1054 lines
26 KiB
C
1054 lines
26 KiB
C
/*
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fill.c
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Fill tool
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Tux Paint - A simple drawing program for children.
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Copyright (c) 2002-2023 by Bill Kendrick and others; see AUTHORS.txt
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bill@newbreedsoftware.com
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https://tuxpaint.org/
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Flood fill code based on Wikipedia example:
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http://www.wikipedia.org/wiki/Flood_fill/C_example
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by Damian Yerrick - http://www.wikipedia.org/wiki/Damian_Yerrick
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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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: February 26, 2023
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$Id$
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*/
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#include <stdio.h>
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#include <string.h>
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/* math.h makes y1 an obscure function! */
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#define y1 evil_y1
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#include <math.h>
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#undef y1
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#include "fill.h"
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#include "rgblinear.h"
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#include "playsound.h"
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#include "pixels.h"
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#include "progressbar.h"
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#ifndef ATTRIBUTE_UNUSED
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#define ATTRIBUTE_UNUSED __attribute__ ((__unused__))
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#endif /* ATTRIBUTE_UNUSED */
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/* How close colors need to be to match all the time */
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#define COLOR_MATCH_NARROW 0.04
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/* How close colors can be to match for a few pixels */
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#define COLOR_MATCH_WIDE 0.60
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/* How many pixels can we allow a wide match before stopping? */
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#define WIDE_MATCH_THRESHOLD 3
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// #define DEBUG
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// #define DEBUG_WATCH
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#define QUEUE_SIZE_CHUNK 1024
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typedef struct queue_s
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{
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int x, y, y_outside;
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} queue_t;
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queue_t *queue;
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int queue_size = 0, queue_end = 0;
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typedef struct sdf_point_s
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{
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int dx, dy;
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} sdf_point;
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sdf_point sdf_pt_inside = { 0, 0 };
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sdf_point sdf_pt_empty = { 9999, 9999 };
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typedef struct sdf_grid_s
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{
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sdf_point **grid;
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int w, h;
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} sdf_grid;
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/* Local function prototypes: */
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SDL_Surface *global_screen, *global_last, *global_canvas;
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Uint32 global_old_colr, global_cur_colr;
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Uint8 *global_touched;
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int global_extent_x1, global_extent_y1, global_extent_x2, global_extent_y2;
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int global_prog_anim;
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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,
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SDL_Texture * texture, SDL_Renderer * renderer, int x, int y, 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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void init_queue(void);
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void add_to_queue(int x, int y, int y_outside);
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int remove_from_queue(int *x, int *y, int *y_outside);
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void cleanup_queue(void);
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void sdf_pt_get(sdf_grid * g, int x, int y, sdf_point * p);
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void sdf_pt_put(sdf_grid * g, int x, int y, sdf_point p);
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int sdf_distsq(sdf_point p);
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void sdf_compare(sdf_grid * g, sdf_point * p, int x, int y, int offsetx, int offsety);
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int malloc_sdf_grid(sdf_grid * g, int w, int h);
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void free_sdf_grid(sdf_grid * g);
