Beispiel #1
0
        public static void GenerateSdf_legacy(FloatBmp output,
                                              Shape shape,
                                              double range,
                                              Vector2 scale,
                                              Vector2 translate)
        {
            int w = output.Width;
            int h = output.Height;

            for (int y = 0; y < h; ++y)
            {
                int row = shape.InverseYAxis ? h - y - 1 : y;
                for (int x = 0; x < w; ++x)
                {
                    double         dummy       = 0;
                    Vector2        p           = (new Vector2(x + 0.5f, y + 0.5) * scale) - translate;
                    SignedDistance minDistance = SignedDistance.INFINITE;
                    //TODO: review here
                    List <Contour> contours = shape.contours;
                    int            m        = contours.Count;
                    for (int n = 0; n < m; ++n)
                    {
                        Contour           contour = contours[n];
                        List <EdgeHolder> edges   = contour.edges;
                        int nn = edges.Count;
                        for (int i = 0; i < nn; ++i)
                        {
                            EdgeHolder     edge     = edges[i];
                            SignedDistance distance = edge.edgeSegment.signedDistance(p, out dummy);
                            if (distance < minDistance)
                            {
                                minDistance = distance;
                            }
                        }
                    }
                    output.SetPixel(x, row, (float)(minDistance.distance / (range + 0.5f)));
                }
            }
        }
        //siged distance field generator

        public static void GenerateSdf(FloatBmp output,
                                       Shape shape,
                                       double range,
                                       Vector2 scale,
                                       Vector2 translate)
        {
            List <Contour> contours = shape.contours;
            int            contourCount = contours.Count;
            int            w = output.Width, h = output.Height;
            List <int>     windings = new List <int>(contourCount);

            for (int i = 0; i < contourCount; ++i)
            {
                windings.Add(contours[i].winding());
            }

            //# ifdef MSDFGEN_USE_OPENMP
            //#pragma omp parallel
            //#endif
            {
                //# ifdef MSDFGEN_USE_OPENMP
                //#pragma omp for
                //#endif
                double[] contourSD = new double[contourCount];
                for (int y = 0; y < h; ++y)
                {
                    int row = shape.InverseYAxis ? h - y - 1 : y;
                    for (int x = 0; x < w; ++x)
                    {
                        double  dummy   = 0;
                        Vector2 p       = (new Vector2(x + .5, y + .5) / scale) - translate;
                        double  negDist = -SignedDistance.INFINITE.distance;
                        double  posDist = SignedDistance.INFINITE.distance;
                        int     winding = 0;


                        for (int i = 0; i < contourCount; ++i)
                        {
                            Contour           contour     = contours[i];
                            SignedDistance    minDistance = SignedDistance.INFINITE;
                            List <EdgeHolder> edges       = contour.edges;
                            int edgeCount = edges.Count;
                            for (int ee = 0; ee < edgeCount; ++ee)
                            {
                                EdgeHolder     edge     = edges[ee];
                                SignedDistance distance = edge.edgeSegment.signedDistance(p, out dummy);
                                if (distance < minDistance)
                                {
                                    minDistance = distance;
                                }
                            }

                            contourSD[i] = minDistance.distance;
                            if (windings[i] > 0 && minDistance.distance >= 0 && Math.Abs(minDistance.distance) < Math.Abs(posDist))
                            {
                                posDist = minDistance.distance;
                            }
                            if (windings[i] < 0 && minDistance.distance <= 0 && Math.Abs(minDistance.distance) < Math.Abs(negDist))
                            {
                                negDist = minDistance.distance;
                            }
                        }

                        double sd = SignedDistance.INFINITE.distance;
                        if (posDist >= 0 && Math.Abs(posDist) <= Math.Abs(negDist))
                        {
                            sd      = posDist;
                            winding = 1;
                            for (int i = 0; i < contourCount; ++i)
                            {
                                if (windings[i] > 0 && contourSD[i] > sd && Math.Abs(contourSD[i]) < Math.Abs(negDist))
                                {
                                    sd = contourSD[i];
                                }
                            }
                        }
                        else if (negDist <= 0 && Math.Abs(negDist) <= Math.Abs(posDist))
                        {
                            sd      = negDist;
                            winding = -1;
                            for (int i = 0; i < contourCount; ++i)
                            {
                                if (windings[i] < 0 && contourSD[i] < sd && Math.Abs(contourSD[i]) < Math.Abs(posDist))
                                {
                                    sd = contourSD[i];
                                }
                            }
                        }
                        for (int i = 0; i < contourCount; ++i)
                        {
                            if (windings[i] != winding && Math.Abs(contourSD[i]) < Math.Abs(sd))
                            {
                                sd = contourSD[i];
                            }
                        }

