// // Copyright (c) James Jackson-South and contributors. // Licensed under the Apache License, Version 2.0. // namespace ImageSharp.Drawing.Processors { using System; using System.Buffers; using System.Numerics; using System.Threading.Tasks; using Drawing; using ImageSharp.Processing; using Shapes; using Rectangle = ImageSharp.Rectangle; /// /// Usinf a brsuh and a shape fills shape with contents of brush the /// /// The type of the color. /// public class FillShapeProcessorFast : ImageProcessor where TColor : struct, IPackedPixel, IEquatable { private const float AntialiasFactor = 1f; private const int DrawPadding = 1; private readonly IBrush fillColor; private readonly IShape poly; private readonly GraphicsOptions options; /// /// Initializes a new instance of the class. /// /// The brush. /// The shape. /// The options. public FillShapeProcessorFast(IBrush brush, IShape shape, GraphicsOptions options) { this.poly = shape; this.fillColor = brush; this.options = options; } /// protected override void OnApply(ImageBase source, Rectangle sourceRectangle) { Rectangle rect = RectangleF.Ceiling(this.poly.Bounds); // rounds the points out away from the center int polyStartY = rect.Y - DrawPadding; int polyEndY = rect.Bottom + DrawPadding; int startX = rect.X - DrawPadding; int endX = rect.Right + DrawPadding; int minX = Math.Max(sourceRectangle.Left, startX); int maxX = Math.Min(sourceRectangle.Right - 1, endX); int minY = Math.Max(sourceRectangle.Top, polyStartY); int maxY = Math.Min(sourceRectangle.Bottom - 1, polyEndY); // Align start/end positions. minX = Math.Max(0, minX); maxX = Math.Min(source.Width, maxX); minY = Math.Max(0, minY); maxY = Math.Min(source.Height, maxY); ArrayPool arrayPool = ArrayPool.Shared; int maxIntersections = this.poly.MaxIntersections; using (PixelAccessor sourcePixels = source.Lock()) using (IBrushApplicator applicator = this.fillColor.CreateApplicator(sourcePixels, rect)) { Parallel.For( minY, maxY, this.ParallelOptions, y => { var buffer = arrayPool.Rent(maxIntersections); var left = new Vector2(startX, y); var right = new Vector2(endX, y); // foreach line we get all the points where this line crosses the polygon var pointsFound = this.poly.FindIntersections(left, right, buffer, maxIntersections, 0); if (pointsFound == 0) { arrayPool.Return(buffer); // nothign on this line skip return; } QuickSortX(buffer, 0, pointsFound); int currentIntersection = 0; float nextPoint = buffer[0].X; float lastPoint = float.MinValue; float targetPoint = nextPoint; bool isInside = false; // every odd point is the start of a line Vector2 currentPoint = default(Vector2); for (int x = minX; x < maxX; x++) { currentPoint.X = x; currentPoint.Y = y; if (!isInside) { if (x < (nextPoint - DrawPadding) && x > (lastPoint + DrawPadding)) { if (nextPoint == right.X) { // we are in the ends run skip it x = maxX; continue; } // lets just jump forward x = (int)Math.Floor(nextPoint) - DrawPadding; } } bool onCorner = false; // there seems to be some issue with this switch. if (x >= nextPoint) { currentIntersection++; lastPoint = nextPoint; if (currentIntersection == pointsFound) { nextPoint = right.X; } else { nextPoint = buffer[currentIntersection].X; // double point from a corner flip the bit back and move on again if (nextPoint == lastPoint) { onCorner = true; isInside ^= true; currentIntersection++; if (currentIntersection == pointsFound) { nextPoint = right.X; } else { nextPoint = buffer[currentIntersection].X; } } } isInside ^= true; } float opacity = 1; if (!isInside && !onCorner) { if (this.options.Antialias) { float distance = float.MaxValue; if (x == lastPoint || x == nextPoint) { // we are to far away from the line distance = 0; } else if (nextPoint - AntialiasFactor < x) { // we are near the left of the line distance = nextPoint - x; } else if (lastPoint + AntialiasFactor > x) { // we are near the right of the line distance = x - lastPoint; } else { // we are to far away from the line continue; } opacity = 1 - (distance / AntialiasFactor); } else { continue; } } if (opacity > Constants.Epsilon) { Vector4 