Example #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 <EdgeSegment> edges   = contour.edges;
                        int nn = edges.Count;
                        for (int i = 0; i < nn; ++i)
                        {
                            EdgeSegment    edge     = edges[i];
                            SignedDistance distance = edge.signedDistance(p, out dummy);
                            if (distance < minDistance)
                            {
                                minDistance = distance;
                            }
                        }
                    }
                    output.SetPixel(x, row, (float)(minDistance.distance / (range + 0.5f)));
                }
            }
        }
Example #2
0
        //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 <EdgeSegment> edges       = contour.edges;
                            int edgeCount = edges.Count;
                            for (int ee = 0; ee < edgeCount; ++ee)
                            {
                                EdgeSegment    edge     = edges[ee];
                                SignedDistance distance = edge.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));
                    }
                }
            }
        }
Example #3
0
        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 <EdgeSegment> edges   = contour.edges;
                        int j = edges.Count;
                        for (int i = 0; i < j; ++i)
                        {
                            EdgeSegment    edge     = edges[i];
                            SignedDistance distance = edge.signedDistance(p, out double 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.distanceToPseudoDistance(ref r.minDistance, p, r.nearParam);
                        }
                        if (g.nearEdge != null)
                        {
                            g.nearEdge.distanceToPseudoDistance(ref g.minDistance, p, g.nearParam);
                        }
                        if (b.nearEdge != null)
                        {
                            b.nearEdge.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));
            }
        }
Example #4
0
        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 <EdgeSegment> 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)
                        {
                            EdgeSegment    edge     = edges[ee];
                            SignedDistance distance = edge.signedDistance(p, out double 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.distanceToPseudoDistance(ref r.minDistance, p, r.nearParam);
                        }
                        if (g.nearEdge != null)
                        {
                            g.nearEdge.distanceToPseudoDistance(ref g.minDistance, p, g.nearParam);
                        }
                        if (b.nearEdge != null)
                        {
                            b.nearEdge.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.distanceToPseudoDistance(ref sr.minDistance, p, sr.nearParam);
                    }
                    if (sg.nearEdge != null)
                    {
                        sg.nearEdge.distanceToPseudoDistance(ref sg.minDistance, p, sg.nearParam);
                    }
                    if (sb.nearEdge != null)
                    {
                        sb.nearEdge.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));
            }
        }
Example #5
0
        static void GenerateMSDF3(FloatRGBBmp output, Shape shape, double range, Vector2 scale, Vector2 translate, double edgeThreshold, EdgeBmpLut lut)
        {
            //----------------------
            //this is our extension,
            //we use lookup bitmap (lut) to check
            //what is the nearest contour of a given pixel.
            //----------------------

            int w = output.Width;
            int h = output.Height;

            EdgeSegment[] singleSegment = new EdgeSegment[1];//temp array for



            for (int y = 0; y < h; ++y)
            {
                for (int x = 0; x < w; ++x)
                {
                    //PER-PIXEL-OPERATION
                    //check preview pixel

                    int lutPix  = lut.GetPixel(x, y);
                    int lutPixR = (lutPix & 0xFF);
                    int lutPixG = (lutPix >> 8) & 0xff;
                    int lutPixB = (lutPix >> 16) & 0xff;

                    if (lutPixG == 0)
                    {
                        continue;               //black=> completely outside, skip
                    }
                    if (lutPixG == EdgeBmpLut.AREA_INSIDE_COVERAGE100 ||
                        lutPixG == EdgeBmpLut.AREA_INSIDE_COVERAGE50 ||
                        lutPixG == EdgeBmpLut.AREA_INSIDE_COVERAGEX)
                    {
                        //inside the contour => fill all with white
                        output.SetPixel(x, y, new FloatRGB(1f, 1f, 1f));
                        continue;
                    }

                    //reset variables
                    EdgePoint r = new EdgePoint {
                        minDistance = SignedDistance.INFINITE
                    },
                              g = new EdgePoint {
                        minDistance = SignedDistance.INFINITE
                    },
                              b = new EdgePoint {
                        minDistance = SignedDistance.INFINITE
                    };

                    bool useR, useG, useB;
                    useR = useG = useB = true;
                    //------

                    Vector2 p = (new Vector2(x + .5, y + .5) / scale) - translate;

                    EdgeStructure edgeStructure = lut.GetEdgeStructure(x, y);

#if DEBUG
                    if (edgeStructure.IsEmpty)
                    {
                        //should not occurs
                        throw new NotSupportedException();
                    }
#endif
                    EdgeSegment[] edges = null;
                    if (edgeStructure.HasOverlappedSegments)
                    {
                        edges = edgeStructure.Segments;
                    }
                    else
                    {
                        singleSegment[0] = edgeStructure.Segment;
                        edges            = singleSegment;
                    }
                    //-------------

                    for (int i = 0; i < edges.Length; ++i)
                    {
                        EdgeSegment edge = edges[i];

                        SignedDistance distance = edge.signedDistance(p, out double param);//***

                        if (edge.HasComponent(EdgeColor.RED) && distance < r.minDistance)
                        {
                            r.minDistance = distance;
                            r.nearEdge    = edge;
                            r.nearParam   = param;
                            useR          = false;
                        }
                        if (edge.HasComponent(EdgeColor.GREEN) && distance < g.minDistance)
                        {
                            g.minDistance = distance;
                            g.nearEdge    = edge;
                            g.nearParam   = param;
                            useG          = false;
                        }
                        if (edge.HasComponent(EdgeColor.BLUE) && distance < b.minDistance)
                        {
                            b.minDistance = distance;
                            b.nearEdge    = edge;
                            b.nearParam   = param;
                            useB          = false;
                        }
                    }

                    double contour_r = r.CalculateContourColor(p);
                    double contour_g = g.CalculateContourColor(p);
                    double contour_b = b.CalculateContourColor(p);

                    if (useB && contour_b <= SignedDistance.INFINITE.distance)
                    {
                        contour_b = 1 * range;
                    }
                    if (useG && contour_g <= SignedDistance.INFINITE.distance)
                    {
                        contour_g = 1 * range;
                    }
                    if (useR && contour_r <= SignedDistance.INFINITE.distance)
                    {
                        contour_r = 1 * range;
                    }

                    output.SetPixel(x, y,
                                    new FloatRGB(
                                        (float)(contour_r / range + .5),
                                        (float)(contour_g / range + .5),
                                        (float)(contour_b / range + .5)
                                        ));
                }
            }
        }