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Wallpaper.cpp
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Wallpaper.cpp
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#include "lodepng.h"
#include "Wallpaper.h"
#include <cmath>
#include <cstdlib>
#include <ctime>
#include <iostream>
#include <vector>
using namespace std;
Wallpaper::Wallpaper(){
_image = new vector<unsigned char>();
_hueStart = new double;
_hueIncrement = new double;
_wavelength = new double;
_amplitude = new double;
_offset = new double;
_offsetIncrement = new double;
_sat = new double;
_light = new double;
_lightIncrement = new double;
}
Wallpaper::~Wallpaper(){
delete _image;
}
void Wallpaper::generateWallpaper() {
// Seed the random number generator.
srand(time(0));
rand();
// These random values are based on Roy Tanck's Wallpaper Generator Algorithm [1].
// _segments: Number of line segments. It's either a random number between 1 and 9 (50% chance) or 200 for sinewave like effect (50% chance).
_segments = ( rand() % 100 < 50 ) ? 1 + rand() % 9 : 200;
// _wavelength: Wavelength for the wave the lines, a random value between WIDTH/20 and WIDTH/5.
*_wavelength = _width / ( 5 + ( 15 * (rand() / static_cast<double>(RAND_MAX)) ) );
// _layers: Number of layers, a random number between 3 and 12.
_layers = 3 + rand() % 10;
// _amplitude: Amplitude for the wave function, a random value between 0.1* wavelength and the random value of wavelength.
*_amplitude = ( 0.1 * *_wavelength ) + ( 0.9 * *_wavelength ) * (rand() / static_cast<double>(RAND_MAX));
// _offset: Offset for each layer, a random value between 0 and _width.
*_offset = _width * (rand() / static_cast<double>(RAND_MAX));
// _offsetIncrement: Increment of offset which is used in calculations when drawing the image, a random value between _width/20 and 3*_width/20.
*_offsetIncrement = _width / 20 + ( _width / 10 ) * (rand() / static_cast<double>(RAND_MAX));
// _hueStart: Starting hue value, a random value between 0 and 360.
*_hueStart = 360 * (rand() / static_cast<double>(RAND_MAX));
// _hueIncrement: Increment of hue when iterating through layers, a random value between -20 and 20.
*_hueIncrement = 20 - ( 40 * (rand() / static_cast<double>(RAND_MAX)) );
// _sat: Saturation value, a random value between 15 and 50.
*_sat = 15 + ( 35 * (rand() / static_cast<double>(RAND_MAX)) );
// _light: Lightness value, a random value between 15 and 60.
*_light = 15 + ( 45 * (rand() / static_cast<double>(RAND_MAX)) );
// _lightIncrement: Increment of hue when iterating though layers, a random value between -6 and 6.
*_lightIncrement = ( rand() % 100 < 50 ) ? ( 2 + ( 4 * (rand() / static_cast<double>(RAND_MAX)) ) ) : -( 2 + ( 4 * (rand() / static_cast<double>(RAND_MAX)) ) );
/* These commented out values are initial test cases that were used to test the program early in development! Feel Free to uncomment them and try them out!
* _width = 1920;
* _height = 1080;
* // Simple starter test case
* _segments = 3;
* _layers = 3;
* _hueStart = 276.3527026176697;
* _hueIncrement = -12.94801290303505;
* _wavelength = 156.18269380696006;
* _amplitude = 88.32438147758303;
* _offset = 1485.835090272766;
* _offsetIncrement = 138.12140986688786;
* _sat = 47.08667430944574;
* _light = 23.47177801632887;
* _lightIncrement = 4.399244666437821;
// Sinewave test case
* _segments = 200;
* _layers = 10;
* _hueStart = 130.05478222346966;
* _hueIncrement = 13.872929765326889;
* _wavelength = 98.40714033624617;
* _amplitude = 20.88477820770464;
* _offset = 86.82545478839415;
* _offsetIncrement = 197.35049230157213;
* _sat = 36.662787504804356;
* _light = 29.657512073806124;
* __lightIncrement = -4.912805248960836;
* // Advanced sinwave test case
* _segments = 200;
* _layers = 8;
* _hueStart = 283.73584096310907;
* _hueIncrement = -3.579744500098734;
* _wavelength = 345.81939983876964;
* _amplitude = 239.5835502852145;
* _offset = 88.33607705483544;
* _offsetIncrement = 206.96516853656834;
* _sat = 17.324596495406862;
* _light = 49.36458128951048;
* _lightIncrement = 2.3166077717589575;
* // Color test case
* _segments = 200;
* _layers = 7;
* _hueStart = 308.2377703504164;
* _hueIncrement = 19.055048488229758;
* _wavelength = 302.21594753628574;
* _amplitude = 175.52457523189426;
* _offset = 277.24449118027917;
* _offsetIncrement = 153.55343346638824;
* _sat = 43.326089130157726;
* _light = 29.738522960445597;
* _lightIncrement = 5.7004006707436154;
* // Cout test values for debbuging
* cout << "Segments: " << _segments << endl;
* cout << "Layers: " << _layers << endl;
* cout << "Hue Start: " << _hueStart << endl;
* cout << "Hue Increment: " << _hueIncrement << endl;
* cout << "Wavelength: " << _wavelength << endl;
* cout << "Amplitude: " << _amplitude << endl;
* cout << "Offset: " << _offset << endl;
* cout << "Offset Increment: " << _offsetIncrement << endl;
* cout << "Saturation: " << _sat << endl;
* cout << "Light: " << _light << endl;
* cout << "Light Increment: " << _lightIncrement << endl;
*/
// Create a buffer to hold the image data.
