Adding "indent.sh" to re-indent code; ran it!!!

This commit is contained in:
Bill Kendrick 2023-04-23 23:26:00 -07:00
parent 16336cc854
commit 18f9cad6fe
98 changed files with 5798 additions and 9001 deletions

View file

@ -82,7 +82,7 @@ sdf_point sdf_pt_empty = { 9999, 9999 };
typedef struct sdf_grid_s
{
sdf_point * * grid;
sdf_point **grid;
int w, h;
} sdf_grid;
@ -96,14 +96,10 @@ int global_extent_x1, global_extent_y1, global_extent_x2, global_extent_y2;
int global_prog_anim;
double colors_close(SDL_Surface * canvas, Uint32 c1, Uint32 c2);
Uint32 blend(SDL_Surface * canvas, Uint32 draw_colr, Uint32 old_colr,
double pct);
Uint32 blend(SDL_Surface * canvas, Uint32 draw_colr, Uint32 old_colr, double pct);
void simulate_flood_fill_outside_check(SDL_Surface * screen,
SDL_Texture * texture,
SDL_Renderer * renderer, int x, int y,
int y_outside);
void draw_brush_fill_single(SDL_Surface * canvas, int x, int y,
Uint32 draw_color, Uint8 * touched);
SDL_Texture * texture, SDL_Renderer * renderer, int x, int y, int y_outside);
void draw_brush_fill_single(SDL_Surface * canvas, int x, int y, Uint32 draw_color, Uint8 * touched);
void init_queue(void);
void add_to_queue(int x, int y, int y_outside);
@ -140,9 +136,8 @@ void add_to_queue(int x, int y, int y_outside)
if (queue_end + 1 > queue_size)
{
queue_t *tmp;
tmp =
(queue_t *) realloc(queue,
sizeof(queue_t) * (queue_size + QUEUE_SIZE_CHUNK));
tmp = (queue_t *) realloc(queue, sizeof(queue_t) * (queue_size + QUEUE_SIZE_CHUNK));
if (tmp == NULL)
{
fprintf(stderr, "Fill queue cannot be realloc()'d\n");
@ -256,25 +251,22 @@ int would_flood_fill(SDL_Surface * canvas, Uint32 cur_colr, Uint32 old_colr)
void do_flood_fill(SDL_Surface * screen, SDL_Texture * texture,
SDL_Renderer * renderer, 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)
Uint32 old_colr, int *x1, int *y1, int *x2, int *y2, Uint8 * touched)
{
simulate_flood_fill(screen, texture, renderer, last, canvas, x, y, cur_colr,
old_colr, x1, y1, x2, y2, touched);
simulate_flood_fill(screen, texture, renderer, last, canvas, x, y, cur_colr, old_colr, x1, y1, x2, y2, touched);
}
Uint32 blend(SDL_Surface * canvas, Uint32 draw_colr, Uint32 old_colr,
double pct)
Uint32 blend(SDL_Surface * canvas, Uint32 draw_colr, Uint32 old_colr, double pct)
{
Uint8 old_r, old_g, old_b, draw_r, draw_g, draw_b, new_r, new_g, new_b;
SDL_GetRGB(draw_colr, canvas->format, &draw_r, &draw_g, &draw_b);
SDL_GetRGB(old_colr, canvas->format, &old_r, &old_g, &old_b);
new_r = (Uint8) (((float) old_r) * (1.00 - pct) + ((float) draw_r * pct));
new_g = (Uint8) (((float) old_g) * (1.00 - pct) + ((float) draw_g * pct));
new_b = (Uint8) (((float) old_b) * (1.00 - pct) + ((float) draw_b * pct));
new_r = (Uint8) (((float)old_r) * (1.00 - pct) + ((float)draw_r * pct));
new_g = (Uint8) (((float)old_g) * (1.00 - pct) + ((float)draw_g * pct));
new_b = (Uint8) (((float)old_b) * (1.00 - pct) + ((float)draw_b * pct));
return SDL_MapRGB(canvas->format, draw_r, draw_g, draw_b);
