예제 #1
0
        /// <inheritdoc/>
        protected override void OnApply(ImageBase <TColor> source, Rectangle sourceRectangle)
        {
            int startX = sourceRectangle.X;
            int endX   = sourceRectangle.Right;
            int startY = sourceRectangle.Y;
            int endY   = sourceRectangle.Bottom;

            // Align start/end positions.
            int minX = Math.Max(0, startX);
            int maxX = Math.Min(source.Width, endX);
            int minY = Math.Max(0, startY);
            int maxY = Math.Min(source.Height, endY);

            // Reset offset if necessary.
            if (minX > 0)
            {
                startX = 0;
            }

            if (minY > 0)
            {
                startY = 0;
            }

            // we could possibly do some optermising by having knowledge about the individual brushes operate
            // for example If brush is SolidBrush<TColor> then we could just get the color upfront
            // and skip using the IBrushApplicator<TColor>?.
            using (PixelAccessor <TColor> sourcePixels = source.Lock())
                using (BrushApplicator <TColor> applicator = this.brush.CreateApplicator(sourcePixels, sourceRectangle))
                {
                    Parallel.For(
                        minY,
                        maxY,
                        this.ParallelOptions,
                        y =>
                    {
                        int offsetY = y - startY;

                        Vector2 currentPoint = default(Vector2);
                        for (int x = minX; x < maxX; x++)
                        {
                            int offsetX      = x - startX;
                            int offsetColorX = x - minX;
                            currentPoint.X   = offsetX;
                            currentPoint.Y   = offsetY;

                            Vector4 backgroundVector = sourcePixels[offsetX, offsetY].ToVector4();
                            Vector4 sourceVector     = applicator.GetColor(currentPoint).ToVector4();

                            Vector4 finalColor = Vector4BlendTransforms.PremultipliedLerp(backgroundVector, sourceVector, 1);

                            TColor packed = default(TColor);
                            packed.PackFromVector4(finalColor);
                            sourcePixels[offsetX, offsetY] = packed;
                        }
                    });
                }
        }
예제 #2
0
        /// <inheritdoc/>
        protected override void OnApply(ImageBase <TPixel> source, Rectangle sourceRectangle)
        {
            int startX = sourceRectangle.X;
            int endX   = sourceRectangle.Right;
            int startY = sourceRectangle.Y;
            int endY   = sourceRectangle.Bottom;

            // Align start/end positions.
            int minX = Math.Max(0, startX);
            int maxX = Math.Min(source.Width, endX);
            int minY = Math.Max(0, startY);
            int maxY = Math.Min(source.Height, endY);

            // Reset offset if necessary.
            if (minX > 0)
            {
                startX = 0;
            }

            if (minY > 0)
            {
                startY = 0;
            }

            int width = maxX - minX;

            // we could possibly do some optermising by having knowledge about the individual brushes operate
            // for example If brush is SolidBrush<TPixel> then we could just get the color upfront
            // and skip using the IBrushApplicator<TPixel>?.
            using (PixelAccessor <TPixel> sourcePixels = source.Lock())
                using (Buffer <float> amount = new Buffer <float>(width))
                    using (BrushApplicator <TPixel> applicator = this.brush.CreateApplicator(sourcePixels, sourceRectangle, this.options))
                    {
                        for (int i = 0; i < width; i++)
                        {
                            amount[i] = this.options.BlendPercentage;
                        }

                        Parallel.For(
                            minY,
                            maxY,
                            this.ParallelOptions,
                            y =>
                        {
                            int offsetY = y - startY;
                            int offsetX = minX - startX;

                            applicator.Apply(amount, offsetX, offsetY);
                        });
                    }
        }
예제 #3
0
        /// <inheritdoc/>
        protected override void OnApply(ImageBase <TPixel> source, Rectangle sourceRectangle)
        {
            Region    region = this.Region;
            Rectangle rect   = region.Bounds;

            // Align start/end positions.
            int minX = Math.Max(0, rect.Left);
            int maxX = Math.Min(source.Width, rect.Right);
            int minY = Math.Max(0, rect.Top);
            int maxY = Math.Min(source.Height, rect.Bottom);

            if (minX >= maxX)
            {
                return; // no effect inside image;
            }

            if (minY >= maxY)
            {
                return; // no effect inside image;
            }

