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- #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" );
-
- }
-