WIP: Fill tool improvement related to antialiasing
Fill tools do a better job at filling around antialiased edges, and apply some blending. (Blending does not yet occur with gradient tools.)
This commit is contained in:
parent
f40dc07f37
commit
3b5a0a1586
4 changed files with 158 additions and 49 deletions
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@ -8,7 +8,7 @@ http://www.tuxpaint.org/
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$Id$
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2021.March.3 (0.9.26)
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2021.March.7 (0.9.26)
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* New Features
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------------
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* Larger UI buttons
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@ -64,6 +64,9 @@ $Id$
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* Other Improvements
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------------------
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* [WIP] Fill tools do a better job at filling around
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antialiased edges, and apply some blending.
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* Reduce CPU usage by increasing delay in main loop
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from 1ms to 10ms, and only using SDL's Timer subsystem
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when scrolling happens.
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169
src/fill.c
169
src/fill.c
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@ -27,7 +27,7 @@
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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(See COPYING.txt)
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Last updated: September 14, 2019
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Last updated: March 7, 2021
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$Id$
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*/
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@ -43,14 +43,28 @@
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#include "rgblinear.h"
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#include "playsound.h"
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#include "pixels.h"
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#include "progressbar.h"
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/* How close colors need to be to match all the time */
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#define COLOR_MATCH_NARROW 0.04
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/* How close colors can be to match for a few pixels */
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#define COLOR_MATCH_WIDE 0.60
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/* How many pixels can we allow a wide match before stopping? */
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#define WIDE_MATCH_THRESHOLD 3
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/* Local function prototypes: */
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int colors_close(SDL_Surface * canvas, Uint32 c1, Uint32 c2);
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double colors_close(SDL_Surface * canvas, Uint32 c1, Uint32 c2);
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Uint32 blend(SDL_Surface * canvas, Uint32 draw_colr, Uint32 old_colr, double pct);
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void simulate_flood_fill_outside_check(SDL_Surface * screen, 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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int colors_close(SDL_Surface * canvas, Uint32 c1, Uint32 c2)
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/* Returns how similar colors 'c1' and 'c2' are */
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double colors_close(SDL_Surface * canvas, Uint32 c1, Uint32 c2)
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{
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Uint8 r1, g1, b1, r2, g2, b2;
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@ -58,7 +72,7 @@ int colors_close(SDL_Surface * canvas, Uint32 c1, Uint32 c2)
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{
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/* Get it over with quick, if possible! */
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return 1;
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return 0.0;
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}
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else
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{
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@ -79,14 +93,13 @@ int colors_close(SDL_Surface * canvas, Uint32 c1, Uint32 c2)
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// dark grey, brown, purple
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// light grey, tan
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// red, orange
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return r + g + b < 0.04;
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return (r + g + b);
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}
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}
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int would_flood_fill(SDL_Surface * canvas, Uint32 cur_colr, Uint32 old_colr)
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{
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if (cur_colr == old_colr || colors_close(canvas, cur_colr, old_colr))
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if (colors_close(canvas, cur_colr, old_colr) < COLOR_MATCH_NARROW)
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{
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return 0;
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} else {
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@ -94,19 +107,43 @@ int would_flood_fill(SDL_Surface * canvas, Uint32 cur_colr, Uint32 old_colr)
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}
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}
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void do_flood_fill(SDL_Surface * canvas, int x, int y, Uint32 cur_colr, Uint32 old_colr, int * x1, int * y1, int * x2, int * y2)
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void do_flood_fill(SDL_Surface * screen, 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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{
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simulate_flood_fill(canvas, x, y, cur_colr, old_colr, x1, y1, x2, y2, NULL);
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simulate_flood_fill(screen, canvas, x, y, cur_colr, old_colr, x1, y1, x2, y2, touched);
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}
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void simulate_flood_fill(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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Uint32 blend(SDL_Surface * canvas, Uint32 draw_colr, Uint32 old_colr, double pct) {
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Uint8 old_r, old_g, old_b, draw_r, draw_g, draw_b, new_r, new_g, new_b;
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SDL_GetRGB(draw_colr, canvas->format, &draw_r, &draw_g, &draw_b);