return SDL_MapRGB(canvas->format, new_r, new_g, new_b);
@ -308,8 +300,7 @@ void simulate_flood_fill(SDL_Surface * screen, SDL_Texture * texture,
/* Do the work (possibly queuing more, as we go) */
while (remove_from_queue(&x, &y, &y_outside))
{
simulate_flood_fill_outside_check(screen, texture, renderer, x, y,
y_outside);
simulate_flood_fill_outside_check(screen, texture, renderer, x, y, y_outside);
}
cleanup_queue();
@ -320,9 +311,7 @@ void simulate_flood_fill(SDL_Surface * screen, SDL_Texture * texture,
}
void simulate_flood_fill_outside_check(SDL_Surface * screen,
SDL_Texture * texture,
SDL_Renderer * renderer, int x, int y,
int y_outside)
SDL_Texture * texture, SDL_Renderer * renderer, int x, int y, int y_outside)
{
int fillL, fillR, narrowFillL, narrowFillR, i, outside, just_queued;
double in_line, closeness;
@ -374,9 +363,7 @@ void simulate_flood_fill_outside_check(SDL_Surface * screen,
/* Find left side, filling along the way */
px_colr =
getpixels[global_last->format->BytesPerPixel] (global_last,
fillL /* - 1 */ , y);
px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, fillL /* - 1 */ , y);
in_line = colors_close(global_canvas, px_colr, global_old_colr);
outside = 0;
while (in_line < COLOR_MATCH_WIDE && outside < WIDE_MATCH_THRESHOLD)
@ -399,17 +386,12 @@ void simulate_flood_fill_outside_check(SDL_Surface * screen,
global_touched[(y * global_canvas->w) + fillL] = touch_byt;
}
px_colr =
getpixels[global_last->format->BytesPerPixel] (global_last, fillL, y);
px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, fillL, y);
putpixels[global_canvas->format->BytesPerPixel] (global_canvas, fillL, y,
blend(global_canvas,
global_cur_colr,
px_colr,
(1.0 - in_line)));
blend(global_canvas, global_cur_colr, px_colr, (1.0 - in_line)));
fillL--;
px_colr =
getpixels[global_last->format->BytesPerPixel] (global_last, fillL, y);
px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, fillL, y);
if (fillL >= 0)
{
@ -432,13 +414,9 @@ void simulate_flood_fill_outside_check(SDL_Surface * screen,
global_touched[(y * global_canvas->w) + fillL] = touch_byt;
}
px_colr =
getpixels[global_last->format->BytesPerPixel] (global_last, fillL, y);
px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, fillL, y);
putpixels[global_canvas->format->BytesPerPixel] (global_canvas, fillL, y,
blend(global_canvas,
global_cur_colr,
px_colr,
(1.0 - in_line)));
blend(global_canvas, global_cur_colr, px_colr, (1.0 - in_line)));
}
@ -452,8 +430,7 @@ void simulate_flood_fill_outside_check(SDL_Surface * screen,
/* Find right side, filling along the way */
px_colr =
getpixels[global_last->format->BytesPerPixel] (global_last, fillR + 1, y);
px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, fillR + 1, y);
in_line = colors_close(global_canvas, px_colr, global_old_colr);
outside = 0;
while (in_line < COLOR_MATCH_WIDE && outside < WIDE_MATCH_THRESHOLD)
@ -476,17 +453,12 @@ void simulate_flood_fill_outside_check(SDL_Surface * screen,
