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mypaint-brush.c
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/* brushlib - The MyPaint Brush Library
* Copyright (C) 2007-2011 Martin Renold <martinxyz@gmx.ch>
*
* Permission to use, copy, modify, and/or distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
* ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
* OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <math.h>
#include <assert.h>
#include "mypaint-brush.h"
#include "mypaint-brush-settings.h"
#include "mapping.h"
#include "helpers.h"
#include "rng-double.h"
#ifdef HAVE_JSON_C
// Allow the C99 define from json.h
#undef TRUE
#undef FALSE
#include <json.h>
#endif // HAVE_JSON_C
#ifdef _MSC_VER
#if _MSC_VER < 1700 // Visual Studio 2012 and later has isfinite and roundf
#include <float.h>
static inline int isfinite(double x) { return _finite(x); }
static inline float roundf (float x) { return x >= 0.0f ? floorf(x + 0.5f) : ceilf(x - 0.5f); }
#endif
#endif
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
#define ACTUAL_RADIUS_MIN 0.2
#define ACTUAL_RADIUS_MAX 1000 // safety guard against radius like 1e20 and against rendering overload with unexpected brush dynamics
/* The Brush class stores two things:
b) settings: constant during a stroke (eg. size, spacing, dynamics, color selected by the user)
a) states: modified during a stroke (eg. speed, smudge colors, time/distance to next dab, position filter states)
FIXME: Actually those are two orthogonal things. Should separate them:
a) brush settings class that is saved/loaded/selected (without states)
b) brush core class to draw the dabs (using an instance of the above)
In python, there are two kinds of instances from this: a "global
brush" which does the cursor tracking, and the "brushlist" where
the states are ignored. When a brush is selected, its settings are
copied into the global one, leaving the state intact.
*/
/**
* MyPaintBrush:
*
* The MyPaint brush engine class.
*/
struct _MyPaintBrush {
gboolean print_inputs; // debug menu
// for stroke splitting (undo/redo)
double stroke_total_painting_time;
double stroke_current_idling_time;
// the states (get_state, set_state, reset) that change during a stroke
float states[MYPAINT_BRUSH_STATES_COUNT];
RngDouble * rng;
// Those mappings describe how to calculate the current value for each setting.
// Most of settings will be constant (eg. only their base_value is used).
Mapping * settings[MYPAINT_BRUSH_SETTINGS_COUNT];
// the current value of all settings (calculated using the current state)
float settings_value[MYPAINT_BRUSH_SETTINGS_COUNT];
// see also brushsettings.py
// cached calculation results
float speed_mapping_gamma[2];
float speed_mapping_m[2];
float speed_mapping_q[2];
gboolean reset_requested;
#ifdef HAVE_JSON_C
json_object *brush_json;
#endif
int refcount;
};
void settings_base_values_have_changed (MyPaintBrush *self);
#include "glib/mypaint-brush.c"
/**
* mypaint_brush_new:
*
* Create a new MyPaint brush engine instance.
* Initial reference count is 1. Release references using mypaint_brush_unref()
*/
MyPaintBrush *
mypaint_brush_new(void)
{
MyPaintBrush *self = (MyPaintBrush *)malloc(sizeof(MyPaintBrush));
self->refcount = 1;
int i=0;
for (i=0; i<MYPAINT_BRUSH_SETTINGS_COUNT; i++) {
self->settings[i] = mapping_new(MYPAINT_BRUSH_INPUTS_COUNT);
}
self->rng = rng_double_new(1000);
self->print_inputs = FALSE;
for (i=0; i<MYPAINT_BRUSH_STATES_COUNT; i++) {
self->states[i] = 0;
}
mypaint_brush_new_stroke(self);
settings_base_values_have_changed(self);
self->reset_requested = TRUE;
#ifdef HAVE_JSON_C
self->brush_json = json_object_new_object();
#endif
return self;
}
void
brush_free(MyPaintBrush *self)
{
for (int i=0; i<MYPAINT_BRUSH_SETTINGS_COUNT; i++) {
mapping_free(self->settings[i]);
}
rng_double_free (self->rng);
self->rng = NULL;
#ifdef HAVE_JSON_C
json_object_put(self->brush_json);
#endif
free(self);
}
/**
* mypaint_brush_unref: (skip)
*
* Decrease the reference count. Will be freed when it hits 0.
*/
void
mypaint_brush_unref(MyPaintBrush *self)
{
self->refcount--;
if (self->refcount == 0) {
brush_free(self);
}
}
/**
* mypaint_brush_ref: (skip)
*
* Increase the reference count.
*/
void
mypaint_brush_ref(MyPaintBrush *self)
{
self->refcount++;
}
/**
* mypaint_brush_get_total_stroke_painting_time:
*
* Return the total amount of painting time for the current stroke.
*/
double
mypaint_brush_get_total_stroke_painting_time(MyPaintBrush *self)
{
return self->stroke_total_painting_time;
}
/**
* mypaint_brush_set_print_inputs:
*
* Enable/Disable printing of brush engine inputs on stderr. Intended for debugging only.
*/
void
mypaint_brush_set_print_inputs(MyPaintBrush *self, gboolean enabled)
{
self->print_inputs = enabled;
}
/**
* mypaint_brush_reset:
*
* Reset the current brush engine state.
* Used when the next mypaint_brush_stroke_to() call is not related to the current state.
* Note that the reset request is queued and changes in state will only happen on next stroke_to()
*/
void
mypaint_brush_reset(MyPaintBrush *self)
{
self->reset_requested = TRUE;
}
/**
* mypaint_brush_new_stroke:
*
* Start a new stroke.
*/
void
mypaint_brush_new_stroke(MyPaintBrush *self)
{
self->stroke_current_idling_time = 0;
self->stroke_total_painting_time = 0;
}
/**
* mypaint_brush_set_base_value:
*
* Set the base value of a brush setting.
*/
void
mypaint_brush_set_base_value(MyPaintBrush *self, MyPaintBrushSetting id, float value)
{
assert (id >= 0 && id < MYPAINT_BRUSH_SETTINGS_COUNT);
mapping_set_base_value(self->settings[id], value);
settings_base_values_have_changed (self);
}
/**
* mypaint_brush_get_base_value:
*
* Get the base value of a brush setting.