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SDL_GetRGB(old_colr, canvas->format, &old_r, &old_g, &old_b);
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new_r = (Uint8) (((float) old_r) * (1.00 - pct) + ((float) draw_r * pct));
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new_g = (Uint8) (((float) old_g) * (1.00 - pct) + ((float) draw_g * pct));
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new_b = (Uint8) (((float) old_b) * (1.00 - pct) + ((float) draw_b * 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 * 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, canvas, x, y, cur_colr, old_colr, x1, y1, x2, y2, touched, 0);
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}
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void simulate_flood_fill_outside_check(SDL_Surface * screen, 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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{
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int fillL, fillR, i, in_line;
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int fillL, fillR, narrowFillL, narrowFillR, i, outside;
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double in_line, closeness;
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static unsigned char prog_anim;
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Uint32 px_colr;
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if (cur_colr == old_colr || colors_close(canvas, cur_colr, old_colr))
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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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/* Don't re-visit the same pixel */
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if (touched[(y * canvas->w) + x])
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return;
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if (y < *y1)
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@ -121,30 +158,55 @@ void simulate_flood_fill(SDL_Surface * canvas, int x, int y, Uint32 cur_colr, Ui
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fillL = x;
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fillR = x;
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narrowFillL = x;
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narrowFillR = x;
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prog_anim++;
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if ((prog_anim % 4) == 0)
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{
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/* FIXME: api->update_progress_bar(); */
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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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/* Find left side, filling along the way */
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in_line = 1;
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while (in_line)
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px_colr = getpixels[canvas->format->BytesPerPixel] (canvas, fillL /* - 1 */, y);
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in_line = colors_close(canvas, px_colr, old_colr);
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outside = 0;
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while (in_line < COLOR_MATCH_WIDE && outside < WIDE_MATCH_THRESHOLD)
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{
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if (touched != NULL) {
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touched[(y * canvas->w) + fillL] = 1;
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if (in_line > COLOR_MATCH_NARROW) {
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outside++;
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} else {
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narrowFillL = fillL;
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}
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putpixels[canvas->format->BytesPerPixel] (canvas, fillL, y, cur_colr);
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if (touched != NULL) {
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touched[(y * canvas->w) + fillL] = (255 - ((Uint8) (in_line * 85)));
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}
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px_colr = getpixels[canvas->format->BytesPerPixel] (canvas, fillL, y);
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putpixels[canvas->format->BytesPerPixel] (canvas, fillL, y, blend(canvas, cur_colr, px_colr, (3.0 - in_line) / 3.0));
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fillL--;
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in_line = (fillL < 0) ? 0 : colors_close(canvas, getpixels[canvas->format->BytesPerPixel] (canvas, fillL, y), old_colr);
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px_colr = getpixels[canvas->format->BytesPerPixel] (canvas, fillL, y);
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if (fillL >= 0)
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{
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in_line = colors_close(canvas, px_colr, old_colr);
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}
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else
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{
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in_line = 3.0;
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}
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}
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if (touched != NULL && fillL >= 0)
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{
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touched[(y * canvas->w) + fillL] = (255 - ((Uint8) (in_line * 85)));
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}
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if (fillL < *x1)
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{
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@ -153,18 +215,42 @@ void simulate_flood_fill(SDL_Surface * canvas, int x, int y, Uint32 cur_colr, Ui
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fillL++;
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/* Find right side, filling along the way */
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in_line = 1;
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while (in_line)
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px_colr = getpixels[canvas->format->BytesPerPixel] (canvas, fillR + 1, y);
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in_line = colors_close(canvas, px_colr, old_colr);
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outside = 0;
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while (in_line < COLOR_MATCH_WIDE && outside < WIDE_MATCH_THRESHOLD)
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{
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if (touched != NULL) {
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touched[(y * canvas->w) + fillR] = 1;
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if (in_line > COLOR_MATCH_NARROW) {
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outside++;
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} else {
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narrowFillR = fillR;
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}
