- UID
- 1
- 精华
- 积分
- 76365
- 威望
- 点
- 宅币
- 个
- 贡献
- 次
- 宅之契约
- 份
- 最后登录
- 1970-1-1
- 在线时间
- 小时
|
有关抖动算法的原理请看这个帖子:http://www.0xaa55.com/thread-671-1-1.html
源码:
Dither.c:- //=============================================================================
- //DitherFunc.c:
- //实现抖动算法
- //作者:0xAA55
- //论坛:http://www.0xaa55.com/
- //版权所有 (C) 2013-2014 技术宅的结界
- //请保留原作者信息,否则视为侵权
- //-----------------------------------------------------------------------------
- #include<windows.h>
- #include<math.h>
- #define MaxDist 64
- #define MaxDistSq (MaxDist*MaxDist)
- #define MaxColorValue 255
- #define MaxColorDistance (MaxColorValue*MaxColorValue*3)
- extern BYTE LightMatrix[256];
- UINT WINAPI Dither
- (
- DWORD x, //像素点X坐标
- DWORD y, //像素点Y坐标
- RGBQUAD*pColor, //原始颜色值
- RGBQUAD*pPalette, //调色板
- DWORD dwNbColors //调色板颜色数
- )
- {
- double LMValue=(double)LightMatrix[(x & 0xF)|((y & 0xF)<<4)]/255;
- UINT i;
-
- double RDiff,GDiff,BDiff; //红色差,绿色差,蓝色差
- double iNewDistSq; //新计算出来的距离平方
-
- double Vec1R,Vec1G,Vec1B; //颜色向量1
- double Vec2R,Vec2G,Vec2B; //颜色向量2
- double Vec3R,Vec3G,Vec3B; //颜色向量3
- double Vec4R,Vec4G,Vec4B; //颜色向量4
- //颜色向量指的是从原始颜色到调色板颜色的向量
-
- UINT Value1,Value2,Value3,Value4;
-
- double iDistanceSq=MaxColorDistance;
- //第一步:找出最接近颜色
- for(i=0;i<dwNbColors;i++)
- {
- //计算颜色差
- BDiff=(double)(pPalette[i ].rgbBlue)-(double)(pColor->rgbBlue);
- GDiff=(double)(pPalette[i ].rgbGreen)-(double)(pColor->rgbGreen);
- RDiff=(double)(pPalette[i ].rgbRed)-(double)(pColor->rgbRed);
- //计算颜色距离平方
- iNewDistSq=RDiff*RDiff+GDiff*GDiff+BDiff*BDiff;
- if(iNewDistSq<iDistanceSq && iNewDistSq<=MaxDistSq)//选出更接近的颜色
- {
- Vec1R=RDiff;
- Vec1G=GDiff;
- Vec1B=BDiff;
- Value1=i;
- iDistanceSq=iNewDistSq;
- }
- }
-
- //第二步:找出最接近的颜色对面的颜色
- Value2=Value1;
- iDistanceSq=MaxColorDistance;
- for(i=0;i<dwNbColors;i++)
- {
- //计算颜色差
- BDiff=(double)(pPalette[i ].rgbBlue)-(double)(pColor->rgbBlue);
- GDiff=(double)(pPalette[i ].rgbGreen)-(double)(pColor->rgbGreen);
- RDiff=(double)(pPalette[i ].rgbRed)-(double)(pColor->rgbRed);
- //判断是否在对面
- if(RDiff*Vec1R+GDiff*Vec1G+BDiff*Vec1B < 0)
- {
- iNewDistSq=RDiff*RDiff+GDiff*GDiff+BDiff*BDiff;
- if(iNewDistSq<iDistanceSq && iNewDistSq<=MaxDistSq)//选出更接近的颜色
- {
- Vec2R=RDiff;
- Vec2G=GDiff;
- Vec2B=BDiff;
- Value2=i;
- iDistanceSq=iNewDistSq;
- }
- }
- }
-
- //第三步:找出上面两个颜色对面的颜色
- Value3=Value2;
- iDistanceSq=MaxColorDistance;
- for(i=0;i<dwNbColors;i++)
- {
- //计算颜色差
