mirror of https://github.com/SixLabors/ImageSharp
5 changed files with 353 additions and 567 deletions
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// <copyright file="FillShapeProcessorFast.cs" company="James Jackson-South">
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// Copyright (c) James Jackson-South and contributors.
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// Licensed under the Apache License, Version 2.0.
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// </copyright>
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namespace ImageSharp.Drawing.Processors |
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{ |
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using System; |
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using System.Buffers; |
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using System.Numerics; |
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using System.Threading.Tasks; |
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using Drawing; |
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using ImageSharp.Processing; |
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using Shapes; |
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using Rectangle = ImageSharp.Rectangle; |
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/// <summary>
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/// Usinf a brsuh and a shape fills shape with contents of brush the
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/// </summary>
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/// <typeparam name="TColor">The type of the color.</typeparam>
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/// <seealso cref="ImageSharp.Processing.ImageProcessor{TColor}" />
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public class FillShapeProcessorFast<TColor> : ImageProcessor<TColor> |
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where TColor : struct, IPackedPixel, IEquatable<TColor> |
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{ |
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private const float AntialiasFactor = 1f; |
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private const int DrawPadding = 1; |
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private readonly IBrush<TColor> fillColor; |
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private readonly IShape poly; |
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private readonly GraphicsOptions options; |
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/// <summary>
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/// Initializes a new instance of the <see cref="FillShapeProcessorFast{TColor}"/> class.
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/// </summary>
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/// <param name="brush">The brush.</param>
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/// <param name="shape">The shape.</param>
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/// <param name="options">The options.</param>
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public FillShapeProcessorFast(IBrush<TColor> brush, IShape shape, GraphicsOptions options) |
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{ |
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this.poly = shape; |
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this.fillColor = brush; |
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this.options = options; |
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} |
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/// <inheritdoc/>
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protected override void OnApply(ImageBase<TColor> source, Rectangle sourceRectangle) |
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{ |
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Rectangle rect = RectangleF.Ceiling(this.poly.Bounds); // rounds the points out away from the center
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int polyStartY = rect.Y - DrawPadding; |
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int polyEndY = rect.Bottom + DrawPadding; |
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int startX = rect.X - DrawPadding; |
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int endX = rect.Right + DrawPadding; |
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int minX = Math.Max(sourceRectangle.Left, startX); |
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int maxX = Math.Min(sourceRectangle.Right - 1, endX); |
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int minY = Math.Max(sourceRectangle.Top, polyStartY); |
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int maxY = Math.Min(sourceRectangle.Bottom - 1, polyEndY); |
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// Align start/end positions.
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minX = Math.Max(0, minX); |
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maxX = Math.Min(source.Width, maxX); |
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minY = Math.Max(0, minY); |
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maxY = Math.Min(source.Height, maxY); |
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ArrayPool<Vector2> arrayPool = ArrayPool<Vector2>.Shared; |
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int maxIntersections = this.poly.MaxIntersections; |
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using (PixelAccessor<TColor> sourcePixels = source.Lock()) |
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using (BrushApplicator<TColor> applicator = this.fillColor.CreateApplicator(sourcePixels, rect)) |
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{ |
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Parallel.For( |
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minY, |
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maxY, |
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this.ParallelOptions, |
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y => |
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{ |
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var buffer = arrayPool.Rent(maxIntersections); |
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var left = new Vector2(startX, y); |
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var right = new Vector2(endX, y); |
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// foreach line we get all the points where this line crosses the polygon
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var pointsFound = this.poly.FindIntersections(left, right, buffer, maxIntersections, 0); |
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if (pointsFound == 0) |
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{ |
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arrayPool.Return(buffer); |
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// nothign on this line skip
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return; |
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} |
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QuickSortX(buffer, 0, pointsFound); |
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int currentIntersection = 0; |
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float nextPoint = buffer[0].X; |
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float lastPoint = float.MinValue; |
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float targetPoint = nextPoint; |
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bool isInside = false; |
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// every odd point is the start of a line
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Vector2 currentPoint = default(Vector2); |
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for (int x = minX; x < maxX; x++) |
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{ |
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currentPoint.X = x; |
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currentPoint.Y = y; |
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if (!isInside) |
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{ |
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if (x < (nextPoint - DrawPadding) && x > (lastPoint + DrawPadding)) |
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{ |
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if (nextPoint == right.X) |
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{ |
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// we are in the ends run skip it
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x = maxX; |
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continue; |
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} |
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// lets just jump forward
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x = (int)Math.Floor(nextPoint) - DrawPadding; |
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} |
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} |
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bool onCorner = false; |
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// there seems to be some issue with this switch.
