vbAccelerator - Contents of code file: cTexturise.cls
VERSION 1.0 CLASS
BEGIN
MultiUse = -1 'True
END
Attribute VB_Name = "cTexturise"
Attribute VB_GlobalNameSpace = False
Attribute VB_Creatable = True
Attribute VB_PredeclaredId = False
Attribute VB_Exposed = False
Option Explicit
Private Declare Sub CopyMemory Lib "kernel32" Alias "RtlMoveMemory" ( _
lpvDest As Any, lpvSource As Any, ByVal cbCopy As Long)
Private Type SAFEARRAYBOUND
cElements As Long
lLbound As Long
End Type
Private Type SAFEARRAY2D
cDims As Integer
fFeatures As Integer
cbElements As Long
cLocks As Long
pvData As Long
Bounds(0 To 1) As SAFEARRAYBOUND
End Type
Private Declare Function VarPtrArray Lib "msvbvm50.dll" Alias "VarPtr" (Ptr()
As Any) As Long
Private m_sTextureFile As String
Private m_cTexture As cDIBSection
Public Event Progress(ByVal lValue As Long, ByVal lMax As Long)
Public Function LoadTexture( _
ByVal sTextureFile As String _
) As Boolean
Dim oPic As StdPicture
On Error GoTo LoadTextureError
Set m_cTexture = New cDIBSection
Set oPic = LoadPicture(sTextureFile)
m_cTexture.CreateFromPicture oPic
LoadTexture = True
Exit Function
LoadTextureError:
MsgBox "Failed to load texture '" & sTextureFile & "'", vbExclamation
End Function
Public Sub PaintTexture(ByVal lHDC As Long)
If m_cTexture Is Nothing Then
'
ElseIf m_cTexture.Width = 0 Then
'
Else
m_cTexture.PaintPicture lHDC
End If
End Sub
Public Sub ApplyTexture( _
ByRef cDibSrc As cDIBSection, _
ByRef cDibDst As cDIBSection, _
Optional ByVal lIntensity As Long = 100, _
Optional ByVal lMidValue As Long = 0, _
Optional ByVal lSaturation As Long = 100 _
)
Dim bNo As Boolean
If (m_cTexture Is Nothing) Then
bNo = True
End If
If (m_cTexture.Width = 0) Then
bNo = True
End If
If Not (bNo) Then
' do the processing:
pApplyTexture cDibSrc, cDibDst, lIntensity, lMidValue, lSaturation
Else
' copy src to out
cDibSrc.PaintPicture cDibDst.hDC
End If
End Sub
Private Sub pApplyTexture( _
ByRef cDibSrc As cDIBSection, _
ByRef cDibDst As cDIBSection, _
Optional ByVal lIntensity As Long = 100, _
Optional ByVal lMidValue As Long = 0, _
Optional ByVal lSaturation As Long = 100 _
)
Dim bDibSrc() As Byte
Dim tSASrc As SAFEARRAY2D
Dim bDibDst() As Byte
Dim tSADst As SAFEARRAY2D
Dim bDibTex() As Byte
Dim tSATex As SAFEARRAY2D
Dim x As Long, y As Long
Dim cx As Long, cy As Long
Dim tx As Long, ty As Long
Dim tcx As Long, tcy As Long
Dim lS As Long, fLightness As Single, fIntensity As Single
Dim fSaturation As Single
Dim fMidh As Single, fMids As Single, fMidl As Single
Dim fAmount As Single
Dim h As Single, s As Single, l As Single
Dim r As Long, g As Long, b As Long
fIntensity = lIntensity / 100#
RGBToHSL lMidValue, lMidValue, lMidValue, fMidh, fMids, fMidl
fSaturation = lSaturation / 100#
' Get all the bits to work on:
With tSASrc
.cbElements = 1
.cDims = 2
