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213 lines
6.6 KiB
213 lines
6.6 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#include "jpegloader.h"
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#include "tier0/dbg.h"
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#include "tier1/utlvector.h"
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#include "tier0/vprof.h"
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#include "jpeglib/jpeglib.h"
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//-----------------------------------------------------------------------------
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// Purpose: Takes a RGBA image buffer and resizes it using linear interpolation.
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//
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// Params: bufRGBA should contain the current image, nWidth and nHeight should describe
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// the current images dimensions. nNewWidth and nNewHeight should be the new target size,
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// one, but not both, of these may be -1 which will indicate to preserve aspect ratio
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// and size that dimension to match the aspect ratio adjustment applied to the other
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// dimension which must then be specified explicitly. nNewWidth and nNewHeight may
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// be modified by the function and will specify the final width/height after the
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// function returns succesfully. If both nNewWidth and nNewHeight are specified
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// the content will be scaled without changing the aspect ratio and black letterboxing
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// will be added if appropriate
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//-----------------------------------------------------------------------------
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bool BResizeImageInternal( CUtlBuffer &bufImage, int nWidth, int nHeight, int &nNewWidth, int &nNewHeight, bool bIsRGBA = true )
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{
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VPROF_BUDGET( "BResizeImageRGBA", VPROF_BUDGETGROUP_OTHER_VGUI );
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CUtlBuffer bufImageOut;
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if ( nWidth == 0 || nHeight == 0 )
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return false;
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// Must specify at least one, then we'll compute the other to preserve aspect ratio if it's set to -1
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if ( nNewWidth == - 1 && nNewHeight == -1 )
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return false;
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if ( nNewHeight == -1 )
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{
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float flAspect = (float)nNewWidth/(float)nWidth;
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nNewHeight = (int)(flAspect*nHeight);
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}
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else if ( nNewWidth == -1 )
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{
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float flAspect = (float)nNewHeight/(float)nHeight;
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nNewWidth = (int)(flAspect*nWidth);
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}
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if ( nNewWidth == 0 || nNewHeight == 0 )
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return false;
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int nNewContentHeight = nNewHeight;
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int nNewContentWidth = nNewWidth;
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// Calculate the width/height of the actual content
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if ( nWidth/(float)nHeight > nNewContentWidth/(float)nNewContentHeight )
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nNewContentHeight = ( nNewContentWidth * nHeight )/nWidth;
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else
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nNewContentWidth = ( nNewContentHeight * nWidth )/nHeight;
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int bytesPerPixel = bIsRGBA ? 4 : 3;
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bufImageOut.EnsureCapacity( nNewWidth*nNewHeight*bytesPerPixel );
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bufImageOut.SeekPut( CUtlBuffer::SEEK_HEAD, nNewWidth*nNewHeight*bytesPerPixel );
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// Letterboxing
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int nPaddingTop = (nNewHeight - nNewContentHeight)/2;
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int nPaddingBottom = nNewHeight - nNewContentHeight - nPaddingTop;
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int nPaddingLeft = (nNewWidth - nNewContentWidth)/2;
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int nPaddingRight = nNewWidth - nNewContentWidth - nPaddingLeft;
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Assert( nPaddingTop + nPaddingBottom + nNewContentHeight == nNewHeight );
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Assert( nPaddingLeft + nPaddingRight + nNewContentWidth == nNewWidth );
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if ( nPaddingLeft > 0 ||
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nPaddingRight > 0 ||
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nPaddingTop > 0 ||
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nPaddingBottom > 0 )
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{
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Q_memset( bufImageOut.Base(), 0, nNewWidth*nNewHeight*bytesPerPixel );
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}
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byte *pBits = (byte*)bufImageOut.Base();
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int nOriginalStride = nWidth;
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int nTargetStride = nNewWidth;
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float flXRatio = (float)(nWidth-1)/(float)nNewContentWidth;
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float flYRatio = (float)(nHeight-1)/(float)nNewContentHeight;
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byte *pSrcBits = (byte*)bufImage.Base();
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for( int yNew=0; yNew<nNewContentHeight; ++yNew )
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{
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int y = (int)(flYRatio * yNew);
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float yDiff = (flYRatio * yNew) - y;
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for ( int xNew=0; xNew<nNewContentWidth; ++xNew )
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{
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int x = (int)(flXRatio * xNew);
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float xDiff = (flXRatio * xNew) - x;
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int aOffset = (x+(y*nOriginalStride))*bytesPerPixel;
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int bOffset = aOffset+bytesPerPixel;
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int cOffset = aOffset + (nOriginalStride*bytesPerPixel);