global_touched[(y * global_canvas->w) + fillR] = touch_byt;
}
px_colr =
getpixels[global_last->format->BytesPerPixel] (global_last, fillR, y);
px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, fillR, y);
putpixels[global_canvas->format->BytesPerPixel] (global_canvas, fillR, y,
blend(global_canvas,
global_cur_colr,
px_colr,
(1.0 - in_line)));
blend(global_canvas, global_cur_colr, px_colr, (1.0 - in_line)));
fillR++;
px_colr =
getpixels[global_last->format->BytesPerPixel] (global_last, fillR, y);
px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, fillR, y);
if (fillR < global_canvas->w)
{
@ -509,13 +481,9 @@ void simulate_flood_fill_outside_check(SDL_Surface * screen,
global_touched[(y * global_canvas->w) + fillR] = touch_byt;
}
px_colr =
getpixels[global_last->format->BytesPerPixel] (global_last, fillR, y);
px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, fillR, y);
putpixels[global_canvas->format->BytesPerPixel] (global_canvas, fillR, y,
blend(global_canvas,
global_cur_colr,
px_colr,
(1.0 - in_line)));
blend(global_canvas, global_cur_colr, px_colr, (1.0 - in_line)));
}
if (fillR > global_extent_x2)
@ -533,15 +501,11 @@ void simulate_flood_fill_outside_check(SDL_Surface * screen,
{
for (i = narrowFillL; i <= narrowFillR; i++)
{
px_colr =
getpixels[global_last->format->BytesPerPixel] (global_last, i, y - 1);
px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, i, y - 1);
closeness = colors_close(global_canvas, px_colr, global_old_colr);
if (closeness < COLOR_MATCH_NARROW ||
(closeness < COLOR_MATCH_WIDE && y_outside < WIDE_MATCH_THRESHOLD))
if (closeness < COLOR_MATCH_NARROW || (closeness < COLOR_MATCH_WIDE && y_outside < WIDE_MATCH_THRESHOLD))
{
if (!just_queued
&& (global_touched == NULL
|| !global_touched[((y - 1) * global_canvas->w) + i]))
if (!just_queued && (global_touched == NULL || !global_touched[((y - 1) * global_canvas->w) + i]))
{
add_to_queue(i, y - 1, y_outside + 1);
just_queued = 1;
@ -566,15 +530,11 @@ void simulate_flood_fill_outside_check(SDL_Surface * screen,
{
for (i = narrowFillL; i <= narrowFillR; i++)
{
px_colr =
getpixels[global_last->format->BytesPerPixel] (global_last, i, y + 1);
px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, i, y + 1);
closeness = colors_close(global_canvas, px_colr, global_old_colr);
if (closeness < COLOR_MATCH_NARROW ||
(closeness < COLOR_MATCH_WIDE && y_outside < WIDE_MATCH_THRESHOLD))
if (closeness < COLOR_MATCH_NARROW || (closeness < COLOR_MATCH_WIDE && y_outside < WIDE_MATCH_THRESHOLD))
{
if (!just_queued
&& (global_touched == NULL
|| !global_touched[((y + 1) * global_canvas->w) + i]))
if (!just_queued && (global_touched == NULL || !global_touched[((y + 1) * global_canvas->w) + i]))
{
add_to_queue(i, y + 1, y_outside + 1);
just_queued = 1;
@ -595,8 +555,7 @@ void simulate_flood_fill_outside_check(SDL_Surface * screen,
void draw_linear_gradient(SDL_Surface * canvas, SDL_Surface * last,
int x_left, int y_top, int x_right, int y_bottom,
int x1, int y1, int x2, int y2, Uint32 draw_color,
