Both draw in place and not in place done.
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parent
58e6950b51
commit
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10 changed files with 332 additions and 66 deletions
BIN
cairotest.png
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cairotest.png
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After Width: | Height: | Size: 800 B |
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screen.png
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screen.png
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@ -4,7 +4,7 @@ import pixie/images, pixie/masks, pixie/paths, pixie/common, pixie/blends,
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pixie/fileformats/bmp, pixie/fileformats/png, pixie/fileformats/jpg,
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flatty/binny, os
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export images, masks, paths, PixieError, blends
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export images, masks, paths, common, blends
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type
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FileFormat* = enum
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@ -632,7 +632,10 @@ proc blendSaturation*(a, b: ColorRGBA): ColorRGBA =
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blendSaturation(a.color, b.color).rgba
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proc blendMask*(a, b: ColorRGBA): ColorRGBA =
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blendMask(a.color, b.color).rgba
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result.r = a.r
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result.g = a.g
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result.b = a.b
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result.a = min(a.a, b.a)
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proc blendSubtractMask*(a, b: ColorRGBA): ColorRGBA =
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blendSubtractMask(a.color, b.color).rgba
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28
src/pixie/cairotest.nim
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src/pixie/cairotest.nim
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@ -0,0 +1,28 @@
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import cairo, math, times
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var
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surface = imageSurfaceCreate(FORMAT_ARGB32, 256, 256)
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ctx = surface.create()
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let start = epochTime()
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ctx.setSourceRGB(0, 0, 1)
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ctx.newPath() # current path is not consumed by ctx.clip()
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ctx.rectangle(96, 96, 128, 128)
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ctx.fill()
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ctx.setSourceRGB(0, 1, 0)
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ctx.newPath() # current path is not consumed by ctx.clip()
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ctx.rectangle(64, 64, 128, 128)
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ctx.fill()
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for i in 0 .. 10000:
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ctx.setSourceRGB(1, 0, 0)
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ctx.newPath() # current path is not consumed by ctx.clip()
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ctx.rectangle(32, 32, 128, 128)
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ctx.fill()
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echo epochTime() - start
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discard surface.writeToPng("cairotest.png")
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@ -1,2 +1,34 @@
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import vmath
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type
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PixieError* = object of ValueError ## Raised if an operation fails.
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Segment* = object
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## A math segment from point "at" to point "to"
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at*: Vec2
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to*: Vec2
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proc segment*(at, to: Vec2): Segment =
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result.at = at
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result.to = to
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proc intersects*(a, b: Segment, at: var Vec2): bool =
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## Checks if the a segment intersects b segment.
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## If it returns true, at will have point of intersection
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var s1x, s1y, s2x, s2y: float32
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s1x = a.to.x - a.at.x
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s1y = a.to.y - a.at.y
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s2x = b.to.x - b.at.x
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s2y = b.to.y - b.at.y
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var s, t: float32
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s = (-s1y * (a.at.x - b.at.x) + s1x * (a.at.y - b.at.y)) /
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(-s2x * s1y + s1x * s2y)
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t = (s2x * (a.at.y - b.at.y) - s2y * (a.at.x - b.at.x)) /
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(-s2x * s1y + s1x * s2y)
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if s >= 0 and s < 1 and t >= 0 and t < 1:
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at.x = a.at.x + (t * s1x)
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at.y = a.at.y + (t * s1y)
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return true
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return false
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57
src/pixie/gputest.nim
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57
src/pixie/gputest.nim
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@ -0,0 +1,57 @@
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import staticglfw, opengl, pixie, times
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if init() == 0:
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raise newException(Exception, "Failed to Initialize GLFW")
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windowHint(VISIBLE, false.cint)
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var window = createWindow(512, 512, "GLFW3 WINDOW", nil, nil)
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window.makeContextCurrent()
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# This must be called to make any GL function work
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loadExtensions()
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let start = epochTime()
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# Draw red color screen.
