/** * mypaint_brush_is_constant: * * Returns TRUE if the brush has no dynamics for the given #MyPaintBrushSetting */ gboolean mypaint_brush_is_constant(MyPaintBrush *self, MyPaintBrushSetting id) { assert (id >= 0 && id < MYPAINT_BRUSH_SETTINGS_COUNT); return mypaint_mapping_is_constant(self->settings[id]); }
// Called only from stroke_to(). Calculate everything needed to // draw the dab, then let the surface do the actual drawing. // // This is only gets called right after update_states_and_setting_values(). // Returns TRUE if the surface was modified. gboolean prepare_and_draw_dab (MyPaintBrush *self, MyPaintSurface * surface) { float x, y, opaque; float radius; // ensure we don't get a positive result with two negative opaque values if (self->settings_value[MYPAINT_BRUSH_SETTING_OPAQUE] < 0) self->settings_value[MYPAINT_BRUSH_SETTING_OPAQUE] = 0; opaque = self->settings_value[MYPAINT_BRUSH_SETTING_OPAQUE] * self->settings_value[MYPAINT_BRUSH_SETTING_OPAQUE_MULTIPLY]; opaque = CLAMP(opaque, 0.0, 1.0); //if (opaque == 0.0) return FALSE; <-- cannot do that, since we need to update smudge state. if (self->settings_value[MYPAINT_BRUSH_SETTING_OPAQUE_LINEARIZE]) { // OPTIMIZE: no need to recalculate this for each dab float alpha, beta, alpha_dab, beta_dab; float dabs_per_pixel; // dabs_per_pixel is just estimated roughly, I didn't think hard // about the case when the radius changes during the stroke dabs_per_pixel = ( mypaint_mapping_get_base_value(self->settings[MYPAINT_BRUSH_SETTING_DABS_PER_ACTUAL_RADIUS]) + mypaint_mapping_get_base_value(self->settings[MYPAINT_BRUSH_SETTING_DABS_PER_BASIC_RADIUS]) ) * 2.0; // the correction is probably not wanted if the dabs don't overlap if (dabs_per_pixel < 1.0) dabs_per_pixel = 1.0; // interpret the user-setting smoothly dabs_per_pixel = 1.0 + mypaint_mapping_get_base_value(self->settings[MYPAINT_BRUSH_SETTING_OPAQUE_LINEARIZE])*(dabs_per_pixel-1.0); // see doc/brushdab_saturation.png // beta = beta_dab^dabs_per_pixel // <==> beta_dab = beta^(1/dabs_per_pixel) alpha = opaque; beta = 1.0-alpha; beta_dab = powf(beta, 1.0/dabs_per_pixel); alpha_dab = 1.0-beta_dab; opaque = alpha_dab; } x = self->states[MYPAINT_BRUSH_STATE_ACTUAL_X]; y = self->states[MYPAINT_BRUSH_STATE_ACTUAL_Y]; float base_radius = expf(mypaint_mapping_get_base_value(self->settings[MYPAINT_BRUSH_SETTING_RADIUS_LOGARITHMIC])); if (self->settings_value[MYPAINT_BRUSH_SETTING_OFFSET_BY_SPEED]) { x += self->states[MYPAINT_BRUSH_STATE_NORM_DX_SLOW] * self->settings_value[MYPAINT_BRUSH_SETTING_OFFSET_BY_SPEED] * 0.1 * base_radius; y += self->states[MYPAINT_BRUSH_STATE_NORM_DY_SLOW] * self->settings_value[MYPAINT_BRUSH_SETTING_OFFSET_BY_SPEED] * 0.1 * base_radius; } if (self->settings_value[MYPAINT_BRUSH_SETTING_OFFSET_BY_RANDOM]) { float amp = self->settings_value[MYPAINT_BRUSH_SETTING_OFFSET_BY_RANDOM]; if (amp < 0.0) amp = 0.0; x += rand_gauss (self->rng) * amp * base_radius; y += rand_gauss (self->rng) * amp * base_radius; } radius = self->states[MYPAINT_BRUSH_STATE_ACTUAL_RADIUS]; if (self->settings_value[MYPAINT_BRUSH_SETTING_RADIUS_BY_RANDOM]) { float radius_log, alpha_correction; // go back to logarithmic radius to add the noise radius_log = self->settings_value[MYPAINT_BRUSH_SETTING_RADIUS_LOGARITHMIC]; radius_log += rand_gauss (self->rng) * self->settings_value[MYPAINT_BRUSH_SETTING_RADIUS_BY_RANDOM]; radius = expf(radius_log); radius = CLAMP(radius, ACTUAL_RADIUS_MIN, ACTUAL_RADIUS_MAX); alpha_correction = self->states[MYPAINT_BRUSH_STATE_ACTUAL_RADIUS] / radius; alpha_correction = SQR(alpha_correction); if (alpha_correction <= 1.0) { opaque *= alpha_correction; } } // update smudge color if (self->settings_value[MYPAINT_BRUSH_SETTING_SMUDGE_LENGTH] < 1.0 && // optimization, since normal brushes have smudge_length == 0.5 without actually smudging (self->settings_value[MYPAINT_BRUSH_SETTING_SMUDGE] != 0.0 || !mypaint_mapping_is_constant(self->settings[MYPAINT_BRUSH_SETTING_SMUDGE]))) { float fac = self->settings_value[MYPAINT_BRUSH_SETTING_SMUDGE_LENGTH]; if (fac < 0.01) fac = 0.01; int px, py; px = ROUND(x); py = ROUND(y); // Calling get_color() is almost as expensive as rendering a // dab. Because of this we use the previous value if it is not // expected to hurt quality too much. We call it at most every // second dab. float r, g, b, a; self->states[MYPAINT_BRUSH_STATE_LAST_GETCOLOR_RECENTNESS] *= fac; if (self->states[MYPAINT_BRUSH_STATE_LAST_GETCOLOR_RECENTNESS] < 0.5*fac) { if (self->states[MYPAINT_BRUSH_STATE_LAST_GETCOLOR_RECENTNESS] == 0.0) { // first initialization of smudge color fac = 0.0; } self->states[MYPAINT_BRUSH_STATE_LAST_GETCOLOR_RECENTNESS] = 1.0; float smudge_radius = radius * expf(self->settings_value[MYPAINT_BRUSH_SETTING_SMUDGE_RADIUS_LOG]); smudge_radius = CLAMP(smudge_radius, ACTUAL_RADIUS_MIN, ACTUAL_RADIUS_MAX); mypaint_surface_get_color(surface, px, py, smudge_radius, &r, &g, &b, &a); self->states[MYPAINT_BRUSH_STATE_LAST_GETCOLOR_R] = r; self->states[MYPAINT_BRUSH_STATE_LAST_GETCOLOR_G] = g; self->states[MYPAINT_BRUSH_STATE_LAST_GETCOLOR_B] = b; self->states[MYPAINT_BRUSH_STATE_LAST_GETCOLOR_A] = a; } else { r = self->states[MYPAINT_BRUSH_STATE_LAST_GETCOLOR_R]; g = self->states[MYPAINT_BRUSH_STATE_LAST_GETCOLOR_G]; b = self->states[MYPAINT_BRUSH_STATE_LAST_GETCOLOR_B]; a = self->states[MYPAINT_BRUSH_STATE_LAST_GETCOLOR_A]; } // updated the smudge color (stored with premultiplied alpha) self->states[MYPAINT_BRUSH_STATE_SMUDGE_A ] = fac*self->states[MYPAINT_BRUSH_STATE_SMUDGE_A ] + (1-fac)*a; // fix rounding errors self->states[MYPAINT_BRUSH_STATE_SMUDGE_A ] = CLAMP(self->states[MYPAINT_BRUSH_STATE_SMUDGE_A], 0.0, 1.0); self->states[MYPAINT_BRUSH_STATE_SMUDGE_RA] = fac*self->states[MYPAINT_BRUSH_STATE_SMUDGE_RA] + (1-fac)*r*a; self->states[MYPAINT_BRUSH_STATE_SMUDGE_GA] = fac*self->states[MYPAINT_BRUSH_STATE_SMUDGE_GA] + (1-fac)*g*a; self->states[MYPAINT_BRUSH_STATE_SMUDGE_BA] = fac*self->states[MYPAINT_BRUSH_STATE_SMUDGE_BA] + (1-fac)*b*a; } // color part float color_h = mypaint_mapping_get_base_value(self->settings[MYPAINT_BRUSH_SETTING_COLOR_H]); float color_s = mypaint_mapping_get_base_value(self->settings[MYPAINT_BRUSH_SETTING_COLOR_S]); float color_v = mypaint_mapping_get_base_value(self->settings[MYPAINT_BRUSH_SETTING_COLOR_V]); float eraser_target_alpha = 1.0; if (self->settings_value[MYPAINT_BRUSH_SETTING_SMUDGE] > 0.0) { // mix (in RGB) the smudge color with the brush color hsv_to_rgb_float (&color_h, &color_s, &color_v); float fac = self->settings_value[MYPAINT_BRUSH_SETTING_SMUDGE]; if (fac > 1.0) fac = 1.0; // If the smudge color somewhat transparent, then the resulting // dab will do erasing towards that transparency level. // see also ../doc/smudge_math.png eraser_target_alpha = (1-fac)*1.0 + fac*self->states[MYPAINT_BRUSH_STATE_SMUDGE_A]; // fix rounding errors (they really seem to happen in the previous line) eraser_target_alpha = CLAMP(eraser_target_alpha, 0.0, 1.0); if (eraser_target_alpha > 0) { color_h = (fac*self->states[MYPAINT_BRUSH_STATE_SMUDGE_RA] + (1-fac)*color_h) / eraser_target_alpha; color_s = (fac*self->states[MYPAINT_BRUSH_STATE_SMUDGE_GA] + (1-fac)*color_s) / eraser_target_alpha; color_v = (fac*self->states[MYPAINT_BRUSH_STATE_SMUDGE_BA] + (1-fac)*color_v) / eraser_target_alpha; } else { // we are only erasing; the color does not matter color_h = 1.0; color_s = 0.0; color_v = 0.0; } rgb_to_hsv_float (&color_h, &color_s, &color_v); } // eraser if (self->settings_value[MYPAINT_BRUSH_SETTING_ERASER]) { eraser_target_alpha *= (1.0-self->settings_value[MYPAINT_BRUSH_SETTING_ERASER]); } // HSV color change color_h += self->settings_value[MYPAINT_BRUSH_SETTING_CHANGE_COLOR_H]; color_s += self->settings_value[MYPAINT_BRUSH_SETTING_CHANGE_COLOR_HSV_S]; color_v += self->settings_value[MYPAINT_BRUSH_SETTING_CHANGE_COLOR_V]; // HSL color change if (self->settings_value[MYPAINT_BRUSH_SETTING_CHANGE_COLOR_L] || self->settings_value[MYPAINT_BRUSH_SETTING_CHANGE_COLOR_HSL_S]) { // (calculating way too much here, can be optimized if neccessary) // this function will CLAMP the inputs hsv_to_rgb_float (&color_h, &color_s, &color_v); rgb_to_hsl_float (&color_h, &color_s, &color_v); color_v += self->settings_value[MYPAINT_BRUSH_SETTING_CHANGE_COLOR_L]; color_s += self->settings_value[MYPAINT_BRUSH_SETTING_CHANGE_COLOR_HSL_S]; hsl_to_rgb_float (&color_h, &color_s, &color_v); rgb_to_hsv_float (&color_h, &color_s, &color_v); } float hardness = CLAMP(self->settings_value[MYPAINT_BRUSH_SETTING_HARDNESS], 0.0, 1.0); // anti-aliasing attempt (works surprisingly well for ink brushes) float current_fadeout_in_pixels = radius * (1.0 - hardness); float min_fadeout_in_pixels = self->settings_value[MYPAINT_BRUSH_SETTING_ANTI_ALIASING]; if (current_fadeout_in_pixels < min_fadeout_in_pixels) { // need to soften the brush (decrease hardness), but keep optical radius // so we tune both radius and hardness, to get the desired fadeout_in_pixels float current_optical_radius = radius - (1.0-hardness)*radius/2.0; // Equation 1: (new fadeout must be equal to min_fadeout) // min_fadeout_in_pixels = radius_new*(1.0 - hardness_new) // Equation 2: (optical radius must remain unchanged) // current_optical_radius = radius_new - (1.0-hardness_new)*radius_new/2.0 // // Solved Equation 1 for hardness_new, using Equation 2: (thanks to mathomatic) float hardness_new = ((current_optical_radius - (min_fadeout_in_pixels/2.0))/(current_optical_radius + (min_fadeout_in_pixels/2.0))); // Using Equation 1: float radius_new = (min_fadeout_in_pixels/(1.0 - hardness_new)); hardness = hardness_new; radius = radius_new; } // snap to pixel float snapToPixel = self->settings_value[MYPAINT_BRUSH_SETTING_SNAP_TO_PIXEL]; if (snapToPixel > 0.0) { // linear interpolation between non-snapped and snapped float snapped_x = floor(x) + 0.5; float snapped_y = floor(y) + 0.5; x = x + (snapped_x - x) * snapToPixel; y = y + (snapped_y - y) * snapToPixel; float snapped_radius = roundf(radius * 2.0) / 2.0; if (snapped_radius < 0.5) snapped_radius = 0.5; if (snapToPixel > 0.9999 ) { snapped_radius -= 0.0001; // this fixes precision issues where // neighboor pixels could be wrongly painted } radius = radius + (snapped_radius - radius) * snapToPixel; } // the functions below will CLAMP most inputs hsv_to_rgb_float (&color_h, &color_s, &color_v); return mypaint_surface_draw_dab (surface, x, y, radius, color_h, color_s, color_v, opaque, hardness, eraser_target_alpha, self->states[MYPAINT_BRUSH_STATE_ACTUAL_ELLIPTICAL_DAB_RATIO], self->states[MYPAINT_BRUSH_STATE_ACTUAL_ELLIPTICAL_DAB_ANGLE], self->settings_value[MYPAINT_BRUSH_SETTING_LOCK_ALPHA], self->settings_value[MYPAINT_BRUSH_SETTING_COLORIZE]); }
bool is_constant() { return mypaint_mapping_is_constant(c_mapping); }