- BDiff=(double)(pPalette[i ].rgbBlue)-(double)(pColor->rgbBlue);
- GDiff=(double)(pPalette[i ].rgbGreen)-(double)(pColor->rgbGreen);
- RDiff=(double)(pPalette[i ].rgbRed)-(double)(pColor->rgbRed);
- //判断是否在对面
- if( RDiff*Vec1R+GDiff*Vec1G+BDiff*Vec1B < 0 &&
- RDiff*Vec2R+GDiff*Vec2G+BDiff*Vec2B < 0)
- {
- iNewDistSq=RDiff*RDiff+GDiff*GDiff+BDiff*BDiff;
- if(iNewDistSq<iDistanceSq && iNewDistSq<=MaxDistSq)//选出更接近的颜色
- {
- Vec3R=RDiff;
- Vec3G=GDiff;
- Vec3B=BDiff;
- Value3=i;
- iDistanceSq=iNewDistSq;
- }
- }
- }
-
- //第四步:找出上面三个颜色对面的颜色
- Value4=Value3;
- iDistanceSq=MaxColorDistance;
- for(i=0;i<dwNbColors;i++)
- {
- //计算颜色差
- BDiff=(double)(pPalette[i ].rgbBlue)-(double)(pColor->rgbBlue);
- GDiff=(double)(pPalette[i ].rgbGreen)-(double)(pColor->rgbGreen);
- RDiff=(double)(pPalette[i ].rgbRed)-(double)(pColor->rgbRed);
- //判断是否在对面
- if( RDiff*Vec1R+GDiff*Vec1G+BDiff*Vec1B < 0 &&
- RDiff*Vec2R+GDiff*Vec2G+BDiff*Vec2B < 0 &&
- RDiff*Vec3R+GDiff*Vec3G+BDiff*Vec3B < 0)
- {
- iNewDistSq=RDiff*RDiff+GDiff*GDiff+BDiff*BDiff;
- if(iNewDistSq<iDistanceSq && iNewDistSq<=MaxDistSq)//选出更接近的颜色
- {
- Vec4R=RDiff;
- Vec4G=GDiff;
- Vec4B=BDiff;
- Value4=i;
- iDistanceSq=iNewDistSq;
- }
- }
- }
-
- if(Value1==Value2 && Value2==Value3 && Value3==Value4)
- return Value1;
- else if(Value1!=Value2 && Value2==Value3 && Value3==Value4)
- {
- /* Src
- /|~"-,_
- / | ~"-,_
- / | ~"-,_
- / | ~"-,_
- / | ~"-,_
- Value1~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Value2 */
- double Vec1To2R=Vec2R-Vec1R,
- Vec1To2G=Vec2G-Vec1G,
- Vec1To2B=Vec2B-Vec1B;//颜色1到2的向量
- double Vec1To2Dist=sqrt( Vec1To2R*Vec1To2R+
- Vec1To2G*Vec1To2G+
- Vec1To2B*Vec1To2B);//颜色1到2的距离
- if((( -Vec1R*Vec1To2R
- -Vec1G*Vec1To2G
- -Vec1B*Vec1To2B)/Vec1To2Dist)/Vec1To2Dist<=LMValue)//抖动“插值”
- return Value1;
- else
- return Value2;
- }
- else if(Value1!=Value2 && Value2!=Value3 && Value3==Value4)
- {
- double Vec1To2R=Vec2R-Vec1R,
- Vec1To2G=Vec2G-Vec1G,
- Vec1To2B=Vec2B-Vec1B,//颜色1到2的向量
- Vec2To3R=Vec3R-Vec2R,
- Vec2To3G=Vec3G-Vec2G,
- Vec2To3B=Vec3B-Vec2B;//颜色2到3的向量
- double
- R1=(double)(pPalette[Value1].rgbRed),
- G1=(double)(pPalette[Value1].rgbGreen),
- B1=(double)(pPalette[Value1].rgbBlue),//颜色1的值
- R2=(double)(pPalette[Value2].rgbRed),
- G2=(double)(pPalette[Value2].rgbGreen),
- B2=(double)(pPalette[Value2].rgbBlue),//颜色2的值
- R3=(double)(pPalette[Value3].rgbRed),
- G3=(double)(pPalette[Value3].rgbGreen),
