292 lines
8.4 KiB
C
292 lines
8.4 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) 2002-2019 by Bill Kendrick and others; see AUTHORS.txt
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bill@newbreedsoftware.com
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http://www.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: September 14, 2019
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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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/* Local function prototypes: */
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int colors_close(SDL_Surface * canvas, Uint32 c1, Uint32 c2);
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int 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 1;
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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 < 0.04;
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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 (cur_colr == old_colr || colors_close(canvas, cur_colr, old_colr))
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{
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return 0;
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} else {
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return 1;
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}
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}
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void do_flood_fill(SDL_Surface * canvas, int x, int y, Uint32 cur_colr, Uint32 old_colr, int * x1, int * y1, int * x2, int * y2)
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{
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simulate_flood_fill(canvas, x, y, cur_colr, old_colr, x1, y1, x2, y2, NULL);
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}
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void simulate_flood_fill(SDL_Surface * canvas, int x, int y, Uint32 cur_colr, Uint32 old_colr, int * x1, int * y1, int * x2, int * y2, Uint8 * touched)
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{
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int fillL, fillR, i, in_line;
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static unsigned char prog_anim;
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if (cur_colr == old_colr || colors_close(canvas, cur_colr, old_colr))
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return;
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if (y < *y1)
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{
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*y1 = y;
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}
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if (y > *y2)
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{
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*y2 = y;
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}
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fillL = x;
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fillR = x;
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prog_anim++;
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if ((prog_anim % 4) == 0)
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{
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/* FIXME: api->update_progress_bar(); */
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playsound(canvas, 1, SND_FILL, 1, x, SNDDIST_NEAR);
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}
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/* Find left side, filling along the way */
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in_line = 1;
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while (in_line)
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{
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if (touched != NULL) {
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touched[(y * canvas->w) + fillL] = 1;
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}
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putpixels[canvas->format->BytesPerPixel] (canvas, fillL, y, cur_colr);
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fillL--;
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in_line = (fillL < 0) ? 0 : colors_close(canvas, getpixels[canvas->format->BytesPerPixel] (canvas, fillL, y), old_colr);
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}
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if (fillL < *x1)
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{
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*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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in_line = 1;
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while (in_line)
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{
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if (touched != NULL) {
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touched[(y * canvas->w) + fillR] = 1;
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}
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putpixels[canvas->format->BytesPerPixel] (canvas, fillR, y, cur_colr);
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fillR++;
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in_line = (fillR >= canvas->w) ? 0 : colors_close(canvas, getpixels[canvas->format->BytesPerPixel] (canvas, fillR, y), old_colr);
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}
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if (fillR > *x2)
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{
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*x2 = fillR;
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}
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fillR--;
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/* Search top and bottom */
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for (i = fillL; i <= fillR; i++)
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{
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if (y > 0 && colors_close(canvas, getpixels[canvas->format->BytesPerPixel] (canvas, i, y - 1), old_colr))
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simulate_flood_fill(canvas, i, y - 1, cur_colr, old_colr, x1, y1, x2, y2, touched);
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if (y < canvas->h && colors_close(canvas, getpixels[canvas->format->BytesPerPixel] (canvas, i, y + 1), old_colr))
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simulate_flood_fill(canvas, i, y + 1, cur_colr, old_colr, x1, y1, x2, y2, touched);
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}
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}
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void draw_linear_gradient(SDL_Surface * canvas, SDL_Surface * last,
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int x_left, int y_top, int x_right, int y_bottom,
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int x1, int y1, int x2, int y2, Uint32 draw_color, Uint8 * touched
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) {
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Uint32 old_colr, new_colr;
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int xx, yy;
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float xd, yd;
