public void Render(IBitmapSrc source, double destX, double destY)
        {
            int inScaleX     = 1;
            int inScaleY     = 1;
            int angleRadians = 0;
            // exit early if the dest and source bounds don't touch.
            // TODO: <BUG> make this do rotation and scalling

            RectInt sourceBounds = new RectInt((int)destX, (int)destY, (int)destX + source.Width, (int)destY + source.Height);
            //sourceBounds.Offset((int)destX, (int)destY);

            RectInt destBounds = _destBitmapBlender.GetBounds();

            if (!RectInt.DoIntersect(sourceBounds, destBounds))
            {
                //if (inScaleX != 1 || inScaleY != 1 || angleRadians != 0)
                //{
                //    throw new NotImplementedException();
                //}
                return;
            }

            double scaleX = inScaleX;
            double scaleY = inScaleY;

            ICoordTransformer graphicsTransform = this.CurrentTransformMatrix;

            if (!graphicsTransform.IsIdentity)
            {
                if (scaleX != 1 || scaleY != 1 || angleRadians != 0)
                {
                    throw new NotImplementedException();
                }
                graphicsTransform.Transform(ref destX, ref destY);
            }


#if false // this is an optomization that eliminates the drawing of images that have their alpha set to all 0 (happens with generated images like explosions).
            MaxAlphaFrameProperty maxAlphaFrameProperty = MaxAlphaFrameProperty::GetMaxAlphaFrameProperty(source);

            if ((maxAlphaFrameProperty.GetMaxAlpha() * color.A_Byte) / 256 <= ALPHA_CHANNEL_BITS_DIVISOR)
            {
                m_OutFinalBlitBounds.SetRect(0, 0, 0, 0);
            }
#endif
            bool isScale   = (scaleX != 1 || scaleY != 1);
            bool isRotated = false;
            if (angleRadians != 0 && Math.Abs(angleRadians) >= (0.1 * MathHelper.Tau / 360))
            {
                isRotated = true;
            }
            else
            {
                angleRadians = 0;//reset very small angle to 0
            }

            //bool IsMipped = false;
            //double ox, oy;
            //source.GetOriginOffset(out ox, out oy);

            bool canUseMipMaps = isScale;
            if (scaleX > 0.5 || scaleY > 0.5)
            {
                canUseMipMaps = false;
            }

            bool needSourceResampling = isScale || isRotated;// || destX != (int)destX || destY != (int)destY;


            //VectorToolBox.GetFreeVxs(out VertexStore imgBoundsPath);
            // this is the fast drawing path
            if (needSourceResampling)
            {
#if false // if the scalling is small enough the results can be improved by using mip maps
                if (CanUseMipMaps)
                {
                    CMipMapFrameProperty *pMipMapFrameProperty = CMipMapFrameProperty::GetMipMapFrameProperty(source);
                    double OldScaleX = scaleX;
                    double OldScaleY = scaleY;
                    const CFrameInterface *pMippedFrame = pMipMapFrameProperty.GetMipMapFrame(ref scaleX, ref scaleY);
                    if (pMippedFrame != source)
                    {
                        IsMipped             = true;
                        source               = pMippedFrame;
                        sourceOriginOffsetX *= (OldScaleX / scaleX);
                        sourceOriginOffsetY *= (OldScaleY / scaleY);
                    }

                    HotspotOffsetX *= (inScaleX / scaleX);
                    HotspotOffsetY *= (inScaleY / scaleY);
                }
#endif


                using (VxsTemp.Borrow(out var imgBoundsPath, out var v1))
                {
                    BuildOrgImgRectVxs(source.Width, source.Height, imgBoundsPath);
                    Affine destRectTransform = CreateAffine(destX, destY, _ox, _oy, scaleX, scaleY, angleRadians);

                    //TODO: review reusable span generator an interpolator ***

                    // We invert it because it is the transform to make the image go to the same position as the polygon. LBB [2/24/2004]
                    //spanInterpolator.Transformer = destRectTransform.CreateInvert();

                    //var imgSpanGen = new ImgSpanGenRGBA_BilinearClip(
                    //    Drawing.Color.Black,
                    //    spanInterpolator);
                    _spanInterpolator.Transformer = destRectTransform.CreateInvert();
                    _currentImgSpanGen.SetInterpolator(_spanInterpolator);
                    _currentImgSpanGen.SetSrcBitmap(source);
                    destRectTransform.TransformToVxs(imgBoundsPath, v1);
                    Render(v1, _currentImgSpanGen);
                    _currentImgSpanGen.ReleaseSrcBitmap();
                }


                ////Affine destRectTransform = BuildImageBoundsPath(source.Width, source.Height,
                ////    destX, destY, ox, oy, scaleX, scaleY, angleRadians, imgBoundsPath);

