tuxpaint-pencil-sharpener/magic/src/mosaic.c
Pere Pujal i Carabantes f836cc775a Magic tools: Inline->static for android, corrected paths to avoid double slash which makes SDL2 not loading the stuff from assets.
Thoose changes were already in the SDL2 and android versions, they were reverted somehow...
2018-02-28 00:23:15 +01:00

470 lines
14 KiB
C

/*
mosaic.c
mosaic, Add a mosaic effect to the image using a combination of other tools.
Requires the mosaicAll sharpen and noise tools.
Tux Paint - A simple drawing program for children.
Credits: Andrew Corcoran <akanewbie@gmail.com>
Copyright (c) 2002-2009 by Bill Kendrick and others; see AUTHORS.txt
bill@newbreedsoftware.com
http://www.tuxpaint.org/
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: May 6, 2009
$Id$
*/
#include <stdio.h>
#include <string.h>
#include <libintl.h>
#include "tp_magic_api.h"
#include "SDL_image.h"
#include "SDL_mixer.h"
#include <math.h>
#include <limits.h>
#include <time.h>
#ifndef gettext_noop
#define gettext_noop(String) String
#endif
static void mosaic_noise_pixel(void *ptr, SDL_Surface * canvas, int noise_AMOUNT, int x, int y);
static void mosaic_blur_pixel(void *ptr, SDL_Surface * canvas, SDL_Surface * last, int x, int y);
static void mosaic_sharpen_pixel(void *ptr, SDL_Surface * canvas, SDL_Surface * last, int x, int y);
static void reset_mosaic_blured(SDL_Surface * canvas);
/* Prototypes */
Uint32 mosaic_api_version(void);
int mosaic_init(magic_api *);
int mosaic_get_tool_count(magic_api *);
SDL_Surface *mosaic_get_icon(magic_api *, int);
char *mosaic_get_name(magic_api *, int);
char *mosaic_get_description(magic_api *, int, int);
void mosaic_paint(void *, int, SDL_Surface *, SDL_Surface *, int, int);
void mosaic_drag(magic_api *, int, SDL_Surface *, SDL_Surface *, int, int, int, int, SDL_Rect *);
void mosaic_click(magic_api *, int, int, SDL_Surface *, SDL_Surface *, int, int, SDL_Rect *);
void mosaic_release(magic_api *, int, SDL_Surface *, SDL_Surface *, int, int, SDL_Rect *);
void mosaic_shutdown(magic_api *);
void mosaic_set_color(magic_api *, Uint8, Uint8, Uint8);
int mosaic_requires_colors(magic_api *, int);
void mosaic_switchin(magic_api *, int, int, SDL_Surface *);
void mosaic_switchout(magic_api *, int, int, SDL_Surface *);
int mosaic_modes(magic_api *, int);
static const int mosaic_AMOUNT = 300;
static const int mosaic_RADIUS = 16;
static const double mosaic_SHARPEN = 1.0;
static int randnoise ATTRIBUTE_UNUSED;
Uint8 *mosaic_blured;
enum
{
TOOL_MOSAIC,
mosaic_NUM_TOOLS
};
static Mix_Chunk *mosaic_snd_effect[mosaic_NUM_TOOLS];
static SDL_Surface *canvas_noise;
static SDL_Surface *canvas_blur;
static SDL_Surface *canvas_sharp;
const char *mosaic_snd_filenames[mosaic_NUM_TOOLS] = {
"mosaic.ogg", /* FIXME */
};
const char *mosaic_icon_filenames[mosaic_NUM_TOOLS] = {
"mosaic.png",
};
const char *mosaic_names[mosaic_NUM_TOOLS] = {
gettext_noop("Mosaic"),
};
const char *mosaic_descs[mosaic_NUM_TOOLS][2] = {
{gettext_noop("Click and drag the mouse to add a mosaic effect to parts of your picture."),
gettext_noop("Click to add a mosaic effect to your entire picture."),},
};
Uint32 mosaic_api_version(void)
{
return (TP_MAGIC_API_VERSION);
}
//Load sounds
int mosaic_init(magic_api * api)
{
int i;
char fname[1024];
for (i = 0; i < mosaic_NUM_TOOLS; i++)