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void sdf_fill_bitmask_to_sdf_grids(Uint8 * bitmask, int w, int h, sdf_grid * g1, sdf_grid * g2);
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void sdf_generate(sdf_grid * g);
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void init_queue(void)
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{
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queue_size = 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 x, int y, int y_outside)
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{
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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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#ifdef DEBUG
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printf("queue_size = %d\n", queue_size);
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fflush(stdout);
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#endif
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queue = tmp;
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}
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queue[queue_end].x = x;
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queue[queue_end].y = y;
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queue[queue_end].y_outside = y_outside;
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queue_end++;
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#ifdef DEBUG
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if (queue_end % 100 == 0)
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{
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printf("queue_end = %d\n", queue_end);
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fflush(stdout);
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}
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#endif
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}
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int remove_from_queue(int *x, int *y, int *y_outside)
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{
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if (queue_end == 0)
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return 0;
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queue_end--;
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*x = queue[queue_end].x;
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*y = queue[queue_end].y;
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*y_outside = queue[queue_end].y_outside;
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#ifdef DEBUG
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if (queue_end % 100 == 0)
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{
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printf("queue_end = %d\n", queue_end);
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fflush(stdout);
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}
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#endif
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return 1;
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}
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void cleanup_queue(void)
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{
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if (queue != NULL)
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free(queue);
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#ifdef DEBUG
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printf("Final size was %d\n", queue_size);
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#endif
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queue_size = 0;
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queue_end = 0;
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}
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/* Returns how similar colors 'c1' and 'c2' are */
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double colors_close(SDL_Surface * canvas, Uint32 c1, Uint32 c2)
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{
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Uint8 r1, g1, b1, r2, g2, b2;
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if (c1 == c2)
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{
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/* Get it over with quick, if possible! */
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return 0.0;
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}
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else
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{
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double r, g, b;
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SDL_GetRGB(c1, canvas->format, &r1, &g1, &b1);
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SDL_GetRGB(c2, canvas->format, &r2, &g2, &b2);
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// use distance in linear RGB space
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r = sRGB_to_linear_table[r1] - sRGB_to_linear_table[r2];
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r *= r;
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g = sRGB_to_linear_table[g1] - sRGB_to_linear_table[g2];
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g *= g;
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b = sRGB_to_linear_table[b1] - sRGB_to_linear_table[b2];
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b *= b;
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// easy to confuse:
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// dark grey, brown, purple
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// light grey, tan
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// red, orange
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return (r + g + b);
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}
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}
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int would_flood_fill(SDL_Surface * canvas, Uint32 cur_colr, Uint32 old_colr)