                //Affine destRectTransform = CreateAffine(destX, destY, ox, oy, scaleX, scaleY, angleRadians);
                ////TODO: review reusable span generator an interpolator ***
                //var spanInterpolator = new SpanInterpolatorLinear();
                //// We invert it because it is the transform to make the image go to the same position as the polygon. LBB [2/24/2004]
                //spanInterpolator.Transformer = destRectTransform.CreateInvert();

                //var imgSpanGen = new ImgSpanGenRGBA_BilinearClip(
                //    source,
                //    Drawing.Color.Black,
                //    spanInterpolator);

                //VectorToolBox.GetFreeVxs(out VertexStore v1);
                //destRectTransform.TransformToVxs(imgBoundsPath, v1);
                //Render(v1, imgSpanGen);
                //VectorToolBox.ReleaseVxs(ref v1);


#if false // this is some debug you can enable to visualize the dest bounding box
                LineFloat(BoundingRect.left, BoundingRect.top, BoundingRect.right, BoundingRect.top, WHITE);
                LineFloat(BoundingRect.right, BoundingRect.top, BoundingRect.right, BoundingRect.bottom, WHITE);
                LineFloat(BoundingRect.right, BoundingRect.bottom, BoundingRect.left, BoundingRect.bottom, WHITE);
                LineFloat(BoundingRect.left, BoundingRect.bottom, BoundingRect.left, BoundingRect.top, WHITE);
#endif
            }
            else // TODO: this can be even faster if we do not use an intermediate buffer
            {
                //Affine destRectTransform = BuildImageBoundsPath(
                //    source.Width, source.Height,
                //    destX, destY, imgBoundsPath);
                using (VxsTemp.Borrow(out var imgBoundsPath, out var v1))
                {
                    BuildOrgImgRectVxs(source.Width, source.Height, imgBoundsPath);
                    //...
                    Affine destRectTransform = CreateAffine(destX, destY);

                    //TODO: review reusable span generator an interpolator ***


                    // We invert it because it is the transform to make the image go to the same position as the polygon. LBB [2/24/2004]

                    _spanInterpolator.Transformer = destRectTransform.CreateInvert();
                    //we generate image by this imagespan generator

                    ImgSpanGen imgSpanGen = null;
                    switch (source.BitDepth)
                    {
                    case 32:
                        if (_imgSpanGenCustom != null)
                        {
                            //use custom span gen
                            _imgSpanGenCustom.SetInterpolator(_spanInterpolator);
                            _imgSpanGenCustom.SetSrcBitmap(source);
                            imgSpanGen = _imgSpanGenCustom;
                        }
                        else
                        {
                            _imgSpanGenNNStepXBy1.SetInterpolator(_spanInterpolator);
                            _imgSpanGenNNStepXBy1.SetSrcBitmap(source);
                            imgSpanGen = _imgSpanGenNNStepXBy1;
                        }

                        break;

                    //case 8:
                    //    imgSpanGen = new ImgSpanGenGray_NNStepXby1(source, interpolator);
                    //    break;
                    default:
                        throw new NotImplementedException();
                    }

                    destRectTransform.TransformToVxs(imgBoundsPath, v1);
                    //...
                    Render(v1, imgSpanGen);
                }


                //
                unchecked { _destImageChanged++; };
            }
        }
Exemple #2
0
        public void Render(IBitmapSrc source,
                           double destX, double destY,
                           double angleRadians,
                           double inScaleX, double inScaleY)
        {
            {   // exit early if the dest and source bounds don't touch.
                // TODO: <BUG> make this do rotation and scalling
                RectInt sourceBounds = source.GetBounds();
                RectInt destBounds   = this.destImageReaderWriter.GetBounds();
                sourceBounds.Offset((int)destX, (int)destY);
                if (!RectInt.DoIntersect(sourceBounds, destBounds))
                {
                    if (inScaleX != 1 || inScaleY != 1 || angleRadians != 0)
                    {
                        throw new NotImplementedException();
                    }
                    return;
                }
            }

            double scaleX            = inScaleX;
            double scaleY            = inScaleY;
            Affine graphicsTransform = this.CurrentTransformMatrix;

            if (!graphicsTransform.IsIdentity())
            {
                if (scaleX != 1 || scaleY != 1 || angleRadians != 0)
                {
                    throw new NotImplementedException();
                }
                graphicsTransform.Transform(ref destX, ref destY);
            }

#if false // this is an optomization that eliminates the drawing of images that have their alpha set to all 0 (happens with generated images like explosions).
            MaxAlphaFrameProperty maxAlphaFrameProperty = MaxAlphaFrameProperty::GetMaxAlphaFrameProperty(source);

            if ((maxAlphaFrameProperty.GetMaxAlpha() * color.A_Byte) / 256 <= ALPHA_CHANNEL_BITS_DIVISOR)
            {
                m_OutFinalBlitBounds.SetRect(0, 0, 0, 0);
            }
#endif
            bool isScale   = (scaleX != 1 || scaleY != 1);
            bool isRotated = true;
            if (Math.Abs(angleRadians) < (0.1 * MathHelper.Tau / 360))
            {
                isRotated    = false;
                angleRadians = 0;
            }