{
snprintf(fname, sizeof(fname), "%ssounds/magic/%s", api->data_directory, mosaic_snd_filenames[i]);
mosaic_snd_effect[i] = Mix_LoadWAV(fname);
}
return (1);
}
int mosaic_get_tool_count(magic_api * api ATTRIBUTE_UNUSED)
{
return (mosaic_NUM_TOOLS);
}
// Load our icons:
SDL_Surface *mosaic_get_icon(magic_api * api, int which)
{
char fname[1024];
snprintf(fname, sizeof(fname), "%simages/magic/%s", api->data_directory, mosaic_icon_filenames[which]);
return (IMG_Load(fname));
}
// Return our names, localized:
char *mosaic_get_name(magic_api * api ATTRIBUTE_UNUSED, int which)
{
return (strdup(gettext_noop(mosaic_names[which])));
}
// Return our descriptions, localized:
char *mosaic_get_description(magic_api * api ATTRIBUTE_UNUSED, int which, int mode)
{
return (strdup(gettext_noop(mosaic_descs[which][mode - 1])));
}
//Calculates the grey scale value for a rgb pixel
static int mosaic_grey(Uint8 r1, Uint8 g1, Uint8 b1)
{
return 0.3 * r1 + .59 * g1 + 0.11 * b1;
}
// Do the effect for the full image
static void do_mosaic_full(void *ptr, SDL_Surface * canvas,
SDL_Surface * last ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED)
{
magic_api *api = (magic_api *) ptr;
int x, y;
Uint32 amask = ~(canvas->format->Rmask | canvas->format->Gmask | canvas->format->Bmask);
SDL_Surface *mosaic_temp = SDL_CreateRGBSurface(SDL_SWSURFACE,
canvas->w,
canvas->h,
canvas->format->BitsPerPixel,
canvas->format->Rmask,
canvas->format->Gmask,
canvas->format->Bmask, amask);
api->update_progress_bar();
for (y = 0; y < canvas->h; y++)
{
for (x = 0; x < canvas->w; x++)
{
mosaic_blur_pixel(api, mosaic_temp, canvas_noise, x, y);
}
}
api->update_progress_bar();
for (y = 0; y < canvas->h; y++)
{
for (x = 0; x < canvas->w; x++)
{
mosaic_sharpen_pixel(api, canvas, mosaic_temp, x, y);
}
}
SDL_FreeSurface(mosaic_temp);
}
/* Paint the brush, noise is yet done at switchin,
blurs 2 pixels around the brush in order to get sharpen well done.*/
void mosaic_paint(void *ptr_to_api, int which ATTRIBUTE_UNUSED,
SDL_Surface * canvas, SDL_Surface * last ATTRIBUTE_UNUSED, int x, int y)
{
int i, j, pix_row_pos;
magic_api *api = (magic_api *) ptr_to_api;
for (j = max(0, y - mosaic_RADIUS - 2); j < min(canvas->h, y + mosaic_RADIUS + 2); j++)
{
pix_row_pos = j * canvas->w;
for (i = max(0, x - mosaic_RADIUS - 2); i < min(canvas->w, x + mosaic_RADIUS + 2); i++)
if (!mosaic_blured[pix_row_pos + i] && api->in_circle(i - x, j - y, mosaic_RADIUS + 2))
{
mosaic_blur_pixel(api, canvas_blur, canvas_noise, i, j);
mosaic_blured[pix_row_pos + i] = 1; /* Track what are yet blured */
}
}
for (i = x - mosaic_RADIUS; i < x + mosaic_RADIUS; i++)
for (j = y - mosaic_RADIUS; j < y + mosaic_RADIUS; j++)
if (api->in_circle(i - x, j - y, mosaic_RADIUS))
if (!api->touched(i, j))
{
mosaic_sharpen_pixel(api, canvas_sharp, canvas_blur, i, j);
api->putpixel(canvas, i, j, api->getpixel(canvas_sharp, i, j));
}
}
// Affect the canvas on drag:
void mosaic_drag(magic_api * api, int which, SDL_Surface * canvas,
SDL_Surface * last, int ox, int oy, int x, int y, SDL_Rect * update_rect)
{
api->line(api, which, canvas, last, ox, oy, x, y, 1, mosaic_paint);
update_rect->x = min(ox, x) - mosaic_RADIUS;
update_rect->y = min(oy, y) - mosaic_RADIUS;
update_rect->w = max(ox, x) + mosaic_RADIUS - update_rect->x;