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putpixels[canvas->format->BytesPerPixel] (canvas, fillR, y, cur_colr);
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if (touched != NULL) {
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touched[(y * canvas->w) + fillR] = (255 - ((Uint8) (in_line * 85)));
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}
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px_colr = getpixels[canvas->format->BytesPerPixel] (canvas, fillR, y);
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putpixels[canvas->format->BytesPerPixel] (canvas, fillR, y, blend(canvas, cur_colr, px_colr, (3.0 - in_line) / 3.0));
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fillR++;
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in_line = (fillR >= canvas->w) ? 0 : colors_close(canvas, getpixels[canvas->format->BytesPerPixel] (canvas, fillR, y), old_colr);
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px_colr = getpixels[canvas->format->BytesPerPixel] (canvas, fillR, y);
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if (fillR < canvas->w)
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{
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in_line = colors_close(canvas, px_colr, old_colr);
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}
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else
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{
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in_line = 3.0;
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}
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}
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if (touched != NULL && fillR < canvas->w)
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{
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touched[(y * canvas->w) + fillR] = (255 - ((Uint8) (in_line * 85)));
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}
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if (fillR > *x2)
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@ -177,13 +263,31 @@ void simulate_flood_fill(SDL_Surface * canvas, int x, int y, Uint32 cur_colr, Ui
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/* Search top and bottom */
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for (i = fillL; i <= fillR; i++)
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for (i = narrowFillL; i <= narrowFillR; i++)
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{
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if (y > 0 && colors_close(canvas, getpixels[canvas->format->BytesPerPixel] (canvas, i, y - 1), old_colr))
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simulate_flood_fill(canvas, i, y - 1, cur_colr, old_colr, x1, y1, x2, y2, touched);
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px_colr = getpixels[canvas->format->BytesPerPixel] (canvas, i, y - 1);
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closeness = colors_close(canvas, px_colr, old_colr);
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if (y > 0 &&
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(
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closeness < COLOR_MATCH_NARROW ||
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(closeness < COLOR_MATCH_WIDE && y_outside < WIDE_MATCH_THRESHOLD)
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)
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)
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{
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simulate_flood_fill_outside_check(screen, canvas, i, y - 1, cur_colr, old_colr, x1, y1, x2, y2, touched, y_outside + 1);
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}
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if (y < canvas->h && colors_close(canvas, getpixels[canvas->format->BytesPerPixel] (canvas, i, y + 1), old_colr))
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simulate_flood_fill(canvas, i, y + 1, cur_colr, old_colr, x1, y1, x2, y2, touched);
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px_colr = getpixels[canvas->format->BytesPerPixel] (canvas, i, y + 1);
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closeness = colors_close(canvas, px_colr, old_colr);
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if (y < canvas->h &&
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(
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closeness < COLOR_MATCH_NARROW ||
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(closeness < COLOR_MATCH_WIDE && y_outside < WIDE_MATCH_THRESHOLD)
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)
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)
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{
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simulate_flood_fill_outside_check(screen, canvas, i, y + 1, cur_colr, old_colr, x1, y1, x2, y2, touched, y_outside + 1);
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}
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}
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}
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@ -194,7 +298,6 @@ void draw_linear_gradient(SDL_Surface * canvas, SDL_Surface * last,
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) {
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Uint32 old_colr, new_colr;
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int xx, yy;
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float xd, yd;
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Uint8 draw_r, draw_g, draw_b, old_r, old_g, old_b, new_r, new_g, new_b;
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float A, B, C, C1, C2, ratio;
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@ -218,6 +321,7 @@ void draw_linear_gradient(SDL_Surface * canvas, SDL_Surface * last,
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https://stackoverflow.com/questions/521493/creating-a-linear-gradient-in-2d-array) */
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C = (A * xx) + (B * yy);
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/* FIXME: Blend gradient color based on touched[] */
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if (C < C1) {
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/* At/beyond the click spot (opposite direction of mouse); solid color */
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putpixels[canvas->format->BytesPerPixel] (canvas, xx, yy, draw_color);
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@ -283,6 +387,7 @@ void draw_radial_gradient(SDL_Surface * canvas, int x_left, int y_top, int x_rig
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new_b = (Uint8) (((float) old_b) * ratio + ((float) draw_b * (1.00 - ratio)));
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new_colr = SDL_MapRGB(canvas->format, new_r, new_g, new_b);
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/* FIXME: Blend gradient color based on touched[] */
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putpixels[canvas->format->BytesPerPixel] (canvas, xx, yy, new_colr);
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}
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}
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@ -4,7 +4,7 @@
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Fill tool
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Tux Paint - A simple drawing program for children.
