/* * This file is part of the KDE project * * Copyright (c) 2004 Cyrille Berger * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #include #include #include #include #include #include #include #include #include #include #include "wetphysicsfilter.h" /* * [11:14] CyrilleB: I think I know why watercolor drying creates that funny pattern (you can see it if you have a very wet canvas with lots of paint and leave it drying for a while): our dry filter must have an off-by-one error to the right and bottom, which is also why the buggy drying didn't remove all of previously applied paint but left a fringe. * [11:14] does the drying behave kind of like an error diffusion? * [11:14] (it sounds like error diffusion artifacts,.) * [11:15] pippin: not sure what error diffusion is... * [11:15] used for digital halftoning * [11:15] take a greyscale image,.. you want to end up with binary (could be less, but let's use 1bit result) * [11:15] boud: the funny pattern is also in wetdreams when you disable wetness visualisation * [11:15] CyrilleB: I don't mean the checkerboard pattern * [11:16] then for each pixel you calculate the difference between the current value and the desired value (0 or 255) * [11:16] boud: which one then ? * [11:16] the error is distributed to the neighbour pixels (to the right, down and down to the left in pixels which have not yet been processed * [11:16] ) * [11:16] CyrilleB: it's only apparent when you let something dry for some time, it looks like meandering snakes (like the old game "snake") * [11:16] pippin: somehow yes * [11:16] pippin: that is possible * [11:17] boud: this leads to "bleeding" of data to the right and down,.. * [11:17] pippin: but on the other hand, when the filter worked on the old tiles (empty ones) it also left a fringe of color. * [11:17] having the "error" spread in different directions on each iteration might fix something like this,. * [11:18] Which leads me to think it's an off-by one. * [11:25] No, it isn't off by one. Then pippin must be right. * [11:26] if I am, this is a fun debug session, not even having the code or the visual results available,. just hanging around on irc :) * [11:27] Well, I don't have time to investigate right now, but it sounds very plausible. * [11:27] pippin: :) * [11:28] of course, the code _is_ available :-) * [11:28] if there is some form of diffusion matrix that is directional around the current pixel,. having that mask rotate depending on the modulus of the current iteration # should cancel such an effect out */ WetPhysicsFilter::WetPhysicsFilter() : KisFilter(id(), "artistic", i18n("Dry the Paint")) { m_adsorbCount = 0; } void WetPhysicsFilter::process(KisPaintDeviceSP src, KisPaintDeviceSP dst, KisFilterConfiguration* /*config*/, const TQRect& rect) { kdDebug() << "Physics processing " << src->name() << m_adsorbCount << endl; // XXX: It would be nice be able to interleave this, instead of // having the same loop over our pixels three times. flow(src, dst, rect); if (m_adsorbCount++ == 2) { // XXX I think we could combine dry and adsorb, yes adsorb(src, dst, rect); dry(src, dst, rect); m_adsorbCount = 0; } setProgressDone(); // Must be called even if you don't really support progression } void WetPhysicsFilter::flow(KisPaintDeviceSP src, KisPaintDeviceSP /*dst*/, const TQRect & r) { /* XXX: Is this like a convolution operation? BSAR */ int width = r.width(); int height = r.height(); kdDebug() << "Flowing: " << r << endl; /* width of a line in a layer in pixel units, not in bytes -- used to move to the next line in the fluid masks below */ int rs = width; // rowstride double * flow_t = new double[width * height]; TQ_CHECK_PTR(flow_t); double * flow_b = new double[width * height]; TQ_CHECK_PTR(flow_b); double * flow_l = new double[width * height]; TQ_CHECK_PTR(flow_l); double * flow_r = new double[width * height]; TQ_CHECK_PTR(flow_r); double * fluid = new double[width * height]; TQ_CHECK_PTR(fluid); double * outflow = new double[width * height]; TQ_CHECK_PTR(outflow); // Height of the paper surface. Do we also increase height