better segment partitioning, faster svg path fill

This commit is contained in:
Ryan Oldenburg 2021-02-13 20:52:46 -06:00
parent b800c77ab5
commit 28f831249f

View file

@ -783,14 +783,14 @@ proc quickSort(a: var seq[(float32, int16)], inl, inr: int) =
quickSort(a, inl, r)
quickSort(a, l, inr)
proc computeBounds(seqs: varargs[seq[(Segment, int16)]]): Rect =
proc computeBounds(partitions: seq[seq[(Segment, int16)]]): Rect =
var
xMin = float32.high
xMax = float32.low
yMin = float32.high
yMax = float32.low
for s in seqs:
for (segment, _) in s:
for partition in partitions:
for (segment, _) in partition:
xMin = min(xMin, min(segment.at.x, segment.to.x))
xMax = max(xMax, max(segment.at.x, segment.to.x))
yMin = min(yMin, min(segment.at.y, segment.to.y))
@ -813,11 +813,23 @@ proc shouldFill(windingRule: WindingRule, count: int): bool {.inline.} =
of wrEvenOdd:
count mod 2 != 0
proc partitionSegments(shapes: seq[seq[Vec2]], middle: int): tuple[
topHalf: seq[(Segment, int16)],
bottomHalf: seq[(Segment, int16)],
fullHeight: seq[(Segment, int16)]
] =
proc partitionSegments(
shapes: seq[seq[Vec2]], height: int
): seq[seq[(Segment, int16)]] =
## Puts segments into the height partitions they intersect with.
var segmentCount: int
for shape in shapes:
segmentCount += shape.len - 1
let
maxPartitions = max(1, height div 10)
numPartitions = min(maxPartitions, max(1, segmentCount div 10))
result.setLen(numPartitions)
let partitionHeight = height div numPartitions
for shape in shapes:
for segment in shape.segments:
if segment.at.y == segment.to.y: # Skip horizontal
@ -828,19 +840,22 @@ proc partitionSegments(shapes: seq[seq[Vec2]], middle: int): tuple[
if segment.at.y > segment.to.y:
swap(segment.at, segment.to)
winding = -1
if ceil(segment.to.y).int < middle:
result.topHalf.add((segment, winding))
elif segment.at.y.int >= middle:
result.bottomHalf.add((segment, winding))
if partitionHeight == 0:
result[0].add((segment, winding))
else:
result.fullHeight.add((segment, winding))
let
atPartition = max(0, segment.at.y).int div partitionHeight
toPartition = max(0, ceil(segment.to.y)).int div partitionHeight
for i in min(atPartition, result.high) .. min(toPartition, result.high):
result[i].add((segment, winding))
proc computeCoverages(
coverages: var seq[uint8],
hits: var seq[(float32, int16)],
size: Vec2,
y: int,
topHalf, bottomHalf, fullHeight: seq[(Segment, int16)],
partitions: seq[seq[(Segment, int16)]],
windingRule: WindingRule
) =
const
@ -850,37 +865,30 @@ proc computeCoverages(
offset = 1 / quality.float32
initialOffset = offset / 2
proc intersects(
scanline: Line,
segment: Segment,
winding: int16,
hits: var seq[(float32, int16)],
numHits: var int
) {.inline.} =
if segment.at.y <= scanline.a.y and segment.to.y >= scanline.a.y:
var at: Vec2
if scanline.intersects(segment, at):# and segment.to != at:
if numHits == hits.len:
hits.setLen(hits.len * 2)
hits[numHits] = (at.x.clamp(0, scanline.b.x), winding)
inc numHits
var numHits: int
let
partitionHeight = size.y.int div partitions.len
partition =
if partitionHeight == 0:
0
else:
min(y div partitionHeight, partitions.high)
# Do scanlines for this row
for m in 0 ..< quality:
let
yLine = y.float32 + initialOffset + offset * m.float32 + ep
scanline = Line(a: vec2(0, yLine), b: vec2(size.x, yLine))
numHits = 0
if y < size.y.int div 2:
for (segment, winding) in topHalf:
scanline.intersects(segment, winding, hits, numHits)
else:
for (segment, winding) in bottomHalf:
scanline.intersects(segment, winding, hits, numHits)
for (segment, winding) in fullHeight:
scanline.intersects(segment, winding, hits, numHits)
for (segment, winding) in partitions[partition]:
if segment.at.y <= scanline.a.y and segment.to.y >= scanline.a.y:
var at: Vec2
if scanline.intersects(segment, at):# and segment.to != at:
if numHits == hits.len:
hits.setLen(hits.len * 2)
hits[numHits] = (at.x.clamp(0, scanline.b.x), winding)
inc numHits
quickSort(hits, 0, numHits - 1)
@ -928,13 +936,12 @@ proc fillShapes(
windingRule: WindingRule,
blendMode: BlendMode
) =
let (topHalf, bottomHalf, fullHeight) =
partitionSegments(shapes, image.height div 2)
let partitions = partitionSegments(shapes, image.height)
# Figure out the total bounds of all the shapes,
# rasterize only within the total bounds
let
bounds = computeBounds(topHalf, bottomHalf, fullHeight)
bounds = computeBounds(partitions)
startX = max(0, bounds.x.int)
startY = max(0, bounds.y.int)
stopY = min(image.height, (bounds.y + bounds.h).int)
@ -956,7 +963,7 @@ proc fillShapes(
hits,
image.wh,
y,
topHalf, bottomHalf, fullHeight,
partitions,
windingRule
)
@ -1029,13 +1036,12 @@ proc fillShapes(
shapes: seq[seq[Vec2]],
windingRule: WindingRule
) =
let (topHalf, bottomHalf, fullHeight) =
partitionSegments(shapes, mask.height div 2)
let partitions = partitionSegments(shapes, mask.height)
# Figure out the total bounds of all the shapes,
# rasterize only within the total bounds
let
bounds = computeBounds(topHalf, bottomHalf, fullHeight)
bounds = computeBounds(partitions)
startX = max(0, bounds.x.int)
startY = max(0, bounds.y.int)
stopY = min(mask.height, (bounds.y + bounds.h).int)
@ -1053,7 +1059,7 @@ proc fillShapes(
hits,
mask.wh,
y,
topHalf, bottomHalf, fullHeight,
partitions,
windingRule
)