Add my copyright to files I've modified.
[synfig.git] / synfig-core / trunk / src / modules / mod_particle / plant.cpp
index 78aa6f7..bd628a7 100644 (file)
@@ -6,6 +6,7 @@
 **
 **     \legal
 **     Copyright (c) 2002-2005 Robert B. Quattlebaum Jr., Adrian Bentley
+**     Copyright (c) 2007 Chris Moore
 **
 **     This package is free software; you can redistribute it and/or
 **     modify it under the terms of the GNU General Public License as
@@ -78,7 +79,7 @@ Plant::Plant():
        split_angle(Angle::deg(10)),
        gravity(0,-0.1),
        velocity(0.3),
-       perp_velocity(0.3),
+       perp_velocity(0.0),
        step(0.01),
        sprouts(10)
 {
@@ -178,6 +179,7 @@ Plant::sync()const
 {
        Mutex::Lock lock(mutex);
        if (!needs_sync_) return;
+       time_t start_time; time(&start_time);
        particle_list.clear();
 
        bounding_rect=Rect::zero();
@@ -225,7 +227,7 @@ Plant::sync()const
 
                        bounding_rect.expand(point);
 
-                       Real stunt_growth(random_factor * random(Random::SMOOTH_COSINE,i,f+seg,0.0f,0.0f)/2.0+0.5);
+                       Real stunt_growth(random_factor * (random(Random::SMOOTH_COSINE,i,f+seg,0.0f,0.0f)/2.0+0.5));
                        stunt_growth*=stunt_growth;
 
                        if((((i+1)*sprouts + steps/2) / steps) > branch_count) {
@@ -242,6 +244,10 @@ Plant::sync()const
                }
        }
 
+       time_t end_time; time(&end_time);
+       if (end_time-start_time > 4)
+               synfig::info("Plant::sync() constructed %d particles in %d seconds\n",
+                                        particle_list.size(), int(end_time-start_time));
        needs_sync_=false;
 }
 
@@ -427,6 +433,9 @@ Plant::accelerated_render(Context context,Surface *surface,int quality, const Re
        const int       w(renddesc.get_w());
        const int       h(renddesc.get_h());
 
+       const int       surface_width(surface->get_w());
+       const int       surface_height(surface->get_h());
+
        // Width and Height of a pixel
        const Real pw = (br[0] - tl[0]) / w;
        const Real ph = (br[1] - tl[1]) / h;
@@ -435,93 +444,186 @@ Plant::accelerated_render(Context context,Surface *surface,int quality, const Re
                sync();
 
        std::vector<Particle>::reverse_iterator iter;
-       const float size_factor(1);
-       float radius(size_factor*size*sqrt(1.0f/(abs(pw)*abs(ph)))), temp_radius;
 
-       if(radius>1.0f)
+       float radius(size*sqrt(1.0f/(abs(pw)*abs(ph))));
+
+       int x1,y1,x2,y2;
+       for(iter=particle_list.rbegin();iter!=particle_list.rend();++iter)
        {
-               radius*=1.0;                    // what does this do?
-               int x1,y1,x2,y2;
-               for(iter=particle_list.rbegin();iter!=particle_list.rend();++iter)
+               float scaled_radius(radius);
+               Color color(iter->color);
+               if(size_as_alpha)
                {
-                       temp_radius = radius;
-                       float radius(temp_radius);
-                       Color color(iter->color);
-                       if(size_as_alpha)
-                       {
-                               radius*=color.get_a();
-                               color.set_a(1);
-                       }
-
-                       // calculate the box that this particle will be drawn as
-                       x1=ceil_to_int((iter->point[0]-tl[0])/pw-(radius*0.5));
-                       y1=ceil_to_int((iter->point[1]-tl[1])/ph-(radius*0.5));
-                       x2=x1+round_to_int(radius);
-                       y2=y1+round_to_int(radius);
-
-                       // if the box is entirely off the canvas, go to the next particle
-                       if(x1>=surface->get_w() || y1>=surface->get_h() || x2<0 || y2<0) continue;
-
-                       // adjust the box so it's entirely on the canvas
-                       if(x2>=surface->get_w()) x2=surface->get_w();
-                       if(y2>=surface->get_h()) y2=surface->get_h();
-                       if(x1<0) x1=0;
-                       if(y1<0) y1=0;
-
-                       int w(min(round_to_int(radius),x2-x1));
-                       int h(min(round_to_int(radius),y2-y1));
-
-                       if(w<=0 || h<=0)
-                               continue;
+                       scaled_radius*=color.get_a();
+                       color.set_a(1);
+               }
 
