Merged the two Blur tools

This commit is contained in:
Andrew Corcoran 2008-07-10 20:06:31 +00:00
parent 5610e63ed1
commit 0b7b36c734

View file

@ -1,15 +1,15 @@
/*
blur.c
Blur Magic Tool Plugin
blur, Blur tool
Tux Paint - A simple drawing program for children.
Credits: Bill Kendrick<bill@newbreedsoftware.com> & Andrew Corcoran <akanewbie@gmail.com>
Copyright (c) 2002-2008 by Bill Kendrick and others; see AUTHORS.txt
bill@newbreedsoftware.com
http://www.tuxpaint.org/
Major improvements by Albert Cahalan <albert@users.sf.net>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
@ -31,154 +31,165 @@
#include <stdio.h>
#include <string.h>
#include <libintl.h>
#include "tp_magic_api.h"
#include "SDL_image.h"
#include "SDL_mixer.h"
#include <math.h>
#include <limits.h>
enum {
TOOL_blur,
blur_NUM_TOOLS
};
/* Our globals: */
const int blur_RADIUS = 16;
static Mix_Chunk * blur_snd;
static Mix_Chunk * blur_snd_effect[blur_NUM_TOOLS];
int blur_init(magic_api * api)
{
char fname[1024];
snprintf(fname, sizeof(fname), "%s/sounds/magic/blur.wav",
api->data_directory);
blur_snd = Mix_LoadWAV(fname);
return(1);
}
const char *blur_snd_filenames[blur_NUM_TOOLS] = {
"blur.wav",
};
const char * blur_icon_filenames[blur_NUM_TOOLS] = {
"blur.png",
};
const char * blur_names[blur_NUM_TOOLS] = {
gettext_noop("Blur"),
};
const char * blur_descs[blur_NUM_TOOLS][2] = {
{gettext_noop("Click and move the mouse around to blur the image."), gettext_noop("Click to blur the whole image.")},
};
Uint32 blur_api_version(void) { return(TP_MAGIC_API_VERSION); }
int blur_get_tool_count(magic_api * api)
{
//Load sounds
int blur_init(magic_api * api){
int i;
char fname[1024];
for (i = 0; i < blur_NUM_TOOLS; i++){
snprintf(fname, sizeof(fname), "%s/sounds/magic/%s", api->data_directory, blur_snd_filenames[i]);
blur_snd_effect[i] = Mix_LoadWAV(fname);
}
return(1);
}
int blur_get_tool_count(magic_api * api){
return(blur_NUM_TOOLS);
}
// Load our icons:
SDL_Surface * blur_get_icon(magic_api * api, int which)
{
SDL_Surface * blur_get_icon(magic_api * api, int which){
char fname[1024];
snprintf(fname, sizeof(fname), "%s/images/magic/blur.png",
api->data_directory);
snprintf(fname, sizeof(fname), "%simages/magic/%s", api->data_directory, blur_icon_filenames[which]);
return(IMG_Load(fname));
}
// Return our names, localized:
char * blur_get_name(magic_api * api, int which)
{
return(strdup(gettext_noop("Blur")));
char * blur_get_name(magic_api * api, int which){
return(strdup(gettext(blur_names[which])));
}
// Return our descriptions, localized:
char * blur_get_description(magic_api * api, int which, int mode)
{
return(strdup(gettext_noop(
"Click and move the mouse around to blur the picture.")));
char * blur_get_description(magic_api * api, int which, int mode){
return(strdup(gettext(blur_descs[which][mode-1])));
}
// Do the effect:
static void do_blur(void * ptr, int which, SDL_Surface * canvas, SDL_Surface * last,
int x, int y)
{
//Do the effect for one pixel
static void do_blur_pixel(void * ptr, int which,
SDL_Surface * canvas, SDL_Surface * last,
int x, int y){
magic_api * api = (magic_api *) ptr;
double state[32][32][3];
unsigned i;
Uint8 r, g, b;
int i,j,k;
Uint8 temp[3];
double blurValue[3];
i = 32 * 32;
while (i--)
{
int iy = i >> 5;
int ix = i & 0x1f;
// is it not on the circle of radius sqrt(220) at location 16,16?
if ((ix - 16) * (ix - 16) + (iy - 16) * (iy - 16) > 220)
continue;
// it is on the circle, so grab it
SDL_GetRGB(api->getpixel(canvas, x + ix - 16, y + iy - 16),
last->format, &r, &g, &b);
state[ix][iy][0] = api->sRGB_to_linear(r);
state[ix][iy][1] = api->sRGB_to_linear(g);
state[ix][iy][2] = api->sRGB_to_linear(b);
//5x5 gaussiann weighting window
const int weight[5][5] = { {1,4,7,4,1},
{4,16,26,16,4},
{7,26,41,26,7},
{4,16,26,16,4},
{1,4,7,4,1}};
for (i=-2;i<3;i++){
for (j=-2;j<3;j++){
//Add the pixels around the current one wieghted
SDL_GetRGB(api->getpixel(last, x + i, y + j), last->format, &temp[0], &temp[1], &temp[2]);
for (k =0;k<3;k++){
blurValue[k] += temp[k]* weight[i+2][j+2];
}
}
}
for (k =0;k<3;k++){
blurValue[k] /=273;
}