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{
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if (colors_close(canvas, cur_colr, old_colr) < COLOR_MATCH_NARROW)
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{
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return 0;
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}
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else
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{
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return 1;
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}
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}
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void do_flood_fill(SDL_Surface * screen, SDL_Texture * texture,
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SDL_Renderer * renderer, SDL_Surface * last,
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SDL_Surface * canvas, int x, int y, Uint32 cur_colr,
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Uint32 old_colr, int *x1, int *y1, int *x2, int *y2, Uint8 * touched)
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{
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simulate_flood_fill(screen, texture, renderer, last, canvas, x, y, cur_colr, old_colr, x1, y1, x2, y2, touched);
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}
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Uint32 blend(SDL_Surface * canvas, Uint32 draw_colr, Uint32 old_colr, double pct)
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{
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Uint8 old_r, old_g, old_b, draw_r, draw_g, draw_b, new_r, new_g, new_b;
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SDL_GetRGB(draw_colr, canvas->format, &draw_r, &draw_g, &draw_b);
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SDL_GetRGB(old_colr, canvas->format, &old_r, &old_g, &old_b);
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new_r = (Uint8) (((float)old_r) * (1.00 - pct) + ((float)draw_r * pct));
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new_g = (Uint8) (((float)old_g) * (1.00 - pct) + ((float)draw_g * pct));
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new_b = (Uint8) (((float)old_b) * (1.00 - pct) + ((float)draw_b * pct));
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return SDL_MapRGB(canvas->format, draw_r, draw_g, draw_b);
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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,
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SDL_Renderer * renderer, SDL_Surface * last,
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SDL_Surface * canvas, int x, int y, Uint32 cur_colr,
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Uint32 old_colr, int *extent_x1, int *extent_y1,
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int *extent_x2, int *extent_y2, Uint8 * touched)
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{
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int y_outside;
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/* Get ready */
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global_screen = screen;
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global_last = last;
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global_canvas = canvas;
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global_old_colr = old_colr;
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global_cur_colr = cur_colr;
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global_touched = touched;
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global_extent_x1 = x;
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global_extent_y1 = y;
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global_extent_x2 = x;
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global_extent_y2 = y;
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global_prog_anim = 0;
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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, y, 0);
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/* Do the work (possibly queuing more, as we go) */
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while (remove_from_queue(&x, &y, &y_outside))
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{
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simulate_flood_fill_outside_check(screen, texture, renderer, x, y, y_outside);
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}
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cleanup_queue();
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*extent_x1 = global_extent_x1;
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*extent_y1 = global_extent_y1;
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*extent_x2 = global_extent_x2;
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*extent_y2 = global_extent_y2;
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}
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void simulate_flood_fill_outside_check(SDL_Surface * screen,
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SDL_Texture * texture, SDL_Renderer * renderer, int x, int y, int y_outside)
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{
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int fillL, fillR, narrowFillL, narrowFillR, i, outside, just_queued;
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double in_line, closeness;
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Uint32 px_colr;
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Uint8 touch_byt;
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/* "Same" color? No need to fill */
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if (!would_flood_fill(global_canvas, global_cur_colr, global_old_colr))
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return;
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if (x < 0 || x >= global_canvas->w || y < 0 || y >= global_canvas->h)
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return;