-                       Surface::alpha_pen surface_pen(dest_surface.get_pen(x1,y1),1.0f);
+               // previously, radius was multiplied by sqrt(step)*12 only if
+               // the radius came out at less than 1 (pixel):
+               //   if (radius<=1.0f) radius*=sqrt(step)*12.0f;
+               // seems a little arbitrary - does it help?
+
+               // calculate the box that this particle will be drawn as
+               float x1f=(iter->point[0]-tl[0])/pw-(scaled_radius*0.5);
+               float x2f=(iter->point[0]-tl[0])/pw+(scaled_radius*0.5);
+               float y1f=(iter->point[1]-tl[1])/ph-(scaled_radius*0.5);
+               float y2f=(iter->point[1]-tl[1])/ph+(scaled_radius*0.5);
+               x1=ceil_to_int(x1f);
+               x2=ceil_to_int(x2f)-1;
+               y1=ceil_to_int(y1f);
+               y2=ceil_to_int(y2f)-1;
+
+               // if the box is entirely off the canvas, go to the next particle
+               if(x1>surface_width || y1>surface_height || x2<0 || y2<0) continue;
+
+               float x1e=x1-x1f, x2e=x2f-x2, y1e=y1-y1f, y2e=y2f-y2;
+               // printf("x1e %.4f x2e %.4f y1e %.4f y2e %.4f\n", x1e, x2e, y1e, y2e);
+
+               // adjust the box so it's entirely on the canvas
+               if(x1<=0) { x1=0; x1e=0; }
+               if(y1<=0) { y1=0; y1e=0; }
+               if(x2>=surface_width)  { x2=surface_width;  x2e=0; }
+               if(y2>=surface_height) { y2=surface_height; y2e=0; }
+
+               int w(x2-x1), h(y2-y1);
+
+               Surface::alpha_pen surface_pen(dest_surface.get_pen(x1,y1),1.0f);
+               if(w>0 && h>0)
                        dest_surface.fill(color,surface_pen,w,h);
+
+               /* the rectangle doesn't cross any vertical pixel boundaries so we don't
+                * need to draw any top or bottom edges
+                */
+               if(x2<x1)
+               {
+                       // case 1 - a single pixel
+                       if(y2<y1)
+                       {
+                               surface_pen.move_to(x2,y2);
+                               surface_pen.set_alpha((x2f-x1f)*(y2f-y1f));
+                               surface_pen.put_value(color);
+                       }
+                       // case 2 - a single vertical column of pixels
+                       else
+                       {
+                               surface_pen.move_to(x2,y1-1);
+                               if (y1e!=0)     // maybe draw top pixel
+                               {
+                                       surface_pen.set_alpha(y1e*(x2f-x1f));
+                                       surface_pen.put_value(color);
+                               }
+                               surface_pen.inc_y();
+                               surface_pen.set_alpha(x2f-x1f);
+                               for(int i=y1; i<y2; i++) // maybe draw pixels between
+                               {
+                                       surface_pen.put_value(color);
+                                       surface_pen.inc_y();
+                               }
+                               if (y2e!=0)     // maybe draw bottom pixel
+                               {
+                                       surface_pen.set_alpha(y2e*(x2f-x1f));
+                                       surface_pen.put_value(color);
+                               }
+                       }
                }
-       }
-       else
-       {
-               //radius/=0.01;
-               radius*=sqrt(step)*12.0f;
-               for(iter=particle_list.rbegin();iter!=particle_list.rend();++iter)
+               else
                {
-                       temp_radius = radius;
-                       float radius(temp_radius);
-                       Color color(iter->color);
-                       if(size_as_alpha)
+                       // case 3 - a single horizontal row of pixels
+                       if(y2<y1)
                        {
-                               radius*=color.get_a();
-                               color.set_a(1);
+                               surface_pen.move_to(x1-1,y2);
+                               if (x1e!=0)     // maybe draw left pixel
+                               {
+                                       surface_pen.set_alpha(x1e*(y2f-y1f));
+                                       surface_pen.put_value(color);
+                               }
+                               surface_pen.inc_x();
+                               surface_pen.set_alpha(y2f-y1f);
+                               for(int i=x1; i<x2; i++) // maybe draw pixels between
+                               {
+                                       surface_pen.put_value(color);
+                                       surface_pen.inc_x();
+                               }
+                               if (x2e!=0)     // maybe draw right pixel
+                               {
+                                       surface_pen.set_alpha(x2e*(y2f-y1f));
+                                       surface_pen.put_value(color);
+                               }
+                       }
+                       // case 4 - a proper block of pixels
+                       else
+                       {
+                               if (x1e!=0)     // maybe draw left edge
+                               {
+                                       surface_pen.move_to(x1-1,y1-1);
+                                       if (y1e!=0)     // maybe draw top left pixel
+                                       {
+                                               surface_pen.set_alpha(x1e*y1e);
