523 lines
16 KiB
C
523 lines
16 KiB
C
/*
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mosaic.c
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mosaic, Add a mosaic effect to the image using a combination of other tools.
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Requires the mosaicAll sharpen and noise tools.
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Tux Paint - A simple drawing program for children.
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Credits: Andrew Corcoran <akanewbie@gmail.com>
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Copyright (c) 2002-2024 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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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: January 16, 2024
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*/
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#include <stdio.h>
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#include <string.h>
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#include <libintl.h>
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#include "tp_magic_api.h"
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#include "SDL_image.h"
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#include "SDL_mixer.h"
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#include <math.h>
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#include <limits.h>
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#include <time.h>
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#ifndef gettext_noop
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#define gettext_noop(String) String
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#endif
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static void mosaic_noise_pixel(void *ptr, SDL_Surface * canvas, int noise_AMOUNT, int x, int y);
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static void mosaic_blur_pixel(void *ptr, SDL_Surface * canvas, SDL_Surface * last, int x, int y);
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static void mosaic_sharpen_pixel(void *ptr, SDL_Surface * canvas, SDL_Surface * last, int x, int y);
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static void reset_mosaic_blured(SDL_Surface * canvas);
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/* Prototypes */
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Uint32 mosaic_api_version(void);
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int mosaic_init(magic_api * api, Uint8 disabled_features, Uint8 complexity_level);
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int mosaic_get_tool_count(magic_api *);
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SDL_Surface *mosaic_get_icon(magic_api *, int);
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char *mosaic_get_name(magic_api *, int);
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int mosaic_get_group(magic_api *, int);
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int mosaic_get_order(int);
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char *mosaic_get_description(magic_api *, int, int);
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void mosaic_paint(void *, int, SDL_Surface *, SDL_Surface *, int, int);
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void mosaic_drag(magic_api *, int, SDL_Surface *, SDL_Surface *, int, int, int, int, SDL_Rect *);
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void mosaic_click(magic_api *, int, int, SDL_Surface *, SDL_Surface *, int, int, SDL_Rect *);
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void mosaic_release(magic_api *, int, SDL_Surface *, SDL_Surface *, int, int, SDL_Rect *);
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void mosaic_shutdown(magic_api *);
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void mosaic_set_color(magic_api * api, int which, SDL_Surface * canvas,
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SDL_Surface * last, Uint8 r, Uint8 g, Uint8 b, SDL_Rect * update_rect);
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int mosaic_requires_colors(magic_api *, int);
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void mosaic_switchin(magic_api *, int, int, SDL_Surface *);
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void mosaic_switchout(magic_api *, int, int, SDL_Surface *);
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int mosaic_modes(magic_api *, int);
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Uint8 mosaic_accepted_sizes(magic_api * api, int which, int mode);
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Uint8 mosaic_default_size(magic_api * api, int which, int mode);
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void mosaic_set_size(magic_api * api, int which, int mode, SDL_Surface * canvas, SDL_Surface * last, Uint8 size,
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SDL_Rect * update_rect);
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static const int mosaic_AMOUNT = 300;
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static int mosaic_RADIUS = 16;
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static const double mosaic_SHARPEN = 1.0;
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static int randnoise ATTRIBUTE_UNUSED;
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Uint8 *mosaic_blured;
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enum
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{
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TOOL_MOSAIC,
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mosaic_NUM_TOOLS
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};
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static Mix_Chunk *mosaic_snd_effect[mosaic_NUM_TOOLS];
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static SDL_Surface *canvas_noise;
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static SDL_Surface *canvas_blur;
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static SDL_Surface *canvas_sharp;
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const char *mosaic_snd_filenames[mosaic_NUM_TOOLS] = {
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"mosaic.ogg", /* FIXME */
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};
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const char *mosaic_icon_filenames[mosaic_NUM_TOOLS] = {
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"mosaic.png",
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};
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const char *mosaic_names[mosaic_NUM_TOOLS] = {
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gettext_noop("Mosaic"),
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};
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const int mosaic_groups[mosaic_NUM_TOOLS] = {
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MAGIC_TYPE_DISTORTS,
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};
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const int mosaic_orders[mosaic_NUM_TOOLS] = {
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1100,
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};
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const char *mosaic_descs[mosaic_NUM_TOOLS][2] = {
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{gettext_noop("Click and drag the mouse to add a mosaic effect to parts of your picture."),
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gettext_noop("Click to add a mosaic effect to your entire picture."),},
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};
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Uint32 mosaic_api_version(void)
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{
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return (TP_MAGIC_API_VERSION);
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}
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//Load sounds
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int mosaic_init(magic_api * api, Uint8 disabled_features ATTRIBUTE_UNUSED, Uint8 complexity_level ATTRIBUTE_UNUSED)
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{