            ArrayPool <float> arrayPool = ArrayPool <float> .Shared;

            int   maxIntersections = region.MaxIntersections;
            float subpixelCount    = 4;

            if (this.Options.Antialias)
            {
                subpixelCount = this.Options.AntialiasSubpixelDepth;
                if (subpixelCount < 4)
                {
                    subpixelCount = 4;
                }
            }

            using (PixelAccessor <TPixel> sourcePixels = source.Lock())
                using (BrushApplicator <TPixel> applicator = this.Brush.CreateApplicator(sourcePixels, rect))
                {
                    float[] buffer        = arrayPool.Rent(maxIntersections);
                    int     scanlineWidth = maxX - minX;
                    float[] scanline      = ArrayPool <float> .Shared.Rent(scanlineWidth);

                    try
                    {
                        bool scanlineDirty = true;
                        for (int y = minY; y < maxY; y++)
                        {
                            if (scanlineDirty)
                            {
                                // clear the buffer
                                for (int x = 0; x < scanlineWidth; x++)
                                {
                                    scanline[x] = 0;
                                }

                                scanlineDirty = false;
                            }

                            float subpixelFraction      = 1f / subpixelCount;
                            float subpixelFractionPoint = subpixelFraction / subpixelCount;
                            for (float subPixel = (float)y; subPixel < y + 1; subPixel += subpixelFraction)
                            {
                                int pointsFound = region.Scan(subPixel, buffer, maxIntersections, 0);
                                if (pointsFound == 0)
                                {
                                    // nothing on this line skip
                                    continue;
                                }

                                QuickSort(buffer, pointsFound);

                                for (int point = 0; point < pointsFound; point += 2)
                                {
                                    // points will be paired up
                                    float scanStart = buffer[point] - minX;
                                    float scanEnd   = buffer[point + 1] - minX;
                                    int   startX    = (int)MathF.Floor(scanStart);
                                    int   endX      = (int)MathF.Floor(scanEnd);

                                    if (startX >= 0 && startX < scanline.Length)
                                    {
                                        for (float x = scanStart; x < startX + 1; x += subpixelFraction)
                                        {
                                            scanline[startX] += subpixelFractionPoint;
                                            scanlineDirty     = true;
                                        }
                                    }

                                    if (endX >= 0 && endX < scanline.Length)
                                    {
                                        for (float x = endX; x < scanEnd; x += subpixelFraction)
                                        {
                                            scanline[endX] += subpixelFractionPoint;
                                            scanlineDirty   = true;
                                        }
                                    }

                                    int nextX = startX + 1;
                                    endX = Math.Min(endX, scanline.Length); // reduce to end to the right edge
                                    if (nextX >= 0)
                                    {
                                        for (int x = nextX; x < endX; x++)
                                        {
                                            scanline[x]  += subpixelFraction;
                                            scanlineDirty = true;
                                        }
                                    }
                                }
                            }

                            if (scanlineDirty)
                            {
                                if (!this.Options.Antialias)
                                {
                                    for (int x = 0; x < scanlineWidth; x++)
                                    {
                                        if (scanline[x] > 0.5)
                                        {
                                            scanline[x] = 1;
                                        }
                                        else
                                        {
                                            scanline[x] = 0;
                                        }
                                    }
                                }

                                applicator.Apply(scanline, scanlineWidth, 0, minX, y);
                            }
                        }
                    }
                    finally
                    {
                        arrayPool.Return(buffer);
                        ArrayPool <float> .Shared.Return(scanline);
                    }
                }
        }
예제 #4
0
        /// <inheritdoc/>
        protected override void OnApply(ImageBase <TColor> source, Rectangle sourceRectangle)
        {
            Rectangle rect = this.Region.Bounds;

            int polyStartY = sourceRectangle.Y - DrawPadding;
            int polyEndY   = sourceRectangle.Bottom + DrawPadding;
            int startX     = sourceRectangle.X - DrawPadding;
            int endX       = sourceRectangle.Right + DrawPadding;

            int minX = Math.Max(sourceRectangle.Left, startX);
            int maxX = Math.Min(sourceRectangle.Right - 1, endX);
            int minY = Math.Max(sourceRectangle.Top, polyStartY);
            int maxY = Math.Min(sourceRectangle.Bottom - 1, polyEndY);

