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serenity/Userland/Libraries/LibGfx/Color.h
Timothy Slater eec881ea34 LibGfx: Implement flood fill algorithm in Bitmap class
This change implements a flood fill algorithm for the Bitmap class. This
will be leveraged by various Tools in PixelPaint. Moving the code into
Bitmap reduces the duplication of the algorithm throughout the
PixelPaint Tools (currently Bucket Tool and Wand Select).

The flood fill function requires you to pass in a threshold value (0 -
100) as well as a lambda for what to do when a pixel gets reached. The
lambda is provided an IntPoint representing the coordinates of the pixel
that was just reached.

The genericized lambda approach allows for a variety of things to be
done as the flood algorithm progresses. For example, the Bucket Tool
will paint each pixel that gets reached with the fill_color. The Wand
Select tool wont actually alter the bitmap itself, instead it uses the
reached pixels to alter a selection mask.
2022-10-14 13:39:33 +02:00

579 lines
15 KiB
C++

/*
* Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/Assertions.h>
#include <AK/Format.h>
#include <AK/Forward.h>
#include <AK/SIMD.h>
#include <AK/StdLibExtras.h>
#include <LibIPC/Forward.h>
#include <math.h>
namespace Gfx {
enum class ColorRole;
typedef u32 ARGB32;
struct HSV {
double hue { 0 };
double saturation { 0 };
double value { 0 };
};
struct YUV {
float y { 0 };
float u { 0 };
float v { 0 };
};
class Color {
public:
enum NamedColor {
Transparent,
Black,
White,
Red,
Green,
Cyan,
Blue,
Yellow,
Magenta,
DarkGray,
MidGray,
LightGray,
WarmGray,
DarkCyan,
DarkGreen,
DarkBlue,
DarkRed,
MidCyan,
MidGreen,
MidRed,
MidBlue,
MidMagenta,
};
constexpr Color() = default;
constexpr Color(NamedColor);
constexpr Color(u8 r, u8 g, u8 b)
: m_value(0xff000000 | (r << 16) | (g << 8) | b)
{
}
constexpr Color(u8 r, u8 g, u8 b, u8 a)
: m_value((a << 24) | (r << 16) | (g << 8) | b)
{
}
static constexpr Color from_rgb(unsigned rgb) { return Color(rgb | 0xff000000); }
static constexpr Color from_argb(unsigned argb) { return Color(argb); }
static constexpr Color from_cmyk(float c, float m, float y, float k)
{
auto r = static_cast<u8>(255.0f * (1.0f - c) * (1.0f - k));
auto g = static_cast<u8>(255.0f * (1.0f - m) * (1.0f - k));
auto b = static_cast<u8>(255.0f * (1.0f - y) * (1.0f - k));
return Color(r, g, b);
}
static constexpr Color from_yuv(YUV const& yuv) { return from_yuv(yuv.y, yuv.u, yuv.v); }
static constexpr Color from_yuv(float y, float u, float v)
{
// https://www.itu.int/rec/R-REC-BT.1700-0-200502-I/en Table 4, Items 8 and 9 arithmetically inverted
float r = y + v / 0.877f;
float b = y + u / 0.493f;
float g = (y - 0.299f * r - 0.114f * b) / 0.587f;
r = clamp(r, 0.0f, 1.0f);
g = clamp(g, 0.0f, 1.0f);
b = clamp(b, 0.0f, 1.0f);
return { static_cast<u8>(floorf(r * 255.0f)), static_cast<u8>(floorf(g * 255.0f)), static_cast<u8>(floorf(b * 255.0f)) };
}
// https://www.itu.int/rec/R-REC-BT.1700-0-200502-I/en Table 4
constexpr YUV to_yuv() const
{
float r = red() / 255.0f;
float g = green() / 255.0f;
float b = blue() / 255.0f;
// Item 8
float y = 0.299f * r + 0.587f * g + 0.114f * b;
// Item 9
float u = 0.493f * (b - y);
float v = 0.877f * (r - y);
y = clamp(y, 0.0f, 1.0f);
u = clamp(u, -1.0f, 1.0f);
v = clamp(v, -1.0f, 1.0f);
