📷 A modern, cross-platform, 2D Graphics library for .NET
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// <copyright file="FillProcessor.cs" company="James Jackson-South">
// Copyright (c) James Jackson-South and contributors.
// Licensed under the Apache License, Version 2.0.
// </copyright>
namespace ImageSharp.Drawing.Processors
{
using System;
using System.Numerics;
using System.Threading.Tasks;
using Drawing;
using ImageSharp.Processing;
/// <summary>
/// Using the bursh as a source of pixels colors blends the brush color with source.
/// </summary>
/// <typeparam name="TColor">The pixel format.</typeparam>
public class FillProcessor<TColor> : ImageProcessor<TColor>
where TColor : struct, IPackedPixel, IEquatable<TColor>
{
/// <summary>
/// The brush.
/// </summary>
private readonly IBrush<TColor> brush;
/// <summary>
/// Initializes a new instance of the <see cref="FillProcessor{TColor}"/> class.
/// </summary>
/// <param name="brush">The brush to source pixel colors from.</param>
public FillProcessor(IBrush<TColor> brush)
{
this.brush = brush;
}
/// <inheritdoc/>
protected override void OnApply(ImageBase<TColor> source, Rectangle sourceRectangle)
{
int startX = sourceRectangle.X;
int endX = sourceRectangle.Right;
int startY = sourceRectangle.Y;
int endY = sourceRectangle.Bottom;
// 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;
}
// we could possibly do some optermising by having knowledge about the individual brushes operate
// for example If brush is SolidBrush<TColor> then we could just get the color upfront
// and skip using the IBrushApplicator<TColor>?.
using (PixelAccessor<TColor> sourcePixels = source.Lock())
using (IBrushApplicator<TColor> applicator = this.brush.CreateApplicator(sourcePixels, sourceRectangle))
{
Parallel.For(
minY,
maxY,
this.ParallelOptions,
y =>
{
int offsetY = y - startY;
Vector2 currentPoint = default(Vector2);
for (int x = minX; x < maxX; x++)
{
int offsetX = x - startX;
int offsetColorX = x - minX;
currentPoint.X = offsetX;
currentPoint.Y = offsetY;
Vector4 backgroundVector = sourcePixels[offsetX, offsetY].ToVector4();
Vector4 sourceVector = applicator.GetColor(currentPoint).ToVector4();
var finalColor = Vector4BlendTransforms.PremultipliedLerp(backgroundVector, sourceVector, 1);
TColor packed = default(TColor);
packed.PackFromVector4(finalColor);
sourcePixels[offsetX, offsetY] = packed;
}
});
}
}
}
}