update_rect->h = max(oy, y) + mosaic_RADIUS - update_rect->y;
api->playsound(mosaic_snd_effect[which], (x * 255) / canvas->w, 255);
}
// Affect the canvas on click:
void mosaic_click(magic_api * api, int which, int mode,
SDL_Surface * canvas, SDL_Surface * last, int x, int y, SDL_Rect * update_rect)
{
if (mode == MODE_FULLSCREEN)
{
update_rect->x = 0;
update_rect->y = 0;
update_rect->w = canvas->w;
update_rect->h = canvas->h;
do_mosaic_full(api, canvas_noise, last, which);
SDL_BlitSurface(canvas_noise, NULL, canvas, NULL);
api->playsound(mosaic_snd_effect[which], 128, 255);
}
else
mosaic_drag(api, which, canvas, last, x, y, x, y, update_rect);
}
// Affect the canvas on release:
void mosaic_release(magic_api * api ATTRIBUTE_UNUSED,
int which ATTRIBUTE_UNUSED,
SDL_Surface * canvas ATTRIBUTE_UNUSED,
SDL_Surface * last ATTRIBUTE_UNUSED,
int x ATTRIBUTE_UNUSED, int y ATTRIBUTE_UNUSED, SDL_Rect * update_rect ATTRIBUTE_UNUSED)
{
}
// No setup happened:
void mosaic_shutdown(magic_api * api ATTRIBUTE_UNUSED)
{
//Clean up sounds
int i;
for (i = 0; i < mosaic_NUM_TOOLS; i++)
{
if (mosaic_snd_effect[i] != NULL)
{
Mix_FreeChunk(mosaic_snd_effect[i]);
}
}
}
// Record the color from Tux Paint:
void mosaic_set_color(magic_api * api ATTRIBUTE_UNUSED,
Uint8 r ATTRIBUTE_UNUSED, Uint8 g ATTRIBUTE_UNUSED, Uint8 b ATTRIBUTE_UNUSED)
{
}
// Use colors:
int mosaic_requires_colors(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED)
{
return 0;
}
//Add noise to a pixel
static void mosaic_noise_pixel(void *ptr, SDL_Surface * canvas, int noise_AMOUNT, int x, int y)
{
magic_api *api = (magic_api *) ptr;
Uint8 temp[3];
double temp2[3];
int k;
SDL_GetRGB(api->getpixel(canvas, x, y), canvas->format, &temp[0], &temp[1], &temp[2]);
for (k = 0; k < 3; k++)
{
temp2[k] = clamp(0.0, (int)temp[k] - (rand() % noise_AMOUNT) + noise_AMOUNT / 2.0, 255.0);
}
api->putpixel(canvas, x, y, SDL_MapRGB(canvas->format, temp2[0], temp2[1], temp2[2]));
}
//Blur a pixel
static void mosaic_blur_pixel(void *ptr, SDL_Surface * canvas, SDL_Surface * last, int x, int y)
{
magic_api *api = (magic_api *) ptr;
int i, j, k;
Uint8 temp[3];
double blurValue[3];
//5x5 gaussiann weighting window
const int weight[5][5] = { {1, 4, 7, 4, 1},
{4, 16, 26, 16, 4},
{7, 26, 41, 26, 7},
{4, 16, 26, 16, 4},
{1, 4, 7, 4, 1}
};
for (k = 0; k < 3; k++)
{
blurValue[k] = 0;
}
for (i = -2; i < 3; i++)
{
for (j = -2; j < 3; j++)
{
//Add the pixels around the current one wieghted
SDL_GetRGB(api->getpixel(last, x + i, y + j), last->format, &temp[0], &temp[1], &temp[2]);
for (k = 0; k < 3; k++)
{
blurValue[k] += temp[k] * weight[i + 2][j + 2];
}
}
}
for (k = 0; k < 3; k++)
{
blurValue[k] /= 273;
}
api->putpixel(canvas, x, y, SDL_MapRGB(canvas->format, blurValue[0], blurValue[1], blurValue[2]));
}
//Sharpen a pixel
static void mosaic_sharpen_pixel(void *ptr, SDL_Surface * canvas, SDL_Surface * last, int x, int y)
{
magic_api *api = (magic_api *) ptr;
Uint8 r1, g1, b1;
int grey;
int i, j;
double sobel_1 = 0, sobel_2 = 0;
double temp;
//Sobel weighting masks
const int sobel_weights_1[3][3] = { {1, 2, 1},
{0, 0, 0},
{-1, -2, -1}
};
const int sobel_weights_2[3][3] = { {-1, 0, 1},
{-2, 0, 2},
{-1, 0, 1}
};
sobel_1 = 0;
sobel_2 = 0;
for (i = -1; i < 2; i++)
{
for (j = -1; j < 2; j++)
{
//No need to check if inside canvas, getpixel does it for us.