*/
float
mypaint_brush_get_base_value(MyPaintBrush *self, MyPaintBrushSetting id)
{
assert (id >= 0 && id < MYPAINT_BRUSH_SETTINGS_COUNT);
return mapping_get_base_value(self->settings[id]);
}
/**
* mypaint_brush_set_mapping_n:
*
* Set the number of points used for the dynamics mapping between a #MyPaintBrushInput and #MyPaintBrushSetting.
*/
void
mypaint_brush_set_mapping_n(MyPaintBrush *self, MyPaintBrushSetting id, MyPaintBrushInput input, int n)
{
assert (id >= 0 && id < MYPAINT_BRUSH_SETTINGS_COUNT);
mapping_set_n(self->settings[id], input, n);
}
/**
* mypaint_brush_get_mapping_n:
*
* Get the number of points used for the dynamics mapping between a #MyPaintBrushInput and #MyPaintBrushSetting.
*/
int
mypaint_brush_get_mapping_n(MyPaintBrush *self, MyPaintBrushSetting id, MyPaintBrushInput input)
{
return mapping_get_n(self->settings[id], input);
}
/**
* mypaint_brush_is_constant:
*
* Returns TRUE if the brush has no dynamics for the given #MyPaintBrushSetting
*/
gboolean
mypaint_brush_is_constant(MyPaintBrush *self, MyPaintBrushSetting id)
{
assert (id >= 0 && id < MYPAINT_BRUSH_SETTINGS_COUNT);
return mapping_is_constant(self->settings[id]);
}
/**
* mypaint_brush_get_inputs_used_n:
*
* Returns how many inputs are used for the dynamics of a #MyPaintBrushSetting
*/
int
mypaint_brush_get_inputs_used_n(MyPaintBrush *self, MyPaintBrushSetting id)
{
assert (id >= 0 && id < MYPAINT_BRUSH_SETTINGS_COUNT);
return mapping_get_inputs_used_n(self->settings[id]);
}
/**
* mypaint_brush_set_mapping_point:
*
* Set a X,Y point of a dynamics mapping.
* The index must be within the number of points set using mypaint_brush_set_mapping_n()
*/
void
mypaint_brush_set_mapping_point(MyPaintBrush *self, MyPaintBrushSetting id, MyPaintBrushInput input, int index, float x, float y)
{
assert (id >= 0 && id < MYPAINT_BRUSH_SETTINGS_COUNT);
mapping_set_point(self->settings[id], input, index, x, y);
}
/**
* mypaint_brush_get_mapping_point:
* @x: (out): Location to return the X value
* @y: (out): Location to return the Y value
*
* Get a X,Y point of a dynamics mapping.
**/
void
mypaint_brush_get_mapping_point(MyPaintBrush *self, MyPaintBrushSetting id, MyPaintBrushInput input, int index, float *x, float *y)
{
assert (id >= 0 && id < MYPAINT_BRUSH_SETTINGS_COUNT);
mapping_get_point(self->settings[id], input, index, x, y);
}
/**
* mypaint_brush_get_state:
*
* Get an internal brush engine state.
* Normally used for debugging, but can be used to implement record & replay functionality.
**/
float
mypaint_brush_get_state(MyPaintBrush *self, MyPaintBrushState i)
{
assert (i >= 0 && i < MYPAINT_BRUSH_STATES_COUNT);
return self->states[i];
}
/**
* mypaint_brush_set_state:
*
* Set an internal brush engine state.
* Normally used for debugging, but can be used to implement record & replay functionality.
**/
void
mypaint_brush_set_state(MyPaintBrush *self, MyPaintBrushState i, float value)
{
assert (i >= 0 && i < MYPAINT_BRUSH_STATES_COUNT);
self->states[i] = value;
}
// Returns the smallest angular difference (counterclockwise or clockwise) a to b, in degrees.
// Clockwise is positive.
static inline float
smallest_angular_difference(float a, float b)
{
float d_cw, d_ccw;
a = fmodf(a, 360.0);
b = fmodf(b, 360.0);
if (a > b) {
d_cw = a - b;
d_ccw = b + 360.0 - a;
}
else {
d_cw = a + 360.0 - b;
d_ccw = b - a;
}
return (d_cw < d_ccw) ? -d_cw : d_ccw;
}
// returns the fraction still left after t seconds
float exp_decay (float T_const, float t)
{
// the argument might not make mathematical sense (whatever.)
if (T_const <= 0.001) {
return 0.0;
}
const float arg = -t / T_const;
return expf(arg);
}
void settings_base_values_have_changed (MyPaintBrush *self)
{
// precalculate stuff that does not change dynamically
// Precalculate how the physical speed will be mapped to the speed input value.
// The forumla for this mapping is:
//
// y = log(gamma+x)*m + q;
//
// x: the physical speed (pixels per basic dab radius)
// y: the speed input that will be reported
// gamma: parameter set by ths user (small means a logarithmic mapping, big linear)
// m, q: parameters to scale and translate the curve
//
// The code below calculates m and q given gamma and two hardcoded constraints.
//
int i=0;
for (i=0; i<2; i++) {
float gamma;
gamma = mapping_get_base_value(self->settings[(i==0)?MYPAINT_BRUSH_SETTING_SPEED1_GAMMA:MYPAINT_BRUSH_SETTING_SPEED2_GAMMA]);
gamma = expf(gamma);
float fix1_x, fix1_y, fix2_x, fix2_dy;
fix1_x = 45.0;
fix1_y = 0.5;
fix2_x = 45.0;
fix2_dy = 0.015;
float m, q;
float c1;
c1 = log(fix1_x+gamma);
m = fix2_dy * (fix2_x + gamma);
q = fix1_y - m*c1;
self->speed_mapping_gamma[i] = gamma;
self->speed_mapping_m[i] = m;
self->speed_mapping_q[i] = q;
}
}
// This function runs a brush "simulation" step. Usually it is
// called once or twice per dab. In theory the precision of the
// "simulation" gets better when it is called more often. In
// practice this only matters if there are some highly nonlinear
// mappings in critical places or extremely few events per second.
