//
// Copyright (c) James Jackson-South and contributors.
// Licensed under the Apache License, Version 2.0.
//
namespace ImageSharp.Drawing.Processors
{
using System;
using System.Numerics;
using System.Threading.Tasks;
using ImageSharp.PixelFormats;
using ImageSharp.Processing;
///
/// Combines two images together by blending the pixels.
///
/// The pixel format.
internal class DrawImageProcessor : ImageProcessor
where TPixel : struct, IPixel
{
///
/// Initializes a new instance of the class.
///
/// The image to blend with the currently processing image.
/// The size to draw the blended image.
/// The location to draw the blended image.
/// The opacity of the image to blend. Between 0 and 100.
public DrawImageProcessor(Image image, Size size, Point location, int alpha = 100)
{
Guard.MustBeBetweenOrEqualTo(alpha, 0, 100, nameof(alpha));
this.Image = image;
this.Size = size;
this.Alpha = alpha;
this.Location = location;
}
///
/// Gets the image to blend.
///
public Image Image { get; private set; }
///
/// Gets the alpha percentage value.
///
public int Alpha { get; }
///
/// Gets the size to draw the blended image.
///
public Size Size { get; }
///
/// Gets the location to draw the blended image.
///
public Point Location { get; }
///
protected override void OnApply(ImageBase source, Rectangle sourceRectangle)
{
if (this.Image.Bounds.Size != this.Size)
{
// should Resize be moved to core?
this.Image = this.Image.Resize(this.Size.Width, this.Size.Height);
}
// Align start/end positions.
Rectangle bounds = this.Image.Bounds;
int minX = Math.Max(this.Location.X, sourceRectangle.X);
int maxX = Math.Min(this.Location.X + bounds.Width, sourceRectangle.Width);
int minY = Math.Max(this.Location.Y, sourceRectangle.Y);
int maxY = Math.Min(this.Location.Y + bounds.Height, sourceRectangle.Bottom);
float alpha = this.Alpha / 100F;
using (PixelAccessor toBlendPixels = this.Image.Lock())
using (PixelAccessor sourcePixels = source.Lock())
{
Parallel.For(
minY,
maxY,
this.ParallelOptions,
y =>
{
for (int x = minX; x < maxX; x++)
{
Vector4 backgroundVector = sourcePixels[x, y].ToVector4();
Vector4 sourceVector = toBlendPixels[x - minX, y - minY].ToVector4();
// Lerping colors is dependent on the alpha of the blended color
backgroundVector = Vector4BlendTransforms.PremultipliedLerp(backgroundVector, sourceVector, alpha);
TPixel packed = default(TPixel);
packed.PackFromVector4(backgroundVector);
sourcePixels[x, y] = packed;
}
});
}
}
}
}