tuxpaint-pencil-sharpener/magic/src/mosaic.c
2011-11-26 22:04:50 +00:00

458 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 move 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), "%s/sounds/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;
}