SDL_GetRGB(api->getpixel(last, x + i, y + j), last->format, &r1, &g1, &b1);
grey = mosaic_grey(r1, g1, b1);
sobel_1 += grey * sobel_weights_1[i + 1][j + 1];
sobel_2 += grey * sobel_weights_2[i + 1][j + 1];
}
}
temp = sqrt(sobel_1 * sobel_1 + sobel_2 * sobel_2);
temp = (temp / 1443) * 255.0;
SDL_GetRGB(api->getpixel(last, x, y), last->format, &r1, &g1, &b1);
api->putpixel(canvas, x, y, SDL_MapRGB(canvas->format, clamp(0.0, r1 + mosaic_SHARPEN * temp, 255.0),
clamp(0.0, g1 + mosaic_SHARPEN * temp, 255.0),
clamp(0.0, b1 + mosaic_SHARPEN * temp, 255.0)));
}
void mosaic_switchin(magic_api * api, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED, SDL_Surface * canvas)
{
int y, x;
Uint32 amask;
mosaic_blured = (Uint8 *) malloc(sizeof(Uint8) * (canvas->w * canvas->h));
if (mosaic_blured == NULL)
{
fprintf(stderr, "\nError: Can't build drawing touch mask!\n");
exit(1);
}
amask = ~(canvas->format->Rmask | canvas->format->Gmask | canvas->format->Bmask);
canvas_noise = SDL_CreateRGBSurface(SDL_SWSURFACE,
canvas->w,
canvas->h,
canvas->format->BitsPerPixel,
canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, amask);
SDL_BlitSurface(canvas, NULL, canvas_noise, NULL);
for (y = 0; y < canvas->h; y++)
{
for (x = 0; x < canvas->w; x++)
{
mosaic_noise_pixel(api, canvas_noise, mosaic_AMOUNT, x, y);
}
}
canvas_blur = SDL_CreateRGBSurface(SDL_SWSURFACE,
canvas->w,
canvas->h,
canvas->format->BitsPerPixel,
canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, amask);
canvas_sharp = SDL_CreateRGBSurface(SDL_SWSURFACE,
canvas->w,
canvas->h,
canvas->format->BitsPerPixel,
canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, amask);
reset_mosaic_blured(canvas);
}
void mosaic_switchout(magic_api * api ATTRIBUTE_UNUSED,
int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED, SDL_Surface * canvas ATTRIBUTE_UNUSED)
{
SDL_FreeSurface(canvas_noise);
SDL_FreeSurface(canvas_blur);
SDL_FreeSurface(canvas_sharp);
free(mosaic_blured);
}
int mosaic_modes(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED)
{
return (MODE_PAINT | MODE_FULLSCREEN);
}
void reset_mosaic_blured(SDL_Surface * canvas)
{
int i, j;
for (j = 0; j < canvas->h; j++)
for (i = 0; i < canvas->w; i++)
mosaic_blured[j * canvas->w + i] = 0;
}