/* fill.c Fill tool Tux Paint - A simple drawing program for children. Copyright (c) 2002-2019 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: September 14, 2019 $Id$ */ #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" /* Local function prototypes: */ int colors_close(SDL_Surface * canvas, Uint32 c1, Uint32 c2); int 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 1; } 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 < 0.04; } } int would_flood_fill(SDL_Surface * canvas, Uint32 cur_colr, Uint32 old_colr) { if (cur_colr == old_colr || colors_close(canvas, cur_colr, old_colr)) { return 0; } else { return 1; } } void do_flood_fill(SDL_Surface * canvas, int x, int y, Uint32 cur_colr, Uint32 old_colr, int * x1, int * y1, int * x2, int * y2) { simulate_flood_fill(canvas, x, y, cur_colr, old_colr, x1, y1, x2, y2, NULL); } void simulate_flood_fill(SDL_Surface * canvas, int x, int y, Uint32 cur_colr, Uint32 old_colr, int * x1, int * y1, int * x2, int * y2, Uint8 * touched) { int fillL, fillR, i, in_line; static unsigned char prog_anim; if (cur_colr == old_colr || colors_close(canvas, cur_colr, old_colr)) return; if (y < *y1) { *y1 = y; } if (y > *y2) { *y2 = y; } fillL = x; fillR = x; prog_anim++; if ((prog_anim % 4) == 0) { /* FIXME: api->update_progress_bar(); */ playsound(canvas, 1, SND_FILL, 1, x, SNDDIST_NEAR); } /* Find left side, filling along the way */ in_line = 1; while (in_line) { if (touched != NULL) { touched[(y * canvas->w) + fillL] = 1; } putpixels[canvas->format->BytesPerPixel] (canvas, fillL, y, cur_colr); fillL--; in_line = (fillL < 0) ? 0 : colors_close(canvas, getpixels[canvas->format->BytesPerPixel] (canvas, fillL, y), old_colr); } if (fillL < *x1) { *x1 = fillL; } fillL++; /* Find right side, filling along the way */ in_line = 1; while (in_line) { if (touched != NULL) { touched[(y * canvas->w) + fillR] = 1; } putpixels[canvas->format->BytesPerPixel] (canvas, fillR, y, cur_colr); fillR++; in_line = (fillR >= canvas->w) ? 0 : colors_close(canvas, getpixels[canvas->format->BytesPerPixel] (canvas, fillR, y), old_colr); } if (fillR > *x2) { *x2 = fillR; } fillR--; /* Search top and bottom */ for (i = fillL; i <= fillR; i++) { if (y > 0 && colors_close(canvas, getpixels[canvas->format->BytesPerPixel] (canvas, i, y - 1), old_colr)) simulate_flood_fill(canvas, i, y - 1, cur_colr, old_colr, x1, y1, x2, y2, touched); if (y < canvas->h && colors_close(canvas, getpixels[canvas->format->BytesPerPixel] (canvas, i, y + 1), old_colr)) simulate_flood_fill(canvas, i, y + 1, cur_colr, old_colr, x1, y1, x2, y2, touched); } } 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; float xd, yd; 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 */ putpixels[canvas->format->BytesPerPixel] (canvas, xx, yy, draw_color); } else if (C >= C2) { /* At/beyond the mouse; completely faded out */ putpixels[canvas->format->BytesPerPixel] (canvas, xx, yy, old_colr); } 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); } } } } } 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 = (x_right - x_left + 1); //yd = (y_bottom - y_top + 1); 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 = (float) abs(xx - x); yd = (float) abs(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); 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); } } } } }