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468 lines
19 KiB
468 lines
19 KiB
// <copyright file="FillShapeProcessor.cs" company="James Jackson-South">
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// Copyright (c) James Jackson-South and contributors.
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// Licensed under the Apache License, Version 2.0.
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// </copyright>
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namespace ImageSharp.Drawing.Processors
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{
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using System;
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using System.Buffers;
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using System.Numerics;
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using System.Threading.Tasks;
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using Drawing;
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using ImageSharp.Processing;
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using Shapes;
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using Rectangle = ImageSharp.Rectangle;
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/// <summary>
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/// Usinf a brsuh and a shape fills shape with contents of brush the
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/// </summary>
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/// <typeparam name="TColor">The type of the color.</typeparam>
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/// <seealso cref="ImageSharp.Processing.ImageProcessor{TColor}" />
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public class FillShapeProcessor<TColor> : ImageProcessor<TColor>
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where TColor : struct, IPackedPixel, IEquatable<TColor>
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{
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private const float AntialiasFactor = 1f;
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private const int DrawPadding = 1;
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private readonly IBrush<TColor> fillColor;
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private readonly IShape poly;
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private readonly GraphicsOptions options;
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/// <summary>
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/// Initializes a new instance of the <see cref="FillShapeProcessor{TColor}"/> class.
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/// </summary>
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/// <param name="brush">The brush.</param>
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/// <param name="shape">The shape.</param>
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/// <param name="options">The options.</param>
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public FillShapeProcessor(IBrush<TColor> brush, IShape shape, GraphicsOptions options)
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{
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this.poly = shape;
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this.fillColor = brush;
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this.options = options;
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}
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/// <inheritdoc/>
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protected override void OnApply(ImageBase<TColor> source, Rectangle sourceRectangle)
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{
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Rectangle rect = RectangleF.Ceiling(this.poly.Bounds); // rounds the points out away from the center
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int polyStartY = rect.Y - DrawPadding;
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int polyEndY = rect.Bottom + DrawPadding;
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int startX = rect.X - DrawPadding;
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int endX = rect.Right + DrawPadding;
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int minX = Math.Max(sourceRectangle.Left, startX);
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int maxX = Math.Min(sourceRectangle.Right - 1, endX);
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int minY = Math.Max(sourceRectangle.Top, polyStartY);
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int maxY = Math.Min(sourceRectangle.Bottom - 1, polyEndY);
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// Align start/end positions.
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minX = Math.Max(0, minX);
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maxX = Math.Min(source.Width, maxX);
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minY = Math.Max(0, minY);
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maxY = Math.Min(source.Height, maxY);
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ArrayPool<Vector2> arrayPool = ArrayPool<Vector2>.Shared;
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int maxIntersections = this.poly.MaxIntersections;
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using (PixelAccessor<TColor> sourcePixels = source.Lock())
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using (BrushApplicator<TColor> applicator = this.fillColor.CreateApplicator(sourcePixels, rect))
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{
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Parallel.For(
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minY,
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maxY,
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this.ParallelOptions,
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y =>
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{
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Vector2[] buffer = arrayPool.Rent(maxIntersections);
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try
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{
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Vector2 left = new Vector2(startX, y);
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Vector2 right = new Vector2(endX, y);
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// foreach line we get all the points where this line crosses the polygon
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int pointsFound = this.poly.FindIntersections(left, right, buffer, maxIntersections, 0);
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if (pointsFound == 0)
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{
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// nothign on this line skip
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return;
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}
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QuickSortX(buffer, pointsFound);
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int currentIntersection = 0;
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float nextPoint = buffer[0].X;
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float lastPoint = float.MinValue;
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bool isInside = false;
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// every odd point is the start of a line
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Vector2 currentPoint = default(Vector2);
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for (int x = minX; x < maxX; x++)
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{
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currentPoint.X = x;
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currentPoint.Y = y;
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if (!isInside)
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{
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if (x < (nextPoint - DrawPadding) && x > (lastPoint + DrawPadding))
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{
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if (nextPoint == right.X)
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{
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// we are in the ends run skip it
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x = maxX;
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continue;
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}
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// lets just jump forward
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x = (int)Math.Floor(nextPoint) - DrawPadding;
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}
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}
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bool onCorner = false;
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// there seems to be some issue with this switch.