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/* Don't re-visit the same pixel */
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if (global_touched && global_touched[(y * global_canvas->w) + x])
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return;
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if (y < global_extent_y1)
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{
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global_extent_y1 = y;
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}
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if (y > global_extent_y2)
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{
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global_extent_y2 = y;
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}
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fillL = x;
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fillR = x;
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narrowFillL = x;
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narrowFillR = x;
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global_prog_anim++;
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if ((global_prog_anim % 8) == 0)
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{
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show_progress_bar_(screen, texture, renderer);
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}
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if ((global_prog_anim % 800) == 1) /* Always lay sound _once_ */
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playsound(global_canvas, 1, SND_FILL, 1, x, SNDDIST_NEAR);
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#ifdef DEBUG_WATCH
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if (global_prog_anim % 100 == 0)
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{
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SDL_BlitSurface(global_canvas, NULL, global_screen, NULL);
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SDL_Flip(global_screen);
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}
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#endif
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/* Find left side, filling along the way */
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px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, fillL /* - 1 */ , y);
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in_line = colors_close(global_canvas, px_colr, global_old_colr);
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outside = 0;
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while (in_line < COLOR_MATCH_WIDE && outside < WIDE_MATCH_THRESHOLD)
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{
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if (in_line > COLOR_MATCH_NARROW)
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{
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outside++;
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}
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else
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{
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narrowFillL = fillL;
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}
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if (global_touched != NULL)
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{
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touch_byt = (255 - ((Uint8) (in_line * 85)));
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if (touch_byt == 0)
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touch_byt = 1;
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global_touched[(y * global_canvas->w) + fillL] = touch_byt;
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}
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px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, fillL, y);
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putpixels[global_canvas->format->BytesPerPixel] (global_canvas, fillL, y,
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blend(global_canvas, global_cur_colr, px_colr, (1.0 - in_line)));
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fillL--;
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px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, fillL, y);
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if (fillL >= 0)
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{
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in_line = colors_close(global_canvas, px_colr, global_old_colr);
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}
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else
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{
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in_line = 3.0;
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}
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}
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if (fillL >= 0)
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{
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if (global_touched != NULL)
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{
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touch_byt = (255 - ((Uint8) (in_line * 85)));
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if (touch_byt == 0)
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touch_byt = 1;
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global_touched[(y * global_canvas->w) + fillL] = touch_byt;
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}
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px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, fillL, y);
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putpixels[global_canvas->format->BytesPerPixel] (global_canvas, fillL, y,
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blend(global_canvas, global_cur_colr, px_colr, (1.0 - in_line)));
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}
