/* 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 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: mosaic.c,v 1.16 2011/11/26 22:04:50 perepujal Exp $ */ #include #include #include #include "tp_magic_api.h" #include "SDL_image.h" #include "SDL_mixer.h" #include #include #include #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; igetpixel(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; }