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if (x >= nextPoint)
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{
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currentIntersection++;
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lastPoint = nextPoint;
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if (currentIntersection == pointsFound)
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{
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nextPoint = right.X;
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}
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else
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{
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nextPoint = buffer[currentIntersection].X;
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// double point from a corner flip the bit back and move on again
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if (nextPoint == lastPoint)
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{
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onCorner = true;
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isInside ^= true;
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currentIntersection++;
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if (currentIntersection == pointsFound)
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{
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nextPoint = right.X;
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}
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else
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{
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nextPoint = buffer[currentIntersection].X;
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}
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}
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}
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isInside ^= true;
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}
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float opacity = 1;
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if (!isInside && !onCorner)
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{
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if (this.options.Antialias)
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{
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float distance = float.MaxValue;
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if (x == lastPoint || x == nextPoint)
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{
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// we are to far away from the line
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distance = 0;
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}
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else if (nextPoint - AntialiasFactor < x)
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{
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// we are near the left of the line
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distance = nextPoint - x;
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}
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else if (lastPoint + AntialiasFactor > x)
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{
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// we are near the right of the line
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distance = x - lastPoint;
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}
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else
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{
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// we are to far away from the line
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continue;
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}
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opacity = 1 - (distance / AntialiasFactor);
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}
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else
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{
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continue;
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}
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}
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if (opacity > Constants.Epsilon)
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{
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Vector4 backgroundVector = sourcePixels[x, y].ToVector4();
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Vector4 sourceVector = applicator.GetColor(currentPoint).ToVector4();
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Vector4 finalColor = Vector4BlendTransforms.PremultipliedLerp(backgroundVector, sourceVector, opacity);
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finalColor.W = backgroundVector.W;
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TColor packed = default(TColor);
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packed.PackFromVector4(finalColor);
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sourcePixels[x, y] = packed;
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}
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}
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}
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finally
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{
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arrayPool.Return(buffer);
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}
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});
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if (this.options.Antialias)
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{
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// we only need to do the X can for antialiasing purposes
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Parallel.For(
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minX,
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maxX,
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this.ParallelOptions,
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x =>
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{
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Vector2[] buffer = arrayPool.Rent(maxIntersections);
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try
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{
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Vector2 left = new Vector2(x, polyStartY);
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Vector2 right = new Vector2(x, polyEndY);
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// foreach line we get all the points where this line crosses the polygon
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int pointsFound = this.poly.FindIntersections(left, right, buffer, maxIntersections, 0);
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if (pointsFound == 0)
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{
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// nothign on this line skip
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return;
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}
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QuickSortY(buffer, pointsFound);
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int currentIntersection = 0;
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float nextPoint = buffer[0].Y;
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float lastPoint = left.Y;
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bool isInside = false;
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// every odd point is the start of a line
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Vector2 currentPoint = default(Vector2);
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for (int y = minY; y < maxY; y++)
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{
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currentPoint.X = x;
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currentPoint.Y = y;
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if (!isInside)
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{
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if (y < (nextPoint - DrawPadding) && y > (lastPoint + DrawPadding))
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{
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if (nextPoint == right.Y)
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{
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// we are in the ends run skip it
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y = maxY;
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continue;
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}
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// lets just jump forward
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y = (int)Math.Floor(nextPoint) - DrawPadding;
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}
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}
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else
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{
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if (y < nextPoint - DrawPadding)
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{
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if (nextPoint == right.Y)
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{
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// we are in the ends run skip it
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y = maxY;
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continue;
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}
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// lets just jump forward
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y = (int)Math.Floor(nextPoint);
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}
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}
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bool onCorner = false;
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if (y >= nextPoint)
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{
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currentIntersection++;
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lastPoint = nextPoint;
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if (currentIntersection == pointsFound)
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{
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nextPoint = right.Y;
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}
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else
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{
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nextPoint = buffer[currentIntersection].Y;