//
// note: parameters are is dx/ddab, ..., dtime/ddab (dab is the number, 5.0 = 5th dab)
void update_states_and_setting_values (MyPaintBrush *self, float step_ddab, float step_dx, float step_dy, float step_dpressure, float step_declination, float step_ascension, float step_dtime)
{
float pressure;
float inputs[MYPAINT_BRUSH_INPUTS_COUNT];
if (step_dtime < 0.0) {
printf("Time is running backwards!\n");
step_dtime = 0.001;
} else if (step_dtime == 0.0) {
// FIXME: happens about every 10th start, workaround (against division by zero)
step_dtime = 0.001;
}
self->states[MYPAINT_BRUSH_STATE_X] += step_dx;
self->states[MYPAINT_BRUSH_STATE_Y] += step_dy;
self->states[MYPAINT_BRUSH_STATE_PRESSURE] += step_dpressure;
self->states[MYPAINT_BRUSH_STATE_DECLINATION] += step_declination;
self->states[MYPAINT_BRUSH_STATE_ASCENSION] += step_ascension;
float base_radius = expf(mapping_get_base_value(self->settings[MYPAINT_BRUSH_SETTING_RADIUS_LOGARITHMIC]));
// FIXME: does happen (interpolation problem?)
if (self->states[MYPAINT_BRUSH_STATE_PRESSURE] <= 0.0) self->states[MYPAINT_BRUSH_STATE_PRESSURE] = 0.0;
pressure = self->states[MYPAINT_BRUSH_STATE_PRESSURE];
{ // start / end stroke (for "stroke" input only)
if (!self->states[MYPAINT_BRUSH_STATE_STROKE_STARTED]) {
if (pressure > mapping_get_base_value(self->settings[MYPAINT_BRUSH_SETTING_STROKE_THRESHOLD]) + 0.0001) {
// start new stroke
//printf("stroke start %f\n", pressure);
self->states[MYPAINT_BRUSH_STATE_STROKE_STARTED] = 1;
self->states[MYPAINT_BRUSH_STATE_STROKE] = 0.0;
}
} else {
if (pressure <= mapping_get_base_value(self->settings[MYPAINT_BRUSH_SETTING_STROKE_THRESHOLD]) * 0.9 + 0.0001) {
// end stroke
//printf("stroke end\n");
self->states[MYPAINT_BRUSH_STATE_STROKE_STARTED] = 0;
}
}
}
// now follows input handling
float norm_dx, norm_dy, norm_dist, norm_speed;
norm_dx = step_dx / step_dtime / base_radius;
norm_dy = step_dy / step_dtime / base_radius;
norm_speed = hypotf(norm_dx, norm_dy);
norm_dist = norm_speed * step_dtime;
inputs[MYPAINT_BRUSH_INPUT_PRESSURE] = pressure * expf(mapping_get_base_value(self->settings[MYPAINT_BRUSH_SETTING_PRESSURE_GAIN_LOG]));
inputs[MYPAINT_BRUSH_INPUT_SPEED1] = log(self->speed_mapping_gamma[0] + self->states[MYPAINT_BRUSH_STATE_NORM_SPEED1_SLOW])*self->speed_mapping_m[0] + self->speed_mapping_q[0];
inputs[MYPAINT_BRUSH_INPUT_SPEED2] = log(self->speed_mapping_gamma[1] + self->states[MYPAINT_BRUSH_STATE_NORM_SPEED2_SLOW])*self->speed_mapping_m[1] + self->speed_mapping_q[1];
inputs[MYPAINT_BRUSH_INPUT_RANDOM] = rng_double_next(self->rng);
inputs[MYPAINT_BRUSH_INPUT_STROKE] = MIN(self->states[MYPAINT_BRUSH_STATE_STROKE], 1.0);
inputs[MYPAINT_BRUSH_INPUT_DIRECTION] = fmodf (atan2f (self->states[MYPAINT_BRUSH_STATE_DIRECTION_DY], self->states[MYPAINT_BRUSH_STATE_DIRECTION_DX])/(2*M_PI)*360 + 180.0, 180.0);
inputs[MYPAINT_BRUSH_INPUT_TILT_DECLINATION] = self->states[MYPAINT_BRUSH_STATE_DECLINATION];
inputs[MYPAINT_BRUSH_INPUT_TILT_ASCENSION] = fmodf(self->states[MYPAINT_BRUSH_STATE_ASCENSION] + 180.0, 360.0) - 180.0;
inputs[MYPAINT_BRUSH_INPUT_CUSTOM] = self->states[MYPAINT_BRUSH_STATE_CUSTOM_INPUT];
if (self->print_inputs) {
printf("press=% 4.3f, speed1=% 4.4f\tspeed2=% 4.4f\tstroke=% 4.3f\tcustom=% 4.3f\n", (double)inputs[MYPAINT_BRUSH_INPUT_PRESSURE], (double)inputs[MYPAINT_BRUSH_INPUT_SPEED1], (double)inputs[MYPAINT_BRUSH_INPUT_SPEED2], (double)inputs[MYPAINT_BRUSH_INPUT_STROKE], (double)inputs[MYPAINT_BRUSH_INPUT_CUSTOM]);
}
// FIXME: this one fails!!!
