void get_color (MyPaintSurface *surface, float x, float y, float radius, float * color_r, float * color_g, float * color_b, float * color_a ) { MyPaintTiledSurface *self = (MyPaintTiledSurface *)surface; if (radius < 1.0f) radius = 1.0f; const float hardness = 0.5f; const float aspect_ratio = 1.0f; const float angle = 0.0f; float sum_weight, sum_r, sum_g, sum_b, sum_a; sum_weight = sum_r = sum_g = sum_b = sum_a = 0.0f; // in case we return with an error *color_r = 0.0f; *color_g = 1.0f; *color_b = 0.0f; // WARNING: some code duplication with draw_dab float r_fringe = radius + 1.0f; // +1 should not be required, only to be sure int tx1 = floor(floor(x - r_fringe) / MYPAINT_TILE_SIZE); int tx2 = floor(floor(x + r_fringe) / MYPAINT_TILE_SIZE); int ty1 = floor(floor(y - r_fringe) / MYPAINT_TILE_SIZE); int ty2 = floor(floor(y + r_fringe) / MYPAINT_TILE_SIZE); #ifdef _OPENMP int tiles_n = (tx2 - tx1) * (ty2 - ty1); #endif #pragma omp parallel for schedule(static) if(self->threadsafe_tile_requests && tiles_n > 3) for (int ty = ty1; ty <= ty2; ty++) { for (int tx = tx1; tx <= tx2; tx++) { // Flush queued draw_dab operations process_tile(self, tx, ty); MyPaintTileRequest request_data; const int mipmap_level = 0; mypaint_tile_request_init(&request_data, mipmap_level, tx, ty, TRUE); mypaint_tiled_surface_tile_request_start(self, &request_data); uint16_t * rgba_p = request_data.buffer; if (!rgba_p) { printf("Warning: Unable to get tile!\n"); break; } // first, we calculate the mask (opacity for each pixel) uint16_t mask[MYPAINT_TILE_SIZE*MYPAINT_TILE_SIZE+2*MYPAINT_TILE_SIZE]; render_dab_mask(mask, x - tx*MYPAINT_TILE_SIZE, y - ty*MYPAINT_TILE_SIZE, radius, hardness, aspect_ratio, angle ); // TODO: try atomic operations instead #pragma omp critical { get_color_pixels_accumulate (mask, rgba_p, &sum_weight, &sum_r, &sum_g, &sum_b, &sum_a); } mypaint_tiled_surface_tile_request_end(self, &request_data); } } assert(sum_weight > 0.0f); sum_a /= sum_weight; sum_r /= sum_weight; sum_g /= sum_weight; sum_b /= sum_weight; *color_a = sum_a; // now un-premultiply the alpha if (sum_a > 0.0f) { *color_r = sum_r / sum_a; *color_g = sum_g / sum_a; *color_b = sum_b / sum_a; } else { // it is all transparent, so don't care about the colors // (let's make them ugly so bugs will be visible) *color_r = 0.0f; *color_g = 1.0f; *color_b = 0.0f; } // fix rounding problems that do happen due to floating point math *color_r = CLAMP(*color_r, 0.0f, 1.0f); *color_g = CLAMP(*color_g, 0.0f, 1.0f); *color_b = CLAMP(*color_b, 0.0f, 1.0f); *color_a = CLAMP(*color_a, 0.0f, 1.0f); }
void get_color (float x, float y, float radius, float * color_r, float * color_g, float * color_b, float * color_a ) { float r_fringe; if (radius < 1.0) radius = 1.0; const float hardness = 0.5; const float aspect_ratio = 1.0; const float angle = 0.0; float sum_weight, sum_r, sum_g, sum_b, sum_a; sum_weight = sum_r = sum_g = sum_b = sum_a = 0.0; // in case we return with an error *color_r = 0.0; *color_g = 1.0; *color_b = 0.0; // WARNING: some code duplication with draw_dab r_fringe = radius + 1; int tx1 = floor(floor(x - r_fringe) / TILE_SIZE); int tx2 = floor(floor(x + r_fringe) / TILE_SIZE); int ty1 = floor(floor(y - r_fringe) / TILE_SIZE); int ty2 = floor(floor(y + r_fringe) / TILE_SIZE); int tx, ty; for (ty = ty1; ty <= ty2; ty++) { for (tx = tx1; tx <= tx2; tx++) { uint16_t * rgba_p = get_tile_memory(tx, ty, true); if (!rgba_p) { printf("Python exception during get_color()!\n"); return; } // first, we calculate the mask (opacity for each pixel) static uint16_t mask[TILE_SIZE*TILE_SIZE+2*TILE_SIZE]; render_dab_mask(mask, x - tx*TILE_SIZE, y - ty*TILE_SIZE, radius, hardness, aspect_ratio, angle ); get_color_pixels_accumulate (mask, rgba_p, &sum_weight, &sum_r, &sum_g, &sum_b, &sum_a); } } assert(sum_weight > 0.0); sum_a /= sum_weight; sum_r /= sum_weight; sum_g /= sum_weight; sum_b /= sum_weight; *color_a = sum_a; // now un-premultiply the alpha if (sum_a > 0.0) { *color_r = sum_r / sum_a; *color_g = sum_g / sum_a; *color_b = sum_b / sum_a; } else { // it is all transparent, so don't care about the colors // (let's make them ugly so bugs will be visible) *color_r = 0.0; *color_g = 1.0; *color_b = 0.0; } // fix rounding problems that do happen due to floating point math *color_r = CLAMP(*color_r, 0.0, 1.0); *color_g = CLAMP(*color_g, 0.0, 1.0); *color_b = CLAMP(*color_b, 0.0, 1.0); *color_a = CLAMP(*color_a, 0.0, 1.0); }