_image->resize(_width * _height * 4);
// Convert HSL to RGB.
hslToRgb(*_hueStart, *_sat, *_light, _r, _g, _b);
// Fill the image with the RGB color.
// This method of manipulating the image vector is based on the code from LodePNG's "Generates 4-bit PNG with translucent palette." example. [6]
for (unsigned y = 0; y < _height; y++) {
for (unsigned x = 0; x < _width; x++) {
_image->at(4 * _width * y + 4 * x + 0) = _r;
_image->at(4 * _width * y + 4 * x + 1) = _g;
_image->at(4 * _width * y + 4 * x + 2) = _b;
_image->at(4 * _width * y + 4 * x + 3) = 255; // Alpha (opacity)
}
}
// Draw the layers
for (unsigned l = 0; l < _layers; l++) {
// cout << "---" << endl;
double h = *_hueStart + ((l + 1) * *_hueIncrement);
double s = *_sat;
double v = *_light + ((l + 1) * *_lightIncrement);
// cout << "Layer: " << l << endl;
// cout << "Light: " << v << endl;
// cout << "Hue: " << h << endl;
// cout << "Saturation: " << s << endl;
// Convert HSL to RGB for the current layer
unsigned char r, g, b;
hslToRgb(h, s, v, r, g, b);
// The offset for the current layer
double layerOffset = *_offset + (*_offsetIncrement * l);
// The base Y-coordinate for the current layer.
double offsetY = ((l + 0.5) * (_height / _layers));
double startY = offsetY + (*_amplitude * sin(layerOffset / *_wavelength));
// cout << "Layer Offset: " << layerOffset << endl;
// cout << "Offset Y: " << offsetY << endl;
// cout << "Start Y: " << startY << endl;
// Set starting postion for the first segment.
double prevX = 0;
double prevY = startY;
// Draw every segment in the current layer.
for(unsigned int i = 0; i <= _segments; i++){
double x = (i * (_width / static_cast<double>(_segments)));
double y = (startY + ( *_amplitude * sin( ( layerOffset + x ) / *_wavelength ) ));
// cout << "Segment: " << i << endl;
// cout << "X: " << x << endl;
// cout << "Y: " << y << endl;
// Cast all the doubles to ints, otherwise the image will incomplete due to floating point comparison errors.
prevX = static_cast<int>(prevX);
prevY = static_cast<int>(prevY);
x = static_cast<int>(x);
y = static_cast<int>(y);
drawAndFillSegment(prevX, prevY, x, y, r, g, b);
prevX = x;
prevY = y;
}
}
}
void Wallpaper::setResolution(unsigned int width, unsigned int height) {
_width = width;
_height = height;
}
void Wallpaper::writeImagetoDisk(std::string filename) {
// Verify that _image is not empty.
if (_image->empty()) {
cerr << "Error: Image vector is empty. Please ensure that generateWallpaper() is used before calling this." << endl;
exit(1);
}
// Encode the image to PNG and write it to a file.
if (lodepng::encode(filename, *_image, _width, _height) != 0) {
cerr << "Error: Could not encode PNG image. Ensure the filename is valid and try again." << endl;
exit(1);
}
}
void Wallpaper::embedImage(string imageInFilename, string embedPosition) {
// Verify that _image is not empty.
if (_image->empty()) {
cerr << "Error: Image vector is empty. Please ensure that generateWallpaper() is used before calling this." << endl;
exit(1);
}
// Load the image from disk.
vector<unsigned char>* imageIn = new vector<unsigned char>;
unsigned int widthIn, heightIn;
if (lodepng::decode(*imageIn, widthIn, heightIn, imageInFilename) != 0) {
cerr << "Error: Could load PNG to embed from disk. Ensure the image is a PNG and that the filename is correct and try again." << endl;
delete imageIn;
exit(1);
}
// Verify that the image to embed is not larger than the wallpaper.
