"Halftone" works much better
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2 changed files with 103 additions and 92 deletions
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@ -16,6 +16,15 @@ $Id$
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style effects!)
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(Closes https://sourceforge.net/p/tuxpaint/feature-requests/204/)
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* Magic Tool Improvememnts:
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-------------------------
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* "Halftone" works much better, drawing large overlapping circles
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of Cyan, Magenta, Yellow, and Black, based on the average
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color of the area of the picture being replaced, to give a
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"newsprint" effect.
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* WIP - Need to make it run against entire image
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* WIP - It seems to have the "Zoom" tool's icon!?!
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* Documentation updates
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---------------------
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* Ensured Tux Paint's built-in help ("tuxpaint --help"),
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@ -1,6 +1,6 @@
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/* halftone.c
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Last modified: 2021.02.20
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Last modified: 2021.09.04
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*/
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@ -16,6 +16,12 @@
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#include "SDL_image.h"
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#include "SDL_mixer.h"
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#define deg_cos(x) cos((x) * M_PI / 180.0)
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#define deg_sin(x) sin((x) * M_PI / 180.0)
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#define GRID_SIZE 16 /* Size of the grid, and hence max size of the circle (it may fill more, into a square shape) */
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#define OFFSET_RADIUS 2 /* Radius for when offsetting C, M, Y, and K colors by their angles (see `chan_angles[]`) */
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enum
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{
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TOOL_HALFTONE,
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@ -84,14 +90,6 @@ int halftone_init(magic_api * api)
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snprintf(fname, sizeof(fname), "%s/sounds/magic/%s", api->data_directory, snd_filenames[i]);
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snd_effect[i] = Mix_LoadWAV(fname);
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/*
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if (snd_effect[i] == NULL)
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{
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SDL_FreeSurface(canvas_backup);
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SDL_FreeSurface(square);
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return (0);
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}
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*/
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}
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@ -184,10 +182,15 @@ void halftone_drag(magic_api * api, int which, SDL_Surface * canvas,
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y = tmp;
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}
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update_rect->x = ox - 16;
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update_rect->y = oy - 16;
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update_rect->w = (x + 16) - update_rect->x;
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update_rect->h = (y + 16) - update_rect->h;
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ox = (ox / GRID_SIZE) * GRID_SIZE + (GRID_SIZE / 2);
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oy = (oy / GRID_SIZE) * GRID_SIZE + (GRID_SIZE / 2);
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x = (x / GRID_SIZE) * GRID_SIZE + (GRID_SIZE / 2);
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y = (y / GRID_SIZE) * GRID_SIZE + (GRID_SIZE / 2);
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update_rect->x = ox - GRID_SIZE / 2;
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update_rect->y = oy - GRID_SIZE / 2;
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update_rect->w = (x + GRID_SIZE / 2) - update_rect->x;
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update_rect->h = (y + GRID_SIZE / 2) - update_rect->y;
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api->playsound(snd_effect[which], (x * 255) / canvas->w, // pan
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255); // distance
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@ -203,17 +206,17 @@ enum
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};
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Uint8 chan_colors[NUM_CHANS][3] = {
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{0, 255, 255},
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{255, 0, 255},
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{255, 255, 0},
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{0, 0, 0}
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{0, 255, 255}, /* Cyan */
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{255, 0, 255}, /* Magenta */
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{255, 255, 0}, /* Yellow */
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{0, 0, 0} /* Black */
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};
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int chan_angles[NUM_CHANS] = {
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100,
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15,
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0,
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45
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75, /* Cyan */
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15, /* Magenta */
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90, /* Yellow */
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45 /* Black */
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};
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void halftone_release(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED,
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@ -227,98 +230,95 @@ void halftone_set_color(magic_api * api ATTRIBUTE_UNUSED, Uint8 r ATTRIBUTE_UNUS
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{
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}
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void halftone_line_callback(void *ptr, int which ATTRIBUTE_UNUSED,
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SDL_Surface * canvas, SDL_Surface * snapshot ATTRIBUTE_UNUSED, int x, int y)
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{
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Uint8 r, g, b, or, og, ob;
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Uint32 total_r, total_g, total_b;
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int px_cnt;
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Uint32 pixel;
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int xx, yy, xxx, yyy, channel, ox, oy, sqx, sqy;
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int xxx, yyy, channel, ox, oy, sqx, sqy;
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SDL_Rect dest;
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magic_api *api = (magic_api *) ptr;
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float cmyk[4];
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/* Start the pixel with white */
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pixel = SDL_MapRGB(square->format, 255, 255, 255);
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SDL_FillRect(square, NULL, pixel);
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/* Lock to grid, centered around mouse */
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x = ((x / 8) - 1) * 8;
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y = ((y / 8) - 1) * 8;
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/* Lock to a grid, centered around mouse */
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x = (x / GRID_SIZE) * GRID_SIZE + (GRID_SIZE / 2);
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y = (y / GRID_SIZE) * GRID_SIZE + (GRID_SIZE / 2);
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if (api->touched(x, y))
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{
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return;
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}
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for (xx = 0; xx < 16; xx = xx + 4)
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/* Get the average color around the mouse */
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total_r = total_g = total_b = 0;
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px_cnt = 0;
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for (xxx = -(GRID_SIZE / 2); xxx < (GRID_SIZE / 2); xxx++)
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{
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for (yy = 0; yy < 16; yy = yy + 4)
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for (yyy = -(GRID_SIZE / 2); yyy < (GRID_SIZE / 2); yyy++)
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{
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/* Get avg color around the mouse */
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total_r = total_g = total_b = 0;
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for (xxx = 0; xxx < 4; xxx++)