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int i;
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char fname[1024];
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for (i = 0; i < mosaic_NUM_TOOLS; i++)
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{
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snprintf(fname, sizeof(fname), "%ssounds/magic/%s", api->data_directory, mosaic_snd_filenames[i]);
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mosaic_snd_effect[i] = Mix_LoadWAV(fname);
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}
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return (1);
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}
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int mosaic_get_tool_count(magic_api * api ATTRIBUTE_UNUSED)
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{
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return (mosaic_NUM_TOOLS);
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}
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// Load our icons:
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SDL_Surface *mosaic_get_icon(magic_api * api, int which)
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{
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char fname[1024];
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snprintf(fname, sizeof(fname), "%simages/magic/%s", api->data_directory, mosaic_icon_filenames[which]);
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return (IMG_Load(fname));
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}
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// Return our names, localized:
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char *mosaic_get_name(magic_api * api ATTRIBUTE_UNUSED, int which)
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{
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return (strdup(gettext_noop(mosaic_names[which])));
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}
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// Return our groups:
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int mosaic_get_group(magic_api * api ATTRIBUTE_UNUSED, int which)
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{
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return mosaic_groups[which];
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}
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// Return our orders:
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int mosaic_get_order(int which)
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{
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return mosaic_orders[which];
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}
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// Return our descriptions, localized:
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char *mosaic_get_description(magic_api * api ATTRIBUTE_UNUSED, int which, int mode)
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{
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return (strdup(gettext_noop(mosaic_descs[which][mode - 1])));
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}
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//Calculates the grey scale value for a rgb pixel
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static int mosaic_grey(Uint8 r1, Uint8 g1, Uint8 b1)
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{
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return 0.3 * r1 + .59 * g1 + 0.11 * b1;
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}
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// Do the effect for the full image
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static void do_mosaic_full(void *ptr, SDL_Surface * canvas,
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SDL_Surface * last ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED)
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{
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magic_api *api = (magic_api *) ptr;
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int x, y;
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Uint32 amask = ~(canvas->format->Rmask | canvas->format->Gmask | canvas->format->Bmask);
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SDL_Surface *mosaic_temp = SDL_CreateRGBSurface(SDL_SWSURFACE,
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canvas->w,
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canvas->h,
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canvas->format->BitsPerPixel,
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canvas->format->Rmask,
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canvas->format->Gmask,
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canvas->format->Bmask,
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amask);
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api->update_progress_bar();
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for (y = 0; y < canvas->h; y++)
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{
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for (x = 0; x < canvas->w; x++)
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{
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mosaic_blur_pixel(api, mosaic_temp, canvas_noise, x, y);
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}
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}
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api->update_progress_bar();
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for (y = 0; y < canvas->h; y++)
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{
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for (x = 0; x < canvas->w; x++)
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{
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mosaic_sharpen_pixel(api, canvas, mosaic_temp, x, y);
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}
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}
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SDL_FreeSurface(mosaic_temp);
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}
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/* Paint the brush, noise is yet done at switchin,
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blurs 2 pixels around the brush in order to get sharpen well done.*/
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void mosaic_paint(void *ptr_to_api, int which ATTRIBUTE_UNUSED,
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SDL_Surface * canvas, SDL_Surface * last ATTRIBUTE_UNUSED, int x, int y)
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{
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int i, j, pix_row_pos;
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magic_api *api = (magic_api *) ptr_to_api;
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for (j = max(0, y - mosaic_RADIUS - 2); j < min(canvas->h, y + mosaic_RADIUS + 2); j++)
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{
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pix_row_pos = j * canvas->w;
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for (i = max(0, x - mosaic_RADIUS - 2); i < min(canvas->w, x + mosaic_RADIUS + 2); i++)
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if (!mosaic_blured[pix_row_pos + i] && api->in_circle(i - x, j - y, mosaic_RADIUS + 2))
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{
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mosaic_blur_pixel(api, canvas_blur, canvas_noise, i, j);
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mosaic_blured[pix_row_pos + i] = 1; /* Track what are yet blured */
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}
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}
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for (i = x - mosaic_RADIUS; i < x + mosaic_RADIUS; i++)
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for (j = y - mosaic_RADIUS; j < y + mosaic_RADIUS; j++)
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if (api->in_circle(i - x, j - y, mosaic_RADIUS))
