/* fill.c Fill tool Tux Paint - A simple drawing program for children. Copyright (c) 2002-2021 by Bill Kendrick and others; see AUTHORS.txt bill@newbreedsoftware.com http://www.tuxpaint.org/ Flood fill code based on Wikipedia example: http://www.wikipedia.org/wiki/Flood_fill/C_example by Damian Yerrick - http://www.wikipedia.org/wiki/Damian_Yerrick This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA (See COPYING.txt) Last updated: November 20, 2021 $Id$ */ #include #include /* math.h makes y1 an obscure function! */ #define y1 evil_y1 #include #undef y1 #include "fill.h" #include "rgblinear.h" #include "playsound.h" #include "pixels.h" #include "progressbar.h" #ifndef ATTRIBUTE_UNUSED #define ATTRIBUTE_UNUSED __attribute__ ((__unused__)) #endif /* ATTRIBUTE_UNUSED */ /* How close colors need to be to match all the time */ #define COLOR_MATCH_NARROW 0.04 /* How close colors can be to match for a few pixels */ #define COLOR_MATCH_WIDE 0.60 /* How many pixels can we allow a wide match before stopping? */ #define WIDE_MATCH_THRESHOLD 3 // #define DEBUG // #define DEBUG_WATCH #define QUEUE_SIZE_CHUNK 1024 typedef struct queue_s { int x, y, y_outside; } queue_t; queue_t * queue; int queue_size = 0, queue_end = 0; /* Local function prototypes: */ SDL_Surface * global_screen, * global_last, * global_canvas; Uint32 global_old_colr, global_cur_colr; Uint8 * global_touched; int global_extent_x1, global_extent_y1, global_extent_x2, global_extent_y2; int global_prog_anim; 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(int x, int y, int y_outside); void draw_brush_fill_single(SDL_Surface * canvas, int x, int y, Uint32 draw_color, Uint8 * touched); void init_queue(void); void add_to_queue(int x, int y, int y_outside); int remove_from_queue(int * x, int * y, int * y_outside); void cleanup_queue(void); void init_queue(void) { queue_size = 0; queue_end = 0; queue = (queue_t *) malloc(sizeof(queue_t) * QUEUE_SIZE_CHUNK); if (queue == NULL) { fprintf(stderr, "Fill queue cannot be malloc()'d\n"); return; } queue_size = QUEUE_SIZE_CHUNK; } void add_to_queue(int x, int y, int y_outside) { /* Reallocate if we need more space */ if (queue_end + 1 > queue_size) { queue_t * tmp; tmp = (queue_t *) realloc(queue, sizeof(queue_t) * (queue_size + QUEUE_SIZE_CHUNK)); if (tmp == NULL) { fprintf(stderr, "Fill queue cannot be realloc()'d\n"); return; } queue_size += QUEUE_SIZE_CHUNK; #ifdef DEBUG printf("queue_size = %d\n", queue_size); fflush(stdout); #endif queue = tmp; } queue[queue_end].x = x; queue[queue_end].y = y; queue[queue_end].y_outside = y_outside; queue_end++; #ifdef DEBUG if (queue_end % 100 == 0) { printf("queue_end = %d\n", queue_end); fflush(stdout); } #endif } int remove_from_queue(int * x, int * y, int * y_outside) { if (queue_end == 0) return 0; queue_end--; *x = queue[queue_end].x; *y = queue[queue_end].y; *y_outside = queue[queue_end].y_outside; #ifdef DEBUG if (queue_end % 100 == 0) { printf("queue_end = %d\n", queue_end); fflush(stdout); } #endif return 1; } void cleanup_queue(void) { if (queue != NULL) free(queue); #ifdef DEBUG printf("Final size was %d\n", queue_size); #endif queue_size = 0; queue_end = 0; } /* Returns how similar colors 'c1' and 'c2' are */ double colors_close(SDL_Surface * canvas, Uint32 c1, Uint32 c2) { Uint8 r1, g1, b1, r2, g2, b2; if (c1 == c2) { /* Get it