+                                               surface_pen.put_value(color);
+                                       }
+                                       surface_pen.inc_y();
+                                       surface_pen.set_alpha(x1e);
+                                       for(int i=y1; i<y2; i++) // maybe draw pixels along the left edge
+                                       {
+                                               surface_pen.put_value(color);
+                                               surface_pen.inc_y();
+                                       }
+                                       if (y2e!=0)     // maybe draw bottom left pixel
+                                       {
+                                               surface_pen.set_alpha(x1e*y2e);
+                                               surface_pen.put_value(color);
+                                       }
+                                       surface_pen.inc_x();
+                               }
+                               else
+                                       surface_pen.move_to(x1,y2);
+
+                               if (y2e!=0)     // maybe draw bottom edge
+                               {
+                                       surface_pen.set_alpha(y2e);
+                                       for(int i=x1; i<x2; i++) // maybe draw pixels along the bottom edge
+                                       {
+                                               surface_pen.put_value(color);
+                                               surface_pen.inc_x();
+                                       }
+                                       if (x2e!=0)     // maybe draw bottom right pixel
+                                       {
+                                               surface_pen.set_alpha(x2e*y2e);
+                                               surface_pen.put_value(color);
+                                       }
+                                       surface_pen.dec_y();
+                               }
+                               else
+                                       surface_pen.move_to(x2,y2-1);
+
+                               if (x2e!=0)     // maybe draw right edge
+                               {
+                                       surface_pen.set_alpha(x2e);
+                                       for(int i=y1; i<y2; i++) // maybe draw pixels along the right edge
+                                       {
+                                               surface_pen.put_value(color);
+                                               surface_pen.dec_y();
+                                       }
+                                       if (y1e!=0)     // maybe draw top right pixel
+                                       {
+                                               surface_pen.set_alpha(x2e*y1e);
+                                               surface_pen.put_value(color);
+                                       }
+                                       surface_pen.dec_x();
+                               }
+                               else
+                                       surface_pen.move_to(x2-1,y1-1);
+
+                               if (y1e!=0)     // maybe draw top edge
+                               {
+                                       surface_pen.set_alpha(y1e);
+                                       for(int i=x1; i<x2; i++) // maybe draw pixels along the top edge
+                                       {
+                                               surface_pen.put_value(color);
+                                               surface_pen.dec_x();
+                                       }
+                               }
                        }
-
-                       // calculate the point that this particle will be drawn as
-                       int x=floor_to_int((iter->point[0]-tl[0])/pw-0.5f);
-                       int y=floor_to_int((iter->point[1]-tl[1])/ph-0.5f);
-
-                       // if the point is off the canvas, go to the next particle
-                       // fixme: we're losing a whole row and a whole column of pixels from each tile
-                       //        by doing this.  even in the final rendered image there are visible
-                       //                horizontal stripes of damage:
-                       //          http://dooglus.rincevent.net/synfig/plant-corruption.png
-                       if(x>=surface->get_w()-1 || y>=surface->get_h()-1 || x<0 || y<0) continue;
-
-                       // calculate how much of the point is at (x) and how much at (x+1)
-                       float x1=((iter->point[0]-tl[0])/pw-0.5f-x)*radius, x0=radius-x1;
-
-                       // calculate how much of the point is at (y) and how much at (y+1)
-                       float y1=((iter->point[1]-tl[1])/ph-0.5f-y)*radius, y0=radius-y1;
-
-                       Surface::alpha_pen surface_pen(dest_surface.get_pen(x,y),1.0f);
-
-                       //     |  x0 |  x1
-                       //  ---+-----+-----
-                       //  y0 | 1st | 2nd
-                       //  ---+-----+-----
-                       //  y1 | 4th | 3rd
-
-                       surface_pen.set_alpha(x0*y0); surface_pen.put_value(color); surface_pen.inc_x();
-                       surface_pen.set_alpha(x1*y0); surface_pen.put_value(color); surface_pen.inc_y();
-                       surface_pen.set_alpha(x1*y1); surface_pen.put_value(color); surface_pen.dec_x();
-                       surface_pen.set_alpha(x0*y1); surface_pen.put_value(color);
                }
        }