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if (x >= nextPoint) |
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{ |
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currentIntersection++; |
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lastPoint = nextPoint; |
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if (currentIntersection == pointsFound) |
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{ |
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nextPoint = right.X; |
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} |
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else |
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{ |
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nextPoint = buffer[currentIntersection].X; |
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// double point from a corner flip the bit back and move on again
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if (nextPoint == lastPoint) |
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{ |
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onCorner = true; |
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isInside ^= true; |
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currentIntersection++; |
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if (currentIntersection == pointsFound) |
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{ |
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nextPoint = right.X; |
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} |
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else |
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{ |
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nextPoint = buffer[currentIntersection].X; |
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} |
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} |
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} |
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isInside ^= true; |
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} |
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float opacity = 1; |
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if (!isInside && !onCorner) |
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{ |
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if (this.options.Antialias) |
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{ |
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float distance = float.MaxValue; |
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if (x == lastPoint || x == nextPoint) |
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{ |
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// we are to far away from the line
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distance = 0; |
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} |
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else if (nextPoint - AntialiasFactor < x) |
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{ |
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// we are near the left of the line
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distance = nextPoint - x; |
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} |
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else if (lastPoint + AntialiasFactor > x) |
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{ |
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// we are near the right of the line
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distance = x - lastPoint; |
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} |
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else |
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{ |
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// we are to far away from the line
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continue; |
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} |
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opacity = 1 - (distance / AntialiasFactor); |
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} |
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else |
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{ |
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continue; |
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} |
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} |
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if (opacity > Constants.Epsilon) |
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{ |
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Vector4 backgroundVector = sourcePixels[x, y].ToVector4(); |
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Vector4 sourceVector = applicator.GetColor(currentPoint).ToVector4(); |
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Vector4 finalColor = Vector4BlendTransforms.PremultipliedLerp(backgroundVector, sourceVector, opacity); |
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finalColor.W = backgroundVector.W; |
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TColor packed = default(TColor); |
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packed.PackFromVector4(finalColor); |
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sourcePixels[x, y] = packed; |
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} |
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} |
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arrayPool.Return(buffer); |
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}); |
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if (this.options.Antialias) |
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{ |
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// we only need to do the X can for antialiasing purposes
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Parallel.For( |
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minX, |
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maxX, |
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this.ParallelOptions, |
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x => |
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{ |
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var buffer = arrayPool.Rent(maxIntersections); |
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var left = new Vector2(x, polyStartY); |
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var right = new Vector2(x, polyEndY); |
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// foreach line we get all the points where this line crosses the polygon
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var pointsFound = this.poly.FindIntersections(left, right, buffer, maxIntersections, 0); |
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if (pointsFound == 0) |
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{ |
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arrayPool.Return(buffer); |
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// nothign on this line skip
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return; |
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} |
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QuickSortY(buffer, 0, pointsFound); |
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int currentIntersection = 0; |
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float nextPoint = buffer[0].Y; |
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float lastPoint = left.Y; |
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float targetPoint = nextPoint; |
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bool isInside = false; |
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// every odd point is the start of a line
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Vector2 currentPoint = default(Vector2); |
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for (int y = minY; y < maxY; y++) |
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{ |
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currentPoint.X = x; |
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currentPoint.Y = y; |
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if (!isInside) |
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{ |
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if (y < (nextPoint - DrawPadding) && y > (lastPoint + DrawPadding)) |
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{ |
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if (nextPoint == right.Y) |
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{ |
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// we are in the ends run skip it
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y = maxY; |
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continue; |
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} |
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// lets just jump forward
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y = (int)Math.Floor(nextPoint) - DrawPadding; |
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} |
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} |
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else |
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{ |
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if (y < nextPoint - DrawPadding) |
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{ |
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if (nextPoint == right.Y) |
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{ |
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// we are in the ends run skip it
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y = maxY; |
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continue; |
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} |
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// lets just jump forward
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y = (int)Math.Floor(nextPoint); |
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} |
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} |
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bool onCorner = false; |
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if (y >= nextPoint) |
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{ |
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currentIntersection++; |
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lastPoint = nextPoint; |
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if (currentIntersection == pointsFound) |
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{ |