//assert(inputs[MYPAINT_BRUSH_INPUT_SPEED1] >= 0.0 && inputs[MYPAINT_BRUSH_INPUT_SPEED1] < 1e8); // checking for inf
int i=0;
for (i=0; i<MYPAINT_BRUSH_SETTINGS_COUNT; i++) {
self->settings_value[i] = mapping_calculate(self->settings[i], (inputs));
}
{
float fac = 1.0 - exp_decay (self->settings_value[MYPAINT_BRUSH_SETTING_SLOW_TRACKING_PER_DAB], step_ddab);
self->states[MYPAINT_BRUSH_STATE_ACTUAL_X] += (self->states[MYPAINT_BRUSH_STATE_X] - self->states[MYPAINT_BRUSH_STATE_ACTUAL_X]) * fac;
self->states[MYPAINT_BRUSH_STATE_ACTUAL_Y] += (self->states[MYPAINT_BRUSH_STATE_Y] - self->states[MYPAINT_BRUSH_STATE_ACTUAL_Y]) * fac;
}
{ // slow speed
float fac;
fac = 1.0 - exp_decay (self->settings_value[MYPAINT_BRUSH_SETTING_SPEED1_SLOWNESS], step_dtime);
self->states[MYPAINT_BRUSH_STATE_NORM_SPEED1_SLOW] += (norm_speed - self->states[MYPAINT_BRUSH_STATE_NORM_SPEED1_SLOW]) * fac;
fac = 1.0 - exp_decay (self->settings_value[MYPAINT_BRUSH_SETTING_SPEED2_SLOWNESS], step_dtime);
self->states[MYPAINT_BRUSH_STATE_NORM_SPEED2_SLOW] += (norm_speed - self->states[MYPAINT_BRUSH_STATE_NORM_SPEED2_SLOW]) * fac;
}
{ // slow speed, but as vector this time
// FIXME: offset_by_speed should be removed.
// Is it broken, non-smooth, system-dependent math?!
// A replacement could be a directed random offset.
float time_constant = expf(self->settings_value[MYPAINT_BRUSH_SETTING_OFFSET_BY_SPEED_SLOWNESS]*0.01)-1.0;
// Workaround for a bug that happens mainly on Windows, causing
// individual dabs to be placed far far away. Using the speed
// with zero filtering is just asking for trouble anyway.
if (time_constant < 0.002) time_constant = 0.002;
float fac = 1.0 - exp_decay (time_constant, step_dtime);
self->states[MYPAINT_BRUSH_STATE_NORM_DX_SLOW] += (norm_dx - self->states[MYPAINT_BRUSH_STATE_NORM_DX_SLOW]) * fac;
self->states[MYPAINT_BRUSH_STATE_NORM_DY_SLOW] += (norm_dy - self->states[MYPAINT_BRUSH_STATE_NORM_DY_SLOW]) * fac;
}
{ // orientation (similar lowpass filter as above, but use dabtime instead of wallclock time)
float dx = step_dx / base_radius;
float dy = step_dy / base_radius;
float step_in_dabtime = hypotf(dx, dy); // FIXME: are we recalculating something here that we already have?
float fac = 1.0 - exp_decay (exp(self->settings_value[MYPAINT_BRUSH_SETTING_DIRECTION_FILTER]*0.5)-1.0, step_in_dabtime);
float dx_old = self->states[MYPAINT_BRUSH_STATE_DIRECTION_DX];
float dy_old = self->states[MYPAINT_BRUSH_STATE_DIRECTION_DY];
// use the opposite speed vector if it is closer (we don't care about 180 degree turns)
if (SQR(dx_old-dx) + SQR(dy_old-dy) > SQR(dx_old-(-dx)) + SQR(dy_old-(-dy))) {
dx = -dx;
dy = -dy;
}
self->states[MYPAINT_BRUSH_STATE_DIRECTION_DX] += (dx - self->states[MYPAINT_BRUSH_STATE_DIRECTION_DX]) * fac;
self->states[MYPAINT_BRUSH_STATE_DIRECTION_DY] += (dy - self->states[MYPAINT_BRUSH_STATE_DIRECTION_DY]) * fac;
}
{ // custom input
float fac;
fac = 1.0 - exp_decay (self->settings_value[MYPAINT_BRUSH_SETTING_CUSTOM_INPUT_SLOWNESS], 0.1);
self->states[MYPAINT_BRUSH_STATE_CUSTOM_INPUT] += (self->settings_value[MYPAINT_BRUSH_SETTING_CUSTOM_INPUT] - self->states[MYPAINT_BRUSH_STATE_CUSTOM_INPUT]) * fac;
}
{ // stroke length
float frequency;
float wrap;
frequency = expf(-self->settings_value[MYPAINT_BRUSH_SETTING_STROKE_DURATION_LOGARITHMIC]);
self->states[MYPAINT_BRUSH_STATE_STROKE] += norm_dist * frequency;
// can happen, probably caused by rounding
if (self->states[MYPAINT_BRUSH_STATE_STROKE] < 0) self->states[MYPAINT_BRUSH_STATE_STROKE] = 0;
wrap = 1.0 + self->settings_value[MYPAINT_BRUSH_SETTING_STROKE_HOLDTIME];
if (self->states[MYPAINT_BRUSH_STATE_STROKE] > wrap) {
if (wrap > 9.9 + 1.0) {
// "inifinity", just hold stroke somewhere >= 1.0
self->states[MYPAINT_BRUSH_STATE_STROKE] = 1.0;
} else {
self->states[MYPAINT_BRUSH_STATE_STROKE] = fmodf(self->states[MYPAINT_BRUSH_STATE_STROKE], wrap);
// just in case
if (self->states[MYPAINT_BRUSH_STATE_STROKE] < 0) self->states[MYPAINT_BRUSH_STATE_STROKE] = 0;
}
}
}
// calculate final radius
float radius_log;
radius_log = self->settings_value[MYPAINT_BRUSH_SETTING_RADIUS_LOGARITHMIC];
self->states[MYPAINT_BRUSH_STATE_ACTUAL_RADIUS] = expf(radius_log);
if (self->states[MYPAINT_BRUSH_STATE_ACTUAL_RADIUS] < ACTUAL_RADIUS_MIN) self->states[MYPAINT_BRUSH_STATE_ACTUAL_RADIUS] = ACTUAL_RADIUS_MIN;
if (self->states[MYPAINT_BRUSH_STATE_ACTUAL_RADIUS] > ACTUAL_RADIUS_MAX) self->states[MYPAINT_BRUSH_STATE_ACTUAL_RADIUS] = ACTUAL_RADIUS_MAX;
// aspect ratio (needs to be caluclated here because it can affect the dab spacing)
self->states[MYPAINT_BRUSH_STATE_ACTUAL_ELLIPTICAL_DAB_RATIO] = self->settings_value[MYPAINT_BRUSH_SETTING_ELLIPTICAL_DAB_RATIO];
self->states[MYPAINT_BRUSH_STATE_ACTUAL_ELLIPTICAL_DAB_ANGLE] = self->settings_value[MYPAINT_BRUSH_SETTING_ELLIPTICAL_DAB_ANGLE];
}
// Called only from stroke_to(). Calculate everything needed to
// draw the dab, then let the surface do the actual drawing.
