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https://github.com/Orama-Interactive/Pixelorama.git
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parent
c3c337280e
commit
d7cfa87ffa
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@ -1,5 +1,10 @@
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extends SelectionTool
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# working array used as buffer for segments while flooding
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var _allegro_flood_segments: Array
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# results array per image while flooding
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var _allegro_image_segments: Array
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func apply_selection(position: Vector2) -> void:
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var project: Project = Global.current_project
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@ -14,21 +19,21 @@ func apply_selection(position: Vector2) -> void:
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var cel_image := Image.new()
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cel_image.copy_from(_get_draw_image())
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cel_image.lock()
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flood_fill(position, cel_image, selection_bitmap_copy)
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_flood_fill(position, cel_image, selection_bitmap_copy)
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# Handle mirroring
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if Tools.horizontal_mirror:
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var mirror_x := position
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mirror_x.x = Global.current_project.x_symmetry_point - position.x
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flood_fill(mirror_x, cel_image, selection_bitmap_copy)
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_flood_fill(mirror_x, cel_image, selection_bitmap_copy)
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if Tools.vertical_mirror:
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var mirror_xy := mirror_x
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mirror_xy.y = Global.current_project.y_symmetry_point - position.y
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flood_fill(mirror_xy, cel_image, selection_bitmap_copy)
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_flood_fill(mirror_xy, cel_image, selection_bitmap_copy)
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if Tools.vertical_mirror:
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var mirror_y := position
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mirror_y.y = Global.current_project.y_symmetry_point - position.y
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flood_fill(mirror_y, cel_image, selection_bitmap_copy)
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_flood_fill(mirror_y, cel_image, selection_bitmap_copy)
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cel_image.unlock()
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project.selection_bitmap = selection_bitmap_copy
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Global.canvas.selection.big_bounding_rectangle = project.get_selection_rectangle(
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@ -37,37 +42,147 @@ func apply_selection(position: Vector2) -> void:
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Global.canvas.selection.commit_undo("Select", undo_data)
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func flood_fill(position: Vector2, image: Image, bitmap: BitMap) -> void:
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var project: Project = Global.current_project
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if position.x < 0 or position.y < 0:
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return
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if position.x > project.size.x - 1 or position.y > project.size.y - 1:
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return
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var color := image.get_pixelv(position)
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# Add a new segment to the array
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func _add_new_segment(y: int = 0) -> void:
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var segment = {}
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segment.flooding = false
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segment.todo_above = false
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segment.todo_below = false
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segment.left_position = -5 # anything less than -1 is ok
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segment.right_position = -5
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segment.y = y
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segment.next = 0
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_allegro_flood_segments.append(segment)
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# Flood fill logic
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var processed := BitMap.new()
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processed.create(image.get_size())
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var q = [position]
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for n in q:
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if processed.get_bit(n):
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continue
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var west: Vector2 = n
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var east: Vector2 = n
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while west.x >= 0 && image.get_pixelv(west).is_equal_approx(color):
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west += Vector2.LEFT
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while east.x < project.size.x && image.get_pixelv(east).is_equal_approx(color):
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east += Vector2.RIGHT
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for px in range(west.x + 1, east.x):
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var p := Vector2(px, n.y)
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if _intersect:
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bitmap.set_bit(p, project.selection_bitmap.get_bit(p))
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else:
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bitmap.set_bit(p, !_subtract)
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processed.set_bit(p, true)
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var north := p + Vector2.UP
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var south := p + Vector2.DOWN
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if north.y >= 0 && image.get_pixelv(north).is_equal_approx(color):
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q.append(north)
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if south.y < project.size.y && image.get_pixelv(south).is_equal_approx(color):
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q.append(south)
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# fill an horizontal segment around the specifid position, and adds it to the
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# list of segments filled. Returns the first x coordinate after the part of the
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# line that has been filled.