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glClearColor(1, 1, 1, 1)
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glClear(GL_COLOR_BUFFER_BIT)
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glLoadIdentity()
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glTranslatef(-0.25, -0.25, 0)
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glBegin(GL_QUADS)
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glColor3f(1.0, 0.0, 0.0)
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glVertex2f(0.0, 0.0)
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glVertex2f(1.0, 0.0)
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glVertex2f(1.0, 1.0)
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glVertex2f(0.0, 1.0)
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glEnd()
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glTranslatef(-0.25, -0.25, 0)
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glBegin(GL_QUADS)
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glColor3f(0.0, 0.0, 1.0)
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glVertex2f(0.0, 0.0)
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glVertex2f(1.0, 0.0)
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glVertex2f(1.0, 1.0)
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glVertex2f(0.0, 1.0)
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glEnd()
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glTranslatef(-0.25, -0.25, 0)
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glBegin(GL_QUADS)
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glColor3f(0.0, 1.0, 0.0)
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glVertex2f(0.0, 0.0)
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glVertex2f(1.0, 0.0)
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glVertex2f(1.0, 1.0)
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glVertex2f(0.0, 1.0)
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glEnd()
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var screen = newImage(512, 512)
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glReadPixels(
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0, 0,
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512, 512,
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GL_RGBA, GL_UNSIGNED_BYTE,
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screen.data[0].addr
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)
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echo epochTime() - start
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screen.writeFile("screen.png")
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@ -290,6 +290,7 @@ proc drawCorrect*(a: Image, b: Image, mat: Mat3, blendMode: BlendMode): Image =
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stepX /= 2
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stepY /= 2
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minFilterBy2 /= 2
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matInv = matInv * scale(vec2(0.5, 0.5))
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for y in 0 ..< a.height:
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for x in 0 ..< a.width:
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@ -363,10 +364,11 @@ proc drawStepper*(a: Image, b: Image, mat: Mat3, blendMode: BlendMode): Image =
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stepX /= 2
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stepY /= 2
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minFilterBy2 /= 2
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matInv = matInv * scale(vec2(0.5, 0.5))
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template forBlend(
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mixer: proc(a, b: ColorRGBA): ColorRGBA,
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getRgba: proc(a: Image, x, y: float32): ColorRGBA {.inline.},
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getRgbaFn: proc(a: Image, x, y: float32): ColorRGBA {.inline.},
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) =
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for y in 0 ..< a.height:
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var
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@ -398,12 +400,11 @@ proc drawStepper*(a: Image, b: Image, mat: Mat3, blendMode: BlendMode): Image =
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copyMem(result.getAddr(0, y), a.getAddr(0, y), 4*xMin)
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for x in xMin ..< xMax:
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let srcV = start + stepX * float32(x) + stepY * float32(y)
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let srcPos = start + stepX * float32(x) + stepY * float32(y)
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#let srcPos = matInv * vec2(x.float32 + h, y.float32 + h)
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var rgba = a.getRgbaUnsafe(x, y)
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# TODO maybe remove inside check?
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if b.inside((srcV.x - h).int, (srcV.y - h).int):
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let rgba2 = b.getRgba(srcV.x - h, srcV.y - h)
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rgba = mixer(rgba, rgba2)
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let rgba2 = b.getRgbaFn(srcPos.x - h, srcPos.y - h)
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rgba = mixer(rgba, rgba2)
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result.setRgbaUnsafe(x, y, rgba)
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#for x in xMax ..< a.width:
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@ -411,36 +412,38 @@ proc drawStepper*(a: Image, b: Image, mat: Mat3, blendMode: BlendMode): Image =
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if a.width - xMax > 0:
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copyMem(result.getAddr(xMax, y), a.getAddr(xMax, y), 4*(a.width - xMax))
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proc getRgba(a: Image, x, y: float32): ColorRGBA {.inline.} =
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a.getRgbaUnsafe(x.int, y.int)
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proc getRgbaUnsafe(a: Image, x, y: float32): ColorRGBA {.inline.} =
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a.getRgbaUnsafe(x.round.int, y.round.int)
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# TODO check pos for fractional
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if stepX.length == 1.0 and stepY.length == 1.0:
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if stepX.length == 1.0 and stepY.length == 1.0 and
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mat[2, 0].fractional == 0.0 and mat[2, 1].fractional == 0.0:
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#echo "copy non-smooth"
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case blendMode
