Merge branch 'master' into sdl2.0
This commit is contained in:
commit
ebb784199e
3 changed files with 186 additions and 17 deletions
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@ -8,7 +8,7 @@ http://www.tuxpaint.org/
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$Id$
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2021.November.15 (0.9.27)
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2021.November.19 (0.9.27)
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* New Magic Tools:
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----------------
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* "Lightning" - Draws a bolt of lightning striking between
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@ -25,6 +25,9 @@ $Id$
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style effects!)
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(Closes https://sourceforge.net/p/tuxpaint/feature-requests/204/)
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* "Reflection" - Create a reflection of part of the image,
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below (as in a lake reflection), above, to the left, or to the right.
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* "Smooth Rainbow" - A smooth, gradient variation of the classic
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"Rainbow" Magic tool.
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@ -194,7 +197,7 @@ $Id$
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(e.g., when returning from the "Open" dialog).
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(Closes https://sourceforge.net/p/tuxpaint/feature-requests/186/)
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* Attempt to void crashing (by blowing up the stack) when doing
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* WIP - Attempt to void crashing (by blowing up the stack) when doing
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a flood-fill of a complicated shape on a large canvas
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(e.g., `tuxpaint --3000x2000` with `starters/mosaic.svg`).
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(h/t Yang for reporting, and Pere for confirming)
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@ -7,7 +7,7 @@
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<key>CFBundleExecutable</key>
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<string>tuxpaint</string>
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<key>CFBundleGetInfoString</key>
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<string>0.9.26, Copyright 2009-2021, Tux Paint Development Team</string>
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<string>0.9.27, Copyright 2009-2021, Tux Paint Development Team</string>
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<key>CFBundleIconFile</key>
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<string>tuxpaint.icns</string>
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<key>CFBundleIdentifier</key>
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@ -19,10 +19,10 @@
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<key>CFBundlePackageType</key>
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<string>APPL</string>
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<key>CFBundleShortVersionString</key>
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<string>0.9.26</string>
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<string>0.9.27</string>
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<key>CFBundleSignature</key>
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<string>TXPT</string>
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<key>CFBundleVersion</key>
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<string>2021-06-13</string>
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<string>2021-11-19</string>
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</dict>
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</plist>
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190
src/fill.c
190
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: November 15, 2021
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Last updated: November 17, 2021
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$Id$
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*/
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@ -60,12 +60,122 @@
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#define WIDE_MATCH_THRESHOLD 3
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// #define USE_QUEUE
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#ifdef USE_QUEUE
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/* Queue for span filling
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(https://en.wikipedia.org/wiki/Flood_fill#Span_Filling)
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*/
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#define QUEUE_SIZE_CHUNK 1024
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typedef struct queue_s {
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int x1, x2, y, yd;
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} queue_t;
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queue_t * queue;
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int queue_size = 0, queue_start = 0, queue_end = 0;
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static unsigned char progbar_anim = 0;
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#endif
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/* Local function prototypes: */
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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_Texture * texture, SDL_Renderer * renderer, 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, Uint32 cnt);
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void simulate_flood_fill_outside_check(SDL_Surface * screen, SDL_Texture * texture, SDL_Renderer * renderer, 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);
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void draw_brush_fill_single(SDL_Surface * canvas, int x, int y, Uint32 draw_color, Uint8 * touched);
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#ifdef USE_QUEUE
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void init_queue(void);
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void add_to_queue(int x1, int x2, int y, int yd);
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int remove_from_queue(int * x1, int * x2, int * y, int * yd);
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void cleanup_queue(void);
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void track_extents_and_progbar(int x, int y, int * extent_x1, int * extent_y1, int * extent_x2, int * extent_y2, SDL_Surface * screen, SDL_Surface * canvas);
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#endif
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#ifdef USE_QUEUE
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void init_queue(void) {
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queue_size = 0;
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queue_start = 0;
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queue_end = 0;
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queue = (queue_t *) malloc(sizeof(queue_t) * QUEUE_SIZE_CHUNK);
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if (queue == NULL)
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{
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fprintf(stderr, "Fill queue cannot be malloc()'d\n");
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return;
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}
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queue_size = QUEUE_SIZE_CHUNK;
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}
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void add_to_queue(int x1, int x2, int y, int yd) {
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/* Reallocate if we need more space */
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if (queue_end + 1 > queue_size)
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{
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queue_t * tmp;
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tmp = (queue_t *) realloc(queue, sizeof(queue_t) * (queue_size + QUEUE_SIZE_CHUNK));
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if (tmp == NULL)
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{
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fprintf(stderr, "Fill queue cannot be realloc()'d\n");
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return;
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}
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queue_size += QUEUE_SIZE_CHUNK;
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queue = tmp;
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}
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queue[queue_end].x1 = x1;
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queue[queue_end].x2 = x2;
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queue[queue_end].y = y;
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queue[queue_end].yd = yd;
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queue_end++;
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}
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int remove_from_queue(int * x1, int * x2, int * y, int * yd) {
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if (queue_start == queue_end)
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return 0;