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func _flood_line_around_point(
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position: Vector2, project: Project, image: Image, src_color: Color
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) -> int:
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# this method is called by `_flood_fill` after the required data structures
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# have been initialized
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if not image.get_pixelv(position).is_equal_approx(src_color):
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return int(position.x) + 1
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var west: Vector2 = position
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var east: Vector2 = position
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while west.x >= 0 && image.get_pixelv(west).is_equal_approx(src_color):
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west += Vector2.LEFT
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while east.x < project.size.x && image.get_pixelv(east).is_equal_approx(src_color):
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east += Vector2.RIGHT
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# Make a note of the stuff we processed
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var c = int(position.y)
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var segment = _allegro_flood_segments[c]
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# we may have already processed some segments on this y coordinate
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if segment.flooding:
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while segment.next > 0:
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c = segment.next # index of next segment in this line of image
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segment = _allegro_flood_segments[c]
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# found last current segment on this line
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c = _allegro_flood_segments.size()
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segment.next = c
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_add_new_segment(position.y)
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segment = _allegro_flood_segments[c]
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# set the values for the current segment
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segment.flooding = true
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segment.left_position = west.x + 1
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segment.right_position = east.x - 1
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segment.y = position.y
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segment.next = 0
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# Should we process segments above or below this one?
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# when there is a selected area, the pixels above and below the one we started creating this
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# segment from may be outside it. It's easier to assume we should be checking for segments
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# above and below this one than to specifically check every single pixel in it, because that
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# test will be performed later anyway.
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# On the other hand, this test we described is the same `project.can_pixel_get_drawn` does if
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# there is no selection, so we don't need branching here.
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segment.todo_above = position.y > 0
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segment.todo_below = position.y < project.size.y - 1
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# this is an actual segment we should be coloring, so we add it to the results for the
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# current image
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if segment.right_position >= segment.left_position:
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_allegro_image_segments.append(segment)
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# we know the point just east of the segment is not part of a segment that should be
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# processed, else it would be part of this segment
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return int(east.x) + 1
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func _check_flooded_segment(
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y: int, left: int, right: int, project: Project, image: Image, src_color: Color
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) -> bool:
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var ret = false
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var c: int = 0
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while left <= right:
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c = y
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while true:
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var segment = _allegro_flood_segments[c]
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if left >= segment.left_position and left <= segment.right_position:
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left = segment.right_position + 2
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break
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c = segment.next
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if c == 0: # couldn't find a valid segment, so we draw a new one
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left = _flood_line_around_point(Vector2(left, y), project, image, src_color)
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ret = true
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break
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return ret
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func _flood_fill(position: Vector2, image: Image, bitmap: BitMap) -> void:
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# implements the floodfill routine by Shawn Hargreaves
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# from https://www1.udel.edu/CIS/software/dist/allegro-4.2.1/src/flood.c
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var project: Project = Global.current_project
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var color: Color = image.get_pixelv(position)
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# init flood data structures
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_allegro_flood_segments = []
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_allegro_image_segments = []
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_compute_segments_for_image(position, project, image, color)
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# now actually color the image: since we have already checked a few things for the points
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# we'll process here, we're going to skip a bunch of safety checks to speed things up.
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_select_segments(bitmap)
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func _compute_segments_for_image(
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position: Vector2, project: Project, image: Image, src_color: Color
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) -> void:
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# initially allocate at least 1 segment per line of image
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for j in image.get_height():
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_add_new_segment(j)
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# start flood algorithm
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_flood_line_around_point(position, project, image, src_color)
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# test all segments while also discovering more
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var done := false
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while not done:
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done = true
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var max_index = _allegro_flood_segments.size()
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for c in max_index:
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var p = _allegro_flood_segments[c]
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if p.todo_below: # check below the segment?
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p.todo_below = false
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if _check_flooded_segment(
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p.y + 1, p.left_position, p.right_position, project, image, src_color
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):
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done = false
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if p.todo_above: # check above the segment?
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p.todo_above = false
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if _check_flooded_segment(
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p.y - 1, p.left_position, p.right_position, project, image, src_color
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):
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done = false
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func _select_segments(bitmap: BitMap) -> void:
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# short circuit for flat colors
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for c in _allegro_image_segments.size():
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var p = _allegro_image_segments[c]
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for px in range(p.left_position, p.right_position + 1):
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# We don't have to check again whether the point being processed is within the bounds
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_set_bit(Vector2(px, p.y), bitmap)
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func _set_bit(p: Vector2, bitmap: BitMap) -> void:
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var project: Project = Global.current_project
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if _intersect:
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bitmap.set_bit(p, project.selection_bitmap.get_bit(p))
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else:
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bitmap.set_bit(p, !_subtract)
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