void area_changed(MyPaintTiledSurface *tiled_surface, int bb_x, int bb_y, int bb_w, int bb_h)
{
    MyPaintPythonTiledSurface *self = (MyPaintPythonTiledSurface *)tiled_surface;

    ExpandRectToIncludePoint (&self->dirty_bbox, bb_x, bb_y);
    ExpandRectToIncludePoint (&self->dirty_bbox, bb_x+bb_w-1, bb_y+bb_h-1);
}
示例#2
0
  // returns true if the surface was modified
  bool draw_dab (float x, float y, 
                 float radius, 
                 float color_r, float color_g, float color_b,
                 float opaque, float hardness = 0.5,
                 float color_a = 1.0,
                 float aspect_ratio = 1.0, float angle = 0.0,
                 float lock_alpha = 0.0
                 ) {

    opaque = CLAMP(opaque, 0.0, 1.0);
    hardness = CLAMP(hardness, 0.0, 1.0);
    lock_alpha = CLAMP(lock_alpha, 0.0, 1.0);
    if (radius < 0.1) return false; // don't bother with dabs smaller than 0.1 pixel
    if (hardness == 0.0) return false; // infintly small center point, fully transparent outside
    if (opaque == 0.0) return false;
    assert(atomic > 0);

    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);

    uint16_t color_r_ = color_r * (1<<15);
    uint16_t color_g_ = color_g * (1<<15);
    uint16_t color_b_ = color_b * (1<<15);

    // blending mode preparation
    float normal = 1.0;

    normal *= 1.0-lock_alpha;

	if (aspect_ratio<1.0) aspect_ratio=1.0;

    float 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, false);
        if (!rgba_p) {
          printf("Python exception during draw_dab()!\n");
          return true;
        }

        // 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
                        );

        // second, we use the mask to stamp a dab for each activated blend mode

        if (normal) {
          if (color_a == 1.0) {
            draw_dab_pixels_BlendMode_Normal(mask, rgba_p,
                                             color_r_, color_g_, color_b_, normal*opaque*(1<<15));
          } else {
            // normal case for brushes that use smudging (eg. watercolor)
            draw_dab_pixels_BlendMode_Normal_and_Eraser(mask, rgba_p,
                                                        color_r_, color_g_, color_b_, color_a*(1<<15), normal*opaque*(1<<15));
          }
        }

        if (lock_alpha) {
          draw_dab_pixels_BlendMode_LockAlpha(mask, rgba_p,
                                              color_r_, color_g_, color_b_, lock_alpha*opaque*(1<<15));
        }
      }
    }


    {
      // expand the bounding box to include the region we just drawed
      int bb_x, bb_y, bb_w, bb_h;
      bb_x = floor (x - (radius+1));
      bb_y = floor (y - (radius+1));
      /* FIXME: think about it exactly */
      bb_w = ceil (2*(radius+1));
      bb_h = ceil (2*(radius+1));

      ExpandRectToIncludePoint (&dirty_bbox, bb_x, bb_y);
      ExpandRectToIncludePoint (&dirty_bbox, bb_x+bb_w-1, bb_y+bb_h-1);
    }

    return true;
  }