Uint8 * touched)
int x1, int y1, int x2, int y2, Uint32 draw_color, Uint8 * touched)
{
Uint32 old_colr, new_colr;
int xx, yy;
@ -643,17 +602,11 @@ void draw_linear_gradient(SDL_Surface * canvas, SDL_Surface * last,
}
/* Apply fuzziness at any antialiased edges we detected */
ratio = (ratio * ((float) touched[yy * canvas->w + xx] / 255.0));
ratio = (ratio * ((float)touched[yy * canvas->w + xx] / 255.0));
new_r =
(Uint8) (((float) old_r) * ratio +
((float) draw_r * (1.0 - ratio)));
new_g =
(Uint8) (((float) old_g) * ratio +
((float) draw_g * (1.0 - ratio)));
new_b =
(Uint8) (((float) old_b) * ratio +
((float) draw_b * (1.0 - ratio)));
new_r = (Uint8) (((float)old_r) * ratio + ((float)draw_r * (1.0 - ratio)));
new_g = (Uint8) (((float)old_g) * ratio + ((float)draw_g * (1.0 - ratio)));
new_b = (Uint8) (((float)old_b) * ratio + ((float)draw_b * (1.0 - ratio)));
new_colr = SDL_MapRGB(canvas->format, new_r, new_g, new_b);
putpixels[canvas->format->BytesPerPixel] (canvas, xx, yy, new_colr);
@ -662,8 +615,7 @@ void draw_linear_gradient(SDL_Surface * canvas, SDL_Surface * last,
}
}
void draw_brush_fill_single(SDL_Surface * canvas, int x, int y,
Uint32 draw_color, Uint8 * touched)
void draw_brush_fill_single(SDL_Surface * canvas, int x, int y, Uint32 draw_color, Uint8 * touched)
{
int xx, yy;
int pix;
@ -675,13 +627,12 @@ void draw_brush_fill_single(SDL_Surface * canvas, int x, int y,
pix = ((y + yy) * canvas->w) + (x + xx);
if (pix >= 0 && pix < canvas->w * canvas->h)
{
if ((xx * xx) + (yy * yy) < (16 * 16) && touched[pix])
{
if ((xx * xx) + (yy * yy) < (16 * 16) && touched[pix])
{
putpixels[canvas->format->BytesPerPixel] (canvas, x + xx, y + yy,
draw_color);
}
putpixels[canvas->format->BytesPerPixel] (canvas, x + xx, y + yy, draw_color);
}
}
}
}
}
@ -690,8 +641,7 @@ void draw_brush_fill(SDL_Surface * canvas,
int x_left ATTRIBUTE_UNUSED, int y_top ATTRIBUTE_UNUSED,
int x_right ATTRIBUTE_UNUSED,
int y_bottom ATTRIBUTE_UNUSED, int x1, int y1, int x2,
int y2, Uint32 draw_color, Uint8 * touched, int *up_x1,
int *up_y1, int *up_x2, int *up_y2)
int y2, Uint32 draw_color, Uint8 * touched, int *up_x1, int *up_y1, int *up_x2, int *up_y2)
{
int dx, dy;
int y;
@ -709,7 +659,7 @@ void draw_brush_fill(SDL_Surface * canvas,
if (dx != 0)
{
m = ((float) dy) / ((float) dx);
m = ((float)dy) / ((float)dx);
b = y1 - m * x1;
if (x2 >= x1)
@ -770,8 +720,7 @@ void draw_brush_fill(SDL_Surface * canvas,
}
void draw_radial_gradient(SDL_Surface * canvas, int x_left, int y_top,
int x_right, int y_bottom, int x, int y,
Uint32 draw_color, Uint8 * touched)
int x_right, int y_bottom, int x, int y, Uint32 draw_color, Uint8 * touched)
{
Uint32 old_colr, new_colr;
int xx, yy;
@ -800,40 +749,33 @@ void draw_radial_gradient(SDL_Surface * canvas, int x_left, int y_top,
pix = (yy * canvas->w) + xx;
if (pix >= 0 && pix < canvas->w * canvas->h)
{
if (touched[pix])
{
if (touched[pix])
/* Determine the distance from the click point */
xd = fabs((float)(xx - x));