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SDL_GetRGB(api->getpixel(canvas_backup, x + xxx, y + yyy), canvas_backup->format, &r, &g, &b);
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total_r += r;
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total_g += g;
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total_b += b;
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px_cnt++;
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}
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}
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total_r /= (GRID_SIZE * GRID_SIZE);
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total_g /= (GRID_SIZE * GRID_SIZE);
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total_b /= (GRID_SIZE * GRID_SIZE);
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/* Convert the average color from RGB to CMYK values, for 'painting' later */
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halftone_rgb2cmyk(total_r, total_g, total_b, cmyk);
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/* Draw C, M, Y and K blobs into our 'square' surface */
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for (channel = 0; channel < NUM_CHANS; channel++)
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{
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for (xxx = -(GRID_SIZE / 2) - 1; xxx < (GRID_SIZE / 2) + 1; xxx++)
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{
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for (yyy = -(GRID_SIZE / 2) - 1; yyy < (GRID_SIZE / 2) + 1; yyy++)
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{
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for (yyy = 0; yyy < 4; yyy++)
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/* A circle blob, radius based upon channel (C, M, Y or K) strength for this color */
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ox = xxx + deg_cos(chan_angles[channel]) * OFFSET_RADIUS;
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oy = yyy + deg_sin(chan_angles[channel]) * OFFSET_RADIUS;
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sqx = (GRID_SIZE / 2) + ox;
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sqy = (GRID_SIZE / 2) + oy;
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/* Use intensity of the CMKY channel in question to decide
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how big of a circle to paint */
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if (api->in_circle(xxx, yyy, cmyk[channel] * GRID_SIZE))
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{
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SDL_GetRGB(api->getpixel(canvas_backup, x + xx + xxx, y + yy + yyy), canvas_backup->format, &r, &g,
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&b);
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total_r += r;
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total_g += g;
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total_b += b;
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}
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}
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total_r /= 16;
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total_g /= 16;
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total_b /= 16;
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/* Use the pure C, Y, M, or K color to paint with */
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r = chan_colors[channel][0];
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g = chan_colors[channel][1];
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b = chan_colors[channel][2];
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/* Convert to CMYK values */
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halftone_rgb2cmyk(total_r, total_g, total_b, cmyk);
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/* Draw C, M, Y and K blobs into our 'square' surface */
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for (channel = 0; channel < NUM_CHANS; channel++)
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{
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r = chan_colors[channel][0];
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g = chan_colors[channel][1];
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b = chan_colors[channel][2];
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for (xxx = 0; xxx < 8; xxx++)
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{
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for (yyy = 0; yyy < 8; yyy++)
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{
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/* A circle blob, radius based upon channel (C, M, Y or K) strength for this color */
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/* FIXME: Base it upon this channel's angle! -bjk 2011.07.17 */
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ox = xxx;
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oy = yyy;
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sqx = (xx + ox) % 16;
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sqy = (yy + oy) % 16;
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if (api->in_circle(xxx - 4, yyy - 4, cmyk[channel] * 6.0))
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{
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SDL_GetRGB(api->getpixel(square, sqx, sqy), square->format, &or, &og, &ob);
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if (or == 255 && og == 255 && ob == 255)
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{
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/* If it's just white, put full color down */
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pixel = SDL_MapRGB(square->format, r, g, b);
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}
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else
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{
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/* Otherwise, blend a little */
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pixel = SDL_MapRGB(square->format, (r + or) / 2, (g + og) / 2, (b + ob) / 2);
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}
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api->putpixel(square, sqx, sqy, pixel);
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}
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}
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/* Additively blend with whatever we have in the
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'square' buffer (which starts as white)
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(since the target is RGB, we use `min()`) */
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SDL_GetRGB(api->getpixel(square, sqx, sqy), square->format, &or, &og, &ob);
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pixel = SDL_MapRGB(square->format, min(r * 1.2, or), min(g * 1.2, og), min(b * 1.2, ob));
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api->putpixel(square, sqx, sqy, pixel);
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}
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}
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}
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}
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dest.x = x;
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dest.y = y;
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/* Copy the results to the canvas */
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dest.x = x - GRID_SIZE / 2;
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dest.y = y - GRID_SIZE / 2;
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dest.w = GRID_SIZE;
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dest.h = GRID_SIZE;
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SDL_BlitSurface(square, NULL, canvas, &dest);
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}
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@ -326,16 +326,18 @@ void halftone_line_callback(void *ptr, int which ATTRIBUTE_UNUSED,
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void halftone_switchin(magic_api * api, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED, SDL_Surface * canvas)
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{
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if (canvas_backup == NULL)
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canvas_backup =
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SDL_CreateRGBSurface(SDL_ANYFORMAT, api->canvas_w, api->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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{
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canvas_backup =
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SDL_CreateRGBSurface(SDL_ANYFORMAT, api->canvas_w, api->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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}
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if (square == NULL)
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square =
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SDL_CreateRGBSurface(SDL_ANYFORMAT, 16, 16, canvas->format->BitsPerPixel, canvas->format->Rmask,
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canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
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/* FIXME: What to do if they come back NULL!? :( */
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{
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square =
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SDL_CreateRGBSurface(SDL_ANYFORMAT, GRID_SIZE, GRID_SIZE, canvas->format->BitsPerPixel, canvas->format->Rmask,
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canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
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}
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SDL_BlitSurface(canvas, NULL, canvas_backup, NULL);
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}
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