//
// This is only gets called right after update_states_and_setting_values().
// Returns TRUE if the surface was modified.
gboolean prepare_and_draw_dab (MyPaintBrush *self, MyPaintSurface * surface)
{
float x, y, opaque;
float radius;
// ensure we don't get a positive result with two negative opaque values
if (self->settings_value[MYPAINT_BRUSH_SETTING_OPAQUE] < 0) self->settings_value[MYPAINT_BRUSH_SETTING_OPAQUE] = 0;
opaque = self->settings_value[MYPAINT_BRUSH_SETTING_OPAQUE] * self->settings_value[MYPAINT_BRUSH_SETTING_OPAQUE_MULTIPLY];
opaque = CLAMP(opaque, 0.0, 1.0);
//if (opaque == 0.0) return FALSE; <-- cannot do that, since we need to update smudge state.
if (self->settings_value[MYPAINT_BRUSH_SETTING_OPAQUE_LINEARIZE]) {
// OPTIMIZE: no need to recalculate this for each dab
float alpha, beta, alpha_dab, beta_dab;
float dabs_per_pixel;
// dabs_per_pixel is just estimated roughly, I didn't think hard
// about the case when the radius changes during the stroke
dabs_per_pixel = (
mapping_get_base_value(self->settings[MYPAINT_BRUSH_SETTING_DABS_PER_ACTUAL_RADIUS]) +
mapping_get_base_value(self->settings[MYPAINT_BRUSH_SETTING_DABS_PER_BASIC_RADIUS])
) * 2.0;
// the correction is probably not wanted if the dabs don't overlap
if (dabs_per_pixel < 1.0) dabs_per_pixel = 1.0;
// interpret the user-setting smoothly
dabs_per_pixel = 1.0 + mapping_get_base_value(self->settings[MYPAINT_BRUSH_SETTING_OPAQUE_LINEARIZE])*(dabs_per_pixel-1.0);
// see doc/brushdab_saturation.png
// beta = beta_dab^dabs_per_pixel
// <==> beta_dab = beta^(1/dabs_per_pixel)
alpha = opaque;
beta = 1.0-alpha;
beta_dab = powf(beta, 1.0/dabs_per_pixel);
alpha_dab = 1.0-beta_dab;
opaque = alpha_dab;
}
x = self->states[MYPAINT_BRUSH_STATE_ACTUAL_X];
y = self->states[MYPAINT_BRUSH_STATE_ACTUAL_Y];
float base_radius = expf(mapping_get_base_value(self->settings[MYPAINT_BRUSH_SETTING_RADIUS_LOGARITHMIC]));
if (self->settings_value[MYPAINT_BRUSH_SETTING_OFFSET_BY_SPEED]) {
x += self->states[MYPAINT_BRUSH_STATE_NORM_DX_SLOW] * self->settings_value[MYPAINT_BRUSH_SETTING_OFFSET_BY_SPEED] * 0.1 * base_radius;
y += self->states[MYPAINT_BRUSH_STATE_NORM_DY_SLOW] * self->settings_value[MYPAINT_BRUSH_SETTING_OFFSET_BY_SPEED] * 0.1 * base_radius;
}
if (self->settings_value[MYPAINT_BRUSH_SETTING_OFFSET_BY_RANDOM]) {
float amp = self->settings_value[MYPAINT_BRUSH_SETTING_OFFSET_BY_RANDOM];
if (amp < 0.0) amp = 0.0;
x += rand_gauss (self->rng) * amp * base_radius;
y += rand_gauss (self->rng) * amp * base_radius;
}
radius = self->states[MYPAINT_BRUSH_STATE_ACTUAL_RADIUS];
if (self->settings_value[MYPAINT_BRUSH_SETTING_RADIUS_BY_RANDOM]) {
float radius_log, alpha_correction;
// go back to logarithmic radius to add the noise
radius_log = self->settings_value[MYPAINT_BRUSH_SETTING_RADIUS_LOGARITHMIC];
radius_log += rand_gauss (self->rng) * self->settings_value[MYPAINT_BRUSH_SETTING_RADIUS_BY_RANDOM];
radius = expf(radius_log);
radius = CLAMP(radius, ACTUAL_RADIUS_MIN, ACTUAL_RADIUS_MAX);
alpha_correction = self->states[MYPAINT_BRUSH_STATE_ACTUAL_RADIUS] / radius;
alpha_correction = SQR(alpha_correction);
if (alpha_correction <= 1.0) {
opaque *= alpha_correction;
}
}
// update smudge color
if (self->settings_value[MYPAINT_BRUSH_SETTING_SMUDGE_LENGTH] < 1.0 &&
// optimization, since normal brushes have smudge_length == 0.5 without actually smudging
(self->settings_value[MYPAINT_BRUSH_SETTING_SMUDGE] != 0.0 || !mapping_is_constant(self->settings[MYPAINT_BRUSH_SETTING_SMUDGE]))) {
float fac = self->settings_value[MYPAINT_BRUSH_SETTING_SMUDGE_LENGTH];
if (fac < 0.01) fac = 0.01;
int px, py;
px = ROUND(x);
py = ROUND(y);
// Calling get_color() is almost as expensive as rendering a
// dab. Because of this we use the previous value if it is not
// expected to hurt quality too much. We call it at most every
// second dab.