yd = fabs((float)(yy - y));
dist = sqrt(xd * xd + yd * yd);
if (dist < rad)
{
/* Determine the distance from the click point */
xd = fabs((float) (xx - x));
yd = fabs((float) (yy - y));
dist = sqrt(xd * xd + yd * yd);
if (dist < rad)
{
ratio = (dist / rad);
ratio = (dist / rad);
/* Get the old color, and blend it (with a distance-based ratio) with the target color */
old_colr =
getpixels[canvas->format->BytesPerPixel] (canvas, xx, yy);
SDL_GetRGB(old_colr, canvas->format, &old_r, &old_g, &old_b);
/* Get the old color, and blend it (with a distance-based ratio) with the target color */
old_colr = getpixels[canvas->format->BytesPerPixel] (canvas, xx, yy);
SDL_GetRGB(old_colr, canvas->format, &old_r, &old_g, &old_b);
/* Apply fuzziness at any antialiased edges we detected */
ratio = (ratio * ((float) touched[pix] / 255.0));
/* Apply fuzziness at any antialiased edges we detected */
ratio = (ratio * ((float)touched[pix] / 255.0));
new_r =
(Uint8) (((float) old_r) * ratio +
((float) draw_r * (1.00 - ratio)));
new_g =
(Uint8) (((float) old_g) * ratio +
((float) draw_g * (1.00 - ratio)));
new_b =
(Uint8) (((float) old_b) * ratio +
((float) draw_b * (1.00 - ratio)));
new_r = (Uint8) (((float)old_r) * ratio + ((float)draw_r * (1.00 - ratio)));
new_g = (Uint8) (((float)old_g) * ratio + ((float)draw_g * (1.00 - ratio)));
new_b = (Uint8) (((float)old_b) * ratio + ((float)draw_b * (1.00 - ratio)));
new_colr = SDL_MapRGB(canvas->format, new_r, new_g, new_b);
putpixels[canvas->format->BytesPerPixel] (canvas, xx, yy, new_colr);
}
new_colr = SDL_MapRGB(canvas->format, new_r, new_g, new_b);
putpixels[canvas->format->BytesPerPixel] (canvas, xx, yy, new_colr);
}
}
}
}
}
}
@ -845,9 +787,12 @@ void draw_radial_gradient(SDL_Surface * canvas, int x_left, int y_top,
void sdf_pt_get(sdf_grid * g, int x, int y, sdf_point * p)
{
if (x >= 0 && x < g->w && y >= 0 && y < g->h) {
if (x >= 0 && x < g->w && y >= 0 && y < g->h)
{
memcpy(p, &(g->grid[y][x]), sizeof(sdf_point));
} else {
}
else
{
memcpy(p, &(sdf_pt_empty), sizeof(sdf_point));
}
}
@ -870,37 +815,44 @@ void sdf_compare(sdf_grid * g, sdf_point * p, int x, int y, int offsetx, int off
other.dx += offsetx;
other.dy += offsety;
if (sdf_distsq(other) < sdf_distsq(*p)) {
if (sdf_distsq(other) < sdf_distsq(*p))
{
p->dx = other.dx;
p->dy = other.dy;
}
}
int malloc_sdf_grid(sdf_grid * g, int w, int h) {
int malloc_sdf_grid(sdf_grid * g, int w, int h)
{
int i, abort;
g->w = w;
g->h = h;
g->grid = (sdf_point * *) malloc(h * sizeof(sdf_point *));
if (g->grid == NULL) {
g->grid = (sdf_point * *)malloc(h * sizeof(sdf_point *));
if (g->grid == NULL)
{
fprintf(stderr, "malloc_sdf_grid() cannot malloc() g->grid!\n");
free(g);
return 0;
}
for (i = 0; i < h; i++) {
for (i = 0; i < h; i++)
{
g->grid[i] = NULL;
}
abort = 0;
for (i = 0; i < h && !abort; i++) {
for (i = 0; i < h && !abort; i++)
{
g->grid[i] = (sdf_point *) malloc(w * sizeof(sdf_point));
if (g->grid[i] == NULL) {
if (g->grid[i] == NULL)
{