because of paint deposits? int my_height; // Flow to the top, bottom, left, right of the currentpixel double ft, fb, fl, fr; // Temporary pixel constructs WetPixDbl wet_mix, wet_tmp; // XXX If the flow touches areas that have not been initialized with a height field yet, // create a height field. // We need three iterators, because we're working on a five-point convolution kernel (no corner pixels are being used) // First iteration: compute fluid deposits around the paper. TQ_INT32 dx, dy; dx = r.x(); dy = r.y(); int ix = width + 1; // keeps track where we are in the one-dimensional arrays for (TQ_INT32 y2 = 1; y2 < height - 1; ++y2) { KisHLineIteratorPixel srcIt = src->createHLineIterator(dx, dy + y2, width, false); KisHLineIteratorPixel upIt = src->createHLineIterator(dx + 1, dy + y2 - 1, width - 2, false); KisHLineIteratorPixel downIt = src->createHLineIterator(dx + 1, dy + y2 + 1, width - 2, false); // .paint is the first field in our wetpack, so this is ok (even though not nice) WetPix left = *(reinterpret_cast(srcIt.rawData())); ++srcIt; WetPix current = *(reinterpret_cast(srcIt.rawData())); ++srcIt; WetPix right = *(reinterpret_cast(srcIt.rawData())); WetPix up, down; while (!srcIt.isDone()) { up = *(reinterpret_cast(upIt.rawData())); down = *(reinterpret_cast(downIt.rawData())); if (current.w > 0) { my_height = current.h + current.w; ft = (up.h + up.w) - my_height; fb = (down.h + down.w) - my_height; fl = (left.h + left.w) - my_height; fr = (right.h + right.w) - my_height; fluid[ix] = 0.4 * sqrt(current.w * 1.0 / 255.0); /* smooth out the flow a bit */ flow_t[ix] = CLAMP(0.1 * (10 + ft * 0.75 - fb * 0.25), 0, 1); flow_b[ix] = CLAMP(0.1 * (10 + fb * 0.75 - ft * 0.25), 0, 1); flow_l[ix] = CLAMP(0.1 * (10 + fl * 0.75 - fr * 0.25), 0, 1); flow_r[ix] = CLAMP(0.1 * (10 + fr * 0.75 - fl * 0.25), 0, 1); outflow[ix] = 0; } ++srcIt; ++upIt; ++downIt; ix++; left = current; current = right; right = *(reinterpret_cast(srcIt.rawData())); } ix+=2; // one for the last pixel on the line, and one for the first of the next line } // Second iteration: Reduce flow in dry areas ix = width + 1; for (TQ_INT32 y2 = 1; y2 < height - 1; ++y2) { KisHLineIteratorPixel srcIt = src->createHLineIterator(dx + 1, dy + y2, width - 2, false); while (!srcIt.isDone()) { if ((reinterpret_cast(srcIt.rawData()))->w > 0) { /* reduce flow in dry areas */ flow_t[ix] *= fluid[ix] * fluid[ix - rs]; outflow[ix - rs] += flow_t[ix]; flow_b[ix] *= fluid[ix] * fluid[ix + rs]; outflow[ix + rs] += flow_b[ix]; flow_l[ix] *= fluid[ix] * fluid[ix - 1]; outflow[ix - 1] += flow_l[ix]; flow_r[ix] *= fluid[ix] * fluid[ix + 1]; outflow[ix + 1] += flow_r[ix]; } ++srcIt; ix++; } ix += 2; } // Third iteration: Combine the paint from the flow areas. ix = width + 1; for (TQ_INT32 y2 = 1; y2 < height - 1; ++y2) { KisHLineIteratorPixel srcIt = src->createHLineIterator(dx, dy + y2, width, false); KisHLineIteratorPixel upIt = src->createHLineIterator(dx + 1, dy + y2 - 1, width - 2, false); KisHLineIteratorPixel downIt = src->createHLineIterator(dx + 1, dy + y2 + 1, width - 2, false); KisHLineIteratorPixel dstIt = src->createHLineIterator(dx + 1, dy + y2, width - 2, true); WetPix left = *(reinterpret_cast(srcIt.oldRawData())); ++srcIt; WetPix current = *(reinterpret_cast(srcIt.oldRawData())); ++srcIt; WetPix right = *(reinterpret_cast(srcIt.oldRawData())); WetPix up, down; while (!srcIt.isDone()) { up = *(reinterpret_cast(upIt.oldRawData())); down = *(reinterpret_cast(downIt.oldRawData())); if ((reinterpret_cast(srcIt.rawData()))->w > 0) { reducePixel(&wet_mix, ¤t, 1 - outflow[ix]); reducePixel(&wet_tmp, &up, flow_t[ix]); combinePixels(&wet_mix, &wet_mix, &wet_tmp); reducePixel(&wet_tmp, &down, flow_b[ix]); combinePixels(&wet_mix, &wet_mix, &wet_tmp); reducePixel(&wet_tmp, &left, flow_l[ix]); combinePixels(&wet_mix, &wet_mix, &wet_tmp); reducePixel(&wet_tmp, &right, flow_r[ix]); combinePixels(&wet_mix, &wet_mix, &wet_tmp); WetPix* target = reinterpret_cast(dstIt.rawData()); wetPixFromDouble(target, &wet_mix); } ++srcIt; ++dstIt; ++upIt; ++downIt; ix++; left = current; current = right; right = *(reinterpret_cast(srcIt.oldRawData())); } ix += 2; } delete[] flow_t; delete[] flow_b; delete[] flow_l; delete[] flow_r; delete[] fluid; delete[] outflow; } void WetPhysicsFilter::dry(KisPaintDeviceSP src, KisPaintDeviceSP dst, const TQRect & r) { kdDebug () << "Drying " << r << endl; for (TQ_INT32 y = 0; y < r.height(); y++) { KisHLineIteratorPixel srcIt = src->createHLineIterator(r.x(), r.y() + y, r.width(), false); KisHLineIteratorPixel dstIt = dst->createHLineIterator(r.x(), r.y() + y, r.width(), true); TQ_UINT16 w; while (!srcIt.isDone()) { // Two wet pixels in one KisWetColorSpace pixels. WetPack pack = *(reinterpret_cast(srcIt.rawData())); WetPix* p = &(pack.paint); w = p->w; // no -1 here because we work on unsigned ints! if (w > 0) p->w = w - 1; else p->w = 0; *(reinterpret_cast(dstIt.rawData())) = pack; ++dstIt; ++srcIt; } } } void WetPhysicsFilter::adsorb(KisPaintDeviceSP src, KisPaintDeviceSP /*dst*/, const TQRect & r) { kdDebug() << "Adsorbing " << r << endl; for (TQ_INT32 y = 0; y < r.height(); y++) { KisHLineIteratorPixel srcIt = src->createHLineIterator(r.x(), r.y() + y, r.width(), true); double ads; WetPixDbl wet_top; WetPixDbl wet_bot; WetPack * pack; TQ_UINT16 w; while (!srcIt.isDone()) { // Two wet pixels in one KisWetColorSpace pixels. pack = reinterpret_cast(srcIt.rawData()); WetPix* paint = &pack->paint; WetPix* adsorb = &pack->adsorb; /* do adsorption */ w = paint->w; if (w == 0) { ++srcIt; } else { ads = 0.5 / TQMAX(w, 1); wetPixToDouble(&wet_top, paint); wetPixToDouble(&wet_bot, adsorb); mergePixel(&wet_bot, &wet_top, ads, &wet_bot); wetPixFromDouble(adsorb, &wet_bot); paint->rd = (TQ_UINT16) (paint->rd*(1 - ads)); paint->rw = (TQ_UINT16) (paint->rw*(1 - ads)); paint->gd = (TQ_UINT16) (paint->gd*(1 - ads)); paint->gw = (TQ_UINT16) (paint->gw*(1 - ads)); paint->bd = (TQ_UINT16) (paint->bd*(1 - ads)); paint->bw = (TQ_UINT16) (paint->bw*(1 - ads)); ++srcIt; } } } } void WetPhysicsFilter::combinePixels (WetPixDbl *dst, WetPixDbl *src1, WetPixDbl *src2) { dst->rd = src1->rd + src2->rd; dst->rw = src1->rw + src2->rw; dst->gd = src1->gd + src2->gd; dst->gw = src1->gw + src2->gw; dst->bd = src1->bd + src2->bd; dst->bw = src1->bw + src2->bw; dst->w = src1->w + src2->w; } void WetPhysicsFilter::dilutePixel (WetPixDbl *dst, WetPix *src, double dilution) { double scale = dilution * (1.0 / 8192.0); dst->rd = src->rd * scale; dst->rw = src->rw * scale; dst->gd = src->gd * scale; dst->gw = src->gw * scale; dst->bd = src->bd * scale; dst->bw = src->bw * scale; dst->w = src->w * (1.0 / 8192.0); dst->h = src->h * (1.0 / 8192.0); } void WetPhysicsFilter::reducePixel (WetPixDbl *dst, WetPix *src, double dilution) { dilutePixel(dst, src, dilution); dst->w *= dilution; } void WetPhysicsFilter::mergePixel (WetPixDbl *dst, WetPixDbl *src1, double dilution1, WetPixDbl *src2) { double d1, w1, d2, w2; double ed1, ed2; if (src1->rd < 1e-4) { dst->rd = src2->rd; dst->rw = src2->rw; } else if (src2->rd < 1e-4) { dst->rd = src1->rd * dilution1; dst->rw = src1->rw * dilution1; } else { d1 = src1->rd; w1 = src1->rw; d2 = src2->rd; w2 = src2->rw; dst->rd = d1 * dilution1 + d2; ed1 = exp(-d1 * dilution1); ed2 = exp(-d2); dst->rw = dst->rd * ((1 - ed1) * w1 / d1 + ed1 * (1 - ed2) * w2 / d2) / (1 - ed1 * ed2); } if (src1->gd < 1e-4) { dst->gd = src2->gd; dst->gw = src2->gw; } else if (src2->gd < 1e-4) { dst->gd = src1->gd * dilution1; dst->gw = src1->gw * dilution1; } else { d1 = src1->gd; w1 = src1->gw; d2 = src2->gd; w2 = src2->gw; dst->gd = d1 * dilution1 + d2; ed1 = exp(-d1 * dilution1); ed2 = exp(-d2); dst->gw = dst->gd * ((1 - ed1) * w1 / d1 + ed1 * (1 - ed2) * w2 / d2) / (1 - ed1 * ed2); } if (src1->bd < 1e-4) { dst->bd = src2->bd; dst->bw = src2->bw; } else if (src2->bd < 1e-4) { dst->bd = src1->bd * dilution1; dst->bw = src1->bw * dilution1; } else { d1 = src1->bd; w1 = src1->bw; d2 = src2->bd; w2 = src2->bw; dst->bd = d1 * dilution1 + d2; ed1 = exp(-d1 * dilution1); ed2 = exp(-d2); dst->bw = dst->bd * ((1 - ed1) * w1 / d1 + ed1 * (1 - ed2) * w2 / d2) / (1 - ed1 * ed2); } }