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/**************************************************************************** ** ** Copyright (C) 2008 Nokia Corporation and/or its subsidiary(-ies). ** Contact: Qt Software Information ([email protected]) ** ** This file is part of the example classes of the Qt Toolkit. ** ** Commercial Usage ** Licensees holding valid Qt Commercial licenses may use this file in ** accordance with the Qt Commercial License Agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and Nokia. ** ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License versions 2.0 or 3.0 as published by the Free ** Software Foundation and appearing in the file LICENSE.GPL included in ** the packaging of this file. Please review the following information ** to ensure GNU General Public Licensing requirements will be met: ** http://www.fsf.org/licensing/licenses/info/GPLv2.html and ** http://www.gnu.org/copyleft/gpl.html. In addition, as a special ** exception, Nokia gives you certain additional rights. These rights ** are described in the Nokia Qt GPL Exception version 1.3, included in ** the file GPL_EXCEPTION.txt in this package. ** ** Qt for Windows(R) Licensees ** As a special exception, Nokia, as the sole copyright holder for Qt ** Designer, grants users of the Qt/Eclipse Integration plug-in the ** right for the Qt/Eclipse Integration to link to functionality ** provided by Qt Designer and its related libraries. ** ** If you are unsure which license is appropriate for your use, please ** contact the sales department at [email protected]. ** ****************************************************************************/ #include <qimage.h> #include <qcolor.h> static inline int blendComponent( int v, int av, int s, int as ) { //shadow gets a color inversely proportional to the //alpha value s = (s*(255-as))/255; //then do standard blending return as*s + av*v -(av*as*s)/255; } static inline QRgb blendShade( QRgb v, QRgb s ) { //pick a number: shadow is 1/3 of object int as = qAlpha(s)/3; int av = qAlpha(v); if ( as == 0 || av == 255 ) return v; int a = as + av -(as*av)/255; int r = blendComponent( qRed(v),av, qRed(s), as)/a; int g = blendComponent( qGreen(v),av, qGreen(s), as)/a; int b = blendComponent( qBlue(v),av, qBlue(s), as)/a; return qRgba(r,g,b,a); } int main( int*, char**) { QImage *img; img = new QImage( "in.png" ); int w,h; int y; img->setAlphaBuffer( TRUE ); *img = img->convertDepth( 32 ); w = img->width(); h = img->height(); #if 0 for ( y = 0; y < h; y ++ ) { uint *line = (uint*)img->scanLine( y ); for ( int x = 0; x < w; x++ ) { uint pixel = line[x]; int r = qRed(pixel); int g = qGreen(pixel); int b = qBlue(pixel); int min = QMIN( r, QMIN( g, b ) ); int max = QMAX( r, QMAX( g, b ) ); r -= min; g -= min; b -= min; if ( max !=min ) { r = (r*255)/(max-min); g = (g*255)/(max-min); b = (b*255)/(max-min); } int a = 255-min; a -= (max-min)/3; //hack more transparency for colors. line[x] = qRgba( r, g, b, a ); } } #endif *img = img->smoothScale( w/2, h/2 ); qDebug( "saving out.png"); img->save( "out.png", "PNG" ); w = img->width(); h = img->height(); QImage *img2 = new QImage( w, h, 32 ); img2->setAlphaBuffer( TRUE ); for ( y = 0; y < h; y++ ) { for ( int x = 0; x < w; x++ ) { QRgb shader = img->pixel( x, y ); int as = qAlpha(shader)/3; int r = (qRed(shader)*(255-as))/255; int g = (qGreen(shader)*(255-as))/255; int b = (qBlue(shader)*(255-as))/255; img2->setPixel( x, y, qRgba(r,g,b,as) ); } } img2->save( "outshade.png", "PNG" ); }
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