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Copyright (c) 2002-2019 by Bill Kendrick and others; see AUTHORS.txt
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Copyright (c) 2002-2021 by Bill Kendrick and others; see AUTHORS.txt
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bill@newbreedsoftware.com
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http://www.tuxpaint.org/
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@ -27,7 +27,7 @@
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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(See COPYING.txt)
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Last updated: February 20, 2021
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Last updated: March 7, 2021
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$Id$
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*/
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@ -37,8 +37,8 @@
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#include "SDL.h"
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int would_flood_fill(SDL_Surface * canvas, Uint32 cur_colr, Uint32 old_colr);
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void do_flood_fill(SDL_Surface * canvas, int x, int y, Uint32 cur_colr, Uint32 old_colr, int * x1, int * y1, int * x2, int * y2);
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void simulate_flood_fill(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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void do_flood_fill(SDL_Surface * screen, 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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void simulate_flood_fill(SDL_Surface * screen, 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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void draw_linear_gradient(SDL_Surface * canvas, SDL_Surface * last,
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int x_left, int y_top, int x_right, int y_bottom,
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int x1, int y1, int x2, int y2, Uint32 draw_color, Uint8 * touched);
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@ -22,7 +22,7 @@
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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(See COPYING.txt)
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June 14, 2002 - February 20, 2021
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June 14, 2002 - March 7, 2021
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*/
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@ -4551,10 +4551,16 @@ static void mainloop(void)
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x1 = x2 = old_x;
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y1 = y2 = old_y;
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for (y1 = 0; y1 < canvas->h; y1++) {
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for (x1 = 0; x1 < canvas->w; x1++) {
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sim_flood_touched[(y1 * canvas->w) + x1] = 0;
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}
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}
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if (cur_fill == FILL_FLOOD)
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{
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/* Flood fill a solid color */
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do_flood_fill(canvas, old_x, old_y, draw_color, canv_color, &x1, &y1, &x2, &y2);
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do_flood_fill(screen, canvas, old_x, old_y, draw_color, canv_color, &x1, &y1, &x2, &y2, sim_flood_touched);
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update_canvas(x1, y1, x2, y2);
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}
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@ -4562,18 +4568,12 @@ static void mainloop(void)
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{
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SDL_Surface * tmp_canvas;
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for (y1 = 0; y1 < canvas->h; y1++) {
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for (x1 = 0; x1 < canvas->w; x1++) {
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sim_flood_touched[(y1 * canvas->w) + x1] = 0;
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}
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}
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tmp_canvas = SDL_CreateRGBSurface(canvas->flags,
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canvas->w, canvas->h, canvas->format->BitsPerPixel,
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canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
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SDL_BlitSurface(canvas, NULL, tmp_canvas, NULL);
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simulate_flood_fill(tmp_canvas, old_x, old_y, draw_color, canv_color, &x1, &y1, &x2, &y2, sim_flood_touched);
|
||||
simulate_flood_fill(screen, tmp_canvas, old_x, old_y, draw_color, canv_color, &x1, &y1, &x2, &y2, sim_flood_touched);
|
||||
SDL_FreeSurface(tmp_canvas);
|
||||
|
||||
sim_flood_x1 = x1;
|
||||
|
|
@ -4596,6 +4596,8 @@ static void mainloop(void)
|
|||
|
||||
update_canvas(x1, y1, x2, y2);
|
||||
}
|
||||
|
||||
draw_tux_text(TUX_GREAT, tool_tips[TOOL_FILL], 1);
|
||||
}
|
||||
}
|
||||
else if (cur_tool == TOOL_TEXT || cur_tool == TOOL_LABEL)
|
||||
|
|
@ -4725,7 +4727,6 @@ static void mainloop(void)
|
|||
}
|
||||
|
||||
do_render_cur_text(0);
|
||||
|
||||
}
|
||||
|
||||
button_down = 1;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue