Lightning Magic tool looking good
Could be better, but it's a start.
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2 changed files with 112 additions and 10 deletions
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@ -8,7 +8,7 @@ http://www.tuxpaint.org/
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$Id$
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2021.September.26 (0.9.27)
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2021.September.27 (0.9.27)
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* New Magic Tools:
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----------------
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* WIP "Lightning" - Draws a bolt of lightning striking between
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@ -3,7 +3,7 @@
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Draws a lightning strike between the click
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and drag+release positions.
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Last modified: 2021.09.26
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Last modified: 2021.09.27
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*/
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#include <stdio.h>
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@ -16,13 +16,14 @@
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#include "SDL_mixer.h"
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Mix_Chunk *snd_effect;
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Uint8 lightning_r, lightning_g, lightning_b;
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float lightning_h, lightning_s, lightning_v;
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int sx, sy;
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void lightning_drag(magic_api * api, int which, SDL_Surface * canvas,
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SDL_Surface * snapshot, int ox, int oy, int x, int y, SDL_Rect * update_rect);
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void lightning_line_callback_drag(void *ptr, int which, SDL_Surface * canvas, SDL_Surface * snapshot, int x, int y);
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void lightning_draw_bolt(void * ptr, SDL_Surface * canvas, SDL_Surface * snapshot, float sx, float sy, float angle, float len, int thickness);
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Uint32 lightning_api_version(void)
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@ -121,6 +122,7 @@ lightning_release(magic_api * api, int which,
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SDL_Surface * canvas, SDL_Surface * snapshot, int x, int y, SDL_Rect * update_rect)
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{
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float a, b, len, angle;
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int thickness;
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/* FIXME: This could be made more efficient
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(only blit and update between (sx,sy) and (x,y), though
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@ -138,25 +140,125 @@ lightning_release(magic_api * api, int which,
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a = (x - sx);
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b = (y - sy);
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len = sqrt((a * a) + (b * b));
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angle = acos((x - sx) / len);
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len = sqrt((a * a) + (b * b));
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if (len < 100)
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len = 100;
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angle = acos((x - sx) / len) * 180.0 / M_PI;
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if (y < sy)
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angle = -angle;
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#ifdef DEBUG
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printf("(%d,%d)->(%d,%d) => a = %.2f, b = %.2f, c (len) = %.2f; angle = %.2f degrees\n",
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sx, sy, x, y, a, b, len, (angle * 180.0) / M_PI);
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sx, sy, x, y, a, b, len, angle);
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fflush(stdout);
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#endif
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// FIXME: Do something
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thickness = len / 50;
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if (thickness < 4)
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thickness = 4;
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lightning_draw_bolt((void *) api, canvas, snapshot, (float) sx, (float) sy, angle, len, thickness);
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}
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void lightning_draw_bolt(void * ptr, SDL_Surface * canvas, SDL_Surface * snapshot, float sx, float sy, float angle, float len, int thickness)
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{
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magic_api *api = (magic_api *) ptr;
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float i;
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float x, y, orig_angle, pct;
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int xx, yy, t;
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Uint8 r, g, b, or, og, ob;
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float h, s, v, new_h, new_s, new_v;
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float adj;
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x = sx;
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y = sy;
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orig_angle = angle;
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t = thickness / 3;
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if (t < 1)
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t = 1;
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for (i = 0; i < len; i++)
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{
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x = x + cos(angle * M_PI / 180.0);
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y = y + sin(angle * M_PI / 180.0);
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angle = angle + ((float) (rand() % 15) - 7.5);
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if (angle < orig_angle - 10.0)
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angle = orig_angle - 10.0;
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else if (angle > orig_angle + 10.0)
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angle = orig_angle + 10.0;
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for (yy = -t; yy <= t; yy++)
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{
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for (xx = -t; xx <= t; xx++)
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{
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if (api->in_circle(xx, yy, t))
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{
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float light_h, light_s, light_v;
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light_h = lightning_h;
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light_s = lightning_s;
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light_v = lightning_v;
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SDL_GetRGB(api->getpixel(canvas, x + xx, y + yy), canvas->format, &r, &g, &b);
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api->rgbtohsv(r, g, b, &h, &s, &v);
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adj = 1.0 - (sqrt((xx * xx) + (yy * yy)) / t);
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new_v = v + adj;
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if (new_v > 1.0)
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{
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light_s = light_s / (new_v * 2);
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new_v = 1.0;
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}
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if (light_h == -1)
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{
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new_h = h;
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new_s = (s * 25) / 100;
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}
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else
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{
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new_h = ((light_h * 75) + (h * 25)) / 100;
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new_s = ((light_s * 75) + (s * 25)) / 100;
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}
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api->hsvtorgb(new_h, new_s, new_v, &r, &g, &b);
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api->putpixel(canvas, x + xx, y + yy, SDL_MapRGB(canvas->format, r, g, b));
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}
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}
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}
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if (((rand() % 50) == 0 || (int) i == (int) (len / 2)) && thickness > 1 && len >= 4)
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{
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float new_angle;
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if ((rand() % 10) == 0)
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{
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new_angle = angle + ((float) (rand() % 180) - 90.0);
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}
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else
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{
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new_angle = angle + ((float) (rand() % 90) - 45.0);
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}
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lightning_draw_bolt((void *) api, canvas, snapshot, x, y,
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new_angle,
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((len / 8) + (rand() % (int) (len / 4))),
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thickness - 1
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);
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}
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}
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}
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void lightning_set_color(magic_api * api, Uint8 r, Uint8 g, Uint8 b)
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{
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lightning_r = r;
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lightning_g = g;
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lightning_b = b;
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api->rgbtohsv(r, g, b, &lightning_h, &lightning_s, &lightning_v);
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}
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