            //bool IsMipped = false;
            //double ox, oy;
            //source.GetOriginOffset(out ox, out oy);

            bool canUseMipMaps = isScale;
            if (scaleX > 0.5 || scaleY > 0.5)
            {
                canUseMipMaps = false;
            }

            bool renderRequriesSourceSampling = isScale || isRotated || destX != (int)destX || destY != (int)destY;

            VectorToolBox.GetFreeVxs(out VertexStore imgBoundsPath);

            // this is the fast drawing path
            if (renderRequriesSourceSampling)
            {
                // if the scalling is small enough the results can be improved by using mip maps
                //if(CanUseMipMaps)
                //{
                //    CMipMapFrameProperty* pMipMapFrameProperty = CMipMapFrameProperty::GetMipMapFrameProperty(source);
                //    double OldScaleX = scaleX;
                //    double OldScaleY = scaleY;
                //    const CFrameInterface* pMippedFrame = pMipMapFrameProperty.GetMipMapFrame(ref scaleX, ref scaleY);
                //    if(pMippedFrame != source)
                //    {
                //        IsMipped = true;
                //        source = pMippedFrame;
                //        sourceOriginOffsetX *= (OldScaleX / scaleX);
                //        sourceOriginOffsetY *= (OldScaleY / scaleY);
                //    }

                //    HotspotOffsetX *= (inScaleX / scaleX);
                //    HotspotOffsetY *= (inScaleY / scaleY);
                //}
                //Affine destRectTransform = BuildImageBoundsPath(source.Width, source.Height,
                //    destX, destY, ox, oy, scaleX, scaleY, angleRadians, imgBoundsPath);

                //1.
                BuildOrgImgRectVxs(source.Width, source.Height, imgBoundsPath);
                //2.
                Affine destRectTransform = CreateAffine(destX, destY, ox, oy, scaleX, scaleY, angleRadians);
                //TODO: review reusable span generator an interpolator ***
                var interpolator = new SpanInterpolatorLinear();

                // We invert it because it is the transform to make the image go to the same position as the polygon. LBB [2/24/2004]
                interpolator.Transformer = destRectTransform.CreateInvert();
                var imgSpanGen = new ImgSpanGenRGBA_BilinearClip(source, Drawing.Color.Black, interpolator);

                VectorToolBox.GetFreeVxs(out var v1);
                destRectTransform.TransformToVxs(imgBoundsPath, v1);
                Render(v1, imgSpanGen);
                VectorToolBox.ReleaseVxs(ref v1);
                // this is some debug you can enable to visualize the dest bounding box
                //LineFloat(BoundingRect.left, BoundingRect.top, BoundingRect.right, BoundingRect.top, WHITE);
                //LineFloat(BoundingRect.right, BoundingRect.top, BoundingRect.right, BoundingRect.bottom, WHITE);
                //LineFloat(BoundingRect.right, BoundingRect.bottom, BoundingRect.left, BoundingRect.bottom, WHITE);
                //LineFloat(BoundingRect.left, BoundingRect.bottom, BoundingRect.left, BoundingRect.top, WHITE);
            }
            else // TODO: this can be even faster if we do not use an intermediat buffer
            {
                //Affine destRectTransform = BuildImageBoundsPath(source.Width, source.Height, destX, destY, imgBoundsPath);

                BuildOrgImgRectVxs(source.Width, source.Height, imgBoundsPath);

                //
                var destRectTransform = new AffineMat();
                destRectTransform.Translate(destX, destY);
                //TODO: review reusable span generator an interpolator ***
                var interpolator = new SpanInterpolatorLinear();
                // We invert it because it is the transform to make the image go to the same position as the polygon. LBB [2/24/2004]
                _reuseableAffine.SetElements(destRectTransform.CreateInvert());
                interpolator.Transformer = _reuseableAffine;
                ImgSpanGen imgSpanGen = null;
                switch (source.BitDepth)
                {
                case 32:
                    imgSpanGen = new ImgSpanGenRGBA_NN_StepXBy1(source, interpolator);
                    break;

                //case 24:
                //    imgSpanGen = new ImgSpanGenRGB_NNStepXby1(source, interpolator);
                //    break;
                //case 8:
                //    imgSpanGen = new ImgSpanGenGray_NNStepXby1(source, interpolator);
                //    break;
                default:
                    throw new NotImplementedException();
                }

                VectorToolBox.GetFreeVxs(out var v1);
                TransformToVxs(ref destRectTransform, imgBoundsPath, v1);

                Render(v1, imgSpanGen);
                VectorToolBox.ReleaseVxs(ref v1);
                //
                unchecked { destImageChanged++; };
            }
            VectorToolBox.ReleaseVxs(ref imgBoundsPath);
        }