if (widthIn > _width || heightIn > _height) {
cerr << "Error: The image to embed is larger than the wallpaper. Please use a smaller image." << endl;
delete imageIn;
exit(1);
}
unsigned int xPos, yPos;
// Calculate the x and y position of the embed image
if (embedPosition == "lowerright") {
xPos = _width - widthIn;
yPos = _height - heightIn;
} else if (embedPosition == "upperleft") {
xPos = 0;
yPos = 0;
} else {
// Parse the embed position
size_t pos = embedPosition.find("x");
if(pos == string::npos) {
cerr << "Error: Invalid embed position format. Please use the format WIDTHxHEIGHT|lowerright|upperleft (Ex: 1920x1080|lowerright)" << endl;
exit(1);
}
xPos = stoi(embedPosition.substr(0, pos));
yPos = stoi(embedPosition.substr(pos + 1));
// Check if the width and height are valid
if(xPos <= 0 || yPos <= 0) {
cerr << "Error: Invalid embed position. Please use positive integers for the width and height." << endl;
exit(1);
} else if (xPos > _width || yPos > _height) {
cerr << "Error: Invalid embed position. Please use a position within the resolution of the image." << endl;
exit(1);
}
}
// Embed the image.
for (unsigned int y = 0; y < heightIn; y++) {
for (unsigned int x = 0; x < widthIn; x++) {
unsigned int index = 4 * _width * (y + yPos) + 4 * (x + xPos);
// This if statement is to prevent a out_of_range error if the embed image exceeds the resolution of the wallpaper.
if (index + 3 >= _image->size()) {
break;
}
_image->at(index + 0) = imageIn->at(4 * widthIn * y + 4 * x + 0);
_image->at(index + 1) = imageIn->at(4 * widthIn * y + 4 * x + 1);
_image->at(index + 2) = imageIn->at(4 * widthIn * y + 4 * x + 2);
_image->at(index + 3) = imageIn->at(4 * widthIn * y + 4 * x + 3);
}
}
delete imageIn;
}
// This function is based on the HSL to RGB on the algorithm from Wikipedia https://en.wikipedia.org/wiki/HSL_and_HSV#To_RGB. [5]
void Wallpaper::hslToRgb(double h, double s, double l, unsigned char& r, unsigned char& g, unsigned char& b) {
// Normalize the saturation and hue to be between 0 and 360.
s /= 100.0;
l /= 100.0;
// Calculate chroma. NOTE: The values for multiplying/subtracting must be floats.
double c = (1.0 - abs(2.0 * l - 1.0)) * s;
// Calculate the hue prime and temporary values
double x = c * (1.0 - abs(fmod(h / 60.0, 2) - 1.0));
double m = l - c / 2.0;
// If-else tree to determine the RGB values, similar to the Wikipedia pseudocode.
double rp, gp, bp;
if (h < 60) {
rp = c; gp = x; bp = 0;
} else if (h < 120) {
rp = x; gp = c; bp = 0;
} else if (h < 180) {
rp = 0; gp = c; bp = x;
} else if (h < 240) {
rp = 0; gp = x; bp = c;
} else if (h < 300) {
rp = x; gp = 0; bp = c;
} else {
rp = c; gp = 0; bp = x;
}
// Finally calculate the RGB values by adding the temporary values and multiplying by 255.
r = (rp + m) * 255;
g = (gp + m) * 255;
b = (bp + m) * 255;
}
// This function is based on the Bresenham's line algorithm pseudocode from Wikipedia. [4]
void Wallpaper::drawAndFillSegment(double x0, double y0, double x1, double y1, unsigned char r, unsigned char g, unsigned char b) {
double dx = abs(x1 - x0);
double sx = x0 < x1 ? 1 : -1;
double dy = -abs(y1 - y0);
double sy = y0 < y1 ? 1 : -1;
double error = dx + dy;
double e2;
// Debugging
// cout << "------" << endl;
// cout << "x0: " << x0 << endl;
// cout << "y0: " << y0 << endl;
// cout << "------" << endl;
// Loop until x0 and y0 meet x1 and y1.
while (true) {
// Fill in the pixel at that point but also fill in the pixels below it until reaching the bottom of the image.
for (unsigned int y = y0; y < _height; y++) {
if (x0 < _width && y < _height) {
_image->at(4 * _width * y + 4 * (int)x0 + 0) = r;
_image->at(4 * _width * y + 4 * (int)x0 + 1) = g;
_image->at(4 * _width * y + 4 * (int)x0 + 2) = b;
_image->at(4 * _width * y + 4 * (int)x0 + 3) = 255;
}
}
if (x0 == x1 && y0 == y1) break;
e2 = 2 * error;
if (e2 >= dy) {
if (x0 == x1) break;
error += dy;
x0 += sx;
}
if (e2 <= dx) {
if (y0 == y1) break;
error += dx;
y0 += sy;
}
}
}