//
// 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;
///
/// Usinf a brsuh and a shape fills shape with contents of brush the
///
/// The type of the color.
///
internal class FillRegionProcessor : ImageProcessor
where TColor : struct, IPixel
{
private const float AntialiasFactor = 1f;
private const int DrawPadding = 1;
///
/// Initializes a new instance of the class.
///
/// The details how to fill the region of interest.
/// The region of interest to be filled.
/// The configuration options.
public FillRegionProcessor(IBrush brush, Region region, GraphicsOptions options)
{
this.Region = region;
this.Brush = brush;
this.Options = options;
}
///
/// Gets the brush.
///
public IBrush Brush { get; }
///
/// Gets the region that this processor applies to.
///
public Region Region { get; }
///
/// Gets the options.
///
///
/// The options.
///
public GraphicsOptions Options { get; }
///
protected override void OnApply(ImageBase source, Rectangle sourceRectangle)
{
Region region = this.Region;
Rectangle rect = region.Bounds;
// Align start/end positions.
int minX = Math.Max(0, rect.Left);
int maxX = Math.Min(source.Width, rect.Right);
int minY = Math.Max(0, rect.Top);
int maxY = Math.Min(source.Height, rect.Bottom);
if (minX >= maxX)
{
return; // no effect inside image;
}
if (minY >= maxY)
{
return; // no effect inside image;
}
ArrayPool arrayPool = ArrayPool.Shared;
int maxIntersections = region.MaxIntersections;
float subpixelCount = 4;
if (this.Options.Antialias)
{
subpixelCount = this.Options.AntialiasSubpixelDepth;
if (subpixelCount < 4)
{
subpixelCount = 4;
}
}
using (PixelAccessor sourcePixels = source.Lock())
using (BrushApplicator applicator = this.Brush.CreateApplicator(sourcePixels, rect))
{
float[] buffer = arrayPool.Rent(maxIntersections);
int scanlineWidth = maxX - minX;
float[] scanline = ArrayPool.Shared.Rent(scanlineWidth);
try
{
bool scanlineDirty = true;
for (int y = minY; y < maxY; y++)
{
if (scanlineDirty)
{
// clear the buffer
for (int x = 0; x < scanlineWidth; x++)
{
scanline[x] = 0;
}
scanlineDirty = false;
}
float subpixelFraction = 1f / subpixelCount;
float subpixelFractionPoint = subpixelFraction / subpixelCount;
for (float subPixel = (float)y; subPixel < y + 1; subPixel += subpixelFraction)
{
int pointsFound = region.Scan(subPixel, buffer, maxIntersections, 0);
if (pointsFound == 0)
{
// nothing on this line skip
continue;
}
QuickSort(buffer, pointsFound);
for (int point = 0; point < pointsFound; point += 2)
{
// points will be paired up
float scanStart = buffer[point] - minX;
float scanEnd = buffer[point + 1] - minX;
int startX = (int)MathF.Floor(scanStart);
int endX = (int)MathF.Floor(scanEnd);
if (startX >= 0 && startX < scanline.Length)
{
for (float x = scanStart; x < startX + 1; x += subpixelFraction)
{
scanline[startX] += subpixelFractionPoint;
scanlineDirty = true;
}
}
if (endX >= 0 && endX < scanline.Length)
{
for (float x = endX; x < scanEnd; x += subpixelFraction)
{
scanline[endX] += subpixelFractionPoint;
scanlineDirty = true;
}
}
int nextX = startX + 1;
endX = Math.Min(endX, scanline.Length); // reduce to end to the right edge
if (nextX >= 0)
{
for (int x = nextX; x < endX; x++)
{
scanline[x] += subpixelFraction;
scanlineDirty = true;
}
}
}
}
if (scanlineDirty)
{
if (!this.Options.Antialias)
{
for (int x = 0; x < scanlineWidth; x++)
{
if (scanline[x] > 0.5)
{
scanline[x] = 1;
}
else
{
scanline[x] = 0;
}
}
}
applicator.Apply(scanline, scanlineWidth, 0, minX, y);
}
}
}
finally
{
arrayPool.Return(buffer);
ArrayPool.Shared.Return(scanline);
}
}
}
private static void Swap(float[] data, int left, int right)
{
float tmp = data[left];
data[left] = data[right];
data[right] = tmp;
}
private static void QuickSort(float[] data, int size)
{
int hi = Math.Min(data.Length - 1, size - 1);
QuickSort(data, 0, hi);
}
private static void QuickSort(float[] data, int lo, int hi)
{
if (lo < hi)
{
int p = Partition(data, lo, hi);
QuickSort(data, lo, p);
QuickSort(data, p + 1, hi);
}
}
private static int Partition(float[] data, int lo, int hi)
{
float pivot = data[lo];
int i = lo - 1;
int j = hi + 1;
while (true)
{
do
{
i = i + 1;
}
while (data[i] < pivot && i < hi);
do
{
j = j - 1;
}
while (data[j] > pivot && j > lo);
if (i >= j)
{
return j;
}
Swap(data, i, j);
}
}
}
}