.Bounds(0).lLbound = 0
.Bounds(0).cElements = cDibSrc.Height
.Bounds(1).lLbound = 0
.Bounds(1).cElements = cDibSrc.BytesPerScanLine
.pvData = cDibSrc.DIBSectionBitsPtr
End With
CopyMemory ByVal VarPtrArray(bDibSrc()), VarPtr(tSASrc), 4
With tSADst
.cbElements = 1
.cDims = 2
.Bounds(0).lLbound = 0
.Bounds(0).cElements = cDibDst.Height
.Bounds(1).lLbound = 0
.Bounds(1).cElements = cDibDst.BytesPerScanLine
.pvData = cDibDst.DIBSectionBitsPtr
End With
CopyMemory ByVal VarPtrArray(bDibDst()), VarPtr(tSADst), 4
With tSATex
.cbElements = 1
.cDims = 2
.Bounds(0).lLbound = 0
.Bounds(0).cElements = m_cTexture.Height
.Bounds(1).lLbound = 0
.Bounds(1).cElements = m_cTexture.BytesPerScanLine
.pvData = m_cTexture.DIBSectionBitsPtr
End With
CopyMemory ByVal VarPtrArray(bDibTex()), VarPtr(tSATex), 4
' Get position information:
tx = 0: ty = 0
tcx = (m_cTexture.Width - 1) * 3
tcy = m_cTexture.Height - 1
cx = (cDibDst.Width - 1) * 3
If (cx > (cDibSrc.Width - 1) * 3) Then cx = (cDibSrc.Width - 1) * 3
cy = cDibDst.Height - 1
If (cy > cDibSrc.Height - 1) Then cy = cDibSrc.Height - 1
For y = 0 To cy
For x = 0 To cx Step 3
' Set the destination to src with brightness adjusted
' to the texture:
lS = bDibTex(tx, ty)
RGBToHSL lS, lS, lS, h, s, fLightness
fAmount = fLightness - fMidl
r = bDibSrc(x + 2, y)
g = bDibSrc(x + 1, y)
b = bDibSrc(x, y)
RGBToHSL r, g, b, h, s, l
l = l * (1 + fAmount * fIntensity)
If (l > 1) Then l = 1
If (l < 0) Then l = 0
s = s * fSaturation
If (s > 1) Then s = 1
If (s < 0) Then s = 0
HLSToRGB h, s, l, r, g, b
bDibDst(x + 2, y) = r
bDibDst(x + 1, y) = g
bDibDst(x, y) = b
tx = tx + 3
If (tx > tcx) Then tx = 0
Next x
RaiseEvent Progress(y, cy)
ty = ty + 1: tx = 0
If (ty > tcy) Then ty = 0
Next y
' Clear up:
CopyMemory ByVal VarPtrArray(bDibSrc), 0&, 4
CopyMemory ByVal VarPtrArray(bDibDst), 0&, 4
CopyMemory ByVal VarPtrArray(bDibTex), 0&, 4
End Sub
Public Property Get WithinTexture(ByVal x As Long, ByVal y As Long) As Boolean
If Not m_cTexture Is Nothing Then
WithinTexture = (x < m_cTexture.Width) And (x >= 0) And (y <=
m_cTexture.Height) And (y >= 0)
End If
End Property
Public Property Get TexturePixelColour(ByVal x As Long, ByVal y As Long) As Long
Dim bDibTex() As Byte
Dim tSATex As SAFEARRAY2D
Dim xi As Long
If Not m_cTexture Is Nothing Then
With tSATex
.cbElements = 1
.cDims = 2
.Bounds(0).lLbound = 0
.Bounds(0).cElements = m_cTexture.Height
.Bounds(1).lLbound = 0
.Bounds(1).cElements = m_cTexture.BytesPerScanLine
.pvData = m_cTexture.DIBSectionBitsPtr
End With
CopyMemory ByVal VarPtrArray(bDibTex()), VarPtr(tSATex), 4
xi = (x * 3) \ 3
xi = xi * 3
TexturePixelColour = RGB(bDibTex(xi + 2, y), bDibTex(xi + 1, y),
bDibTex(xi, y))
' Clear up:
CopyMemory ByVal VarPtrArray(bDibTex), 0&, 4
End If
End Property
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