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/*
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* This file is part of Chalk
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*
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* Copyright (c) 2005 Boudewijn Rempt <boud@valdyas.org>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#ifndef WET_PHYSICS_FILTER_H
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#define WET_PHYSICS_FILTER_H
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#include <tdelocale.h>
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#include <kis_filter.h>
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#include <kis_types.h>
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#include "kis_wet_colorspace.h"
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class KisID;
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class TQRect;
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/**
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* The wet physics filter must be run regularly from a timer
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* or preferably from a thread. Every time the filter is processed
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* the paint flows; every third time, the paint is adsorbed unto the
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* lower pixel and dried.
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*
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* Note: this might also be implemented as three separate filters.
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* That might even be better.
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*/
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class WetPhysicsFilter: public KisFilter
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{
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public:
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WetPhysicsFilter();
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public:
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virtual void process(KisPaintDeviceSP src, KisPaintDeviceSP dst, KisFilterConfiguration*, const TQRect& r);
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static inline KisID id() { return KisID("wetphysics", i18n("Watercolor Physics Simulation Filter")); };
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virtual bool supportsPainting() { return false; }
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virtual bool supportsPreview() { return false; }
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virtual ColorSpaceIndependence colorSpaceIndependence() { return FULLY_INDEPENDENT; };
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virtual bool workWith(KisColorSpace* cs) { return (cs->id() == KisID("WET")); };
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private:
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void flow(KisPaintDeviceSP src, KisPaintDeviceSP dst, const TQRect & r);
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void dry(KisPaintDeviceSP src, KisPaintDeviceSP dst, const TQRect & r);
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// Move stuff from the upperlayer to the lower layer. This is filter-level stuff.
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void adsorb(KisPaintDeviceSP src, KisPaintDeviceSP dst, const TQRect & r);
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// NOTE: this does not set the height fields
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void combinePixels (WetPixDbl *dst, WetPixDbl *src1, WetPixDbl *src2);
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void dilutePixel (WetPixDbl *dst, WetPix *src, double dilution);
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void reducePixel (WetPixDbl *dst, WetPix *src, double dilution);
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/*
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* Allows visualization of adsorption by rotating the hue 120 degrees
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* layer-merge combining. src1 is the top layer
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*
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* This does not set the dst h or w fields.
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*/
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void mergePixel (WetPixDbl *dst, WetPixDbl *src1, double dilution1, WetPixDbl *src2);
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private:
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TQ_INT32 m_adsorbCount;
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};
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#endif
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