api->putpixel(canvas, x, y, SDL_MapRGB(canvas->format, blurValue[0], blurValue[1], blurValue[2]));
}
i = 32 * 32;
while (i--)
// Do the effect for the full image
static void do_blur_full(void * ptr,SDL_Surface * canvas, SDL_Surface * last, int which){
magic_api * api = (magic_api *) ptr;
int x,y;
for (y = 0; y < last->h; y++){
for (x=0; x < last->w; x++){
do_blur_pixel(ptr, which, canvas, last, x, y);
}
}
}
//do the effect for the brush
static void do_blur_brush(void * ptr, int which, SDL_Surface * canvas, SDL_Surface * last, int x, int y){
int xx, yy;
magic_api * api = (magic_api *) ptr;
for (yy = y - blur_RADIUS; yy < y + blur_RADIUS; yy++)
{
double lr, lg, lb; // linear red,green,blue
double weight;
int iy = i >> 5;
int ix = i & 0x1f;
int r2 = (ix - 16) * (ix - 16) + (iy - 16) * (iy - 16); // radius squared
// is it not on the circle of radius sqrt(140) at location 16,16?
if (r2 > 140)
continue;
// It is on the circle, but how strongly will it be affected?
// This is lame; we should use something like a gaussian or cosine
// via a lookup table. (inverted, because this is the center weight)
weight = r2 / 16.0 + 3.0;
// Sampling more points would be good too, though it'd be slower.
lr = state[ix][iy - 1][0]
+ state[ix - 1][iy][0] + state[ix][iy][0] * weight + state[ix +
1][iy][0]
+ state[ix][iy + 1][0];
lg = state[ix][iy - 1][1]
+ state[ix - 1][iy][1] + state[ix][iy][1] * weight + state[ix +
1][iy][1]
+ state[ix][iy + 1][1];
lb = state[ix][iy - 1][2]
+ state[ix - 1][iy][2] + state[ix][iy][2] * weight + state[ix +
1][iy][2]
+ state[ix][iy + 1][2];
lr /= weight + 4.0;
lg /= weight + 4.0;
lb /= weight + 4.0;
api->putpixel(canvas, x + ix - 16, y + iy - 16,
SDL_MapRGB(canvas->format, api->linear_to_sRGB(lr),
api->linear_to_sRGB(lg), api->linear_to_sRGB(lb)));
for (xx = x - blur_RADIUS; xx < x + blur_RADIUS; xx++)
{
if (api->in_circle(xx - x, yy - y, blur_RADIUS) &&
!api->touched(xx, yy))
{
do_blur_pixel(api, which, canvas, last, xx, yy);
}
}
}
}
// Affect the canvas on drag:
void blur_drag(magic_api * api, int which, SDL_Surface * canvas,
SDL_Surface * last, int ox, int oy, int x, int y,
SDL_Rect * update_rect)
{
api->line((void *) api, which, canvas, last, ox, oy, x, y, 1, do_blur);
SDL_Rect * update_rect){
api->line((void *) api, which, canvas, last, ox, oy, x, y, 1, do_blur_brush);
api->playsound(blur_snd_effect[which], (x * 255) / canvas->w, 255);
if (ox > x) { int tmp = ox; ox = x; x = tmp; }
if (oy > y) { int tmp = oy; oy = y; y = tmp; }
update_rect->x = ox - 16;
update_rect->y = oy - 16;
update_rect->w = (x + 16) - update_rect->x;
update_rect->h = (y + 16) - update_rect->y;
api->playsound(blur_snd, (x * 255) / canvas->w, 255);
update_rect->x = ox - blur_RADIUS;
update_rect->y = oy - blur_RADIUS;
update_rect->w = (x + blur_RADIUS) - update_rect->x;
update_rect->h = (y + blur_RADIUS) - update_rect->y;
}
// Affect the canvas on click:
void blur_click(magic_api * api, int which, int mode,
SDL_Surface * canvas, SDL_Surface * last,
int x, int y, SDL_Rect * update_rect)
{
blur_drag(api, which, canvas, last, x, y, x, y, update_rect);
SDL_Surface * canvas, SDL_Surface * last,
int x, int y, SDL_Rect * update_rect){
if (mode == MODE_PAINT)
blur_drag(api, which, canvas, last, x, y, x, y, update_rect);
else{
update_rect->x = 0;
update_rect->y = 0;
update_rect->w = canvas->w;
update_rect->h = canvas->h;
do_blur_full(api, canvas, last, which);
api->playsound(blur_snd_effect[which], 128, 255);
}
}
// Affect the canvas on release:
@ -188,10 +199,16 @@ void blur_release(magic_api * api, int which,
{
}
// No setup happened:
void blur_shutdown(magic_api * api)
{
if (blur_snd != NULL)
Mix_FreeChunk(blur_snd);
//Clean up sounds
int i;
for(i=0; i<blur_NUM_TOOLS; i++){
if(blur_snd_effect[i] != NULL){
Mix_FreeChunk(blur_snd_effect[i]);
}
}
}
// Record the color from Tux Paint:
@ -215,5 +232,5 @@ void blur_switchout(magic_api * api, int which, SDL_Surface * canvas)
int blur_modes(magic_api * api, int which)
{
return(MODE_PAINT); /* FIXME - Can also be turned into a full-image effect */ /* FIXME: Merge with blurAll */
return(MODE_FULLSCREEN|MODE_PAINT);
}