backgroundVector = sourcePixels[x, y].ToVector4(); Vector4 sourceVector = applicator.GetColor(currentPoint).ToVector4(); Vector4 finalColor = Vector4BlendTransforms.PremultipliedLerp(backgroundVector, sourceVector, opacity); finalColor.W = backgroundVector.W; TColor packed = default(TColor); packed.PackFromVector4(finalColor); sourcePixels[x, y] = packed; } } arrayPool.Return(buffer); }); if (this.options.Antialias) { // we only need to do the X can for antialiasing purposes Parallel.For( minX, maxX, this.ParallelOptions, x => { var buffer = arrayPool.Rent(maxIntersections); var left = new Vector2(x, polyStartY); var right = new Vector2(x, polyEndY); // foreach line we get all the points where this line crosses the polygon var pointsFound = this.poly.FindIntersections(left, right, buffer, maxIntersections, 0); if (pointsFound == 0) { arrayPool.Return(buffer); // nothign on this line skip return; } QuickSortY(buffer, 0, pointsFound); int currentIntersection = 0; float nextPoint = buffer[0].Y; float lastPoint = left.Y; float targetPoint = nextPoint; bool isInside = false; // every odd point is the start of a line Vector2 currentPoint = default(Vector2); for (int y = minY; y < maxY; y++) { currentPoint.X = x; currentPoint.Y = y; if (!isInside) { if (y < (nextPoint - DrawPadding) && y > (lastPoint + DrawPadding)) { if (nextPoint == right.Y) { // we are in the ends run skip it y = maxY; continue; } // lets just jump forward y = (int)Math.Floor(nextPoint) - DrawPadding; } } else { if (y < nextPoint - DrawPadding) { if (nextPoint == right.Y) { // we are in the ends run skip it y = maxY; continue; } // lets just jump forward y = (int)Math.Floor(nextPoint); } } bool onCorner = false; if (y >= nextPoint) { currentIntersection++; lastPoint = nextPoint; if (currentIntersection == pointsFound) { nextPoint = right.Y; } else { nextPoint = buffer[currentIntersection].Y; // double point from a corner flip the bit back and move on again if (nextPoint == lastPoint) { onCorner = true; isInside ^= true; currentIntersection++; if (currentIntersection == pointsFound) { nextPoint = right.Y; } else { nextPoint = buffer[currentIntersection].Y; } } } isInside ^= true; } float opacity = 1; if (!isInside && !onCorner) { if (this.options.Antialias) { float distance = float.MaxValue; if (y == lastPoint || y == nextPoint) { // we are to far away from the line distance = 0; } else if (nextPoint - AntialiasFactor < y) { // we are near the left of the line distance = nextPoint - y; } else if (lastPoint + AntialiasFactor > y) { // we are near the right of the line distance = y - lastPoint; } else { // we are to far away from the line continue; } opacity = 1 - (distance / AntialiasFactor); } else { continue; } } // don't set full opactiy color as it will have been gotten by the first scan if (opacity > Constants.Epsilon && opacity < 1) { Vector4 backgroundVector = sourcePixels[x, y].ToVector4(); Vector4 sourceVector = applicator.GetColor(currentPoint).ToVector4(); Vector4 finalColor = Vector4BlendTransforms.PremultipliedLerp(backgroundVector, sourceVector, opacity); finalColor.W = backgroundVector.W; TColor packed = default(TColor); packed.PackFromVector4(finalColor); sourcePixels[x, y] = packed; } } arrayPool.Return(buffer); }); } } } private static void QuickSortX(Vector2[] data, int left, int right) { int i = left - 1; int j = right; while (true) { float x = data[left].X; do { i++; } while (data[i].X < x); do { j--; } while (data[j].X > x); if (i < j) { Vector2 tmp = data[i]; data[i] = data[j]; data[j] = tmp; } else { if (left < j) { QuickSortX(data, left, j); } if (++j < right) { QuickSortX(data, j, right); } return; } } } private static void QuickSortY(Vector2[] data, int left, int right) { int i = left - 1; int j = right; while (true) { float d = data[left].Y; do { i++; } while (data[i].Y < d); do { j--; } while (data[j].Y > d); if (i < j) { Vector2 tmp = data[i]; data[i] = data[j]; data[j] = tmp; } else { if (left < j) { QuickSortY(data, left, j); } if (++j < right) { QuickSortY(data, j, right); } return; } } } } }