                        output.SetPixel(x, row, (float)(sd / range + .5));
                    }
                }
            }
        }
        public static void generateMSDF_legacy(FloatRGBBmp output, Shape shape, double range, Vector2 scale, Vector2 translate,
                                               double edgeThreshold)
        {
            int w = output.Width;
            int h = output.Height;

            //#ifdef MSDFGEN_USE_OPENMP
            //    #pragma omp parallel for
            //#endif
            for (int y = 0; y < h; ++y)
            {
                int row = shape.InverseYAxis ? h - y - 1 : y;
                for (int x = 0; x < w; ++x)
                {
                    Vector2   p = (new Vector2(x + .5, y + .5) / scale) - translate;
                    EdgePoint r = new EdgePoint {
                        minDistance = SignedDistance.INFINITE
                    },
                              g = new EdgePoint {
                        minDistance = SignedDistance.INFINITE
                    },
                              b = new EdgePoint {
                        minDistance = SignedDistance.INFINITE
                    };
                    //r.nearEdge = g.nearEdge = b.nearEdge = null;
                    //r.nearParam = g.nearParam = b.nearParam = 0;
                    List <Contour> contours = shape.contours;
                    int            m        = contours.Count;
                    for (int n = 0; n < m; ++n)
                    {
                        Contour           contour = contours[n];
                        List <EdgeHolder> edges   = contour.edges;
                        int j = edges.Count;
                        for (int i = 0; i < j; ++i)
                        {
                            EdgeHolder     edge = edges[i];
                            double         param;
                            SignedDistance distance = edge.edgeSegment.signedDistance(p, out param);

                            if (edge.HasComponent(EdgeColor.RED) && distance < r.minDistance)
                            {
                                r.minDistance = distance;
                                r.nearEdge    = edge;
                                r.nearParam   = param;
                            }
                            if (edge.HasComponent(EdgeColor.GREEN) && distance < g.minDistance)
                            {
                                g.minDistance = distance;
                                g.nearEdge    = edge;
                                g.nearParam   = param;
                            }
                            if (edge.HasComponent(EdgeColor.BLUE) && distance < b.minDistance)
                            {
                                b.minDistance = distance;
                                b.nearEdge    = edge;
                                b.nearParam   = param;
                            }
                        }
                        if (r.nearEdge != null)
                        {
                            r.nearEdge.edgeSegment.distanceToPseudoDistance(ref r.minDistance, p, r.nearParam);
                        }
                        if (g.nearEdge != null)
                        {
                            g.nearEdge.edgeSegment.distanceToPseudoDistance(ref g.minDistance, p, g.nearParam);
                        }
                        if (b.nearEdge != null)
                        {
                            b.nearEdge.edgeSegment.distanceToPseudoDistance(ref b.minDistance, p, b.nearParam);
                        }

                        output.SetPixel(x, row,
                                        new FloatRGB(
                                            (float)(r.minDistance.distance / range + .5),
                                            (float)(g.minDistance.distance / range + .5),
                                            (float)(b.minDistance.distance / range + .5)
                                            ));
                    }
                }
            }

            if (edgeThreshold > 0)
            {
                msdfErrorCorrection(output, edgeThreshold / (scale * range));
            }
        }
        public static void generateMSDF(FloatRGBBmp output, Shape shape, double range, Vector2 scale, Vector2 translate, double edgeThreshold)
        {
            List <Contour> contours     = shape.contours;
            int            contourCount = contours.Count;
            int            w            = output.Width;
            int            h            = output.Height;
            List <int>     windings     = new List <int>(contourCount);

            for (int i = 0; i < contourCount; ++i)
            {
                windings.Add(contours[i].winding());
            }

            var contourSD = new MultiDistance[contourCount];

            for (int y = 0; y < h; ++y)
            {
                int row = shape.InverseYAxis ? h - y - 1 : y;
                for (int x = 0; x < w; ++x)
                {
                    Vector2   p  = (new Vector2(x + .5, y + .5) / scale) - translate;
                    EdgePoint sr = new EdgePoint {
                        minDistance = SignedDistance.INFINITE
                    },
                              sg = new EdgePoint {
                        minDistance = SignedDistance.INFINITE
                    },
                              sb = new EdgePoint {
                        minDistance = SignedDistance.INFINITE
                    };
                    double d       = Math.Abs(SignedDistance.INFINITE.distance);
                    double negDist = -Math.Abs(SignedDistance.INFINITE.distance);
                    double posDist = Math.Abs(SignedDistance.INFINITE.distance);
                    int    winding = 0;

