Continuing to improve fill anti-aliasing

This commit is contained in:
Bill Kendrick 2021-03-08 01:18:00 -08:00
parent 3b5a0a1586
commit 866d5190bf
3 changed files with 64 additions and 40 deletions

View file

@ -27,7 +27,7 @@
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
(See COPYING.txt)
Last updated: March 7, 2021
Last updated: March 8, 2021
$Id$
*/
@ -60,7 +60,7 @@
double colors_close(SDL_Surface * canvas, Uint32 c1, Uint32 c2);
Uint32 blend(SDL_Surface * canvas, Uint32 draw_colr, Uint32 old_colr, double pct);
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);
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);
/* Returns how similar colors 'c1' and 'c2' are */
@ -107,9 +107,9 @@ int would_flood_fill(SDL_Surface * canvas, Uint32 cur_colr, Uint32 old_colr)
}
}
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)
void do_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)
{
simulate_flood_fill(screen, canvas, x, y, cur_colr, old_colr, x1, y1, x2, y2, touched);
simulate_flood_fill(screen, last, canvas, x, y, cur_colr, old_colr, x1, y1, x2, y2, touched);
}
@ -123,14 +123,15 @@ Uint32 blend(SDL_Surface * canvas, Uint32 draw_colr, Uint32 old_colr, double 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);
}
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) {
simulate_flood_fill_outside_check(screen, canvas, x, y, cur_colr, old_colr, x1, y1, x2, y2, touched, 0);
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) {
simulate_flood_fill_outside_check(screen, last, canvas, x, y, cur_colr, old_colr, x1, y1, x2, y2, touched, 0);
}
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)
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)
{
int fillL, fillR, narrowFillL, narrowFillR, i, outside;
double in_line, closeness;
@ -142,8 +143,11 @@ void simulate_flood_fill_outside_check(SDL_Surface * screen, SDL_Surface * canva
if (!would_flood_fill(canvas, cur_colr, old_colr))
return;
if (x < 0 || x >= canvas->w || y < 0 || y >= canvas->h)
return;
/* Don't re-visit the same pixel */
if (touched[(y * canvas->w) + x])
if (touched && touched[(y * canvas->w) + x])
return;
if (y < *y1)
@ -171,7 +175,7 @@ void simulate_flood_fill_outside_check(SDL_Surface * screen, SDL_Surface * canva
/* Find left side, filling along the way */
px_colr = getpixels[canvas->format->BytesPerPixel] (canvas, fillL /* - 1 */, y);
px_colr = getpixels[last->format->BytesPerPixel] (last, fillL /* - 1 */, y);
in_line = colors_close(canvas, px_colr, old_colr);
outside = 0;
while (in_line < COLOR_MATCH_WIDE && outside < WIDE_MATCH_THRESHOLD)
@ -186,11 +190,11 @@ void simulate_flood_fill_outside_check(SDL_Surface * screen, SDL_Surface * canva
touched[(y * canvas->w) + fillL] = (255 - ((Uint8) (in_line * 85)));
}
px_colr = getpixels[canvas->format->BytesPerPixel] (canvas, fillL, y);
px_colr = getpixels[last->format->BytesPerPixel] (last, fillL, y);
putpixels[canvas->format->BytesPerPixel] (canvas, fillL, y, blend(canvas, cur_colr, px_colr, (3.0 - in_line) / 3.0));
fillL--;
px_colr = getpixels[canvas->format->BytesPerPixel] (canvas, fillL, y);
px_colr = getpixels[last->format->BytesPerPixel] (last, fillL, y);
if (fillL >= 0)
{
@ -218,7 +222,7 @@ void simulate_flood_fill_outside_check(SDL_Surface * screen, SDL_Surface * canva
/* Find right side, filling along the way */
px_colr = getpixels[canvas->format->BytesPerPixel] (canvas, fillR + 1, y);