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// double point from a corner flip the bit back and move on again
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if (nextPoint == lastPoint)
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{
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onCorner = true;
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isInside ^= true;
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currentIntersection++;
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if (currentIntersection == pointsFound)
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{
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nextPoint = right.Y;
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}
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else
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{
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nextPoint = buffer[currentIntersection].Y;
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}
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}
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}
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isInside ^= true;
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}
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float opacity = 1;
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if (!isInside && !onCorner)
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{
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if (this.options.Antialias)
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{
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float distance = float.MaxValue;
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if (y == lastPoint || y == nextPoint)
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{
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// we are to far away from the line
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distance = 0;
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}
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else if (nextPoint - AntialiasFactor < y)
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{
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// we are near the left of the line
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distance = nextPoint - y;
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}
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else if (lastPoint + AntialiasFactor > y)
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{
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// we are near the right of the line
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distance = y - lastPoint;
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}
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else
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{
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// we are to far away from the line
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continue;
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}
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opacity = 1 - (distance / AntialiasFactor);
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}
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else
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{
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continue;
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}
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}
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// don't set full opactiy color as it will have been gotten by the first scan
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if (opacity > Constants.Epsilon && opacity < 1)
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{
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Vector4 backgroundVector = sourcePixels[x, y].ToVector4();
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Vector4 sourceVector = applicator.GetColor(currentPoint).ToVector4();
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Vector4 finalColor = Vector4BlendTransforms.PremultipliedLerp(backgroundVector, sourceVector, opacity);
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finalColor.W = backgroundVector.W;
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TColor packed = default(TColor);
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packed.PackFromVector4(finalColor);
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sourcePixels[x, y] = packed;
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}
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}
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}
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finally
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{
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arrayPool.Return(buffer);
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}
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});
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}
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}
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}
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private static void Swap(Vector2[] data, int left, int right)
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{
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Vector2 tmp = data[left];
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data[left] = data[right];
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data[right] = tmp;
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}
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private static void QuickSortY(Vector2[] data, int size)
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{
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int hi = Math.Min(data.Length - 1, size - 1);
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QuickSortY(data, 0, hi);
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}
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private static void QuickSortY(Vector2[] data, int lo, int hi)
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{
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if (lo < hi)
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{
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int p = PartitionY(data, lo, hi);
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QuickSortY(data, lo, p);
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QuickSortY(data, p + 1, hi);
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}
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}
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private static void QuickSortX(Vector2[] data, int size)
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{
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int hi = Math.Min(data.Length - 1, size - 1);
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QuickSortX(data, 0, hi);
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}
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private static void QuickSortX(Vector2[] data, int lo, int hi)
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{
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if (lo < hi)
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{
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int p = PartitionX(data, lo, hi);
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QuickSortX(data, lo, p);
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QuickSortX(data, p + 1, hi);
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}
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}
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private static int PartitionX(Vector2[] data, int lo, int hi)
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{
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float pivot = data[lo].X;
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int i = lo - 1;
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int j = hi + 1;
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while (true)
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{
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do
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{
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i = i + 1;
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}
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while (data[i].X < pivot && i < hi);
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do
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{
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j = j - 1;
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}
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while (data[j].X > pivot && j > lo);
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if (i >= j)
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{
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return j;
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}
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Swap(data, i, j);
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}
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}
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private static int PartitionY(Vector2[] data, int lo, int hi)
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{
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float pivot = data[lo].Y;
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int i = lo - 1;
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int j = hi + 1;
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while (true)
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{
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do
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{
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i = i + 1;
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}
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while (data[i].Y < pivot && i < hi);
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do
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{
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j = j - 1;
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}
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while (data[j].Y > pivot && j > lo);
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if (i >= j)
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{
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return j;
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}
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Swap(data, i, j);
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}
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}
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}
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}
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