abort = 1;
}
}
if (abort) {
if (abort)
{
fprintf(stderr, "malloc_sdf_grid() cannot malloc() g->grid[]!\n");
free_sdf_grid(g);
return 0;
@ -909,11 +861,14 @@ int malloc_sdf_grid(sdf_grid * g, int w, int h) {
return 1;
}
void free_sdf_grid(sdf_grid * g) {
void free_sdf_grid(sdf_grid * g)
{
int i;
for (i = 0; i < g->h; i++) {
if (g->grid[i] != NULL) {
for (i = 0; i < g->h; i++)
{
if (g->grid[i] != NULL)
{
free(g->grid[i]);
}
}
@ -921,15 +876,21 @@ void free_sdf_grid(sdf_grid * g) {
}
void sdf_fill_bitmask_to_sdf_grids(Uint8 * bitmask, int w, int h, sdf_grid * g1, sdf_grid * g2) {
void sdf_fill_bitmask_to_sdf_grids(Uint8 * bitmask, int w, int h, sdf_grid * g1, sdf_grid * g2)
{
int x, y;
for (y = 0; y < h; y++) {
for (x = 0; x < w; x++) {
if (bitmask[y * w + x]) {
for (y = 0; y < h; y++)
{
for (x = 0; x < w; x++)
{
if (bitmask[y * w + x])
{
sdf_pt_put(g1, x, y, sdf_pt_inside);
sdf_pt_put(g2, x, y, sdf_pt_empty);
} else {
}
else
{
sdf_pt_put(g1, x, y, sdf_pt_empty);
sdf_pt_put(g2, x, y, sdf_pt_inside);
}
@ -938,40 +899,47 @@ void sdf_fill_bitmask_to_sdf_grids(Uint8 * bitmask, int w, int h, sdf_grid * g1,
}
void sdf_generate(sdf_grid * g) {
void sdf_generate(sdf_grid * g)
{
int x, y;
sdf_point p;
/* Pass 0 */
for (y = 0; y < g->h; y++) {
for (x = 0; x < g->w; x++) {
for (y = 0; y < g->h; y++)
{
for (x = 0; x < g->w; x++)
{
sdf_pt_get(g, x, y, &p);
sdf_compare(g, &p, x, y, -1, 0);
sdf_compare(g, &p, x, y, 0, -1);
sdf_compare(g, &p, x, y, -1, 0);
sdf_compare(g, &p, x, y, 0, -1);
sdf_compare(g, &p, x, y, -1, -1);
sdf_compare(g, &p, x, y, 1, -1);
sdf_compare(g, &p, x, y, 1, -1);
sdf_pt_put(g, x, y, p);
}
for (x = g->w - 1; x >= 0; x--) {
for (x = g->w - 1; x >= 0; x--)
{
sdf_pt_get(g, x, y, &p);
sdf_compare(g, &p, x, y, 1, 0);
sdf_compare(g, &p, x, y, 1, 0);
sdf_pt_put(g, x, y, p);
}
}
/* Pass 1 */
for (y = g->h - 1; y >= 0; y--) {
for (x = g->w - 1; x >= 0; x--) {
for (y = g->h - 1; y >= 0; y--)
{
for (x = g->w - 1; x >= 0; x--)
{
sdf_pt_get(g, x, y, &p);
sdf_compare(g, &p, x, y, 1, 0);
sdf_compare(g, &p, x, y, 0, 1);
sdf_compare(g, &p, x, y, 1, 0);
sdf_compare(g, &p, x, y, 0, 1);
sdf_compare(g, &p, x, y, -1, 1);
sdf_compare(g, &p, x, y, 1, 1);
sdf_compare(g, &p, x, y, 1, 1);
sdf_pt_put(g, x, y, p);
}
for (x = 0; x < g->w; x++) {
for (x = 0; x < g->w; x++)
{
sdf_pt_get(g, x, y, &p);
sdf_compare(g, &p, x, y, -1, 0);
sdf_pt_put(g, x, y, p);
@ -989,21 +957,24 @@ void draw_shaped_gradient(SDL_Surface * canvas, Uint32 draw_color, Uint8 * touch
int pix_idx;
float ratio;
Uint8 draw_r, draw_g, draw_b, old_r, old_g, old_b, new_r, new_g, new_b;
Uint8 * bitmask;
Uint8 *bitmask;
sdf_grid g1, g2;
/* Create space for bitmask (based on `touched`) and SDF output
large enough for the area being filled */
bitmask = (Uint8 *) malloc(sizeof(Uint8) * canvas->w * canvas->h);
if (bitmask == NULL) {
if (bitmask == NULL)
{
return;
}
if (!malloc_sdf_grid(&g1, canvas->w, canvas->h)) {
if (!malloc_sdf_grid(&g1, canvas->w, canvas->h))
{
free(bitmask);
return;
}