- B3=(double)(pPalette[Value3].rgbBlue);//颜色3的值
- double
- SrcR=(double)(pColor->rgbRed),
- SrcG=(double)(pColor->rgbGreen),
- SrcB=(double)(pColor->rgbBlue);
- double Plane123A,Plane123B,Plane123C,Plane123D,Plane123ABCLen;
- double PlaneFace23A,PlaneFace23B,PlaneFace23C,PlaneFace23D,PlaneFace23ABCLen;
- double P2ToPlaneDist,P3ToPlaneDist,PlaneCutPosition;
- double PlaneCut23ToSrcR,PlaneCut23ToSrcG,PlaneCut23ToSrcB;
- double VecFrom1ToThatPointR,VecFrom1ToThatPointG,VecFrom1ToThatPointB,VecFrom1ToThatPointLen;
- BYTE Value23;
- //颜色1、2、3建立平面
- Plane123A=Vec1To2G*Vec2To3B-Vec1To2B*Vec2To3G,
- Plane123B=Vec1To2B*Vec2To3R-Vec1To2R*Vec2To3B,
- Plane123C=Vec1To2R*Vec2To3G-Vec1To2G*Vec2To3R;
- Plane123D=-(Plane123A*R1+
- Plane123B*G1+
- Plane123C*B1),
- Plane123ABCLen=sqrt(Plane123A*Plane123A+
- Plane123B*Plane123B+
- Plane123C*Plane123C);
- Plane123A/=Plane123ABCLen;
- Plane123B/=Plane123ABCLen;
- Plane123C/=Plane123ABCLen;
- Plane123D/=Plane123ABCLen;
- //建立垂直于平面123,并且过原始颜色和颜色1的平面(面向2、3)
- PlaneFace23A=Vec1G*Plane123C-Vec1B*Plane123B;
- PlaneFace23B=Vec1B*Plane123A-Vec1R*Plane123C;
- PlaneFace23C=Vec1R*Plane123B-Vec1G*Plane123A;
- PlaneFace23D=-( PlaneFace23A*R1+
- PlaneFace23B*G1+
- PlaneFace23C*B1);
- PlaneFace23ABCLen=sqrt( PlaneFace23A*PlaneFace23A+
- PlaneFace23B*PlaneFace23B+
- PlaneFace23C*PlaneFace23C);
- PlaneFace23A/=PlaneFace23ABCLen;
- PlaneFace23B/=PlaneFace23ABCLen;
- PlaneFace23C/=PlaneFace23ABCLen;
- PlaneFace23D/=PlaneFace23ABCLen;
- //点2到平面的距离和点3到平面的距离
- P2ToPlaneDist=fabs(R2*PlaneFace23A+G2*PlaneFace23B+B2*PlaneFace23C+PlaneFace23D);
- P3ToPlaneDist=fabs(R3*PlaneFace23A+G3*PlaneFace23B+B3*PlaneFace23C+PlaneFace23D);
- //2到3之间的插值
- PlaneCutPosition=P2ToPlaneDist/(P2ToPlaneDist+P3ToPlaneDist);
- if(PlaneCutPosition<=LMValue)//颜色2、3的插值
- Value23=Value2;
- else
- Value23=Value3;
- //计算从原始颜色到线段23与平面的交点的向量
- PlaneCut23ToSrcR=R2+Vec2To3R*PlaneCutPosition-SrcR;
- PlaneCut23ToSrcG=G2+Vec2To3G*PlaneCutPosition-SrcG;
- PlaneCut23ToSrcB=B2+Vec2To3B*PlaneCutPosition-SrcB;
- //从颜色1到线段23与平面交点的向量
- VecFrom1ToThatPointR=PlaneCut23ToSrcR-Vec1R;
- VecFrom1ToThatPointG=PlaneCut23ToSrcG-Vec1G;
- VecFrom1ToThatPointB=PlaneCut23ToSrcB-Vec1B;
- VecFrom1ToThatPointLen=sqrt(VecFrom1ToThatPointR*VecFrom1ToThatPointR+
- VecFrom1ToThatPointG*VecFrom1ToThatPointG+
- VecFrom1ToThatPointB*VecFrom1ToThatPointB);
- VecFrom1ToThatPointR/=VecFrom1ToThatPointLen;
- VecFrom1ToThatPointG/=VecFrom1ToThatPointLen;
