PixelPaint: Change BucketTool and WandTool to use new Bitmap flood fill

This updates the Bucket and Wand tools to leverage the new flood fill
algorithm added to Gfx::Bitmap instead of implementing it in each tool.
This commit is contained in:
Timothy Slater 2022-09-30 12:35:34 -05:00 committed by Linus Groh
parent eec881ea34
commit 92c203bba2
Notes: sideshowbarker 2024-07-17 06:51:48 +09:00
2 changed files with 13 additions and 98 deletions

View file

@ -27,62 +27,18 @@ BucketTool::BucketTool()
m_cursor = Gfx::Bitmap::try_load_from_file("/res/icons/pixelpaint/bucket.png"sv).release_value_but_fixme_should_propagate_errors(); m_cursor = Gfx::Bitmap::try_load_from_file("/res/icons/pixelpaint/bucket.png"sv).release_value_but_fixme_should_propagate_errors();
} }
static float color_distance_squared(Gfx::Color const& lhs, Gfx::Color const& rhs) static void flood_fill(Gfx::Bitmap& bitmap, Gfx::IntPoint const& start_position, Color fill_color, int threshold)
{
int a = rhs.red() - lhs.red();
int b = rhs.green() - lhs.green();
int c = rhs.blue() - lhs.blue();
int d = rhs.alpha() - lhs.alpha();
return (a * a + b * b + c * c + d * d) / (4.0f * 255.0f * 255.0f);
}
static bool can_paint(Gfx::IntPoint point, Gfx::Bitmap& bitmap, Gfx::Color const& target_color, float threshold_normalized_squared)
{
auto pixel_color = bitmap.get_pixel<Gfx::StorageFormat::BGRA8888>(point.x(), point.y());
return color_distance_squared(pixel_color, target_color) <= threshold_normalized_squared;
}
static void flood_fill(Gfx::Bitmap& bitmap, Gfx::IntPoint const& start_position, Color target_color, Color fill_color, int threshold)
{ {
VERIFY(bitmap.bpp() == 32); VERIFY(bitmap.bpp() == 32);
if (target_color == fill_color)
return;
if (!bitmap.rect().contains(start_position)) if (!bitmap.rect().contains(start_position))
return; return;
float threshold_normalized_squared = (threshold / 100.0f) * (threshold / 100.0f); auto pixel_visited = [&](Gfx::IntPoint location) {
bitmap.set_pixel<Gfx::StorageFormat::BGRA8888>(location.x(), location.y(), fill_color);
};
// Create Mask which will track already-colored pixels bitmap.flood_visit_from_point(start_position, threshold, move(pixel_visited));
Mask flood_mask = Mask::empty(bitmap.rect());
Queue<Gfx::IntPoint> points_to_visit = Queue<Gfx::IntPoint>();
points_to_visit.enqueue({ start_position.x(), start_position.y() });
bitmap.set_pixel<Gfx::StorageFormat::BGRA8888>(start_position.x(), start_position.y(), fill_color);
flood_mask.set(start_position.x(), start_position.y(), 1);
// This implements a non-recursive flood fill. This is a breadth-first search of paintable neighbors
// As we find neighbors that are paintable we update their pixel, add them to the queue, and mark them in the mask
while (!points_to_visit.is_empty()) {
auto current_point = points_to_visit.dequeue();
auto candidate_points = Array {
current_point.moved_left(1),
current_point.moved_right(1),
current_point.moved_up(1),
current_point.moved_down(1)
};
for (auto candidate_point : candidate_points) {
if (!bitmap.rect().contains(candidate_point))
continue;
if (flood_mask.get(candidate_point.x(), candidate_point.y()) == 0 && can_paint(candidate_point, bitmap, target_color, threshold_normalized_squared)) {
points_to_visit.enqueue(candidate_point);
bitmap.set_pixel<Gfx::StorageFormat::BGRA8888>(candidate_point.x(), candidate_point.y(), fill_color);
}
flood_mask.set(candidate_point.x(), candidate_point.y(), 0xFF);
}
}
} }
void BucketTool::on_mousedown(Layer* layer, MouseEvent& event) void BucketTool::on_mousedown(Layer* layer, MouseEvent& event)
@ -95,9 +51,8 @@ void BucketTool::on_mousedown(Layer* layer, MouseEvent& event)
return; return;
GUI::Painter painter(layer->currently_edited_bitmap()); GUI::Painter painter(layer->currently_edited_bitmap());
auto target_color = layer->currently_edited_bitmap().get_pixel(layer_event.x(), layer_event.y());
flood_fill(layer->currently_edited_bitmap(), layer_event.position(), target_color, m_editor->color_for(layer_event), m_threshold); flood_fill(layer->currently_edited_bitmap(), layer_event.position(), m_editor->color_for(layer_event), m_threshold);
layer->did_modify_bitmap(); layer->did_modify_bitmap();
m_editor->did_complete_action(tool_name()); m_editor->did_complete_action(tool_name());

