Linear gradient fill mode

This commit is contained in:
Bill Kendrick 2021-02-20 21:35:46 -08:00
parent 0dfe96f291
commit 76cb1c5446
4 changed files with 81 additions and 16 deletions

View file

@ -8,7 +8,7 @@ http://www.tuxpaint.org/
$Id$
2021.February.21 (0.9.26)
2021.February.20 (0.9.26)
* New Features
------------
* Larger UI buttons
@ -20,10 +20,10 @@ $Id$
Pere Pujal i Carabantes <pere@fornol.no-ip.org>
* Adding sub-tools to the Fill tool:
+ Solid -- the classic fill tool, click to fill
+ [WIP] Linear -- A linear gradient, click and drag to adjust,
+ Solid -- The classic fill tool; click to fill
+ Linear -- A linear gradient; click and drag to adjust,
release mouse to finish
+ Radial -- A radial gradient, click to fill
+ Radial -- A radial gradient; click to fill
(The gradients transition from the current color to the
background that's being filled.)

View file

@ -188,16 +188,54 @@ void simulate_flood_fill(SDL_Surface * canvas, int x, int y, Uint32 cur_colr, Ui
}
void draw_linear_gradient(SDL_Surface * canvas, int x_left, int y_top, int x_right, int y_bottom,
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
) {
Uint32 old_colr, new_colr;
int xx, yy;
float xd, yd;
Uint8 draw_r, draw_g, draw_b, old_r, old_g, old_b, new_r, new_g, new_b;
float A, B, C, C1, C2, ratio;
/* Get our target color */
SDL_GetRGB(draw_color, canvas->format, &draw_r, &draw_g, &draw_b);
A = (x2 - x1);
B = (y2 - y1);
C1 = (A * x1) + (B * y1);
C2 = (A * x2) + (B * y2);
/* FIXME: C2 should be larger than C1? */
for (yy = y_top; yy <= y_bottom; yy++) {
for (xx = x_left; xx <= x_right; xx++) {
if (touched[(yy * canvas->w) + xx]) {
/* FIXME */
putpixels[canvas->format->BytesPerPixel] (canvas, xx, yy, draw_color);
/* Get the old color, and blend it (with a distance-based ratio) with the target color */
old_colr = getpixels[last->format->BytesPerPixel] (last, xx, yy);
SDL_GetRGB(old_colr, last->format, &old_r, &old_g, &old_b);
/* (h/t David Z on StackOverflow for how to quickly compute this:
https://stackoverflow.com/questions/521493/creating-a-linear-gradient-in-2d-array) */
C = (A * xx) + (B * yy);
if (C < C1) {
/* At/beyond the click spot (opposite direction of mouse); solid color */
putpixels[canvas->format->BytesPerPixel] (canvas, xx, yy, draw_color);
} else if (C >= C2) {
/* At/beyond the mouse; completely faded out */
putpixels[canvas->format->BytesPerPixel] (canvas, xx, yy, old_colr);
} else {
/* The actual gradient... */
ratio = (C - C1) / (C2 - C1);
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);
}
}
}
}

View file

@ -39,7 +39,8 @@
int would_flood_fill(SDL_Surface * canvas, Uint32 cur_colr, Uint32 old_colr);
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);
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);
void draw_linear_gradient(SDL_Surface * canvas, int x_left, int y_top, int x_right, int y_bottom,
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);
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);

View file

@ -1255,6 +1255,7 @@ static Uint8 canvas_color_r, canvas_color_g, canvas_color_b;
static Uint8 *touched;
static Uint8 *sim_flood_touched;
int sim_flood_x1 = 0, sim_flood_y1 = 0, sim_flood_x2 = 0, sim_flood_y2 = 0;
int fill_x, fill_y;
static int last_print_time = 0;
static int shape_radius;
@ -4536,6 +4537,9 @@ static void mainloop(void)
color_hexes[cur_color][2]);
canv_color = getpixels[canvas->format->BytesPerPixel] (canvas, old_x, old_y);
fill_x = old_x;
fill_y = old_y;
if (would_flood_fill(canvas, draw_color, canv_color))
{
int x1, y1, x2, y2;
@ -4583,13 +4587,12 @@ static void mainloop(void)
draw_radial_gradient(canvas, sim_flood_x1, sim_flood_y1, sim_flood_x2, sim_flood_y2,
old_x, old_y, draw_color, sim_flood_touched);
}
// else if (cur_fill == FILL_GRADIENT_LINEAR)
// {
// /* Start a linear gradient */
//
// draw_linear_gradient(canvas, sim_flood_x1, sim_flood_y1, sim_flood_x2, sim_flood_y2,
// old_x, old_y, old_x, old_y + 1, draw_color, sim_flood_touched);
// }
else if (cur_fill == FILL_GRADIENT_LINEAR)
{
/* Start a linear gradient */
draw_linear_gradient(canvas, canvas, sim_flood_x1, sim_flood_y1, sim_flood_x2, sim_flood_y2,
fill_x, fill_y, old_x, old_y + 1, draw_color, sim_flood_touched);
}
update_canvas(x1, y1, x2, y2);
}
@ -5427,7 +5430,6 @@ static void mainloop(void)
do_setcursor(cursor_wand);
else if (cur_tool == TOOL_ERASER)
do_setcursor(cursor_tiny);
}
else
{
@ -5523,6 +5525,30 @@ static void mainloop(void)
sz = calc_eraser_size(cur_eraser);
rect_xor(new_x - sz / 2, new_y - sz / 2, new_x + sz / 2, new_y + sz / 2);
}
else if (cur_tool == TOOL_FILL && cur_fill == FILL_GRADIENT_LINEAR)
{
Uint32 draw_color, canv_color;
int undo_ctr;
SDL_Surface * last;
if (cur_undo > 0)
undo_ctr = cur_undo - 1;
else
undo_ctr = NUM_UNDO_BUFS - 1;
last = undo_bufs[undo_ctr];
/* Pushing button and moving: Update the gradient: */
draw_color = SDL_MapRGB(canvas->format,
color_hexes[cur_color][0],
color_hexes[cur_color][1],
color_hexes[cur_color][2]);
draw_linear_gradient(canvas, last, sim_flood_x1, sim_flood_y1, sim_flood_x2, sim_flood_y2,
fill_x, fill_y, new_x, new_y, draw_color, sim_flood_touched);
update_canvas(sim_flood_x1, sim_flood_y1, sim_flood_x2, sim_flood_y2);
}
}