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int dOffset = cOffset+bytesPerPixel;
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byte red = (byte)(
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pSrcBits[aOffset]*(1-xDiff)*(1-yDiff)
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+pSrcBits[bOffset]*(xDiff)*(1-yDiff)
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+pSrcBits[cOffset]*(yDiff)*(1-xDiff)
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+pSrcBits[dOffset]*(xDiff)*(yDiff)
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);
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byte green = (byte)(
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pSrcBits[aOffset+1]*(1-xDiff)*(1-yDiff)
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+pSrcBits[bOffset+1]*(xDiff)*(1-yDiff)
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+pSrcBits[cOffset+1]*(yDiff)*(1-xDiff)
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+pSrcBits[dOffset+1]*(xDiff)*(yDiff)
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);
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byte blue = (byte)(
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pSrcBits[aOffset+2]*(1-xDiff)*(1-yDiff)
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+pSrcBits[bOffset+2]*(xDiff)*(1-yDiff)
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+pSrcBits[cOffset+2]*(yDiff)*(1-xDiff)
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+pSrcBits[dOffset+2]*(xDiff)*(yDiff)
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);
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byte alpha = 0;
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if ( bytesPerPixel == 4 )
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{
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alpha = (byte)(
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pSrcBits[aOffset+3]*(1-xDiff)*(1-yDiff)
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+pSrcBits[bOffset+3]*(xDiff)*(1-yDiff)
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+pSrcBits[cOffset+3]*(yDiff)*(1-xDiff)
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+pSrcBits[dOffset+3]*(xDiff)*(yDiff)
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);
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}
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int targetOffset = (nPaddingLeft+xNew+((nPaddingTop+yNew)*nTargetStride))*bytesPerPixel;
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pBits[targetOffset] = red;
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pBits[targetOffset+1] = green;
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pBits[targetOffset+2] = blue;
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if ( bytesPerPixel == 4 )
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pBits[targetOffset+3] = alpha;
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}
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}
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bufImage.Swap( bufImageOut );
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return true;
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}
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// Resize an RGB image using linear interpolation
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bool BResizeImageRGB( CUtlBuffer &bufRGB, int nWidth, int nHeight, int &nNewWidth, int &nNewHeight )
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{
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return BResizeImageInternal( bufRGB, nWidth, nHeight, nNewWidth, nNewHeight, false );
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}
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// Resize an RGBA image using linear interpolation
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bool BResizeImageRGBA( CUtlBuffer &bufRGB, int nWidth, int nHeight, int &nNewWidth, int &nNewHeight )
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{
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return BResizeImageInternal( bufRGB, nWidth, nHeight, nNewWidth, nNewHeight, true );
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}
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// Convert an RGB image to RGBA with 100% opacity
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bool BConvertRGBToRGBA( CUtlBuffer &bufRGB, int nWidth, int nHeight )
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{
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CUtlBuffer bufRGBA;
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bufRGBA.EnsureCapacity( nWidth*nHeight*4 );
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byte *pBits = (byte*)bufRGB.Base();
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byte *pBitsOut = (byte*)bufRGBA.Base();
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for( int y=0; y<nHeight; ++y )
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{
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for( int x=0; x<nWidth; ++x )
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{
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*pBitsOut = *pBits;
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*(pBitsOut+1) = *(pBits+1);
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*(pBitsOut+2) = *(pBits+2);
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*(pBitsOut+3) = 255;
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pBitsOut += 4;
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pBits += 3;
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}
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}
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bufRGB.Swap( bufRGBA );
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return true;
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}
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// Convert an RGBA image to RGB using opacity against a given solid background
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bool BConvertRGBAToRGB( CUtlBuffer &bufRGBA, int nWidth, int nHeight, Color colorBG )
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{
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CUtlBuffer bufRGB;
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bufRGB.EnsureCapacity( nWidth*nHeight*3 );
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byte *pBits = (byte*)bufRGBA.Base();
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byte *pBitsOut = (byte*)bufRGB.Base();
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for( int y=0; y<nHeight; ++y )
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{
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for( int x=0; x<nWidth; ++x )
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{
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float fOpacity = *(pBits+3) / 255.0;
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*pBitsOut = *pBits * fOpacity + (1.0 - fOpacity) * colorBG.r();
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*(pBitsOut+1) = *(pBits+1) * fOpacity + (1.0 - fOpacity) * colorBG.g();
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*(pBitsOut+2) = *(pBits+2) * fOpacity + (1.0 - fOpacity) * colorBG.b();
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pBitsOut += 3;
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pBits += 4;
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}
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}
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bufRGB.Swap( bufRGBA );
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return true;
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}
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