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*x1 = queue[queue_start].x1;
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*x2 = queue[queue_start].x2;
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*y = queue[queue_start].y;
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*yd = queue[queue_start].yd;
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queue_start++;
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return 1;
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}
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void cleanup_queue(void) {
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if (queue != NULL)
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free(queue);
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queue_size = 0;
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queue_start = 0;
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queue_end = 0;
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}
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void track_extents_and_progbar(int x, int y, int * extent_x1, int * extent_y1, int * extent_x2, int * extent_y2, SDL_Surface * screen, SDL_Surface * canvas) {
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if (x < *extent_x1)
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*extent_x1 = x;
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if (x > *extent_x2)
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*extent_x2 = x;
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if (y < *extent_y1)
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*extent_y1 = y;
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if (y > *extent_y2)
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*extent_y2 = y;
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progbar_anim++;
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if ((progbar_anim % 4) == 0)
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{
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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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}
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#endif
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/* Returns how similar colors 'c1' and 'c2' are */
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@ -132,11 +242,72 @@ Uint32 blend(SDL_Surface * canvas, Uint32 draw_colr, Uint32 old_colr, double 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_Texture * texture, SDL_Renderer * renderer, 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) {
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simulate_flood_fill_outside_check(screen, texture, renderer, last, canvas, x, y, cur_colr, old_colr, x1, y1, x2, y2, touched, 0, 0);
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void simulate_flood_fill(SDL_Surface * screen, SDL_Texture * texture, SDL_Renderer * renderer, SDL_Surface * last, SDL_Surface * canvas, int x, int y, Uint32 cur_colr, Uint32 old_colr, int * extent_x1, int * extent_y1, int * extent_x2, int * extent_y2, Uint8 * touched) {
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#ifdef USE_QUEUE
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int x1, x2, dy;
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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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if (x < 0 || x >= canvas->w || y < 0 || y >= canvas->h)
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return;
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/* Don't re-visit the same pixel */
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if (touched && touched[(y * canvas->w) + x])
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return;
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/* Queue up the first things to work on: */
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init_queue();
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add_to_queue(x, x, y, 1);
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add_to_queue(x, x, y - 1, -1);
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/* Do the work (possibly queuing more, as we go) */
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while (remove_from_queue(&x1, &x2, &y, &dy))
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{
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x = x1;
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if (Inside(x, y))
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{
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while (Inside(x - 1, y))
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{
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Set(x - 1, y);
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track_extents_and_progbar(x - 1, y, extent_x1, extent_y1, extent_x2, extent_y2, screen, canvas);
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x = x - 1;
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}
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}
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if (x < x1)
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add_to_queue(x, x1 - 1, y - dy, -dy);
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while (x1 < x2)
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{
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Set(x1, y);
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track_extents_and_progbar(x1, y, extent_x1, extent_y1, extent_x2, extent_y2, screen, canvas);
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x1 = x1 + 1;
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}
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add_to_queue(x, x1 - 1, y + dy, dy);
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if (x1 - 1 > x2)
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add_to_queue(x2 + 1, x1 - 1, y - dy, -dy);
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while (x1 < x2 && !Inside(x1, y))
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x1++;
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x = x1;
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}
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cleanup_queue();
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#else
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simulate_flood_fill_outside_check(screen, texture, renderer, last, canvas, x, y, cur_colr, old_colr, extent_x1, extent_y1, extent_x2, extent_y2, touched, 0);
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#endif
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}
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void simulate_flood_fill_outside_check(SDL_Surface * screen, SDL_Texture * texture, SDL_Renderer * renderer, 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, Uint32 cnt)
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void simulate_flood_fill_outside_check(SDL_Surface * screen, SDL_Texture * texture, SDL_Renderer * renderer, 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)
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{
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int fillL, fillR, narrowFillL, narrowFillR, i, outside;
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double in_line, closeness;
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@ -144,11 +315,6 @@ void simulate_flood_fill_outside_check(SDL_Surface * screen, SDL_Texture * textu
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Uint32 px_colr;
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Uint8 touch_byt;
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/* Don't blow up the stack! */
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/* FIXME: Would be better to do this a more reliable way */
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if (cnt >= 20000)
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return;
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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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@ -317,7 +483,7 @@ void simulate_flood_fill_outside_check(SDL_Surface * screen, SDL_Texture * textu
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)
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)
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{
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simulate_flood_fill_outside_check(screen, texture, renderer, last, canvas, i, y - 1, cur_colr, old_colr, x1, y1, x2, y2, touched, y_outside + 1, cnt + 1);
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simulate_flood_fill_outside_check(screen, texture, renderer, last, canvas, i, y - 1, cur_colr, old_colr, x1, y1, x2, y2, touched, y_outside + 1);
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}
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px_colr = getpixels[last->format->BytesPerPixel] (last, i, y + 1);
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@ -329,7 +495,7 @@ void simulate_flood_fill_outside_check(SDL_Surface * screen, SDL_Texture * textu
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)
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)
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{
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simulate_flood_fill_outside_check(screen, texture, renderer, last, canvas, i, y + 1, cur_colr, old_colr, x1, y1, x2, y2, touched, y_outside + 1, cnt + 1);
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simulate_flood_fill_outside_check(screen, texture, renderer, last, 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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