                    for (int n = 0; n < contourCount; ++n)
                    {
                        //for-each contour
                        Contour           contour = contours[n];
                        List <EdgeHolder> edges   = contour.edges;
                        int       edgeCount       = edges.Count;
                        EdgePoint r = new EdgePoint {
                            minDistance = SignedDistance.INFINITE
                        },
                                  g = new EdgePoint {
                            minDistance = SignedDistance.INFINITE
                        },
                                  b = new EdgePoint {
                            minDistance = SignedDistance.INFINITE
                        };
                        for (int ee = 0; ee < edgeCount; ++ee)
                        {
                            EdgeHolder     edge = edges[ee];
                            double         param;
                            SignedDistance distance = edge.edgeSegment.signedDistance(p, out param);
                            if (edge.HasComponent(EdgeColor.RED) && distance < r.minDistance)
                            {
                                r.minDistance = distance;
                                r.nearEdge    = edge;
                                r.nearParam   = param;
                            }
                            if (edge.HasComponent(EdgeColor.GREEN) && distance < g.minDistance)
                            {
                                g.minDistance = distance;
                                g.nearEdge    = edge;
                                g.nearParam   = param;
                            }
                            if (edge.HasComponent(EdgeColor.BLUE) && distance < b.minDistance)
                            {
                                b.minDistance = distance;
                                b.nearEdge    = edge;
                                b.nearParam   = param;
                            }
                        }
                        //----------------
                        if (r.minDistance < sr.minDistance)
                        {
                            sr = r;
                        }
                        if (g.minDistance < sg.minDistance)
                        {
                            sg = g;
                        }
                        if (b.minDistance < sb.minDistance)
                        {
                            sb = b;
                        }
                        //----------------
                        double medMinDistance = Math.Abs(median(r.minDistance.distance, g.minDistance.distance, b.minDistance.distance));
                        if (medMinDistance < d)
                        {
                            d       = medMinDistance;
                            winding = -windings[n];
                        }

                        if (r.nearEdge != null)
                        {
                            r.nearEdge.edgeSegment.distanceToPseudoDistance(ref r.minDistance, p, r.nearParam);
                        }
                        if (g.nearEdge != null)
                        {
                            g.nearEdge.edgeSegment.distanceToPseudoDistance(ref g.minDistance, p, g.nearParam);
                        }
                        if (b.nearEdge != null)
                        {
                            b.nearEdge.edgeSegment.distanceToPseudoDistance(ref b.minDistance, p, b.nearParam);
                        }
                        //--------------
                        medMinDistance   = median(r.minDistance.distance, g.minDistance.distance, b.minDistance.distance);
                        contourSD[n].r   = r.minDistance.distance;
                        contourSD[n].g   = g.minDistance.distance;
                        contourSD[n].b   = b.minDistance.distance;
                        contourSD[n].med = medMinDistance;
                        if (windings[n] > 0 && medMinDistance >= 0 && Math.Abs(medMinDistance) < Math.Abs(posDist))
                        {
                            posDist = medMinDistance;
                        }
                        if (windings[n] < 0 && medMinDistance <= 0 && Math.Abs(medMinDistance) < Math.Abs(negDist))
                        {
                            negDist = medMinDistance;
                        }
                    }
                    if (sr.nearEdge != null)
                    {
                        sr.nearEdge.edgeSegment.distanceToPseudoDistance(ref sr.minDistance, p, sr.nearParam);
                    }
                    if (sg.nearEdge != null)
                    {
                        sg.nearEdge.edgeSegment.distanceToPseudoDistance(ref sg.minDistance, p, sg.nearParam);
                    }
                    if (sb.nearEdge != null)
                    {
                        sb.nearEdge.edgeSegment.distanceToPseudoDistance(ref sb.minDistance, p, sb.nearParam);
                    }

                    MultiDistance msd;
                    msd.r = msd.g = msd.b = msd.med = SignedDistance.INFINITE.distance;
                    if (posDist >= 0 && Math.Abs(posDist) <= Math.Abs(negDist))
                    {
                        msd.med = SignedDistance.INFINITE.distance;
                        winding = 1;
                        for (int i = 0; i < contourCount; ++i)
                        {
                            if (windings[i] > 0 && contourSD[i].med > msd.med && Math.Abs(contourSD[i].med) < Math.Abs(negDist))
                            {
                                msd = contourSD[i];
                            }
                        }
                    }
                    else if (negDist <= 0 && Math.Abs(negDist) <= Math.Abs(posDist))
                    {
                        msd.med = -SignedDistance.INFINITE.distance;
                        winding = -1;
                        for (int i = 0; i < contourCount; ++i)
                        {
                            if (windings[i] < 0 && contourSD[i].med < msd.med && Math.Abs(contourSD[i].med) < Math.Abs(posDist))
                            {
                                msd = contourSD[i];
                            }
                        }
                    }
                    for (int i = 0; i < contourCount; ++i)
                    {
                        if (windings[i] != winding && Math.Abs(contourSD[i].med) < Math.Abs(msd.med))
                        {
                            msd = contourSD[i];
                        }
                    }
                    if (median(sr.minDistance.distance, sg.minDistance.distance, sb.minDistance.distance) == msd.med)
                    {
                        msd.r = sr.minDistance.distance;
                        msd.g = sg.minDistance.distance;
                        msd.b = sb.minDistance.distance;
                    }