float r, g, b, a;
self->states[MYPAINT_BRUSH_STATE_LAST_GETCOLOR_RECENTNESS] *= fac;
if (self->states[MYPAINT_BRUSH_STATE_LAST_GETCOLOR_RECENTNESS] < 0.5*fac) {
if (self->states[MYPAINT_BRUSH_STATE_LAST_GETCOLOR_RECENTNESS] == 0.0) {
// first initialization of smudge color
fac = 0.0;
}
self->states[MYPAINT_BRUSH_STATE_LAST_GETCOLOR_RECENTNESS] = 1.0;
float smudge_radius = radius * expf(self->settings_value[MYPAINT_BRUSH_SETTING_SMUDGE_RADIUS_LOG]);
smudge_radius = CLAMP(smudge_radius, ACTUAL_RADIUS_MIN, ACTUAL_RADIUS_MAX);
mypaint_surface_get_color(surface, px, py, smudge_radius, &r, &g, &b, &a);
self->states[MYPAINT_BRUSH_STATE_LAST_GETCOLOR_R] = r;
self->states[MYPAINT_BRUSH_STATE_LAST_GETCOLOR_G] = g;
self->states[MYPAINT_BRUSH_STATE_LAST_GETCOLOR_B] = b;
self->states[MYPAINT_BRUSH_STATE_LAST_GETCOLOR_A] = a;
} else {
r = self->states[MYPAINT_BRUSH_STATE_LAST_GETCOLOR_R];
g = self->states[MYPAINT_BRUSH_STATE_LAST_GETCOLOR_G];
b = self->states[MYPAINT_BRUSH_STATE_LAST_GETCOLOR_B];
a = self->states[MYPAINT_BRUSH_STATE_LAST_GETCOLOR_A];
}
// updated the smudge color (stored with premultiplied alpha)
self->states[MYPAINT_BRUSH_STATE_SMUDGE_A ] = fac*self->states[MYPAINT_BRUSH_STATE_SMUDGE_A ] + (1-fac)*a;
// fix rounding errors
self->states[MYPAINT_BRUSH_STATE_SMUDGE_A ] = CLAMP(self->states[MYPAINT_BRUSH_STATE_SMUDGE_A], 0.0, 1.0);
self->states[MYPAINT_BRUSH_STATE_SMUDGE_RA] = fac*self->states[MYPAINT_BRUSH_STATE_SMUDGE_RA] + (1-fac)*r*a;
self->states[MYPAINT_BRUSH_STATE_SMUDGE_GA] = fac*self->states[MYPAINT_BRUSH_STATE_SMUDGE_GA] + (1-fac)*g*a;
self->states[MYPAINT_BRUSH_STATE_SMUDGE_BA] = fac*self->states[MYPAINT_BRUSH_STATE_SMUDGE_BA] + (1-fac)*b*a;
}
// color part
float color_h = mapping_get_base_value(self->settings[MYPAINT_BRUSH_SETTING_COLOR_H]);
float color_s = mapping_get_base_value(self->settings[MYPAINT_BRUSH_SETTING_COLOR_S]);
float color_v = mapping_get_base_value(self->settings[MYPAINT_BRUSH_SETTING_COLOR_V]);
float eraser_target_alpha = 1.0;
if (self->settings_value[MYPAINT_BRUSH_SETTING_SMUDGE] > 0.0) {
// mix (in RGB) the smudge color with the brush color
hsv_to_rgb_float (&color_h, &color_s, &color_v);
float fac = self->settings_value[MYPAINT_BRUSH_SETTING_SMUDGE];
if (fac > 1.0) fac = 1.0;
// If the smudge color somewhat transparent, then the resulting
// dab will do erasing towards that transparency level.
// see also ../doc/smudge_math.png
eraser_target_alpha = (1-fac)*1.0 + fac*self->states[MYPAINT_BRUSH_STATE_SMUDGE_A];
// fix rounding errors (they really seem to happen in the previous line)
eraser_target_alpha = CLAMP(eraser_target_alpha, 0.0, 1.0);
if (eraser_target_alpha > 0) {
color_h = (fac*self->states[MYPAINT_BRUSH_STATE_SMUDGE_RA] + (1-fac)*color_h) / eraser_target_alpha;
color_s = (fac*self->states[MYPAINT_BRUSH_STATE_SMUDGE_GA] + (1-fac)*color_s) / eraser_target_alpha;
color_v = (fac*self->states[MYPAINT_BRUSH_STATE_SMUDGE_BA] + (1-fac)*color_v) / eraser_target_alpha;
} else {
// we are only erasing; the color does not matter
color_h = 1.0;
color_s = 0.0;
color_v = 0.0;
}
rgb_to_hsv_float (&color_h, &color_s, &color_v);
}
// eraser
if (self->settings_value[MYPAINT_BRUSH_SETTING_ERASER]) {
eraser_target_alpha *= (1.0-self->settings_value[MYPAINT_BRUSH_SETTING_ERASER]);
}
// HSV color change
color_h += self->settings_value[MYPAINT_BRUSH_SETTING_CHANGE_COLOR_H];
color_s += self->settings_value[MYPAINT_BRUSH_SETTING_CHANGE_COLOR_HSV_S];
color_v += self->settings_value[MYPAINT_BRUSH_SETTING_CHANGE_COLOR_V];
// HSL color change
if (self->settings_value[MYPAINT_BRUSH_SETTING_CHANGE_COLOR_L] || self->settings_value[MYPAINT_BRUSH_SETTING_CHANGE_COLOR_HSL_S]) {
// (calculating way too much here, can be optimized if neccessary)
// this function will CLAMP the inputs
hsv_to_rgb_float (&color_h, &color_s, &color_v);
rgb_to_hsl_float (&color_h, &color_s, &color_v);
color_v += self->settings_value[MYPAINT_BRUSH_SETTING_CHANGE_COLOR_L];
color_s += self->settings_value[MYPAINT_BRUSH_SETTING_CHANGE_COLOR_HSL_S];
hsl_to_rgb_float (&color_h, &color_s, &color_v);
rgb_to_hsv_float (&color_h, &color_s, &color_v);
}
float hardness = CLAMP(self->settings_value[MYPAINT_BRUSH_SETTING_HARDNESS], 0.0, 1.0);
// anti-aliasing attempt (works surprisingly well for ink brushes)
float current_fadeout_in_pixels = radius * (1.0 - hardness);
float min_fadeout_in_pixels = self->settings_value[MYPAINT_BRUSH_SETTING_ANTI_ALIASING];
