:ByteArray = bitmapData.getPixels(new Rectangle(0, 0, bitmapData.width, bitmapData.height));
var byte2:ByteArray = nbd.getPixels(new Rectangle(0, 0, scalingWidth, scalingHeight));
lib.biCubic(byte, bitmapData.width, bitmapData.height, byte2, scalingWidth, scalingHeight);
byte2.position = 0;
nbd.setPixels(new Rectangle(0, 0, scalingWidth, scalingHeight), byte2);
return nbd;
}
}
}