- VecFrom1ToThatPointB/=VecFrom1ToThatPointLen;
- if((( -Vec1R*VecFrom1ToThatPointR
- -Vec1G*VecFrom1ToThatPointG
- -Vec1B*VecFrom1ToThatPointB)/VecFrom1ToThatPointLen)<=LMValue)
- return Value1;
- else
- return Value23;
- }
- else
- {
- double Plane12PA,Plane12PB,Plane12PC,Plane12PD,Plane12PABCLen;
- double Plane34PA,Plane34PB,Plane34PC,Plane34PD,Plane34PABCLen;
- double Distance1ToP34,Distance2ToP34;
- double Distance3ToP12,Distance4ToP12;
- double P12Cut34,P34Cut12;
- double CutPoint1R,CutPoint1G,CutPoint1B;
- double CutPoint2R,CutPoint2G,CutPoint2B;
- double Dist12,Dist34;
- double
- SrcR=(double)(pColor->rgbRed),
- SrcG=(double)(pColor->rgbGreen),
- SrcB=(double)(pColor->rgbBlue);//原始颜色
- BYTE Value12,Value34;
- double Vec1To2R=Vec2R-Vec1R,
- Vec1To2G=Vec2G-Vec1G,
- Vec1To2B=Vec2B-Vec1B,//颜色1到2的向量
- Vec3To4R=Vec4R-Vec3R,
- Vec3To4G=Vec4G-Vec3G,
- Vec3To4B=Vec4B-Vec3B;//颜色3到4的向量
- Plane12PA=Vec1G*Vec2B-Vec1B*Vec2G;
- Plane12PB=Vec1B*Vec2R-Vec1R*Vec2B;
- Plane12PC=Vec1R*Vec2G-Vec1G*Vec2R;//颜色12与原始颜色的平面
- Plane34PA=Vec3G*Vec4B-Vec3B*Vec4G;
- Plane34PB=Vec3B*Vec4R-Vec3R*Vec4B;
- Plane34PC=Vec3R*Vec4G-Vec3G*Vec4R;//颜色34与原始颜色的平面
- Plane12PD= -Plane12PA*SrcR
- -Plane12PB*SrcG
- -Plane12PC*SrcB;
- Plane34PD= -Plane34PA*SrcR
- -Plane34PB*SrcG
- -Plane34PC*SrcB;
- Plane12PABCLen=sqrt(Plane12PA*Plane12PA+
- Plane12PB*Plane12PB+
- Plane12PC*Plane12PC);
- Plane34PABCLen=sqrt(Plane34PA*Plane34PA+
- Plane34PB*Plane34PB+
- Plane34PC*Plane34PC);
- Plane12PA/=Plane12PABCLen;
- Plane12PB/=Plane12PABCLen;
- Plane12PC/=Plane12PABCLen;
- Plane12PD/=Plane12PABCLen;
- Plane34PA/=Plane34PABCLen;
- Plane34PB/=Plane34PABCLen;
- Plane34PC/=Plane34PABCLen;
- Plane34PD/=Plane34PABCLen;
- Distance1ToP34=fabs(Vec1R*Plane34PA+Vec1G*Plane34PB+Vec1B*Plane34PC+Plane34PD);
- Distance2ToP34=fabs(Vec2R*Plane34PA+Vec2G*Plane34PB+Vec2B*Plane34PC+Plane34PD);
- Distance3ToP12=fabs(Vec3R*Plane12PA+Vec3G*Plane12PB+Vec3B*Plane12PC+Plane12PD);
- Distance4ToP12=fabs(Vec4R*Plane12PA+Vec4G*Plane12PB+Vec4B*Plane12PC+Plane12PD);
- P12Cut34=Distance3ToP12+(Distance3ToP12+Distance4ToP12);
- P34Cut12=Distance1ToP34+(Distance1ToP34+Distance2ToP34);
- if(P12Cut34<=LMValue)//从颜色34中插值
- Value34=Value3;
- else
- Value34=Value4;
- if(P34Cut12<=LMValue)//从颜色12中插值
- Value12=Value1;
- else
- Value12=Value2;
- CutPoint1R=Vec1R+Vec1To2R*P34Cut12;
- CutPoint1G=Vec1G+Vec1To2G*P34Cut12;
- CutPoint1B=Vec1B+Vec1To2B*P34Cut12;