px_colr = getpixels[last->format->BytesPerPixel] (last, fillR + 1, y);
in_line = colors_close(canvas, px_colr, old_colr);
outside = 0;
while (in_line < COLOR_MATCH_WIDE && outside < WIDE_MATCH_THRESHOLD)
@ -232,11 +236,11 @@ void simulate_flood_fill_outside_check(SDL_Surface * screen, SDL_Surface * canva
if (touched != NULL) {
touched[(y * canvas->w) + fillR] = (255 - ((Uint8) (in_line * 85)));
}
px_colr = getpixels[canvas->format->BytesPerPixel] (canvas, fillR, y);
px_colr = getpixels[last->format->BytesPerPixel] (last, fillR, y);
putpixels[canvas->format->BytesPerPixel] (canvas, fillR, y, blend(canvas, cur_colr, px_colr, (3.0 - in_line) / 3.0));
fillR++;
px_colr = getpixels[canvas->format->BytesPerPixel] (canvas, fillR, y);
px_colr = getpixels[last->format->BytesPerPixel] (last, fillR, y);
if (fillR < canvas->w)
{
@ -265,7 +269,7 @@ void simulate_flood_fill_outside_check(SDL_Surface * screen, SDL_Surface * canva
for (i = narrowFillL; i <= narrowFillR; i++)
{
px_colr = getpixels[canvas->format->BytesPerPixel] (canvas, i, y - 1);
px_colr = getpixels[last->format->BytesPerPixel] (last, i, y - 1);
closeness = colors_close(canvas, px_colr, old_colr);
if (y > 0 &&
(
@ -274,10 +278,10 @@ void simulate_flood_fill_outside_check(SDL_Surface * screen, SDL_Surface * canva
)
)
{
simulate_flood_fill_outside_check(screen, canvas, i, y - 1, cur_colr, old_colr, x1, y1, x2, y2, touched, y_outside + 1);
simulate_flood_fill_outside_check(screen, last, canvas, i, y - 1, cur_colr, old_colr, x1, y1, x2, y2, touched, y_outside + 1);
}
px_colr = getpixels[canvas->format->BytesPerPixel] (canvas, i, y + 1);
px_colr = getpixels[last->format->BytesPerPixel] (last, i, y + 1);
closeness = colors_close(canvas, px_colr, old_colr);
if (y < canvas->h &&
(
@ -286,7 +290,7 @@ void simulate_flood_fill_outside_check(SDL_Surface * screen, SDL_Surface * canva
)
)
{
simulate_flood_fill_outside_check(screen, canvas, i, y + 1, cur_colr, old_colr, x1, y1, x2, y2, touched, y_outside + 1);
simulate_flood_fill_outside_check(screen, last, canvas, i, y + 1, cur_colr, old_colr, x1, y1, x2, y2, touched, y_outside + 1);
}
}
}
@ -321,25 +325,26 @@ void draw_linear_gradient(SDL_Surface * canvas, SDL_Surface * last,
https://stackoverflow.com/questions/521493/creating-a-linear-gradient-in-2d-array) */
C = (A * xx) + (B * yy);
/* FIXME: Blend gradient color based on touched[] */
if (C < C1) {
/* At/beyond the click spot (opposite direction of mouse); solid color */
putpixels[canvas->format->BytesPerPixel] (canvas, xx, yy, draw_color);
ratio = 0.0;
} else if (C >= C2) {
/* At/beyond the mouse; completely faded out */
putpixels[canvas->format->BytesPerPixel] (canvas, xx, yy, old_colr);
ratio = 1.0;
} 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);
}
/* Apply fuzziness at any antialiased edges we detected */
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_colr = SDL_MapRGB(canvas->format, new_r, new_g, new_b);
putpixels[canvas->format->BytesPerPixel] (canvas, xx, yy, new_colr);
}
}
}
@ -382,12 +387,14 @@ void draw_radial_gradient(SDL_Surface * canvas, int x_left, int y_top, int x_rig
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[yy * canvas->w + xx] / 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_colr = SDL_MapRGB(canvas->format, new_r, new_g, new_b);
/* FIXME: Blend gradient color based on touched[] */
putpixels[canvas->format->BytesPerPixel] (canvas, xx, yy, new_colr);
}
}