/*
* 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 <math.h>
#include <stdlib.h>
#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 );
}
}
}
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