                    output.SetPixel(x, row,
                                    new FloatRGB(
                                        (float)(msd.r / range + .5),
                                        (float)(msd.g / range + .5),
                                        (float)(msd.b / range + .5)
                                        ));
                }
            }

            if (edgeThreshold > 0)
            {
                msdfErrorCorrection(output, edgeThreshold / (scale * range));
            }
        }
        public static void edgeColoringSimple(Shape shape, double angleThreshold)
        {
            double     crossThreshold = Math.Sin(angleThreshold);
            List <int> corners        = new List <int>();

            // for (std::vector<Contour>::iterator contour = shape.contours.begin(); contour != shape.contours.end(); ++contour)
            foreach (Contour contour in shape.contours)
            {
                // Identify corners
                corners.Clear();
                List <EdgeHolder> edges = contour.edges;
                int edgeCount           = edges.Count;
                if (edgeCount != 0)
                {
                    Vector2 prevDirection = edges[edgeCount - 1].Direction(1);// (*(contour->edges.end() - 1))->direction(1);
                    for (int i = 0; i < edgeCount; ++i)
                    {
                        EdgeHolder edge = edges[i];
                        if (isCorner(prevDirection.normalize(),
                                     edge.Direction(0).normalize(), crossThreshold))
                        {
                            corners.Add(i);
                        }
                        prevDirection = edge.Direction(1);
                    }
                }

                // Smooth contour
                if (corners.Count == 0) //is empty
                {
                    for (int i = edgeCount - 1; i >= 0; --i)
                    {
                        edges[i].color = EdgeColor.WHITE;
                    }
                }
                else if (corners.Count == 1)
                {
                    // "Teardrop" case
                    EdgeColor[] colors = { EdgeColor.MAGENTA, EdgeColor.WHITE, EdgeColor.YELLOW };
                    int         corner = corners[0];
                    if (edgeCount >= 3)
                    {
                        int m = edgeCount;
                        for (int i = 0; i < m; ++i)
                        {
                            //TODO: review here
                            contour.edges[(corner + i) % m].color = colors[((int)(3 + 2.875 * i / (m - 1) - 1.4375 + .5) - 3) + 1];
                            //(colors + 1)[int(3 + 2.875 * i / (m - 1) - 1.4375 + .5) - 3];
                        }
                    }
                    else if (edgeCount >= 1)
                    {
                        // Less than three edge segments for three colors => edges must be split
                        EdgeSegment[] parts = new EdgeSegment[7]; //empty array
                        edges[0].edgeSegment.splitInThirds(
                            out parts[0 + 3 * corner],
                            out parts[1 + 3 * corner],
                            out parts[2 + 3 * corner]);

                        if (edgeCount >= 2)
                        {
                            edges[1].edgeSegment.splitInThirds(
                                out parts[3 - 3 * corner],
                                out parts[4 - 3 * corner],
                                out parts[5 - 3 * corner]
                                );
                            parts[0].color = parts[1].color = colors[0];
                            parts[2].color = parts[3].color = colors[1];
                            parts[4].color = parts[5].color = colors[2];
                        }
                        else
                        {
                            parts[0].color = colors[0];
                            parts[1].color = colors[1];
                            parts[2].color = colors[2];
                        }
                        contour.edges.Clear();
                        for (int i = 0; i < 7; ++i)
                        {
                            edges.Add(new EdgeHolder(parts[i]));
                        }
                    }
                }
                // Multiple corners
                else
                {
                    int cornerCount = corners.Count;
                    // CMYCMYCMYCMY / YMYCMYC if corner count % 3 == 1
                    EdgeColor[] colors = { cornerCount % 3 == 1 ? EdgeColor.YELLOW : EdgeColor.CYAN, EdgeColor.CYAN, EdgeColor.MAGENTA, EdgeColor.YELLOW };
                    int         spline = 0;
                    int         start  = corners[0];
                    int         m      = contour.edges.Count;
                    for (int i = 0; i < m; ++i)
                    {
                        int index = (start + i) % m;
                        if (cornerCount > spline + 1 && corners[spline + 1] == index)
                        {
                            ++spline;
                        }