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if (fillL < global_extent_x1)
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{
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global_extent_x1 = fillL;
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}
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fillL++;
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/* Find right side, filling along the way */
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px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, fillR + 1, y);
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in_line = colors_close(global_canvas, px_colr, global_old_colr);
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outside = 0;
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while (in_line < COLOR_MATCH_WIDE && outside < WIDE_MATCH_THRESHOLD)
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{
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if (in_line > COLOR_MATCH_NARROW)
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{
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outside++;
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}
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else
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{
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narrowFillR = fillR;
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}
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if (global_touched != NULL)
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{
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touch_byt = (255 - ((Uint8) (in_line * 85)));
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if (touch_byt == 0)
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touch_byt = 1;
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global_touched[(y * global_canvas->w) + fillR] = touch_byt;
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}
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px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, fillR, y);
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putpixels[global_canvas->format->BytesPerPixel] (global_canvas, fillR, y,
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blend(global_canvas, global_cur_colr, px_colr, (1.0 - in_line)));
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fillR++;
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px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, fillR, y);
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if (fillR < global_canvas->w)
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{
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in_line = colors_close(global_canvas, px_colr, global_old_colr);
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}
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else
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{
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in_line = 3.0;
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}
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}
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if (fillR < global_canvas->w)
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{
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if (global_touched != NULL)
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{
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touch_byt = (255 - ((Uint8) (in_line * 85)));
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if (touch_byt == 0)
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touch_byt = 1;
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global_touched[(y * global_canvas->w) + fillR] = touch_byt;
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}
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px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, fillR, y);
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putpixels[global_canvas->format->BytesPerPixel] (global_canvas, fillR, y,
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blend(global_canvas, global_cur_colr, px_colr, (1.0 - in_line)));
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}
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if (fillR > global_extent_x2)
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{
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global_extent_x2 = fillR;
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}
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fillR--;
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/* Continue filling upwards from this scanline */
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just_queued = 0;
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if (y > 0)
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{
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for (i = narrowFillL; i <= narrowFillR; i++)
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{
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px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, i, y - 1);
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closeness = colors_close(global_canvas, px_colr, global_old_colr);
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if (closeness < COLOR_MATCH_NARROW || (closeness < COLOR_MATCH_WIDE && y_outside < WIDE_MATCH_THRESHOLD))
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{
|
|
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;
|
|
int pix;
|
|
|
|
for (yy = -16; yy < 16; yy++)
|
|
{
|
|
for (xx = -16; xx < 16; xx++)
|
|
{
|
|
pix = ((y + yy) * canvas->w) + (x + xx);
|
|
|
|
if (pix >= 0 && pix < canvas->w * canvas->h)
|
|
{
|
|
if ((xx * xx) + (yy * yy) < (16 * 16) && touched[pix])
|
|
{
|
|
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;
|
|
int pix;
|
|
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 */
|
|
pix = (yy * canvas->w) + xx;
|
|
|
|
if (pix >= 0 && pix < canvas->w * canvas->h)
|
|
{
|
|
if (touched[pix])
|
|
{
|
|