return { y, u, v };
}
static constexpr Color from_hsl(float h_degrees, float s, float l) { return from_hsla(h_degrees, s, l, 1.0); }
static constexpr Color from_hsla(float h_degrees, float s, float l, float a)
{
// Algorithm from https://www.w3.org/TR/css-color-3/#hsl-color
float h = clamp(h_degrees / 360.0f, 0.0f, 1.0f);
s = clamp(s, 0.0f, 1.0f);
l = clamp(l, 0.0f, 1.0f);
a = clamp(a, 0.0f, 1.0f);
// HOW TO RETURN hue.to.rgb(m1, m2, h):
auto hue_to_rgb = [](float m1, float m2, float h) -> float {
// IF h<0: PUT h+1 IN h
if (h < 0.0f)
h = h + 1.0f;
// IF h>1: PUT h-1 IN h
if (h > 1.0f)
h = h - 1.0f;
// IF h*6<1: RETURN m1+(m2-m1)*h*6
if (h * 6.0f < 1.0f)
return m1 + (m2 - m1) * h * 6.0f;
// IF h*2<1: RETURN m2
if (h * 2.0f < 1.0f)
return m2;
// IF h*3<2: RETURN m1+(m2-m1)*(2/3-h)*6
if (h * 3.0f < 2.0f)
return m1 + (m2 - m1) * (2.0f / 3.0f - h) * 6.0f;
// RETURN m1
return m1;
};
// SELECT:
// l<=0.5: PUT l*(s+1) IN m2
float m2;
if (l <= 0.5f)
m2 = l * (s + 1.0f);
// ELSE: PUT l+s-l*s IN m2
else
m2 = l + s - l * s;
// PUT l*2-m2 IN m1
float m1 = l * 2.0f - m2;
// PUT hue.to.rgb(m1, m2, h+1/3) IN r
float r = hue_to_rgb(m1, m2, h + 1.0f / 3.0f);
// PUT hue.to.rgb(m1, m2, h ) IN g
float g = hue_to_rgb(m1, m2, h);
// PUT hue.to.rgb(m1, m2, h-1/3) IN b
float b = hue_to_rgb(m1, m2, h - 1.0f / 3.0f);
// RETURN (r, g, b)
u8 r_u8 = clamp(lroundf(r * 255.0f), 0, 255);
u8 g_u8 = clamp(lroundf(g * 255.0f), 0, 255);
u8 b_u8 = clamp(lroundf(b * 255.0f), 0, 255);
u8 a_u8 = clamp(lroundf(a * 255.0f), 0, 255);
return Color(r_u8, g_u8, b_u8, a_u8);
}
constexpr u8 red() const { return (m_value >> 16) & 0xff; }
constexpr u8 green() const { return (m_value >> 8) & 0xff; }
constexpr u8 blue() const { return m_value & 0xff; }
constexpr u8 alpha() const { return (m_value >> 24) & 0xff; }
constexpr void set_alpha(u8 value)
{
m_value &= 0x00ffffff;
m_value |= value << 24;
}
constexpr void set_red(u8 value)
{
m_value &= 0xff00ffff;
m_value |= value << 16;
}
constexpr void set_green(u8 value)
{
m_value &= 0xffff00ff;
m_value |= value << 8;
}
constexpr void set_blue(u8 value)
{
m_value &= 0xffffff00;
m_value |= value;
}
constexpr Color with_alpha(u8 alpha) const
{
return Color((m_value & 0x00ffffff) | alpha << 24);
}
constexpr Color blend(Color source) const
{
if (!alpha() || source.alpha() == 255)
return source;
if (!source.alpha())
return *this;
#ifdef __SSE__
using AK::SIMD::i32x4;
const i32x4 color = {
red(),
green(),
blue()
};
const i32x4 source_color = {
source.red(),
source.green(),
source.blue()
};
int const d = 255 * (alpha() + source.alpha()) - alpha() * source.alpha();
const i32x4 out = (color * alpha() * (255 - source.alpha()) + 255 * source.alpha() * source_color) / d;
return Color(out[0], out[1], out[2], d / 255);
#else
int d = 255 * (alpha() + source.alpha()) - alpha() * source.alpha();
u8 r = (red() * alpha() * (255 - source.alpha()) + 255 * source.alpha() * source.red()) / d;
u8 g = (green() * alpha() * (255 - source.alpha()) + 255 * source.alpha() * source.green()) / d;
u8 b = (blue() * alpha() * (255 - source.alpha()) + 255 * source.alpha() * source.blue()) / d;
u8 a = d / 255;
return Color(r, g, b, a);
#endif
}
Color mixed_with(Color const& other, float weight) const;
Color interpolate(Color const& other, float weight) const noexcept
{