                        int tmp = (spline % 3 - ((spline == 0) ? 1 : 0));
                        edges[index].color = colors[tmp + 1];
                        //contour->edges[index]->color = (colors + 1)[spline % 3 - !spline];
                    }
                }
            }
        }
        public void AddEdge(EdgeSegment edge)
        {
            EdgeHolder holder = new EdgeHolder(edge);

            edges.Add(holder);
        }
Beispiel #7
0
        public static void edgeColoringSimple(Shape shape, double angleThreshold, ulong seed = 0)
        {
            double     crossThreshold = Math.Sin(angleThreshold);
            List <int> corners        = new List <int>(); //TODO: review reusable list

            // for (std::vector<Contour>::iterator contour = shape.contours.begin(); contour != shape.contours.end(); ++contour)
            foreach (Contour contour in shape.contours)
            {
                // Identify corners
                corners.Clear();
                List <EdgeHolder> edges = contour.edges;
                int edgeCount           = edges.Count;
                if (edgeCount != 0)
                {
                    Vector2 prevDirection = edges[edgeCount - 1].direction(1);// (*(contour->edges.end() - 1))->direction(1);
                    for (int i = 0; i < edgeCount; ++i)
                    {
                        EdgeHolder edge = edges[i];
                        if (isCorner(prevDirection.normalize(),
                                     edge.direction(0).normalize(), crossThreshold))
                        {
                            corners.Add(i);
                        }
                        prevDirection = edge.direction(1);
                    }
                }

                // Smooth contour
                if (corners.Count == 0) //is empty
                {
                    for (int i = edgeCount - 1; i >= 0; --i)
                    {
                        edges[i].color = EdgeColor.WHITE;
                    }
                }
                else if (corners.Count == 1)
                {
                    // "Teardrop" case
                    EdgeColor[] colors = { EdgeColor.WHITE, EdgeColor.WHITE, EdgeColor.BLACK };
                    switchColor(ref colors[0], ref seed);
                    colors[2] = colors[0];
                    switchColor(ref colors[2], ref seed);

                    int corner = corners[0];
                    if (edgeCount >= 3)
                    {
                        int m = edgeCount;
                        for (int i = 0; i < m; ++i)
                        {
                            //TODO: review here
                            contour.edges[(corner + i) % m].color = colors[((int)(3 + 2.875 * i / (m - 1) - 1.4375 + .5) - 3) + 1];
                            //(colors + 1)[int(3 + 2.875 * i / (m - 1) - 1.4375 + .5) - 3];
                        }
                    }
                    else if (edgeCount >= 1)
                    {
                        // Less than three edge segments for three colors => edges must be split
                        EdgeSegment[] parts = new EdgeSegment[7]; //empty array, TODO: review array alloc here
                        edges[0].edgeSegment.splitInThirds(
                            out parts[0 + 3 * corner],
                            out parts[1 + 3 * corner],
                            out parts[2 + 3 * corner]);

                        if (edgeCount >= 2)
                        {
                            edges[1].edgeSegment.splitInThirds(
                                out parts[3 - 3 * corner],
                                out parts[4 - 3 * corner],
                                out parts[5 - 3 * corner]
                                );
                            parts[0].color = parts[1].color = colors[0];
                            parts[2].color = parts[3].color = colors[1];
                            parts[4].color = parts[5].color = colors[2];
                        }
                        else
                        {
                            parts[0].color = colors[0];
                            parts[1].color = colors[1];
                            parts[2].color = colors[2];
                        }
                        contour.edges.Clear();
                        for (int i = 0; i < 7; ++i)
                        {
                            edges.Add(new EdgeHolder(parts[i]));
                        }
                    }
                }
                // Multiple corners
                else
                {
                    int       cornerCount = corners.Count;
                    int       spline      = 0;
                    int       start       = corners[0];
                    int       m           = contour.edges.Count;
                    EdgeColor color       = EdgeColor.WHITE;
                    switchColor(ref color, ref seed);
                    EdgeColor initialColor = color;
                    for (int i = 0; i < m; ++i)
                    {
                        int index = (start + i) % m;
                        if (spline + 1 < cornerCount && corners[spline + 1] == index)
                        {
                            ++spline;
                            switchColor(ref color, ref seed, (EdgeColor)(((spline == cornerCount - 1) ? 1 : 0) * (int)initialColor));
                        }
                        edges[index].color = color;
                    }
                }
            }
        }