📷 A modern, cross-platform, 2D Graphics library for .NET
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// <copyright file="Crop.cs" company="James Jackson-South">
// Copyright (c) James Jackson-South and contributors.
// Licensed under the Apache License, Version 2.0.
// </copyright>
using System.Buffers;
namespace SixLabors.ImageSharp.Benchmarks
{
using BenchmarkDotNet.Attributes;
using SixLabors.ImageSharp.PixelFormats;
using CoreSize = SixLabors.Primitives.Size;
using System.Numerics;
using System;
using System.Threading.Tasks;
using SixLabors.Memory;
using SixLabors.Primitives;
using SixLabors.ImageSharp.Processing.Processors.Overlays;
using SixLabors.ImageSharp.Processing.Processors;
public class Glow : BenchmarkBase
{
private GlowProcessor<Rgba32> bulk;
private GlowProcessorParallel<Rgba32> parallel;
[GlobalSetup]
public void Setup()
{
this.bulk = new GlowProcessor<Rgba32>(NamedColors<Rgba32>.Beige, 800 * .5f, GraphicsOptions.Default);
this.parallel = new GlowProcessorParallel<Rgba32>(NamedColors<Rgba32>.Beige) { Radius = 800 * .5f, };
}
[Benchmark(Description = "ImageSharp Glow - Bulk")]
public CoreSize GlowBulk()
{
using (Image<Rgba32> image = new Image<Rgba32>(800, 800))
{
this.bulk.Apply(image, image.Bounds());
return new CoreSize(image.Width, image.Height);
}
}
[Benchmark(Description = "ImageSharp Glow - Parallel")]
public CoreSize GLowSimple()
{
using (Image<Rgba32> image = new Image<Rgba32>(800, 800))
{
this.parallel.Apply(image, image.Bounds());
return new CoreSize(image.Width, image.Height);
}
}
internal class GlowProcessorParallel<TPixel> : ImageProcessor<TPixel>
where TPixel : struct, IPixel<TPixel>
{
/// <summary>
/// Initializes a new instance of the <see cref="GlowProcessorParallel{TPixel}" /> class.
/// </summary>
/// <param name="color">The color or the glow.</param>
public GlowProcessorParallel(TPixel color)
{
this.GlowColor = color;
}
/// <summary>
/// Gets or sets the glow color to apply.
/// </summary>
public TPixel GlowColor { get; set; }
/// <summary>
/// Gets or sets the the radius.
/// </summary>
public float Radius { get; set; }
/// <inheritdoc/>
protected override void OnFrameApply(ImageFrame<TPixel> source, Rectangle sourceRectangle, Configuration configuration)
{
int startY = sourceRectangle.Y;
int endY = sourceRectangle.Bottom;
int startX = sourceRectangle.X;
int endX = sourceRectangle.Right;
TPixel glowColor = this.GlowColor;
Vector2 centre = Rectangle.Center(sourceRectangle);
float maxDistance = this.Radius > 0 ? Math.Min(this.Radius, sourceRectangle.Width * .5F) : sourceRectangle.Width * .5F;
// Align start/end positions.
int minX = Math.Max(0, startX);
int maxX = Math.Min(source.Width, endX);
int minY = Math.Max(0, startY);
int maxY = Math.Min(source.Height, endY);
// Reset offset if necessary.
if (minX > 0)
{
startX = 0;
}
if (minY > 0)
{
startY = 0;
}
int width = maxX - minX;
using (IMemoryOwner<TPixel> rowColors = Configuration.Default.MemoryAllocator.Allocate<TPixel>(width))
{
Buffer2D<TPixel> sourcePixels = source.PixelBuffer;
rowColors.GetSpan().Fill(glowColor);
Parallel.For(
minY,
maxY,
configuration.ParallelOptions,
y =>
{
int offsetY = y - startY;
for (int x = minX; x < maxX; x++)
{
int offsetX = x - startX;
float distance = Vector2.Distance(centre, new Vector2(offsetX, offsetY));
Vector4 sourceColor = sourcePixels[offsetX, offsetY].ToVector4();
TPixel packed = default(TPixel);
packed.PackFromVector4(PremultipliedLerp(sourceColor, glowColor.ToVector4(), 1 - (.95F * (distance / maxDistance))));
sourcePixels[offsetX, offsetY] = packed;
}
});
}
}
public static Vector4 PremultipliedLerp(Vector4 backdrop, Vector4 source, float amount)
{
amount = amount.Clamp(0, 1);
// Santize on zero alpha
if (Math.Abs(backdrop.W) < Constants.Epsilon)
{
source.W *= amount;
return source;
}
if (Math.Abs(source.W) < Constants.Epsilon)
{
return backdrop;
}
// Premultiply the source vector.
// Oddly premultiplying the background vector creates dark outlines when pixels
// Have low alpha values.
source = new Vector4(source.X, source.Y, source.Z, 1) * (source.W * amount);
// This should be implementing the following formula
// https://en.wikipedia.org/wiki/Alpha_compositing
// Vout = Vs + Vb (1 - Vsa)
// Aout = Vsa + Vsb (1 - Vsa)
Vector3 inverseW = new Vector3(1 - source.W);
Vector3 xyzB = new Vector3(backdrop.X, backdrop.Y, backdrop.Z);
Vector3 xyzS = new Vector3(source.X, source.Y, source.Z);
return new Vector4(xyzS + (xyzB * inverseW), source.W + (backdrop.W * (1 - source.W)));
}
}
}
}