forked from KolibriOS/kolibrios
ea1a60faa3
git-svn-id: svn://kolibrios.org@9837 a494cfbc-eb01-0410-851d-a64ba20cac60
113 lines
2.8 KiB
Plaintext
113 lines
2.8 KiB
Plaintext
==========================================
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The Scale2x, Scale3x and Scale4x algorithm
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==========================================
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SCALE2X ALGORITHM
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=================
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The effect works repeating a computation pattern for every
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pixel of the original image.
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The pattern starts from a square of 9 pixels and expands the
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central pixel computing 4 new pixels.
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Starting from this pattern :
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A B C
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D E F
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G H I
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The central pixel E is expanded in 4 new pixels:
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E0 E1
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E2 E3
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with these rules (in C language) :
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E0 = D == B && B != F && D != H ? D : E;
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E1 = B == F && B != D && F != H ? F : E;
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E2 = D == H && D != B && H != F ? D : E;
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E3 = H == F && D != H && B != F ? F : E;
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which can be rewritten as :
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E0 = D == B && B != H && D != F ? D : E;
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E1 = B == F && B != H && D != F ? F : E;
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E2 = D == H && B != H && D != F ? D : E;
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E3 = H == F && B != H && D != F ? F : E;
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and optimized as:
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if (B != H && D != F) {
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E0 = D == B ? D : E;
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E1 = B == F ? F : E;
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E2 = D == H ? D : E;
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E3 = H == F ? F : E;
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} else {
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E0 = E;
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E1 = E;
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E2 = E;
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E3 = E;
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}
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The image border is computed reusing the value of the nearest pixel
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on the border when the value of a pixel over the border is required.
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SCALE3X ALGORITHM
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=================
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Starting from this pattern :
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A B C
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D E F
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G H I
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The central pixel E is expanded in 9 new pixels:
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E0 E1 E2
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E3 E4 E5
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E6 E7 E8
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with these rules (in C language) :
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E0 = D == B && B != F && D != H ? D : E;
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E1 = (D == B && B != F && D != H && E != C) || (B == F && B != D && F != H && E != A) ? B : E;
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E2 = B == F && B != D && F != H ? F : E;
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E3 = (D == B && B != F && D != H && E != G) || (D == H && D != B && H != F && E != A) ? D : E;
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E4 = E
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E5 = (B == F && B != D && F != H && E != I) || (H == F && D != H && B != F && E != C) ? F : E;
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E6 = D == H && D != B && H != F ? D : E;
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E7 = (D == H && D != B && H != F && E != I) || (H == F && D != H && B != F && E != G) ? H : E;
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E8 = H == F && D != H && B != F ? F : E;
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and optimized as:
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if (B != H && D != F) {
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E0 = D == B ? D : E;
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E1 = (D == B && E != C) || (B == F && E != A) ? B : E;
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E2 = B == F ? F : E;
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E3 = (D == B && E != G) || (D == H && E != A) ? D : E;
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E4 = E;
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E5 = (B == F && E != I) || (H == F && E != C) ? F : E;
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E6 = D == H ? D : E;
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E7 = (D == H && E != I) || (H == F && E != G) ? H : E;
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E8 = H == F ? F : E;
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} else {
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E0 = E;
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E1 = E;
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E2 = E;
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E3 = E;
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E4 = E;
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E5 = E;
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E6 = E;
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E7 = E;
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E8 = E;
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}
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SCALE4X ALGORITHM
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=================
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The Scale4x effect is simply the Scale2x effect applied two times.
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