            // Align start/end positions.
            minX = Math.Max(0, minX);
            maxX = Math.Min(source.Width, maxX);
            minY = Math.Max(0, minY);
            maxY = Math.Min(source.Height, maxY);

            ArrayPool <float> arrayPool = ArrayPool <float> .Shared;

            int maxIntersections = this.Region.MaxIntersections;

            using (PixelAccessor <TColor> sourcePixels = source.Lock())
                using (BrushApplicator <TColor> applicator = this.Brush.CreateApplicator(sourcePixels, rect))
                {
                    Parallel.For(
                        minY,
                        maxY,
                        this.ParallelOptions,
                        (int y) =>
                    {
                        float[] buffer = arrayPool.Rent(maxIntersections);

                        try
                        {
                            float right = endX;

                            // foreach line we get all the points where this line crosses the polygon
                            int pointsFound = this.Region.ScanY(y, buffer, maxIntersections, 0);
                            if (pointsFound == 0)
                            {
                                // nothing on this line skip
                                return;
                            }

                            QuickSort(buffer, pointsFound);

                            int currentIntersection = 0;
                            float nextPoint         = buffer[0];
                            float lastPoint         = float.MinValue;
                            bool isInside           = false;

                            for (int x = minX; x < maxX; x++)
                            {
                                if (!isInside)
                                {
                                    if (x < (nextPoint - DrawPadding) && x > (lastPoint + DrawPadding))
                                    {
                                        if (nextPoint == right)
                                        {
                                            // we are in the ends run skip it
                                            x = maxX;
                                            continue;
                                        }

                                        // lets just jump forward
                                        x = (int)Math.Floor(nextPoint) - DrawPadding;
                                    }
                                }

                                bool onCorner = false;

                                // there seems to be some issue with this switch.
                                if (x >= nextPoint)
                                {
                                    currentIntersection++;
                                    lastPoint = nextPoint;
                                    if (currentIntersection == pointsFound)
                                    {
                                        nextPoint = right;
                                    }
                                    else
                                    {
                                        nextPoint = buffer[currentIntersection];

                                        // double point from a corner flip the bit back and move on again
                                        if (nextPoint == lastPoint)
                                        {
                                            onCorner  = true;
                                            isInside ^= true;
                                            currentIntersection++;
                                            if (currentIntersection == pointsFound)
                                            {
                                                nextPoint = right;
                                            }
                                            else
                                            {
                                                nextPoint = buffer[currentIntersection];
                                            }
                                        }
                                    }

                                    isInside ^= true;
                                }

                                float opacity = 1;
                                if (!isInside && !onCorner)
                                {
                                    if (this.Options.Antialias)
                                    {
                                        float distance = float.MaxValue;
                                        if (x == lastPoint || x == nextPoint)
                                        {
                                            // we are to far away from the line
                                            distance = 0;
                                        }
                                        else if (nextPoint - AntialiasFactor < x)
                                        {
                                            // we are near the left of the line
                                            distance = nextPoint - x;
                                        }
                                        else if (lastPoint + AntialiasFactor > x)
                                        {
                                            // we are near the right of the line
                                            distance = x - lastPoint;
                                        }
                                        else
                                        {
                                            // we are to far away from the line
                                            continue;
                                        }
                                        opacity = 1 - (distance / AntialiasFactor);
                                    }
                                    else
                                    {
                                        continue;
                                    }
                                }

                                if (opacity > Constants.Epsilon)
                                {
                                    Vector4 backgroundVector = sourcePixels[x, y].ToVector4();
                                    Vector4 sourceVector     = applicator[x, y].ToVector4();

                                    Vector4 finalColor = Vector4BlendTransforms.PremultipliedLerp(backgroundVector, sourceVector, opacity);