- CutPoint2R=Vec3R+Vec3To4R*P12Cut34;
- CutPoint2G=Vec3G+Vec3To4G*P12Cut34;
- CutPoint2B=Vec3B+Vec3To4B*P12Cut34;
- Dist12=sqrt(CutPoint1R*CutPoint1R+
- CutPoint1G*CutPoint1G+
- CutPoint1B*CutPoint1B);
- Dist34=sqrt(CutPoint2R*CutPoint2R+
- CutPoint2G*CutPoint2G+
- CutPoint2B*CutPoint2B);
- if(Dist12/(Dist12+Dist34)<=LMValue)//从刚才得到的两个颜色中插值
- return Value12;
- else
- return Value34;
- }
- }
复制代码 Dither.asm:- ;==============================================================================
- ;作者:0xAA55
- ;论坛:http://www.0xaa55.com/
- ;版权所有 (C) 2013-2014 技术宅的结界
- ;请保留原作者信息,否则视为侵权
- ;------------------------------------------------------------------------------
- global DistISq ;REAL WINAPI DistISq(DWORD x1,DWORD y1,DWORD z1);
- global DistISq2P ;REAL WINAPI DistISq2P(DWORD x1,DWORD y1,DWORD z1,DWORD x2,DWORD y2,DWORD z2);
- global DistFSq ;REAL WINAPI DistISq(float x1,float y1,float z1);
- global DistFSq2P ;REAL WINAPI DistISq2P(float x1,float y1,float z1,float x2,float y2,float z2);
- global DitherMatrix ;DWORD WINAPI DitherMatrix(DWORD x,DWORD y);
- global _LightMatrix ;extern BYTE LightMatrix[256];
- segment .text
- ;==============================================================================
- ;DistISq:
- ;取得三维向量模平方。参数是整数。
- ;------------------------------------------------------------------------------
- DistISq: ;REAL WINAPI DistISq(DWORD x1,DWORD y1,DWORD z1)
- fild dword[esp+4]
- fmul st0
- fild dword[esp+8]
- fmul st0
- fadd
- fild dword[esp+12]
- fmul st0
- fadd
- ret 24
- ;==============================================================================
- ;DistISq2P:
- ;取得三维空间中两点的距离。参数是整数。
- ;------------------------------------------------------------------------------
- DistISq2P: ;REAL WINAPI DistISq2P(DWORD x1,DWORD y1,DWORD z1,DWORD x2,DWORD y2,DWORD z2)
- fild dword[esp+4]
- fisub dword[esp+16]
- fmul st0
- fild dword[esp+8]
- fisub dword[esp+20]
- fmul st0
- fadd
- fild dword[esp+12]
- fisub dword[esp+24]
- fmul st0
- fadd
- ret 24
- ;==============================================================================
- ;DistISq:
- ;取得三维向量模平方。参数是浮点数。
- ;------------------------------------------------------------------------------
- DistFSq: ;REAL WINAPI DistFSq(float x1,float y1,float z1)
- fld dword[esp+4]
- fmul st0
- fld dword[esp+8]
- fmul st0
- fadd
- fld dword[esp+12]
- fmul st0
- fadd
- ret 24
- ;==============================================================================