if (current_fadeout_in_pixels < min_fadeout_in_pixels) {
// need to soften the brush (decrease hardness), but keep optical radius
// so we tune both radius and hardness, to get the desired fadeout_in_pixels
float current_optical_radius = radius - (1.0-hardness)*radius/2.0;
// Equation 1: (new fadeout must be equal to min_fadeout)
// min_fadeout_in_pixels = radius_new*(1.0 - hardness_new)
// Equation 2: (optical radius must remain unchanged)
// current_optical_radius = radius_new - (1.0-hardness_new)*radius_new/2.0
//
// Solved Equation 1 for hardness_new, using Equation 2: (thanks to mathomatic)
float hardness_new = ((current_optical_radius - (min_fadeout_in_pixels/2.0))/(current_optical_radius + (min_fadeout_in_pixels/2.0)));
// Using Equation 1:
float radius_new = (min_fadeout_in_pixels/(1.0 - hardness_new));
hardness = hardness_new;
radius = radius_new;
}
// snap to pixel
float snapToPixel = self->settings_value[MYPAINT_BRUSH_SETTING_SNAP_TO_PIXEL];
if (snapToPixel > 0.0)
{
// linear interpolation between non-snapped and snapped
float snapped_x = floor(x) + 0.5;
float snapped_y = floor(y) + 0.5;
x = x + (snapped_x - x) * snapToPixel;
y = y + (snapped_y - y) * snapToPixel;
float snapped_radius = roundf(radius * 2.0) / 2.0;
if (snapped_radius < 0.5)
snapped_radius = 0.5;
if (snapToPixel > 0.9999 )
{
snapped_radius -= 0.0001; // this fixes precision issues where
// neighboor pixels could be wrongly painted
}
radius = radius + (snapped_radius - radius) * snapToPixel;
}
// the functions below will CLAMP most inputs
hsv_to_rgb_float (&color_h, &color_s, &color_v);
return mypaint_surface_draw_dab (surface, x, y, radius, color_h, color_s, color_v, opaque, hardness, eraser_target_alpha,
self->states[MYPAINT_BRUSH_STATE_ACTUAL_ELLIPTICAL_DAB_RATIO], self->states[MYPAINT_BRUSH_STATE_ACTUAL_ELLIPTICAL_DAB_ANGLE],
self->settings_value[MYPAINT_BRUSH_SETTING_LOCK_ALPHA],
self->settings_value[MYPAINT_BRUSH_SETTING_COLORIZE]);
}
// How many dabs will be drawn between the current and the next (x, y, pressure, +dt) position?
float count_dabs_to (MyPaintBrush *self, float x, float y, float pressure, float dt)
{
float xx, yy;
float res1, res2, res3;
float dist;
if (self->states[MYPAINT_BRUSH_STATE_ACTUAL_RADIUS] == 0.0) self->states[MYPAINT_BRUSH_STATE_ACTUAL_RADIUS] = expf(mapping_get_base_value(self->settings[MYPAINT_BRUSH_SETTING_RADIUS_LOGARITHMIC]));
if (self->states[MYPAINT_BRUSH_STATE_ACTUAL_RADIUS] < ACTUAL_RADIUS_MIN) self->states[MYPAINT_BRUSH_STATE_ACTUAL_RADIUS] = ACTUAL_RADIUS_MIN;
if (self->states[MYPAINT_BRUSH_STATE_ACTUAL_RADIUS] > ACTUAL_RADIUS_MAX) self->states[MYPAINT_BRUSH_STATE_ACTUAL_RADIUS] = ACTUAL_RADIUS_MAX;
// OPTIMIZE: expf() called too often
float base_radius = expf(mapping_get_base_value(self->settings[MYPAINT_BRUSH_SETTING_RADIUS_LOGARITHMIC]));
if (base_radius < ACTUAL_RADIUS_MIN) base_radius = ACTUAL_RADIUS_MIN;
if (base_radius > ACTUAL_RADIUS_MAX) base_radius = ACTUAL_RADIUS_MAX;
//if (base_radius < 0.5) base_radius = 0.5;
//if (base_radius > 500.0) base_radius = 500.0;
xx = x - self->states[MYPAINT_BRUSH_STATE_X];
yy = y - self->states[MYPAINT_BRUSH_STATE_Y];
//dp = pressure - pressure; // Not useful?
// TODO: control rate with pressure (dabs per pressure) (dpressure is useless)
if (self->states[MYPAINT_BRUSH_STATE_ACTUAL_ELLIPTICAL_DAB_RATIO] > 1.0) {
// code duplication, see tiledsurface::draw_dab()
float angle_rad=self->states[MYPAINT_BRUSH_STATE_ACTUAL_ELLIPTICAL_DAB_ANGLE]/360*2*M_PI;
float cs=cos(angle_rad);
float sn=sin(angle_rad);
float yyr=(yy*cs-xx*sn)*self->states[MYPAINT_BRUSH_STATE_ACTUAL_ELLIPTICAL_DAB_RATIO];
float xxr=yy*sn+xx*cs;
dist = sqrt(yyr*yyr + xxr*xxr);
} else {
dist = hypotf(xx, yy);
}
// FIXME: no need for base_value or for the range checks above IF always the interpolation
// function will be called before this one
res1 = dist / self->states[MYPAINT_BRUSH_STATE_ACTUAL_RADIUS] * mapping_get_base_value(self->settings[MYPAINT_BRUSH_SETTING_DABS_PER_ACTUAL_RADIUS]);
res2 = dist / base_radius * mapping_get_base_value(self->settings[MYPAINT_BRUSH_SETTING_DABS_PER_BASIC_RADIUS]);
res3 = dt * mapping_get_base_value(self->settings[MYPAINT_BRUSH_SETTING_DABS_PER_SECOND]);
return res1 + res2 + res3;
}
/**
* mypaint_brush_stroke_to:
* Should be called once for each motion event.
*
* @dtime: Time since last motion event, in seconds.
*
* Returns: non-0 if the stroke is finished or empty, else 0.