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Uint8 draw_r, draw_g, draw_b, old_r, old_g, old_b, new_r, new_g, new_b;
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float A, B, C, C1, C2, ratio;
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/* Get our target color */
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SDL_GetRGB(draw_color, canvas->format, &draw_r, &draw_g, &draw_b);
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A = (x2 - x1);
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B = (y2 - y1);
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C1 = (A * x1) + (B * y1);
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C2 = (A * x2) + (B * y2);
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/* FIXME: C2 should be larger than C1? */
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for (yy = y_top; yy <= y_bottom; yy++) {
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for (xx = x_left; xx <= x_right; xx++) {
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if (touched[(yy * canvas->w) + xx]) {
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/* Get the old color, and blend it (with a distance-based ratio) with the target color */
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old_colr = getpixels[last->format->BytesPerPixel] (last, xx, yy);
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SDL_GetRGB(old_colr, last->format, &old_r, &old_g, &old_b);
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/* (h/t David Z on StackOverflow for how to quickly compute this:
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https://stackoverflow.com/questions/521493/creating-a-linear-gradient-in-2d-array) */
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C = (A * xx) + (B * yy);
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if (C < C1) {
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/* At/beyond the click spot (opposite direction of mouse); solid color */
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putpixels[canvas->format->BytesPerPixel] (canvas, xx, yy, draw_color);
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} else if (C >= C2) {
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/* At/beyond the mouse; completely faded out */
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putpixels[canvas->format->BytesPerPixel] (canvas, xx, yy, old_colr);
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} else {
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/* The actual gradient... */
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ratio = (C - C1) / (C2 - C1);
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new_r = (Uint8) (((float) old_r) * ratio + ((float) draw_r * (1.00 - ratio)));
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new_g = (Uint8) (((float) old_g) * ratio + ((float) draw_g * (1.00 - ratio)));
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new_b = (Uint8) (((float) old_b) * ratio + ((float) draw_b * (1.00 - ratio)));
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new_colr = SDL_MapRGB(canvas->format, new_r, new_g, new_b);
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putpixels[canvas->format->BytesPerPixel] (canvas, xx, yy, new_colr);
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}
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}
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}
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}
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}
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void draw_radial_gradient(SDL_Surface * canvas, int x_left, int y_top, int x_right, int y_bottom,
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int x, int y, Uint32 draw_color, Uint8 * touched
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) {
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Uint32 old_colr, new_colr;
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int xx, yy;
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float xd, yd, dist, rad, ratio;
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Uint8 draw_r, draw_g, draw_b, old_r, old_g, old_b, new_r, new_g, new_b;
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/* Calculate the max radius of the filled area */
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//xd = (x_right - x_left + 1);
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//yd = (y_bottom - y_top + 1);
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xd = max(abs(x - x_right), abs(x - x_left));
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yd = max(abs(y - y_bottom), abs(y - y_top));
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rad = sqrt(xd * xd + yd * yd);
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if (rad == 0) {
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return;
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}
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/* Get our target color */
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SDL_GetRGB(draw_color, canvas->format, &draw_r, &draw_g, &draw_b);
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/* Traverse the flood-filled zone */
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for (yy = y_top; yy <= y_bottom; yy++) {
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for (xx = x_left; xx <= x_right; xx++) {
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/* Only alter the pixels within the flood itself */
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if (touched[(yy * canvas->w) + xx]) {
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/* Determine the distance from the click point */
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xd = (float) abs(xx - x);
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yd = (float) abs(yy - y);
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dist = sqrt(xd * xd + yd * yd);
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if (dist < rad) {
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ratio = (dist / rad);
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/* Get the old color, and blend it (with a distance-based ratio) with the target color */
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old_colr = getpixels[canvas->format->BytesPerPixel] (canvas, xx, yy);
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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) * ratio + ((float) draw_r * (1.00 - ratio)));
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new_g = (Uint8) (((float) old_g) * ratio + ((float) draw_g * (1.00 - ratio)));
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new_b = (Uint8) (((float) old_b) * ratio + ((float) draw_b * (1.00 - ratio)));
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new_colr = SDL_MapRGB(canvas->format, new_r, new_g, new_b);
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putpixels[canvas->format->BytesPerPixel] (canvas, xx, yy, new_colr);
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}
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}
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}
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}
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}
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