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of bmNormal: forBlend(blendNormal, getRgba)
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of bmDarken: forBlend(blendDarken, getRgba)
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of bmMultiply: forBlend(blendMultiply, getRgba)
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of bmLinearBurn: forBlend(blendLinearBurn, getRgba)
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of bmColorBurn: forBlend(blendColorBurn, getRgba)
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of bmLighten: forBlend(blendLighten, getRgba)
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of bmScreen: forBlend(blendScreen, getRgba)
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of bmLinearDodge: forBlend(blendLinearDodge, getRgba)
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of bmColorDodge: forBlend(blendColorDodge, getRgba)
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of bmOverlay: forBlend(blendOverlay, getRgba)
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of bmSoftLight: forBlend(blendSoftLight, getRgba)
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of bmHardLight: forBlend(blendHardLight, getRgba)
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of bmDifference: forBlend(blendDifference, getRgba)
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of bmExclusion: forBlend(blendExclusion, getRgba)
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of bmHue: forBlend(blendHue, getRgba)
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of bmSaturation: forBlend(blendSaturation, getRgba)
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of bmColor: forBlend(blendColor, getRgba)
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of bmLuminosity: forBlend(blendLuminosity, getRgba)
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of bmMask: forBlend(blendMask, getRgba)
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of bmOverwrite: forBlend(blendOverwrite, getRgba)
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of bmSubtractMask: forBlend(blendSubtractMask, getRgba)
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of bmIntersectMask: forBlend(blendIntersectMask, getRgba)
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of bmExcludeMask: forBlend(blendExcludeMask, getRgba)
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of bmNormal: forBlend(blendNormal, getRgbaUnsafe)
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of bmDarken: forBlend(blendDarken, getRgbaUnsafe)
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of bmMultiply: forBlend(blendMultiply, getRgbaUnsafe)
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of bmLinearBurn: forBlend(blendLinearBurn, getRgbaUnsafe)
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of bmColorBurn: forBlend(blendColorBurn, getRgbaUnsafe)
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of bmLighten: forBlend(blendLighten, getRgbaUnsafe)
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of bmScreen: forBlend(blendScreen, getRgbaUnsafe)
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of bmLinearDodge: forBlend(blendLinearDodge, getRgbaUnsafe)
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of bmColorDodge: forBlend(blendColorDodge, getRgbaUnsafe)
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of bmOverlay: forBlend(blendOverlay, getRgbaUnsafe)
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of bmSoftLight: forBlend(blendSoftLight, getRgbaUnsafe)
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of bmHardLight: forBlend(blendHardLight, getRgbaUnsafe)
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of bmDifference: forBlend(blendDifference, getRgbaUnsafe)
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of bmExclusion: forBlend(blendExclusion, getRgbaUnsafe)
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of bmHue: forBlend(blendHue, getRgbaUnsafe)
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of bmSaturation: forBlend(blendSaturation, getRgbaUnsafe)
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of bmColor: forBlend(blendColor, getRgbaUnsafe)
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of bmLuminosity: forBlend(blendLuminosity, getRgbaUnsafe)
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of bmMask: forBlend(blendMask, getRgbaUnsafe)
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of bmOverwrite: forBlend(blendOverwrite, getRgbaUnsafe)
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of bmSubtractMask: forBlend(blendSubtractMask, getRgbaUnsafe)
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of bmIntersectMask: forBlend(blendIntersectMask, getRgbaUnsafe)
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of bmExcludeMask: forBlend(blendExcludeMask, getRgbaUnsafe)
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else:
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#echo "copy smooth"
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case blendMode
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of bmNormal: forBlend(blendNormal, getRgbaSmooth)
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of bmDarken: forBlend(blendDarken, getRgbaSmooth)
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@ -479,13 +482,175 @@ proc draw*(a: Image, b: Image, mat: Mat3, blendMode = bmNormal): Image =
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# else:
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# return drawBlend(a, b, mat, blendMode)
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# return drawCorrect(a, b, mat, blendMode)
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#return drawCorrect(a, b, mat, blendMode)
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return drawStepper(a, b, mat, blendMode)
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proc draw*(a: Image, b: Image, pos = vec2(0, 0), blendMode = bmNormal): Image =
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a.draw(b, translate(pos), blendMode)
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proc drawInPlace*(a: Image, b: Image, mat: Mat3, blendMode = bmNormal) =
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## Draws one image onto another using matrix with color blending.
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type Segment = object
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## A math segment from point "at" to point "to"
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at*: Vec2
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to*: Vec2
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proc segment(at, to: Vec2): Segment =
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result.at = at
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result.to = to
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proc intersects(a, b: Segment, at: var Vec2): bool =
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## Checks if the a segment intersects b segment.