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if (!api->touched(i, j))
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{
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mosaic_sharpen_pixel(api, canvas_sharp, canvas_blur, i, j);
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api->putpixel(canvas, i, j, api->getpixel(canvas_sharp, i, j));
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}
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}
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// Affect the canvas on drag:
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void mosaic_drag(magic_api * api, int which, SDL_Surface * canvas,
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SDL_Surface * last, int ox, int oy, int x, int y, SDL_Rect * update_rect)
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{
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api->line(api, which, canvas, last, ox, oy, x, y, 1, mosaic_paint);
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update_rect->x = min(ox, x) - mosaic_RADIUS;
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update_rect->y = min(oy, y) - mosaic_RADIUS;
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update_rect->w = max(ox, x) + mosaic_RADIUS - update_rect->x;
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update_rect->h = max(oy, y) + mosaic_RADIUS - update_rect->y;
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api->playsound(mosaic_snd_effect[which], (x * 255) / canvas->w, 255);
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}
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// Affect the canvas on click:
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void mosaic_click(magic_api * api, int which, int mode,
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SDL_Surface * canvas, SDL_Surface * last, int x, int y, SDL_Rect * update_rect)
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{
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if (mode == MODE_FULLSCREEN)
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{
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update_rect->x = 0;
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update_rect->y = 0;
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update_rect->w = canvas->w;
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update_rect->h = canvas->h;
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do_mosaic_full(api, canvas_noise, last, which);
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SDL_BlitSurface(canvas_noise, NULL, canvas, NULL);
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api->playsound(mosaic_snd_effect[which], 128, 255);
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}
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else
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mosaic_drag(api, which, canvas, last, x, y, x, y, update_rect);
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}
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// Affect the canvas on release:
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void mosaic_release(magic_api * api ATTRIBUTE_UNUSED,
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int which ATTRIBUTE_UNUSED,
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SDL_Surface * canvas ATTRIBUTE_UNUSED,
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SDL_Surface * last ATTRIBUTE_UNUSED,
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int x ATTRIBUTE_UNUSED, int y ATTRIBUTE_UNUSED, SDL_Rect * update_rect ATTRIBUTE_UNUSED)
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{
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}
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// No setup happened:
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void mosaic_shutdown(magic_api * api ATTRIBUTE_UNUSED)
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{
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//Clean up sounds
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int i;
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for (i = 0; i < mosaic_NUM_TOOLS; i++)
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{
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if (mosaic_snd_effect[i] != NULL)
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{
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Mix_FreeChunk(mosaic_snd_effect[i]);
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}
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}
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}
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// Record the color from Tux Paint:
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void mosaic_set_color(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED,
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SDL_Surface * canvas ATTRIBUTE_UNUSED, SDL_Surface * last ATTRIBUTE_UNUSED,
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Uint8 r ATTRIBUTE_UNUSED, Uint8 g ATTRIBUTE_UNUSED, Uint8 b ATTRIBUTE_UNUSED,
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SDL_Rect * update_rect ATTRIBUTE_UNUSED)
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{
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}
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// Use colors:
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int mosaic_requires_colors(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED)
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{
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return 0;
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}
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//Add noise to a pixel
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static void mosaic_noise_pixel(void *ptr, SDL_Surface * canvas, int noise_AMOUNT, int x, int y)
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{
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magic_api *api = (magic_api *) ptr;
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Uint8 temp[3];
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double temp2[3];
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int k;
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SDL_GetRGB(api->getpixel(canvas, x, y), canvas->format, &temp[0], &temp[1], &temp[2]);
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for (k = 0; k < 3; k++)
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{
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temp2[k] = clamp(0.0, (int)temp[k] - (rand() % noise_AMOUNT) + noise_AMOUNT / 2.0, 255.0);
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}
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api->putpixel(canvas, x, y, SDL_MapRGB(canvas->format, temp2[0], temp2[1], temp2[2]));
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}
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//Blur a pixel
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static void mosaic_blur_pixel(void *ptr, SDL_Surface * canvas, SDL_Surface * last, int x, int y)
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{
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magic_api *api = (magic_api *) ptr;
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int i, j, k;
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Uint8 temp[3];
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double blurValue[3];
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//5x5 gaussiann weighting window
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const int weight[5][5] = { {1, 4, 7, 4, 1},
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{4, 16, 26, 16, 4},
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{7, 26, 41, 26, 7},
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{4, 16, 26, 16, 4},
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{1, 4, 7, 4, 1}
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};
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for (k = 0; k < 3; k++)
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{
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blurValue[k] = 0;
