WIP More work towards span filling
Antialiased edge stuff will be hard to port over :(
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2f912bd5d7
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07165fc3ae
1 changed files with 86 additions and 4 deletions
90
src/fill.c
90
src/fill.c
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@ -74,8 +74,9 @@ typedef struct queue_s {
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int x1, x2, y, yd;
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} queue_t;
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queue_t * queue = NULL;
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queue_t * queue;
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int queue_size = 0, queue_start = 0, queue_end = 0;
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static unsigned char progbar_anim = 0;
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#endif
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@ -90,6 +91,7 @@ void init_queue(void);
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void add_to_queue(int x1, int x2, int y, int yd);
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int remove_from_queue(int * x1, int * x2, int * y, int * yd);
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void cleanup_queue(void);
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void track_extents_and_progbar(int x, int y, int * extent_x1, int * extent_y1, int * extent_x2, int * extent_y2, SDL_Surface * screen, SDL_Surface * canvas);
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#endif
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#ifdef USE_QUEUE
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@ -98,7 +100,7 @@ void init_queue(void) {
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queue_start = 0;
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queue_end = 0;
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queue = (queue_t *) realloc(queue, sizeof(queue_t) * QUEUE_SIZE_CHUNK);
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queue = (queue_t *) malloc(sizeof(queue_t) * QUEUE_SIZE_CHUNK);
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if (queue == NULL)
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{
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fprintf(stderr, "Fill queue cannot be malloc()'d\n");
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@ -154,6 +156,25 @@ void cleanup_queue(void) {
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queue_end = 0;
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}
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void track_extents_and_progbar(int x, int y, int * extent_x1, int * extent_y1, int * extent_x2, int * extent_y2, SDL_Surface * screen, SDL_Surface * canvas) {
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if (x < *extent_x1)
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*extent_x1 = x;
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if (x > *extent_x2)
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*extent_x2 = x;
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if (y < *extent_y1)
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*extent_y1 = y;
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if (y > *extent_y2)
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*extent_y2 = y;
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progbar_anim++;
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if ((progbar_anim % 4) == 0)
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{
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show_progress_bar(screen);
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playsound(canvas, 1, SND_FILL, 1, x, SNDDIST_NEAR);
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}
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}
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#endif
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@ -221,8 +242,69 @@ Uint32 blend(SDL_Surface * canvas, Uint32 draw_colr, Uint32 old_colr, double pct
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return SDL_MapRGB(canvas->format, new_r, new_g, new_b);
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}
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void simulate_flood_fill(SDL_Surface * screen, SDL_Surface * last, SDL_Surface * canvas, int x, int y, Uint32 cur_colr, Uint32 old_colr, int * x1, int * y1, int * x2, int * y2, Uint8 * touched) {
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simulate_flood_fill_outside_check(screen, last, canvas, x, y, cur_colr, old_colr, x1, y1, x2, y2, touched, 0);
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void simulate_flood_fill(SDL_Surface * screen, SDL_Surface * last, SDL_Surface * canvas, int x, int y, Uint32 cur_colr, Uint32 old_colr, int * extent_x1, int * extent_y1, int * extent_x2, int * extent_y2, Uint8 * touched) {
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#ifdef USE_QUEUE
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int x1, x2, dy;
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/* "Same" color? No need to fill */
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if (!would_flood_fill(canvas, cur_colr, old_colr))
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return;
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if (x < 0 || x >= canvas->w || y < 0 || y >= canvas->h)
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return;
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/* Don't re-visit the same pixel */
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if (touched && touched[(y * canvas->w) + x])
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return;
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/* Queue up the first things to work on: */
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init_queue();
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add_to_queue(x, x, y, 1);
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add_to_queue(x, x, y - 1, -1);
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/* Do the work (possibly queuing more, as we go) */
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while (remove_from_queue(&x1, &x2, &y, &dy))
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{
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x = x1;
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if (Inside(x, y))
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{
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while (Inside(x - 1, y))
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{
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Set(x - 1, y);
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track_extents_and_progbar(x - 1, y, extent_x1, extent_y1, extent_x2, extent_y2, screen, canvas);
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x = x - 1;
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}
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}
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if (x < x1)
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add_to_queue(x, x1 - 1, y - dy, -dy);
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while (x1 < x2)
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{
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Set(x1, y);
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track_extents_and_progbar(x1, y, extent_x1, extent_y1, extent_x2, extent_y2, screen, canvas);
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x1 = x1 + 1;
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}
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add_to_queue(x, x1 - 1, y + dy, dy);
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if (x1 - 1 > x2)
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add_to_queue(x2 + 1, x1 - 1, y - dy, -dy);
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while (x1 < x2 && !Inside(x1, y))
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x1++;
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x = x1;
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}
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cleanup_queue();
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#else
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simulate_flood_fill_outside_check(screen, last, canvas, x, y, cur_colr, old_colr, extent_x1, extent_y1, extent_x2, extent_y2, touched, 0);
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#endif
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}
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void simulate_flood_fill_outside_check(SDL_Surface * screen, SDL_Surface * last, SDL_Surface * canvas, int x, int y, Uint32 cur_colr, Uint32 old_colr, int * x1, int * y1, int * x2, int * y2, Uint8 * touched, int y_outside)
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