over with quick, if possible! */ return 0.0; } else { double r, g, b; SDL_GetRGB(c1, canvas->format, &r1, &g1, &b1); SDL_GetRGB(c2, canvas->format, &r2, &g2, &b2); // use distance in linear RGB space r = sRGB_to_linear_table[r1] - sRGB_to_linear_table[r2]; r *= r; g = sRGB_to_linear_table[g1] - sRGB_to_linear_table[g2]; g *= g; b = sRGB_to_linear_table[b1] - sRGB_to_linear_table[b2]; b *= b; // easy to confuse: // dark grey, brown, purple // light grey, tan // red, orange return (r + g + b); } } int would_flood_fill(SDL_Surface * canvas, Uint32 cur_colr, Uint32 old_colr) { if (colors_close(canvas, cur_colr, old_colr) < COLOR_MATCH_NARROW) { return 0; } else { return 1; } } 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, last, canvas, x, y, cur_colr, old_colr, x1, y1, x2, y2, touched); } Uint32 blend(SDL_Surface * canvas, Uint32 draw_colr, Uint32 old_colr, double pct) { Uint8 old_r, old_g, old_b, draw_r, draw_g, draw_b, new_r, new_g, new_b; SDL_GetRGB(draw_colr, canvas->format, &draw_r, &draw_g, &draw_b); SDL_GetRGB(old_colr, canvas->format, &old_r, &old_g, &old_b); new_r = (Uint8) (((float) old_r) * (1.00 - pct) + ((float) draw_r * 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 * 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) { int y_outside; /* Get ready */ global_screen = screen; global_last = last; global_canvas = canvas; global_old_colr = old_colr; global_cur_colr = cur_colr; global_touched = touched; global_extent_x1 = x; global_extent_y1 = y; global_extent_x2 = x; global_extent_y2 = y; global_prog_anim = 0; /* Queue up the first things to work on: */ init_queue(); add_to_queue(x, y, 0); /* Do the work (possibly queuing more, as we go) */ while (remove_from_queue(&x, &y, &y_outside)) { simulate_flood_fill_outside_check(x, y, y_outside); } cleanup_queue(); *extent_x1 = global_extent_x1; *extent_y1 = global_extent_y1; *extent_x2 = global_extent_x2; *extent_y2 = global_extent_y2; } void simulate_flood_fill_outside_check(int x, int y, int y_outside) { int fillL, fillR, narrowFillL, narrowFillR, i, outside, just_queued; double in_line, closeness; Uint32 px_colr; Uint8 touch_byt; /* "Same" color? No need to fill */ if (!would_flood_fill(global_canvas, global_cur_colr, global_old_colr)) return; if (x < 0 || x >= global_canvas->w || y < 0 || y >= global_canvas->h) return; /* Don't re-visit the same pixel */ if (global_touched && global_touched[(y * global_canvas->w) + x]) return; if (y < global_extent_y1) { global_extent_y1 = y; } if (y > global_extent_y2) { global_extent_y2 = y; } fillL = x; fillR = x; narrowFillL = x; narrowFillR = x; global_prog_anim++; if ((global_prog_anim % 8) == 0) { show_progress_bar(global_screen); } if ((global_prog_anim % 800) == 1) /* Always lay sound _once_ */ playsound(global_canvas, 1, SND_FILL, 1, x, SNDDIST_NEAR); #ifdef DEBUG_WATCH if (global_prog_anim % 100 == 0) { SDL_BlitSurface(global_canvas, NULL, global_screen, NULL); SDL_Flip(global_screen); } #endif /* Find left side, filling along the way */ px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, fillL /* - 1 */, y); in_line = colors_close(global_canvas, px_colr, global_old_colr); outside = 0; while (in_line < COLOR_MATCH_WIDE && outside < WIDE_MATCH_THRESHOLD) { if (in_line > COLOR_MATCH_NARROW) { outside++; } else { narrowFillL = fillL; } if (global_touched != NULL) { touch_byt = (255 - ((Uint8) (in_line * 85))); if (touch_byt == 0) touch_byt = 1; global_touched[(y * global_canvas->w) + fillL] = touch_byt; } px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, fillL, y); putpixels[global_canvas->format->BytesPerPixel] (global_canvas, fillL, y, blend(global_canvas, global_cur_colr, px_colr, (1.0 - in_line))); fillL--; px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, fillL, y); if (fillL >= 0) { in_line = colors_close(global_canvas, px_colr, global_old_colr); } else { in_line = 3.0; } } if (fillL >= 0) { if (global_touched != NULL) { touch_byt = (255 - ((Uint8) (in_line * 85))); if (touch_byt == 0) touch_byt = 1; global_touched[(y * global_canvas->w) + fillL] = touch_byt; } px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, fillL, y); putpixels[global_canvas->format->BytesPerPixel] (global_canvas, fillL, y, blend(global_canvas, global_cur_colr, px_colr, (1.0 - in_line))); } if (fillL < global_extent_x1) { global_extent_x1 = fillL; } fillL++; /* Find right side, filling along the way */ px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, fillR + 1, y); in_line = colors_close(global_canvas, px_colr, global_old_colr); outside = 0; while (in_line < COLOR_MATCH_WIDE && outside < WIDE_MATCH_THRESHOLD) { if (in_line > COLOR_MATCH_NARROW) { outside++; } else { narrowFillR = fillR; } if (global_touched != NULL) { touch_byt = (255 - ((Uint8) (in_line * 85))); if (touch_byt == 0) touch_byt = 1; global_touched[(y * global_canvas->w) + fillR] = touch_byt; } px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, fillR, y); putpixels[global_canvas->format->BytesPerPixel] (global_canvas, fillR, y, blend(global_canvas, global_cur_colr, px_colr, (1.0 - in_line))); fillR++; px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, fillR, y); if (fillR < global_canvas->w) { in_line = colors_close(global_canvas, px_colr, global_old_colr); } else { in_line = 3.0; } } if (fillR < global_canvas->w) { if (global_touched != NULL) { touch_byt = (255 - ((Uint8) (in_line * 85))); if (touch_byt == 0) touch_byt = 1; global_touched[(y * global_canvas->w) + fillR] = touch_byt; } px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, fillR, y); putpixels[global_canvas->format->BytesPerPixel] (global_canvas, fillR, y, blend(global_canvas, global_cur_colr, px_colr, (1.0 - in_line))); } if (fillR > global_extent_x2) { global_extent_x2 = fillR; } fillR--; /* Continue filling upwards from this scanline */ just_queued = 0; if (y > 0) { for (i = narrowFillL; i <= narrowFillR; i++) { px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, i, y - 1); closeness = colors_close(global_canvas, px_colr, global_old_colr); if (closeness < COLOR_MATCH_NARROW || (closeness < COLOR_MATCH_WIDE && y_outside < WIDE_MATCH_THRESHOLD) ) { if (!just_queued && (global_touched == NULL || !global_touched[((y - 1) * global_canvas->w) + i])) { add_to_queue(i, y - 1, y_outside + 1); just_queued = 1; } else { just_queued = 0; } } else { just_queued = 0; } } } /* Continue filling downwards from this scanline */ just_queued = 0; if (y < global_canvas->h - 1) { for (i = narrowFillL; i <= narrowFillR; i++) { px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, i, y + 1); closeness = colors_close(global_canvas, px_colr, global_old_colr); if (closeness < COLOR_MATCH_NARROW || (closeness < COLOR_MATCH_WIDE && y_outside < WIDE_MATCH_THRESHOLD) ) { if (!just_queued && (global_touched == NULL || !global_touched[((y + 1) * global_canvas->w) + i])) { add_to_queue(i, y + 1, y_outside + 1); just_queued = 1; } else { just_queued = 0; } } else { just_queued = 0; } } } } 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; 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]) { /* 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 */ ratio = 0.0; } else if (C >= C2) { /* At/beyond the mouse; completely faded out */ ratio = 1.0; } else { /* The actual gradient... */ ratio = (C - C1) / (C2 - C1); } /* 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); } } } } void draw_brush_fill_single(SDL_Surface * canvas, int x, int y, Uint32 draw_color, Uint8 * touched) { int xx, yy; for (yy = -16; yy < 16; yy++) { for (xx = -16; xx < 16; xx++) { if ((xx * xx) + (yy * yy) < (16 * 16) && touched[((y + yy) * canvas->w) + (x + xx)]) { putpixels[canvas->format->BytesPerPixel] (canvas, x + xx, y + yy, draw_color); } } } } void draw_brush_fill(SDL_Surface * canvas, int x_left ATTRIBUTE_UNUSED, int y_top ATTRIBUTE_UNUSED, int x_right ATTRIBUTE_UNUSED, int y_bottom ATTRIBUTE_UNUSED, int x1, int y1, int x2, int y2, Uint32 draw_color, Uint8 * touched, int * up_x1, int * up_y1, int * up_x2, int * up_y2 ) { int dx, dy; int y; int orig_x1, orig_y1, orig_x2, orig_y2, tmp; float m, b; orig_x1 = x1; orig_y1 = y1; orig_x2 = x2; orig_y2 = y2; dx = x2 - x1; dy = y2 - y1; if (dx != 0) { m = ((float)dy) / ((float)dx); b = y1 - m * x1; if (x2 >= x1) dx = 1; else dx = -1; while (x1 != x2) { y1 = m * x1 + b; y2 = m * (x1 + dx) + b; if (y1 > y2) { for (y = y1; y >= y2; y--) draw_brush_fill_single(canvas, x1, y, draw_color, touched); } else { for (y = y1; y <= y2; y++) draw_brush_fill_single(canvas, x1, y, draw_color, touched); } x1 = x1 + dx; } } else { if (y1 > y2) { y = y1; y1 = y2; y2 = y; } for (y = y1; y <= y2; y++) draw_brush_fill_single(canvas, x1, y, draw_color, touched); } if (orig_x1 > orig_x2) { tmp = orig_x1; orig_x1 = orig_x2; orig_x2 = tmp; } if (orig_y1 > orig_y2) { tmp = orig_y1; orig_y1 = orig_y2; orig_y2 = tmp; } *up_x1 = orig_x1 - 16; *up_y1 = orig_y1 - 16; *up_x2 = orig_x2 + 16; *up_y2 = orig_y2 + 16; } 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 ) { Uint32 old_colr, new_colr; int xx, yy; float xd, yd, dist, rad, ratio; Uint8 draw_r, draw_g, draw_b, old_r, old_g, old_b, new_r, new_g, new_b; /* Calculate the max radius of the filled area */ xd = max(abs(x - x_right), abs(x - x_left)); yd = max(abs(y - y_bottom), abs(y - y_top)); rad = sqrt(xd * xd + yd * yd); if (rad == 0) { return; } /* Get our target color */ SDL_GetRGB(draw_color, canvas->format, &draw_r, &draw_g, &draw_b); /* Traverse the flood-filled zone */ for (yy = y_top; yy <= y_bottom; yy++) { for (xx = x_left; xx <= x_right; xx++) { /* Only alter the pixels within the flood itself */ if (touched[(yy * canvas->w) + xx]) { /* Determine the distance from the click point */ xd = fabs((float) (xx - x)); yd = fabs((float) (yy - y)); dist = sqrt(xd * xd + yd * yd); if (dist < rad) { ratio = (dist / rad); /* Get the old color, and blend it (with a distance-based ratio) with the target color */ 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); putpixels[canvas->format->BytesPerPixel] (canvas, xx, yy, new_colr); } } } } }