if (!malloc_sdf_grid(&g2, canvas->w, canvas->h)) {
if (!malloc_sdf_grid(&g2, canvas->w, canvas->h))
{
free(bitmask);
free_sdf_grid(&g1);
return;
@ -1011,8 +982,10 @@ void draw_shaped_gradient(SDL_Surface * canvas, Uint32 draw_color, Uint8 * touch
/* Convert the `touched` values into a bitmask to feed into the SDF routines */
for (yy = 0; yy < canvas->h; yy++) {
for (xx = 0; xx < canvas->w; xx++) {
for (yy = 0; yy < canvas->h; yy++)
{
for (xx = 0; xx < canvas->w; xx++)
{
/* Converting 0-255 to 0/1 */
bitmask[yy * canvas->w + xx] = (touched[(yy * canvas->w) + xx] >= 128);
}
@ -1036,49 +1009,42 @@ void draw_shaped_gradient(SDL_Surface * canvas, Uint32 draw_color, Uint8 * touch
pix_idx = (yy * canvas->w) + xx;
if (pix_idx >= 0 && pix_idx < canvas->w * canvas->h)
{
if (touched[pix_idx])
{
if (touched[pix_idx])
{
sdf_point p;
double dist1, dist2, dist;
sdf_point p;
double dist1, dist2, dist;
sdf_pt_get(&g1, xx, yy, &p);
dist1 = sqrt(sdf_distsq(p));
sdf_pt_get(&g1, xx, yy, &p);
dist1 = sqrt(sdf_distsq(p));
sdf_pt_get(&g2, xx, yy, &p);
dist2 = sqrt(sdf_distsq(p));
sdf_pt_get(&g2, xx, yy, &p);
dist2 = sqrt(sdf_distsq(p));
dist = dist1 - dist2;
dist = dist1 - dist2;
/* Determine the distance from the click point */
ratio = ((float) ((dist * 10) + 255)) / 255.0; // Magic numbers :-( -bjk 2023.02.25
if (ratio < 0.0)
ratio = 0.0;
else if (ratio > 1.0)
ratio = 1.0;
/* Determine the distance from the click point */
ratio = ((float)((dist * 10) + 255)) / 255.0; // Magic numbers :-( -bjk 2023.02.25
if (ratio < 0.0)
ratio = 0.0;
else if (ratio > 1.0)
ratio = 1.0;
/* Get the old color, and blend it (with a distance-based ratio) with the target color */
old_colr =
getpixels[canvas->format->BytesPerPixel] (canvas, xx, yy);
SDL_GetRGB(old_colr, canvas->format, &old_r, &old_g, &old_b);
/* Get the old color, and blend it (with a distance-based ratio) with the target color */
old_colr = getpixels[canvas->format->BytesPerPixel] (canvas, xx, yy);
SDL_GetRGB(old_colr, canvas->format, &old_r, &old_g, &old_b);
/* Apply fuzziness at any antialiased edges we detected */
ratio = (ratio * ((float) touched[pix_idx] / 255.0));
/* Apply fuzziness at any antialiased edges we detected */
ratio = (ratio * ((float)touched[pix_idx] / 255.0));
new_r =
(Uint8) (((float) old_r) * ratio +
((float) draw_r * (1.00 - ratio)));
new_g =
(Uint8) (((float) old_g) * ratio +
((float) draw_g * (1.00 - ratio)));
new_b =
(Uint8) (((float) old_b) * ratio +
((float) draw_b * (1.00 - ratio)));
new_r = (Uint8) (((float)old_r) * ratio + ((float)draw_r * (1.00 - ratio)));
new_g = (Uint8) (((float)old_g) * ratio + ((float)draw_g * (1.00 - ratio)));
new_b = (Uint8) (((float)old_b) * ratio + ((float)draw_b * (1.00 - ratio)));
new_colr = SDL_MapRGB(canvas->format, new_r, new_g, new_b);
putpixels[canvas->format->BytesPerPixel] (canvas, xx, yy, new_colr);
}
new_colr = SDL_MapRGB(canvas->format, new_r, new_g, new_b);
putpixels[canvas->format->BytesPerPixel] (canvas, xx, yy, new_colr);
}
}
}
}