#include <algorithm>
#include "mypainttoonzbrush.h"
#include "tropcm.h"
#include "tpixelutils.h"
#include <toonz/mypainthelpers.hpp>
#include <QColor>
//=======================================================
//
// Raster32PMyPaintSurface::Internal
//
//=======================================================
class Raster32PMyPaintSurface::Internal:
public mypaint::helpers::SurfaceCustom<readPixel, writePixel, askRead, askWrite>
{
public:
typedef SurfaceCustom Parent;
Internal(Raster32PMyPaintSurface &owner):
SurfaceCustom( owner.m_ras->pixels(),
owner.m_ras->getLx(),
owner.m_ras->getLy(),
owner.m_ras->getPixelSize(),
owner.m_ras->getRowSize(),
&owner )
{ }
};
//=======================================================
//
// Raster32PMyPaintSurface
//
//=======================================================
Raster32PMyPaintSurface::Raster32PMyPaintSurface(const TRaster32P &ras):
m_ras(ras),
controller(),
internal()
{
assert(ras);
internal = new Internal(*this);
}
Raster32PMyPaintSurface::Raster32PMyPaintSurface(const TRaster32P &ras, RasterController &controller):
m_ras(ras),
controller(&controller),
internal()
{
assert(ras);
internal = new Internal(*this);
}
Raster32PMyPaintSurface::~Raster32PMyPaintSurface()
{ delete internal; }
bool Raster32PMyPaintSurface::getColor(float x, float y, float radius,
float &colorR, float &colorG, float &colorB, float &colorA)
{ return internal->getColor(x, y, radius, colorR, colorG, colorB, colorA); }
bool Raster32PMyPaintSurface::drawDab(const mypaint::Dab &dab)
{ return internal->drawDab(dab); }
bool Raster32PMyPaintSurface::getAntialiasing() const
{ return internal->antialiasing; }
void Raster32PMyPaintSurface::setAntialiasing(bool value)
{ internal->antialiasing = value; }
//=======================================================
//
// MyPaintToonzBrush
//
//=======================================================
MyPaintToonzBrush::MyPaintToonzBrush(const TRaster32P &ras, RasterController &controller, const mypaint::Brush &brush):
m_ras(ras),
m_mypaintSurface(m_ras, controller),
brush(brush),
reset(true)
{
// read brush antialiasing settings
float aa = this->brush.getBaseValue(MYPAINT_BRUSH_SETTING_ANTI_ALIASING);
m_mypaintSurface.setAntialiasing(aa > 0.5f);
// reset brush antialiasing to zero to avoid radius and hardness correction
this->brush.setBaseValue(MYPAINT_BRUSH_SETTING_ANTI_ALIASING, 0.f);
for(int i = 0; i < MYPAINT_BRUSH_INPUTS_COUNT; ++i)
this->brush.setMappingN(MYPAINT_BRUSH_SETTING_ANTI_ALIASING, (MyPaintBrushInput)i, 0);
}
void MyPaintToonzBrush::beginStroke() {
brush.reset();
brush.newStroke();
reset = true;
}
void MyPaintToonzBrush::endStroke() {
if (!reset) {
strokeTo(TPointD(current.x, current.y), current.pressure, 0.f);
beginStroke();
}
}
void MyPaintToonzBrush::strokeTo(const TPointD &point, double pressure, double dtime) {
Params next(point.x, point.y, pressure, 0.0);
if (reset) {
current = next;
previous = current;
reset = false;
// we need to jump to initial point (heuristic)
brush.setState(MYPAINT_BRUSH_STATE_X, current.x);
brush.setState(MYPAINT_BRUSH_STATE_Y, current.y);
brush.setState(MYPAINT_BRUSH_STATE_ACTUAL_X, current.x);
brush.setState(MYPAINT_BRUSH_STATE_ACTUAL_Y, current.y);
return;
} else {
next.time = current.time + dtime;
}
// accuracy
const double threshold = 1.0;
const double thresholdSqr = threshold*threshold;
const int maxLevel = 16;
// set initial segment
Segment stack[maxLevel+1];
Params p0;
Segment *segment = stack;
Segment *maxSegment = segment + maxLevel;
p0.setMedian(previous, current);
segment->p1 = current;
segment->p2.setMedian(current, next);
// process
while(true) {
double dx = segment->p2.x - p0.x;
double dy = segment->p2.y - p0.y;
if (dx*dx + dy*dy > thresholdSqr && segment != maxSegment) {
Segment *sub = segment + 1;
sub->p1.setMedian(p0, segment->p1);
segment->p1.setMedian(segment->p1, segment->p2);
sub->p2.setMedian(sub->p1, segment->p1);
segment = sub;
} else {
brush.strokeTo(m_mypaintSurface, segment->p2.x, segment->p2.y, segment->p2.pressure, 0.f, 0.f, segment->p2.time - p0.time);
if (segment == stack) break;
p0 = segment->p2;
--segment;
}
}
// keep parameters for future interpolation
previous = current;
current = next;
// shift time
previous.time = 0.0;
current.time = dtime;
}