*/
int mypaint_brush_stroke_to (MyPaintBrush *self, MyPaintSurface *surface,
float x, float y, float pressure,
float xtilt, float ytilt, double dtime)
{
//printf("%f %f %f %f\n", (double)dtime, (double)x, (double)y, (double)pressure);
float tilt_ascension = 0.0;
float tilt_declination = 90.0;
if (xtilt != 0 || ytilt != 0) {
// shield us from insane tilt input
xtilt = CLAMP(xtilt, -1.0, 1.0);
ytilt = CLAMP(ytilt, -1.0, 1.0);
assert(isfinite(xtilt) && isfinite(ytilt));
tilt_ascension = 180.0*atan2(-xtilt, ytilt)/M_PI;
const float rad = hypot(xtilt, ytilt);
tilt_declination = 90-(rad*60);
assert(isfinite(tilt_ascension));
assert(isfinite(tilt_declination));
}
// printf("xtilt %f, ytilt %f\n", (double)xtilt, (double)ytilt);
// printf("ascension %f, declination %f\n", (double)tilt_ascension, (double)tilt_declination);
if (pressure <= 0.0) pressure = 0.0;
if (!isfinite(x) || !isfinite(y) ||
(x > 1e10 || y > 1e10 || x < -1e10 || y < -1e10)) {
// workaround attempt for https://gna.org/bugs/?14372
printf("Warning: ignoring brush::stroke_to with insane inputs (x = %f, y = %f)\n", (double)x, (double)y);
x = 0.0;
y = 0.0;
pressure = 0.0;
}
// the assertion below is better than out-of-memory later at save time
assert(x < 1e8 && y < 1e8 && x > -1e8 && y > -1e8);
if (dtime < 0) printf("Time jumped backwards by dtime=%f seconds!\n", dtime);
if (dtime <= 0) dtime = 0.0001; // protect against possible division by zero bugs
/* way too slow with the new rng, and not working any more anyway...
rng_double_set_seed (self->rng, self->states[MYPAINT_BRUSH_STATE_RNG_SEED]*0x40000000);
*/
if (dtime > 0.100 && pressure && self->states[MYPAINT_BRUSH_STATE_PRESSURE] == 0) {
// Workaround for tablets that don't report motion events without pressure.
// This is to avoid linear interpolation of the pressure between two events.
mypaint_brush_stroke_to (self, surface, x, y, 0.0, 90.0, 0.0, dtime-0.0001);
dtime = 0.0001;
}
{ // calculate the actual "virtual" cursor position
// noise first
if (mapping_get_base_value(self->settings[MYPAINT_BRUSH_SETTING_TRACKING_NOISE])) {
// OPTIMIZE: expf() called too often
const float base_radius = expf(mapping_get_base_value(self->settings[MYPAINT_BRUSH_SETTING_RADIUS_LOGARITHMIC]));
x += rand_gauss (self->rng) * mapping_get_base_value(self->settings[MYPAINT_BRUSH_SETTING_TRACKING_NOISE]) * base_radius;
y += rand_gauss (self->rng) * mapping_get_base_value(self->settings[MYPAINT_BRUSH_SETTING_TRACKING_NOISE]) * base_radius;
}
const float fac = 1.0 - exp_decay (mapping_get_base_value(self->settings[MYPAINT_BRUSH_SETTING_SLOW_TRACKING]), 100.0*dtime);
x = self->states[MYPAINT_BRUSH_STATE_X] + (x - self->states[MYPAINT_BRUSH_STATE_X]) * fac;
y = self->states[MYPAINT_BRUSH_STATE_Y] + (y - self->states[MYPAINT_BRUSH_STATE_Y]) * fac;
}
// draw many (or zero) dabs to the next position
// see doc/images/stroke2dabs.png
float dabs_moved = self->states[MYPAINT_BRUSH_STATE_PARTIAL_DABS];
float dabs_todo = count_dabs_to (self, x, y, pressure, dtime);
if (dtime > 5 || self->reset_requested) {
self->reset_requested = FALSE;
//printf("Brush reset.\n");
int i=0;
for (i=0; i<MYPAINT_BRUSH_STATES_COUNT; i++) {
self->states[i] = 0;
}
self->states[MYPAINT_BRUSH_STATE_X] = x;
self->states[MYPAINT_BRUSH_STATE_Y] = y;
self->states[MYPAINT_BRUSH_STATE_PRESSURE] = pressure;
// not resetting, because they will get overwritten below:
//dx, dy, dpress, dtime
self->states[MYPAINT_BRUSH_STATE_ACTUAL_X] = self->states[MYPAINT_BRUSH_STATE_X];
self->states[MYPAINT_BRUSH_STATE_ACTUAL_Y] = self->states[MYPAINT_BRUSH_STATE_Y];
self->states[MYPAINT_BRUSH_STATE_STROKE] = 1.0; // start in a state as if the stroke was long finished
return TRUE;
}
enum { UNKNOWN, YES, NO } painted = UNKNOWN;
double dtime_left = dtime;
float step_ddab, step_dx, step_dy, step_dpressure, step_dtime;
float step_declination, step_ascension;
while (dabs_moved + dabs_todo >= 1.0) { // there are dabs pending
{ // linear interpolation (nonlinear variant was too slow, see SVN log)
float frac; // fraction of the remaining distance to move
if (dabs_moved > 0) {
// "move" the brush exactly to the first dab
step_ddab = 1.0 - dabs_moved; // the step "moves" the brush by a fraction of one dab
dabs_moved = 0;
} else {
step_ddab = 1.0; // the step "moves" the brush by exactly one dab
}
frac = step_ddab / dabs_todo;
step_dx = frac * (x - self->states[MYPAINT_BRUSH_STATE_X]);
step_dy = frac * (y - self->states[MYPAINT_BRUSH_STATE_Y]);
step_dpressure = frac * (pressure - self->states[MYPAINT_BRUSH_STATE_PRESSURE]);
step_dtime = frac * (dtime_left - 0.0);
// Though it looks different, time is interpolated exactly like x/y/pressure.
step_declination = frac * (tilt_declination - self->states[MYPAINT_BRUSH_STATE_DECLINATION]);
step_ascension = frac * smallest_angular_difference(self->states[MYPAINT_BRUSH_STATE_ASCENSION], tilt_ascension);
}
update_states_and_setting_values (self, step_ddab, step_dx, step_dy, step_dpressure, step_declination, step_ascension, step_dtime);
gboolean painted_now = prepare_and_draw_dab (self, surface);