// Copyright 2014 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 portable import ( "image" "image/color" "math" ) func bilinear(src image.Image, x, y float32) color.Color { switch src := src.(type) { case *image.RGBA: return bilinearRGBA(src, x, y) case *image.Alpha: return bilinearAlpha(src, x, y) case *image.Uniform: return src.C default: return bilinearGeneral(src, x, y) } } func bilinearGeneral(src image.Image, x, y float32) color.RGBA64 { p := findLinearSrc(src.Bounds(), x, y) r00, g00, b00, a00 := src.At(p.low.X, p.low.Y).RGBA() r01, g01, b01, a01 := src.At(p.high.X, p.low.Y).RGBA() r10, g10, b10, a10 := src.At(p.low.X, p.high.Y).RGBA() r11, g11, b11, a11 := src.At(p.high.X, p.high.Y).RGBA() fr := float32(r00) * p.frac00 fg := float32(g00) * p.frac00 fb := float32(b00) * p.frac00 fa := float32(a00) * p.frac00 fr += float32(r01) * p.frac01 fg += float32(g01) * p.frac01 fb += float32(b01) * p.frac01 fa += float32(a01) * p.frac01 fr += float32(r10) * p.frac10 fg += float32(g10) * p.frac10 fb += float32(b10) * p.frac10 fa += float32(a10) * p.frac10 fr += float32(r11) * p.frac11 fg += float32(g11) * p.frac11 fb += float32(b11) * p.frac11 fa += float32(a11) * p.frac11 return color.RGBA64{ R: uint16(fr + 0.5), G: uint16(fg + 0.5), B: uint16(fb + 0.5), A: uint16(fa + 0.5), } } func bilinearRGBA(src *image.RGBA, x, y float32) color.RGBA { p := findLinearSrc(src.Bounds(), x, y) // Slice offsets for the surrounding pixels. off00 := src.PixOffset(p.low.X, p.low.Y) off01 := src.PixOffset(p.high.X, p.low.Y) off10 := src.PixOffset(p.low.X, p.high.Y) off11 := src.PixOffset(p.high.X, p.high.Y) fr := float32(src.Pix[off00+0]) * p.frac00 fg := float32(src.Pix[off00+1]) * p.frac00 fb := float32(src.Pix[off00+2]) * p.frac00 fa := float32(src.Pix[off00+3]) * p.frac00 fr += float32(src.Pix[off01+0]) * p.frac01 fg += float32(src.Pix[off01+1]) * p.frac01 fb += float32(src.Pix[off01+2]) * p.frac01 fa += float32(src.Pix[off01+3]) * p.frac01 fr += float32(src.Pix[off10+0]) * p.frac10 fg += float32(src.Pix[off10+1]) * p.frac10 fb += float32(src.Pix[off10+2]) * p.frac10 fa += float32(src.Pix[off10+3]) * p.frac10 fr += float32(src.Pix[off11+0]) * p.frac11 fg += float32(src.Pix[off11+1]) * p.frac11 fb += float32(src.Pix[off11+2]) * p.frac11 fa += float32(src.Pix[off11+3]) * p.frac11 return color.RGBA{ R: uint8(fr + 0.5), G: uint8(fg + 0.5), B: uint8(fb + 0.5), A: uint8(fa + 0.5), } } func bilinearAlpha(src *image.Alpha, x, y float32) color.Alpha { p := findLinearSrc(src.Bounds(), x, y) // Slice offsets for the surrounding pixels. off00 := src.PixOffset(p.low.X, p.low.Y) off01 := src.PixOffset(p.high.X, p.low.Y) off10 := src.PixOffset(p.low.X, p.high.Y) off11 := src.PixOffset(p.high.X, p.high.Y) fa := float32(src.Pix[off00]) * p.frac00 fa += float32(src.Pix[off01]) * p.frac01 fa += float32(src.Pix[off10]) * p.frac10 fa += float32(src.Pix[off11]) * p.frac11 return color.Alpha{A: uint8(fa + 0.5)} } 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 float32 } func floor(x float32) float32 { return float32(math.Floor(float64(x))) } func ceil(x float32) float32 { return float32(math.Ceil(float64(x))) } func findLinearSrc(b image.Rectangle, sx, sy float32) bilinearSrc { maxX := float32(b.Max.X) maxY := float32(b.Max.Y) minX := float32(b.Min.X) minY := float32(b.Min.Y) lowX := floor(sx - 0.5) lowY := floor(sy - 0.5) if lowX < minX { lowX = minX } if lowY < minY { lowY = minY } highX := ceil(sx - 0.5) highY := 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 }