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nextPoint = right.Y; |
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} |
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else |
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{ |
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nextPoint = buffer[currentIntersection].Y; |
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// double point from a corner flip the bit back and move on again
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if (nextPoint == lastPoint) |
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{ |
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onCorner = true; |
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isInside ^= true; |
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currentIntersection++; |
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if (currentIntersection == pointsFound) |
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{ |
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nextPoint = right.Y; |
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} |
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else |
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{ |
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nextPoint = buffer[currentIntersection].Y; |
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} |
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} |
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} |
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isInside ^= true; |
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} |
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float opacity = 1; |
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if (!isInside && !onCorner) |
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{ |
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if (this.options.Antialias) |
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{ |
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float distance = float.MaxValue; |
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if (y == lastPoint || y == nextPoint) |
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{ |
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// we are to far away from the line
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distance = 0; |
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} |
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else if (nextPoint - AntialiasFactor < y) |
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{ |
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// we are near the left of the line
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distance = nextPoint - y; |
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} |
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else if (lastPoint + AntialiasFactor > y) |
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{ |
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// we are near the right of the line
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distance = y - lastPoint; |
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} |
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else |
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{ |
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// we are to far away from the line
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continue; |
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} |
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opacity = 1 - (distance / AntialiasFactor); |
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} |
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else |
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{ |
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continue; |
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} |
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} |
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// don't set full opactiy color as it will have been gotten by the first scan
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if (opacity > Constants.Epsilon && opacity < 1) |
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{ |
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Vector4 backgroundVector = sourcePixels[x, y].ToVector4(); |
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Vector4 sourceVector = applicator.GetColor(currentPoint).ToVector4(); |
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Vector4 finalColor = Vector4BlendTransforms.PremultipliedLerp(backgroundVector, sourceVector, opacity); |
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finalColor.W = backgroundVector.W; |
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TColor packed = default(TColor); |
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packed.PackFromVector4(finalColor); |
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sourcePixels[x, y] = packed; |
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} |
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} |
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arrayPool.Return(buffer); |
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}); |
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} |
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} |
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} |
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private static void QuickSortX(Vector2[] data, int left, int right) |
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{ |
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int i = left - 1; |
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int j = right; |
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while (true) |
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{ |
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float x = data[left].X; |
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do |
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{ |
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i++; |
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} |
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while (data[i].X < x); |
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do |
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{ |
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j--; |
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} |
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while (data[j].X > x); |
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if (i < j) |
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{ |
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Vector2 tmp = data[i]; |
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data[i] = data[j]; |
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data[j] = tmp; |
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} |
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else |
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{ |
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if (left < j) |
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{ |
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QuickSortX(data, left, j); |
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} |
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if (++j < right) |
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{ |
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QuickSortX(data, j, right); |
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} |
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return; |
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} |
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} |
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} |
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private static void QuickSortY(Vector2[] data, int left, int right) |
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{ |
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int i = left - 1; |
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int j = right; |
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while (true) |
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{ |
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float d = data[left].Y; |
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do |
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{ |
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i++; |
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} |
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while (data[i].Y < d); |
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do |
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{ |
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j--; |
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} |
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while (data[j].Y > d); |
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if (i < j) |
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{ |
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Vector2 tmp = data[i]; |
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data[i] = data[j]; |
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data[j] = tmp; |
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} |
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else |
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{ |
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if (left < j) |
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{ |
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QuickSortY(data, left, j); |
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} |
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if (++j < right) |
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{ |
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QuickSortY(data, j, right); |
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} |
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return; |
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} |
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} |
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} |
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} |
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} |
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@ -1,77 +0,0 @@ |
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// <copyright file="FillPolygon.cs" company="James Jackson-South">
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// Copyright (c) James Jackson-South and contributors.