u8 r = red() + round_to<u8>(static_cast<float>(other.red() - red()) * weight);
u8 g = green() + round_to<u8>(static_cast<float>(other.green() - green()) * weight);
u8 b = blue() + round_to<u8>(static_cast<float>(other.blue() - blue()) * weight);
u8 a = alpha() + round_to<u8>(static_cast<float>(other.alpha() - alpha()) * weight);
return Color(r, g, b, a);
}
constexpr Color multiply(Color const& other) const
{
return Color(
red() * other.red() / 255,
green() * other.green() / 255,
blue() * other.blue() / 255,
alpha() * other.alpha() / 255);
}
constexpr float distance_squared_to(Color const& other) const
{
int a = other.red() - red();
int b = other.green() - green();
int c = other.blue() - blue();
int d = other.alpha() - alpha();
return (a * a + b * b + c * c + d * d) / (4.0f * 255.0f * 255.0f);
}
constexpr u8 luminosity() const
{
return (red() * 0.2126f + green() * 0.7152f + blue() * 0.0722f);
}
constexpr float contrast_ratio(Color const& other)
{
auto l1 = luminosity();
auto l2 = other.luminosity();
auto darkest = min(l1, l2) / 255.;
auto brightest = max(l1, l2) / 255.;
return (brightest + 0.05) / (darkest + 0.05);
}
constexpr Color to_grayscale() const
{
auto gray = luminosity();
return Color(gray, gray, gray, alpha());
}
constexpr Color sepia(float amount = 1.0f) const
{
auto blend_factor = 1.0f - amount;
auto r1 = 0.393f + 0.607f * blend_factor;
auto r2 = 0.769f - 0.769f * blend_factor;
auto r3 = 0.189f - 0.189f * blend_factor;
auto g1 = 0.349f - 0.349f * blend_factor;
auto g2 = 0.686f + 0.314f * blend_factor;
auto g3 = 0.168f - 0.168f * blend_factor;
auto b1 = 0.272f - 0.272f * blend_factor;
auto b2 = 0.534f - 0.534f * blend_factor;
auto b3 = 0.131f + 0.869f * blend_factor;
auto r = red();
auto g = green();
auto b = blue();
return Color(
clamp(lroundf(r * r1 + g * r2 + b * r3), 0, 255),
clamp(lroundf(r * g1 + g * g2 + b * g3), 0, 255),
clamp(lroundf(r * b1 + g * b2 + b * b3), 0, 255),
alpha());
}
constexpr Color darkened(float amount = 0.5f) const
{
return Color(red() * amount, green() * amount, blue() * amount, alpha());
}
constexpr Color lightened(float amount = 1.2f) const
{
return Color(min(255, (int)((float)red() * amount)), min(255, (int)((float)green() * amount)), min(255, (int)((float)blue() * amount)), alpha());
}
Vector<Color> shades(u32 steps, float max = 1.f) const;
Vector<Color> tints(u32 steps, float max = 1.f) const;
constexpr Color saturated_to(float saturation) const
{
auto hsv = to_hsv();
auto alpha = this->alpha();
auto color = Color::from_hsv(hsv.hue, static_cast<double>(saturation), hsv.value);
color.set_alpha(alpha);
return color;
}
constexpr Color inverted() const
{
return Color(~red(), ~green(), ~blue(), alpha());
}
constexpr Color xored(Color const& other) const
{
return Color(((other.m_value ^ m_value) & 0x00ffffff) | (m_value & 0xff000000));
}
constexpr ARGB32 value() const { return m_value; }
constexpr bool operator==(Color const& other) const
{
return m_value == other.m_value;
}
constexpr bool operator!=(Color const& other) const
{
return m_value != other.m_value;
}
String to_string() const;
String to_string_without_alpha() const;
static Optional<Color> from_string(StringView);
constexpr HSV to_hsv() const
{
HSV hsv;
double r = static_cast<double>(red()) / 255.0;
double g = static_cast<double>(green()) / 255.0;