- ;DistFSq2P:
- ;取得三维空间中两点的距离。参数是浮点数。
- ;------------------------------------------------------------------------------
- DistFSq2P: ;REAL WINAPI DistFSq2P(float x1,float y1,float z1,float x2,float y2,float z2)
- fld dword[esp+4]
- fsub dword[esp+16]
- fmul st0
- fld dword[esp+8]
- fsub dword[esp+20]
- fmul st0
- fadd
- fld dword[esp+12]
- fsub dword[esp+24]
- fmul st0
- fadd
- ret 24
- ;==============================================================================
- ;DitherMatrix:
- ;从抖动矩阵中取得值
- ;------------------------------------------------------------------------------
- DitherMatrix: ;DWORD WINAPI DitherMatrix(DWORD x,DWORD y)
- mov dl,[esp+4]
- and dl,0xF
- movzx eax,byte[esp+8]
- and al,0xF
- shl al,4
- or al,dl
- movzx eax,byte[_LightMatrix+eax]
- ret 8
- segment .data
- _LightMatrix:
- db 0x00,0xEB,0x3B,0xDB,0x0F,0xE7,0x37,0xD7, 0x02,0xE8,0x38,0xD9,0x0C,0xE5,0x34,0xD5
- db 0x80,0x40,0xBB,0x7B,0x8F,0x4F,0xB7,0x77, 0x82,0x42,0xB8,0x78,0x8C,0x4C,0xB4,0x74
- db 0x21,0xC0,0x10,0xFB,0x2F,0xCF,0x1F,0xF7, 0x22,0xC2,0x12,0xF8,0x2C,0xCC,0x1C,0xF4
- db 0xA1,0x61,0x90,0x50,0xAF,0x6F,0x9F,0x5F, 0xA2,0x62,0x92,0x52,0xAC,0x6C,0x9C,0x5C
- db 0x08,0xE1,0x30,0xD0,0x05,0xEF,0x3F,0xDF, 0x0A,0xE2,0x32,0xD2,0x06,0xEC,0x3C,0xDC
- db 0x88,0x48,0xB0,0x70,0x85,0x45,0xBF,0x7F, 0x8A,0x4A,0xB2,0x72,0x86,0x46,0xBC,0x7C
- db 0x29,0xC8,0x18,0xF0,0x24,0xC5,0x14,0xFF, 0x2A,0xCA,0x1A,0xF2,0x26,0xC6,0x16,0xFC
- db 0xA9,0x69,0x98,0x58,0xA4,0x64,0x94,0x54, 0xAA,0x6A,0x9A,0x5A,0xA6,0x66,0x96,0x56
- db 0x03,0xE9,0x39,0xD8,0x0D,0xE4,0x35,0xD4, 0x01,0xEA,0x3A,0xDA,0x0E,0xE6,0x36,0xD6
- db 0x83,0x43,0xB9,0x79,0x8D,0x4D,0xB5,0x75, 0x81,0x41,0xBA,0x7A,0x8E,0x4E,0xB6,0x76
- db 0x23,0xC3,0x13,0xF9,0x2D,0xCD,0x1D,0xF5, 0x20,0xC1,0x11,0xFA,0x2E,0xCE,0x1E,0xF6
- db 0xA3,0x63,0x93,0x53,0xAD,0x6D,0x9D,0x5D, 0xA0,0x60,0x91,0x51,0xAE,0x6E,0x9E,0x5E
- db 0x0B,0xE3,0x33,0xD3,0x07,0xED,0x3D,0xDD, 0x09,0xE0,0x31,0xD1,0x04,0xEE,0x3E,0xDE
- db 0x8B,0x4B,0xB3,0x73,0x87,0x47,0xBD,0x7D, 0x89,0x49,0xB1,0x71,0x84,0x44,0xBE,0x7E
- db 0x2B,0xCB,0x1B,0xF3,0x27,0xC7,0x17,0xFD, 0x28,0xC9,0x19,0xF1,0x25,0xC4,0x15,0xFE
- db 0xAB,0x6B,0x9B,0x5B,0xA7,0x67,0x97,0x57, 0xA8,0x68,0x99,0x59,0xA5,0x65,0x95,0x55
复制代码 Dither.def:- LIBRARY
- EXPORTS
- DistISq
- DistISq2P
- DistFSq
- DistFSq2P
- DitherMatrix
- Dither
复制代码 看起来好像是很屌的代码。没错,可以拿去做好莱坞特效了。
SRC:
Dither.7z
(408.79 KB, 下载次数: 2, 售价: 10 个宅币)
BIN:
Dither.dll
(6 KB, 下载次数: 1, 售价: 1 个宅币)
|
|