/* * surf - visualizing algebraic curves and algebraic surfaces * Copyright (C) 1996-1997 Friedrich-Alexander-Universitaet * Erlangen-Nuernberg * 1997-2000 Johannes Gutenberg-Universitaet Mainz * Authors: Stephan Endrass, Hans Huelf, Ruediger Oertel, * Kai Schneider, Ralf Schmitt, Johannes Beigel * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. * */ #include #include #include "dither_pixel_radius_adjust.h" #include "float_buffer.h" #include "stop.h" // ---------------------------------------------------------------------------- // Perform pixel-radius-correction (printer) on intensity // ---------------------------------------------------------------------------- void dither_pixel_radius_adjust (float_buffer &intensity, float rel_radius) { int i; float alpha1, alpha2, alpha3; float b, c, e, h, l; float beta, gamma, delta; float d = 2.54/300; float r = rel_radius*d; float a = d/M_SQRT2; if( rel_radius < 1.0/M_SQRT2 ) { c = sqrt( r*r - d*d/4 ); gamma = acos( d/2/r ); alpha1 = ( r*r*( 3*M_PI - 8*gamma ) + 4*c*d )/4/d/d; alpha2 = r*r*M_PI/2/d/d; alpha3 = r*r*M_PI/4/d/d; } else { b = sqrt( r*r - a*a ); e = a - b; h = e/M_SQRT2; l = sqrt( r*r - h*h ); beta = acos( a/r ); delta = acos( l/r ); alpha1 = ( r*r*(2*M_PI - 8*beta) +8*a*b )/4/d/d + ( h*h + l*h -r*r*delta )/d/d; alpha2 = ( r*r*(2*M_PI - 8*beta) + 8*a*b )/4/d/d; alpha3 = r*r*M_PI/4/d/d; } float b1 = 1.0 - alpha1; float b2 = 1.0 - alpha2; float b3 = 1.0 - alpha3; float m1 = 1.0/4/( alpha1 - 1.0 ); float m2 = 1.0/4/( alpha2 - alpha1 ); float m3 = 1.0/4/( alpha3 - alpha2 ); float m4 = 1.0/4/( -alpha3 ); for( i = 0; i < intensity.getHeight() && !stop; i++ ) { for( int j = 0; j < intensity.getWidth(); j++ ) { float value = intensity.Get( j, i ); if( value < b1 ) value = m1 * value + 1.0; else if( value < b2 ) value = m2 * ( value - b1 ) + 0.75; else if( value < b3 ) value = m3 * ( value - b2 ) + 0.5; else value = m4 * ( value - b3 ) + 0.25; value = 1.0 - value; intensity.Set( j, i, value ); } } }