View file

@ -21,57 +21,18 @@
namespace PixelPaint { namespace PixelPaint {
static float color_distance_squared(Gfx::Color const& lhs, Gfx::Color const& rhs) static void set_flood_selection(Gfx::Bitmap& bitmap, Image& image, Gfx::IntPoint const& start_position, int threshold, Selection::MergeMode merge_mode)
{
int a = rhs.red() - lhs.red();
int b = rhs.green() - lhs.green();
int c = rhs.blue() - lhs.blue();
int d = rhs.alpha() - lhs.alpha();
return (a * a + b * b + c * c + d * d) / (4.0f * 255.0f * 255.0f);
}
static bool meets_wand_threshold(Gfx::IntPoint point, Gfx::Bitmap& bitmap, Gfx::Color const& target_color, float threshold_normalized_squared)
{
auto pixel_color = bitmap.get_pixel<Gfx::StorageFormat::BGRA8888>(point.x(), point.y());
bool meets_threshold = color_distance_squared(pixel_color, target_color) <= threshold_normalized_squared;
return meets_threshold;
}
static void set_flood_selection(Gfx::Bitmap& bitmap, Image& image, Gfx::IntPoint const& start_position, Color target_color, int threshold, Selection::MergeMode merge_mode)
{ {
VERIFY(bitmap.bpp() == 32); VERIFY(bitmap.bpp() == 32);
float threshold_normalized_squared = (threshold / 100.0f) * (threshold / 100.0f);
// Create Mask which will track already-colored pixels
Mask flood_mask = Mask::empty(bitmap.rect());
Mask selection_mask = Mask::empty(bitmap.rect()); Mask selection_mask = Mask::empty(bitmap.rect());
Queue<Gfx::IntPoint> points_to_visit = Queue<Gfx::IntPoint>();
points_to_visit.enqueue({ start_position.x(), start_position.y() }); auto pixel_reached = [&](Gfx::IntPoint location) {
selection_mask.set(start_position.x(), start_position.y(), 0xFF); selection_mask.set(location.x(), location.y(), 0xFF);
flood_mask.set(start_position.x(), start_position.y(), 0xFF); };
bitmap.flood_visit_from_point(start_position, threshold, move(pixel_reached));
// This implements a non-recursive flood fill. This is a breadth-first search of paintable neighbors
// As we find neighbors that are paintable we update their pixel, add them to the queue, and mark them in the mask
while (!points_to_visit.is_empty()) {
auto current_point = points_to_visit.dequeue();
auto candidate_points = Array {
current_point.moved_left(1),
current_point.moved_right(1),
current_point.moved_up(1),
current_point.moved_down(1)
};
for (auto candidate_point : candidate_points) {
if (!bitmap.rect().contains(candidate_point))
continue;
if (flood_mask.get(candidate_point.x(), candidate_point.y()) == 0 && meets_wand_threshold(candidate_point, bitmap, target_color, threshold_normalized_squared)) {
points_to_visit.enqueue(candidate_point);
selection_mask.set(candidate_point.x(), candidate_point.y(), 0xFF);
}
flood_mask.set(candidate_point.x(), candidate_point.y(), 0xFF);
}
}
selection_mask.shrink_to_fit(); selection_mask.shrink_to_fit();
image.selection().merge(selection_mask, merge_mode); image.selection().merge(selection_mask, merge_mode);
} }
@ -85,9 +46,8 @@ void WandSelectTool::on_mousedown(Layer* layer, MouseEvent& event)
if (!layer->rect().contains(layer_event.position())) if (!layer->rect().contains(layer_event.position()))
return; return;
auto target_color = layer->currently_edited_bitmap().get_pixel(layer_event.x(), layer_event.y());
m_editor->image().selection().begin_interactive_selection(); m_editor->image().selection().begin_interactive_selection();
set_flood_selection(layer->currently_edited_bitmap(), m_editor->image(), layer_event.position(), target_color, m_threshold, m_merge_mode); set_flood_selection(layer->currently_edited_bitmap(), m_editor->image(), layer_event.position(), m_threshold, m_merge_mode);
m_editor->image().selection().end_interactive_selection(); m_editor->image().selection().end_interactive_selection();
m_editor->update(); m_editor->update();
m_editor->did_complete_action(tool_name()); m_editor->did_complete_action(tool_name());