double b = static_cast<double>(blue()) / 255.0;
double max = AK::max(AK::max(r, g), b);
double min = AK::min(AK::min(r, g), b);
double chroma = max - min;
if (!chroma)
hsv.hue = 0.0;
else if (max == r)
hsv.hue = (60.0 * ((g - b) / chroma)) + 360.0;
else if (max == g)
hsv.hue = (60.0 * ((b - r) / chroma)) + 120.0;
else
hsv.hue = (60.0 * ((r - g) / chroma)) + 240.0;
if (hsv.hue >= 360.0)
hsv.hue -= 360.0;
if (!max)
hsv.saturation = 0;
else
hsv.saturation = chroma / max;
hsv.value = max;
VERIFY(hsv.hue >= 0.0 && hsv.hue < 360.0);
VERIFY(hsv.saturation >= 0.0 && hsv.saturation <= 1.0);
VERIFY(hsv.value >= 0.0 && hsv.value <= 1.0);
return hsv;
}
static constexpr Color from_hsv(double hue, double saturation, double value)
{
return from_hsv({ hue, saturation, value });
}
static constexpr Color from_hsv(HSV const& hsv)
{
VERIFY(hsv.hue >= 0.0 && hsv.hue < 360.0);
VERIFY(hsv.saturation >= 0.0 && hsv.saturation <= 1.0);
VERIFY(hsv.value >= 0.0 && hsv.value <= 1.0);
double hue = hsv.hue;
double saturation = hsv.saturation;
double value = hsv.value;
int high = static_cast<int>(hue / 60.0) % 6;
double f = (hue / 60.0) - high;
double c1 = value * (1.0 - saturation);
double c2 = value * (1.0 - saturation * f);
double c3 = value * (1.0 - saturation * (1.0 - f));
double r = 0;
double g = 0;
double b = 0;
switch (high) {
case 0:
r = value;
g = c3;
b = c1;
break;
case 1:
r = c2;
g = value;
b = c1;
break;
case 2:
r = c1;
g = value;
b = c3;
break;
case 3:
r = c1;
g = c2;
b = value;
break;
case 4:
r = c3;
g = c1;
b = value;
break;
case 5:
r = value;
g = c1;
b = c2;
break;
}
u8 out_r = (u8)(r * 255);
u8 out_g = (u8)(g * 255);
u8 out_b = (u8)(b * 255);
return Color(out_r, out_g, out_b);
}
constexpr Color suggested_foreground_color() const
{
return luminosity() < 128 ? Color::White : Color::Black;
}
private:
constexpr explicit Color(ARGB32 argb)
: m_value(argb)
{
}
ARGB32 m_value { 0 };
};
constexpr Color::Color(NamedColor named)
{
if (named == Transparent) {
m_value = 0;
return;
}
struct {
u8 r;
u8 g;
u8 b;
} rgb;
switch (named) {
case Black:
rgb = { 0, 0, 0 };
break;
case White:
rgb = { 255, 255, 255 };
break;
case Red:
rgb = { 255, 0, 0 };
break;
case Green:
rgb = { 0, 255, 0 };
break;
case Cyan:
rgb = { 0, 255, 255 };
break;
case DarkCyan:
rgb = { 0, 127, 127 };
break;
case MidCyan:
rgb = { 0, 192, 192 };
break;
case Blue:
rgb = { 0, 0, 255 };
break;
case Yellow:
rgb = { 255, 255, 0 };
break;
case Magenta:
rgb = { 255, 0, 255 };
break;
case DarkGray:
rgb = { 64, 64, 64 };
break;
case MidGray:
rgb = { 127, 127, 127 };
break;
case LightGray:
rgb = { 192, 192, 192 };
break;
case MidGreen:
rgb = { 0, 192, 0 };
break;
case MidBlue:
rgb = { 0, 0, 192 };
break;
case MidRed:
rgb = { 192, 0, 0 };
break;
case MidMagenta:
rgb = { 192, 0, 192 };
break;
case DarkGreen:
rgb = { 0, 128, 0 };
break;
case DarkBlue:
rgb = { 0, 0, 128 };
break;
case DarkRed:
rgb = { 128, 0, 0 };
break;
case WarmGray:
rgb = { 212, 208, 200 };
break;
default:
VERIFY_NOT_REACHED();
break;
}
m_value = 0xff000000 | (rgb.r << 16) | (rgb.g << 8) | rgb.b;
}
}
using Gfx::Color;
namespace AK {
template<>
struct Formatter<Gfx::Color> : public Formatter<StringView> {
ErrorOr<void> format(FormatBuilder&, Gfx::Color const&);
};
}
namespace IPC {
bool encode(Encoder&, Gfx::Color const&);
ErrorOr<void> decode(Decoder&, Gfx::Color&);
}