/* 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[pix] / 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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Signed Distance Field functions --------------------------------------
|
|
Based on `8ssedt` example code by Richard Mitton <http://www.codersnotes.com/about/>, 2009
|
|
Converted to C for Tux Paint by Bill Kendrick <bill@newbreedsoftware.com>, 2023
|
|
*/
|
|
|
|
void sdf_pt_get(sdf_grid * g, int x, int y, sdf_point * p)
|
|
{
|
|
if (x >= 0 && x < g->w && y >= 0 && y < g->h)
|
|
{
|
|
memcpy(p, &(g->grid[y][x]), sizeof(sdf_point));
|
|
}
|
|
else
|
|
{
|
|
memcpy(p, &(sdf_pt_empty), sizeof(sdf_point));
|
|
}
|
|
}
|
|
|
|
void sdf_pt_put(sdf_grid * g, int x, int y, sdf_point p)
|
|
{
|
|
memcpy(&(g->grid[y][x]), &p, sizeof(sdf_point));
|
|
}
|
|
|
|
int sdf_distsq(sdf_point p)
|
|
{
|
|
return ((p.dx * p.dx) + (p.dy * p.dy));
|
|
}
|
|
|
|
void sdf_compare(sdf_grid * g, sdf_point * p, int x, int y, int offsetx, int offsety)
|
|
{
|
|
sdf_point other;
|
|
|
|
sdf_pt_get(g, x + offsetx, y + offsety, &other);
|
|
other.dx += offsetx;
|
|
other.dy += offsety;
|
|
|
|
if (sdf_distsq(other) < sdf_distsq(*p))
|
|
{
|
|
p->dx = other.dx;
|
|
p->dy = other.dy;
|
|
}
|
|
}
|
|
|
|
int malloc_sdf_grid(sdf_grid * g, int w, int h)
|
|
{
|
|
int i, abort;
|
|
|
|
g->w = w;
|
|
g->h = h;
|
|
g->grid = (sdf_point * *)malloc(h * sizeof(sdf_point *));
|
|
if (g->grid == NULL)
|
|
{
|
|
fprintf(stderr, "malloc_sdf_grid() cannot malloc() g->grid!\n");
|
|
free(g);
|
|
return 0;
|
|
}
|
|
|
|
for (i = 0; i < h; i++)
|
|
{
|
|
g->grid[i] = NULL;
|
|
}
|
|
|
|
abort = 0;
|
|
for (i = 0; i < h && !abort; i++)
|
|
{
|
|
g->grid[i] = (sdf_point *) malloc(w * sizeof(sdf_point));
|
|
if (g->grid[i] == NULL)
|
|
{
|
|
abort = 1;
|
|
}
|
|
}
|
|
|
|
if (abort)
|
|
{
|
|
fprintf(stderr, "malloc_sdf_grid() cannot malloc() g->grid[]!\n");
|
|
free_sdf_grid(g);
|
|
return 0;
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
void free_sdf_grid(sdf_grid * g)
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < g->h; i++)
|
|
{
|
|
if (g->grid[i] != NULL)
|
|
{
|
|
free(g->grid[i]);
|
|
}
|
|
}
|
|
free(g->grid);
|
|
}
|
|
|
|
|
|
void sdf_fill_bitmask_to_sdf_grids(Uint8 * bitmask, int w, int h, sdf_grid * g1, sdf_grid * g2)
|
|
{
|
|
int x, y;
|
|
|
|
for (y = 0; y < h; y++)
|
|
{
|
|
for (x = 0; x < w; x++)
|
|
{
|
|
if (bitmask[y * w + x])
|
|
{
|
|
sdf_pt_put(g1, x, y, sdf_pt_inside);
|
|
sdf_pt_put(g2, x, y, sdf_pt_empty);
|
|
}
|
|
else
|
|
{
|
|
sdf_pt_put(g1, x, y, sdf_pt_empty);
|
|
sdf_pt_put(g2, x, y, sdf_pt_inside);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void sdf_generate(sdf_grid * g)
|
|
{
|
|
int x, y;
|
|
sdf_point p;
|
|
|
|
/* Pass 0 */
|
|
for (y = 0; y < g->h; y++)
|
|
{
|
|
for (x = 0; x < g->w; x++)
|
|
{
|
|
sdf_pt_get(g, x, y, &p);
|
|
sdf_compare(g, &p, x, y, -1, 0);
|
|
sdf_compare(g, &p, x, y, 0, -1);
|
|
sdf_compare(g, &p, x, y, -1, -1);
|
|
sdf_compare(g, &p, x, y, 1, -1);
|
|
sdf_pt_put(g, x, y, p);
|
|
}
|
|
|
|
for (x = g->w - 1; x >= 0; x--)
|
|
{
|
|
sdf_pt_get(g, x, y, &p);
|
|
sdf_compare(g, &p, x, y, 1, 0);
|
|
sdf_pt_put(g, x, y, p);
|
|
}
|
|
}
|
|
|
|
/* Pass 1 */
|
|
for (y = g->h - 1; y >= 0; y--)
|
|
{
|
|
for (x = g->w - 1; x >= 0; x--)
|
|
{
|
|
sdf_pt_get(g, x, y, &p);
|
|
sdf_compare(g, &p, x, y, 1, 0);
|
|
sdf_compare(g, &p, x, y, 0, 1);
|
|
sdf_compare(g, &p, x, y, -1, 1);
|
|
sdf_compare(g, &p, x, y, 1, 1);
|
|
sdf_pt_put(g, x, y, p);
|
|
}
|
|
|
|
for (x = 0; x < g->w; x++)
|
|
{
|
|
sdf_pt_get(g, x, y, &p);
|
|
sdf_compare(g, &p, x, y, -1, 0);
|
|
sdf_pt_put(g, x, y, p);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* End of Signed Distance Field functions ------------------------------- */
|
|
|
|
|
|
void draw_shaped_gradient(SDL_Surface * canvas, Uint32 draw_color, Uint8 * touched)
|
|
{
|
|
Uint32 old_colr, new_colr;
|
|
int xx, yy;
|
|
int pix_idx;
|
|
float ratio;
|
|
Uint8 draw_r, draw_g, draw_b, old_r, old_g, old_b, new_r, new_g, new_b;
|
|
Uint8 *bitmask;
|
|
sdf_grid g1, g2;
|
|
|
|
/* Create space for bitmask (based on `touched`) and SDF output
|
|
large enough for the area being filled */
|
|
bitmask = (Uint8 *) malloc(sizeof(Uint8) * canvas->w * canvas->h);
|
|
if (bitmask == NULL)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!malloc_sdf_grid(&g1, canvas->w, canvas->h))
|
|
{
|
|
free(bitmask);
|
|
return;
|
|
}
|
|
if (!malloc_sdf_grid(&g2, canvas->w, canvas->h))
|
|
{
|
|
free(bitmask);
|
|
free_sdf_grid(&g1);
|
|
return;
|
|
}
|
|
|
|
|
|
/* Convert the `touched` values into a bitmask to feed into the SDF routines */
|
|
for (yy = 0; yy < canvas->h; yy++)
|
|
{
|
|
for (xx = 0; xx < canvas->w; xx++)
|
|
{
|
|
/* Converting 0-255 to 0/1 */
|
|
bitmask[yy * canvas->w + xx] = (touched[(yy * canvas->w) + xx] >= 128);
|
|
}
|
|
}
|
|
|
|
/* Compute the Signed Distance Field (we'll use as an alpha mask) */
|
|
|
|
sdf_fill_bitmask_to_sdf_grids(bitmask, canvas->w, canvas->h, &g1, &g2);
|
|
sdf_generate(&g1);
|
|
sdf_generate(&g2);
|
|
|
|
/* Get our target color */
|
|
SDL_GetRGB(draw_color, canvas->format, &draw_r, &draw_g, &draw_b);
|
|
|
|
/* Traverse the flood-filled zone */
|
|
for (yy = 0; yy < canvas->h; yy++)
|
|
{
|
|
for (xx = 0; xx <= canvas->w; xx++)
|
|
{
|
|
/* Only alter the pixels within the flood itself */
|
|
pix_idx = (yy * canvas->w) + xx;
|
|
|
|
if (pix_idx >= 0 && pix_idx < canvas->w * canvas->h)
|
|
{
|
|
if (touched[pix_idx])
|
|
{
|
|
sdf_point p;
|
|
double dist1, dist2, dist;
|
|
|
|
sdf_pt_get(&g1, xx, yy, &p);
|
|
dist1 = sqrt(sdf_distsq(p));
|
|
|
|
sdf_pt_get(&g2, xx, yy, &p);
|
|
dist2 = sqrt(sdf_distsq(p));
|
|
|
|
dist = dist1 - dist2;
|
|
|
|
/* Determine the distance from the click point */
|
|
ratio = ((float)((dist * 10) + 255)) / 255.0; // Magic numbers :-( -bjk 2023.02.25
|
|
if (ratio < 0.0)
|
|
ratio = 0.0;
|
|
else if (ratio > 1.0)
|
|
ratio = 1.0;
|
|
|
|
/* 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[pix_idx] / 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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
free(bitmask);
|
|
free_sdf_grid(&g1);
|
|
free_sdf_grid(&g2);
|
|
}
|