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}
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for (i = -2; i < 3; i++)
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{
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for (j = -2; j < 3; j++)
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{
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//Add the pixels around the current one wieghted
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SDL_GetRGB(api->getpixel(last, x + i, y + j), last->format, &temp[0], &temp[1], &temp[2]);
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for (k = 0; k < 3; k++)
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{
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blurValue[k] += temp[k] * weight[i + 2][j + 2];
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}
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}
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}
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for (k = 0; k < 3; k++)
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{
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blurValue[k] /= 273;
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}
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api->putpixel(canvas, x, y, SDL_MapRGB(canvas->format, blurValue[0], blurValue[1], blurValue[2]));
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}
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//Sharpen a pixel
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static void mosaic_sharpen_pixel(void *ptr, SDL_Surface * canvas, SDL_Surface * last, int x, int y)
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{
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magic_api *api = (magic_api *) ptr;
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Uint8 r1, g1, b1;
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int grey;
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int i, j;
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double sobel_1 = 0, sobel_2 = 0;
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double temp;
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//Sobel weighting masks
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const int sobel_weights_1[3][3] = { {1, 2, 1},
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{0, 0, 0},
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{-1, -2, -1}
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};
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const int sobel_weights_2[3][3] = { {-1, 0, 1},
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{-2, 0, 2},
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{-1, 0, 1}
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};
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sobel_1 = 0;
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sobel_2 = 0;
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for (i = -1; i < 2; i++)
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{
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for (j = -1; j < 2; j++)
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{
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//No need to check if inside canvas, getpixel does it for us.
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SDL_GetRGB(api->getpixel(last, x + i, y + j), last->format, &r1, &g1, &b1);
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grey = mosaic_grey(r1, g1, b1);
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sobel_1 += grey * sobel_weights_1[i + 1][j + 1];
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sobel_2 += grey * sobel_weights_2[i + 1][j + 1];
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}
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}
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temp = sqrt(sobel_1 * sobel_1 + sobel_2 * sobel_2);
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temp = (temp / 1443) * 255.0;
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SDL_GetRGB(api->getpixel(last, x, y), last->format, &r1, &g1, &b1);
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api->putpixel(canvas, x, y,
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SDL_MapRGB(canvas->format,
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clamp(0.0, r1 + mosaic_SHARPEN * temp, 255.0),
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clamp(0.0, g1 + mosaic_SHARPEN * temp, 255.0),
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clamp(0.0, b1 + mosaic_SHARPEN * temp, 255.0)));
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}
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void mosaic_switchin(magic_api * api, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED, SDL_Surface * canvas)
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{
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int y, x;
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Uint32 amask;
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mosaic_blured = (Uint8 *) malloc(sizeof(Uint8) * (canvas->w * canvas->h));
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if (mosaic_blured == NULL)
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{
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fprintf(stderr, "\nError: Can't build drawing touch mask!\n");
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exit(1);
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}
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amask = ~(canvas->format->Rmask | canvas->format->Gmask | canvas->format->Bmask);
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canvas_noise = SDL_CreateRGBSurface(SDL_SWSURFACE,
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canvas->w,
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canvas->h,
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canvas->format->BitsPerPixel,
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canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, amask);
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SDL_BlitSurface(canvas, NULL, canvas_noise, NULL);
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for (y = 0; y < canvas->h; y++)
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{
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for (x = 0; x < canvas->w; x++)
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{
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mosaic_noise_pixel(api, canvas_noise, mosaic_AMOUNT, x, y);
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}
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}
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canvas_blur = SDL_CreateRGBSurface(SDL_SWSURFACE,
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canvas->w,
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canvas->h,
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canvas->format->BitsPerPixel,
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canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, amask);
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canvas_sharp = SDL_CreateRGBSurface(SDL_SWSURFACE,
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canvas->w,
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canvas->h,
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canvas->format->BitsPerPixel,
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canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, amask);
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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;
|
|
|
|
}
|
|
|
|
|
|
Uint8 mosaic_accepted_sizes(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode)
|
|
{
|
|
if (mode == MODE_PAINT)
|
|
return 8;
|
|
else
|
|
return 0;
|
|
}
|
|
|
|
Uint8 mosaic_default_size(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED)
|
|
{
|
|
return 4;
|
|
}
|
|
|
|
void mosaic_set_size(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED,
|
|
SDL_Surface * canvas ATTRIBUTE_UNUSED, SDL_Surface * last ATTRIBUTE_UNUSED, Uint8 size,
|
|
SDL_Rect * update_rect ATTRIBUTE_UNUSED)
|
|
{
|
|
mosaic_RADIUS = size * 4;
|
|
}
|