                                    TColor packed = default(TColor);
                                    packed.PackFromVector4(finalColor);
                                    sourcePixels[x, y] = packed;
                                }
                            }
                        }
                        finally
                        {
                            arrayPool.Return(buffer);
                        }
                    });

                    if (this.Options.Antialias)
                    {
                        // we only need to do the X can for antialiasing purposes
                        Parallel.For(
                            minX,
                            maxX,
                            this.ParallelOptions,
                            (int x) =>
                        {
                            float[] buffer = arrayPool.Rent(maxIntersections);

                            try
                            {
                                float left  = polyStartY;
                                float right = polyEndY;

                                // foreach line we get all the points where this line crosses the polygon
                                int pointsFound = this.Region.ScanX(x, buffer, maxIntersections, 0);
                                if (pointsFound == 0)
                                {
                                    // nothign on this line skip
                                    return;
                                }

                                QuickSort(buffer, pointsFound);

                                int currentIntersection = 0;
                                float nextPoint         = buffer[0];
                                float lastPoint         = left;
                                bool isInside           = false;

                                for (int y = minY; y < maxY; y++)
                                {
                                    if (!isInside)
                                    {
                                        if (y < (nextPoint - DrawPadding) && y > (lastPoint + DrawPadding))
                                        {
                                            if (nextPoint == right)
                                            {
                                                // we are in the ends run skip it
                                                y = maxY;
                                                continue;
                                            }

                                            // lets just jump forward
                                            y = (int)Math.Floor(nextPoint) - DrawPadding;
                                        }
                                    }
                                    else
                                    {
                                        if (y < nextPoint - DrawPadding)
                                        {
                                            if (nextPoint == right)
                                            {
                                                // we are in the ends run skip it
                                                y = maxY;
                                                continue;
                                            }

                                            // lets just jump forward
                                            y = (int)Math.Floor(nextPoint);
                                        }
                                    }

                                    bool onCorner = false;

                                    if (y >= nextPoint)
                                    {
                                        currentIntersection++;
                                        lastPoint = nextPoint;
                                        if (currentIntersection == pointsFound)
                                        {
                                            nextPoint = right;
                                        }
                                        else
                                        {
                                            nextPoint = buffer[currentIntersection];

                                            // double point from a corner flip the bit back and move on again
                                            if (nextPoint == lastPoint)
                                            {
                                                onCorner  = true;
                                                isInside ^= true;
                                                currentIntersection++;
                                                if (currentIntersection == pointsFound)
                                                {
                                                    nextPoint = right;
                                                }
                                                else
                                                {
                                                    nextPoint = buffer[currentIntersection];
                                                }
                                            }
                                        }

                                        isInside ^= true;
                                    }

                                    float opacity = 1;
                                    if (!isInside && !onCorner)
                                    {
                                        if (this.Options.Antialias)
                                        {
                                            float distance = float.MaxValue;
                                            if (y == lastPoint || y == nextPoint)
                                            {
                                                // we are to far away from the line
                                                distance = 0;
                                            }
                                            else if (nextPoint - AntialiasFactor < y)
                                            {
                                                // we are near the left of the line
                                                distance = nextPoint - y;
                                            }
                                            else if (lastPoint + AntialiasFactor > y)
                                            {
                                                // we are near the right of the line
                                                distance = y - lastPoint;
                                            }
                                            else
                                            {
                                                // we are to far away from the line
                                                continue;
                                            }
                                            opacity = 1 - (distance / AntialiasFactor);
                                        }
                                        else
                                        {
                                            continue;
                                        }
                                    }

                                    // don't set full opactiy color as it will have been gotten by the first scan
                                    if (opacity > Constants.Epsilon && opacity < 1)
                                    {
                                        Vector4 backgroundVector = sourcePixels[x, y].ToVector4();
                                        Vector4 sourceVector     = applicator[x, y].ToVector4();
                                        Vector4 finalColor       = Vector4BlendTransforms.PremultipliedLerp(backgroundVector, sourceVector, opacity);
                                        finalColor.W             = backgroundVector.W;

                                        TColor packed = default(TColor);
                                        packed.PackFromVector4(finalColor);
                                        sourcePixels[x, y] = packed;
                                    }
                                }
                            }
                            finally
                            {
                                arrayPool.Return(buffer);
                            }
                        });
                    }
                }
        }