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// Licensed under the Apache License, Version 2.0.
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// </copyright>
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namespace ImageSharp.Benchmarks |
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{ |
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using System.Drawing; |
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using System.Drawing.Drawing2D; |
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using System.IO; |
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using System.Numerics; |
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using BenchmarkDotNet.Attributes; |
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using CoreColor = ImageSharp.Color; |
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using CoreImage = ImageSharp.Image; |
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using Drawing.Processors; |
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public class FillPolygonStatagies : BenchmarkBase |
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{ |
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[Benchmark(Baseline = true, Description = "Simple Fill Polygon - antialias")] |
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public void DrawSolidPolygonSimple() |
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{ |
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CoreImage image = new CoreImage(800, 800); |
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var brush = Drawing.Brushes.Brushes.Solid(CoreColor.HotPink); |
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var shape = new Drawing.Shapes.LinearPolygon(new[] { |
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new Vector2(10, 10), |
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new Vector2(550, 50), |
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new Vector2(200, 400) |
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}); |
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image.Apply(new FillShapeProcessor<ImageSharp.Color>(brush, shape, Drawing.GraphicsOptions.Default)); |
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} |
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[Benchmark(Description = "Fast Fill Polygon - antialias")] |
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public void DrawSolidPolygonFast() |
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{ |
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CoreImage image = new CoreImage(800, 800); |
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var brush = Drawing.Brushes.Brushes.Solid(CoreColor.HotPink); |
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var shape = new Drawing.Shapes.LinearPolygon(new[] { |
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new Vector2(10, 10), |
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new Vector2(550, 50), |
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new Vector2(200, 400) |
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}); |
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image.Apply(new FillShapeProcessorFast<ImageSharp.Color>(brush, shape, Drawing.GraphicsOptions.Default)); |
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} |
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[Benchmark(Description = "Simple Fill Polygon - antialias disabled")] |
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public void DrawSolidPolygonSimpleDisableAntiAliase() |
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{ |
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CoreImage image = new CoreImage(800, 800); |
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var brush = Drawing.Brushes.Brushes.Solid(CoreColor.HotPink); |
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var shape = new Drawing.Shapes.LinearPolygon(new[] { |
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new Vector2(10, 10), |
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new Vector2(550, 50), |
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new Vector2(200, 400) |
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}); |
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image.Apply(new FillShapeProcessor<ImageSharp.Color>(brush, shape, new Drawing.GraphicsOptions(false))); |
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} |
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[Benchmark(Description = "Fast Fill Polygon - antialias disabledp")] |
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public void DrawSolidPolygonFasteDisableAntiAliase() |
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{ |
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CoreImage image = new CoreImage(800, 800); |
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var brush = Drawing.Brushes.Brushes.Solid(CoreColor.HotPink); |
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var shape = new Drawing.Shapes.LinearPolygon(new[] { |
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new Vector2(10, 10), |
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new Vector2(550, 50), |
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new Vector2(200, 400) |
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}); |
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image.Apply(new FillShapeProcessorFast<ImageSharp.Color>(brush, shape, new Drawing.GraphicsOptions(false))); |
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} |
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} |
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} |
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