//
// 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 FillShapeProcessor : 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 FillShapeProcessor(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 (BrushApplicator applicator = this.fillColor.CreateApplicator(sourcePixels, rect))
{
Parallel.For(
minY,
maxY,
this.ParallelOptions,
y =>
{
Vector2[] buffer = arrayPool.Rent(maxIntersections);
try
{
Vector2 left = new Vector2(startX, y);
Vector2 right = new Vector2(endX, y);
// foreach line we get all the points where this line crosses the polygon
int pointsFound = this.poly.FindIntersections(left, right, buffer, maxIntersections, 0);
if (pointsFound == 0)
{
// nothign on this line skip
return;
}
QuickSortX(buffer, pointsFound);
int currentIntersection = 0;
float nextPoint = buffer[0].X;
float lastPoint = float.MinValue;
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;
}
}
}
finally
{
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 =>
{
Vector2[] buffer = arrayPool.Rent(maxIntersections);
try
{
Vector2 left = new Vector2(x, polyStartY);
Vector2 right = new Vector2(x, polyEndY);
// foreach line we get all the points where this line crosses the polygon
int pointsFound = this.poly.FindIntersections(left, right, buffer, maxIntersections, 0);
if (pointsFound == 0)
{
// nothign on this line skip
return;
}
QuickSortY(buffer, pointsFound);
int currentIntersection = 0;
float nextPoint = buffer[0].Y;
float lastPoint = left.Y;
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;
}
}
}
finally
{
arrayPool.Return(buffer);
}
});
}
}
}
private static void Swap(Vector2[] data, int left, int right)
{
Vector2 tmp = data[left];
data[left] = data[right];
data[right] = tmp;
}
private static void QuickSortY(Vector2[] data, int size)
{
int hi = Math.Min(data.Length - 1, size - 1);
QuickSortY(data, 0, hi);
}
private static void QuickSortY(Vector2[] data, int lo, int hi)
{
if (lo < hi)
{
int p = PartitionY(data, lo, hi);
QuickSortY(data, lo, p);
QuickSortY(data, p + 1, hi);
}
}
private static void QuickSortX(Vector2[] data, int size)
{
int hi = Math.Min(data.Length - 1, size - 1);
QuickSortX(data, 0, hi);
}
private static void QuickSortX(Vector2[] data, int lo, int hi)
{
if (lo < hi)
{
int p = PartitionX(data, lo, hi);
QuickSortX(data, lo, p);
QuickSortX(data, p + 1, hi);
}
}
private static int PartitionX(Vector2[] data, int lo, int hi)
{
float pivot = data[lo].X;
int i = lo - 1;
int j = hi + 1;
while (true)
{
do
{
i = i + 1;
}
while (data[i].X < pivot && i < hi);
do
{
j = j - 1;
}
while (data[j].X > pivot && j > lo);
if (i >= j)
{
return j;
}
Swap(data, i, j);
}
}
private static int PartitionY(Vector2[] data, int lo, int hi)
{
float pivot = data[lo].Y;
int i = lo - 1;
int j = hi + 1;
while (true)
{
do
{
i = i + 1;
}
while (data[i].Y < pivot && i < hi);
do
{
j = j - 1;
}
while (data[j].Y > pivot && j > lo);
if (i >= j)
{
return j;
}
Swap(data, i, j);
}
}
}
}