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## If it returns true, at will have point of intersection
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var s1x, s1y, s2x, s2y: float32
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s1x = a.to.x - a.at.x
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s1y = a.to.y - a.at.y
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s2x = b.to.x - b.at.x
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s2y = b.to.y - b.at.y
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var s, t: float32
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s = (-s1y * (a.at.x - b.at.x) + s1x * (a.at.y - b.at.y)) /
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(-s2x * s1y + s1x * s2y)
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t = (s2x * (a.at.y - b.at.y) - s2y * (a.at.x - b.at.x)) /
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(-s2x * s1y + s1x * s2y)
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if s >= 0 and s < 1 and t >= 0 and t < 1:
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at.x = a.at.x + (t * s1x)
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at.y = a.at.y + (t * s1y)
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return true
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return false
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var
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matInv = mat.inverse()
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# compute movement vectors
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h = 0.5.float32
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start = matInv * vec2(0 + h, 0 + h)
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stepX = matInv * vec2(1 + h, 0 + h) - start
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stepY = matInv * vec2(0 + h, 1 + h) - start
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minFilterBy2 = max(stepX.length, stepY.length)
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b = b
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let corners = [
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mat * vec2(0, 0),
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mat * vec2(b.width.float32, 0),
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mat * vec2(b.width.float32, b.height.float32),
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mat * vec2(0, b.height.float32)
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]
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let lines = [
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segment(corners[0], corners[1]),
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segment(corners[1], corners[2]),
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segment(corners[2], corners[3]),
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segment(corners[3], corners[0])
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]
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while minFilterBy2 > 2.0:
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b = b.minifyBy2()
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start /= 2
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stepX /= 2
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stepY /= 2
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minFilterBy2 /= 2
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matInv = matInv * scale(vec2(0.5, 0.5))
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template forBlend(
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mixer: proc(a, b: ColorRGBA): ColorRGBA,
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getRgbaFn: proc(a: Image, x, y: float32): ColorRGBA {.inline.},
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) =
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for y in 0 ..< a.height:
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var
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xMin = 0
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xMax = 0
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hasIntersection = false
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for yOffset in [0.float32, 1]:
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var scanLine = segment(
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vec2(-100000, y.float32 + yOffset),
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vec2(10000, y.float32 + yOffset)
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)
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for l in lines:
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var at: Vec2
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if intersects(l, scanLine, at):
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if hasIntersection:
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xMin = min(xMin, at.x.floor.int)
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xMax = max(xMax, at.x.ceil.int)
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else:
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hasIntersection = true
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xMin = at.x.floor.int
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xMax = at.x.ceil.int
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xMin = xMin.clamp(0, a.width)
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xMax = xMax.clamp(0, a.width)
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for x in xMin ..< xMax:
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let srcPos = start + stepX * float32(x) + stepY * float32(y)
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#let srcPos = matInv * vec2(x.float32 + h, y.float32 + h)
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var rgba = a.getRgbaUnsafe(x, y)
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let rgba2 = b.getRgbaFn(srcPos.x - h, srcPos.y - h)
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rgba = mixer(rgba, rgba2)
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a.setRgbaUnsafe(x, y, rgba)
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proc getRgbaUnsafe(a: Image, x, y: float32): ColorRGBA {.inline.} =
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a.getRgbaUnsafe(x.round.int, y.round.int)
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if stepX.length == 1.0 and stepY.length == 1.0 and
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mat[2, 0].fractional == 0.0 and mat[2, 1].fractional == 0.0:
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#echo "inplace non-smooth"
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case blendMode
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of bmNormal: forBlend(blendNormal, getRgbaUnsafe)
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of bmDarken: forBlend(blendDarken, getRgbaUnsafe)
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of bmMultiply: forBlend(blendMultiply, getRgbaUnsafe)
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of bmLinearBurn: forBlend(blendLinearBurn, getRgbaUnsafe)
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of bmColorBurn: forBlend(blendColorBurn, getRgbaUnsafe)
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of bmLighten: forBlend(blendLighten, getRgbaUnsafe)
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of bmScreen: forBlend(blendScreen, getRgbaUnsafe)
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of bmLinearDodge: forBlend(blendLinearDodge, getRgbaUnsafe)
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of bmColorDodge: forBlend(blendColorDodge, getRgbaUnsafe)
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of bmOverlay: forBlend(blendOverlay, getRgbaUnsafe)
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of bmSoftLight: forBlend(blendSoftLight, getRgbaUnsafe)
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of bmHardLight: forBlend(blendHardLight, getRgbaUnsafe)
|
||||
of bmDifference: forBlend(blendDifference, getRgbaUnsafe)
|
||||
of bmExclusion: forBlend(blendExclusion, getRgbaUnsafe)
|
||||
of bmHue: forBlend(blendHue, getRgbaUnsafe)
|
||||
of bmSaturation: forBlend(blendSaturation, getRgbaUnsafe)
|
||||
of bmColor: forBlend(blendColor, getRgbaUnsafe)
|
||||
of bmLuminosity: forBlend(blendLuminosity, getRgbaUnsafe)
|
||||
of bmMask: forBlend(blendMask, getRgbaUnsafe)
|
||||
of bmOverwrite: forBlend(blendOverwrite, getRgbaUnsafe)
|
||||
of bmSubtractMask: forBlend(blendSubtractMask, getRgbaUnsafe)
|
||||
of bmIntersectMask: forBlend(blendIntersectMask, getRgbaUnsafe)
|
||||
of bmExcludeMask: forBlend(blendExcludeMask, getRgbaUnsafe)
|
||||
else:
|
||||
#echo "inplace smooth"
|
||||
case blendMode
|
||||
of bmNormal: forBlend(blendNormal, getRgbaSmooth)
|
||||
of bmDarken: forBlend(blendDarken, getRgbaSmooth)
|
||||
of bmMultiply: forBlend(blendMultiply, getRgbaSmooth)
|
||||
of bmLinearBurn: forBlend(blendLinearBurn, getRgbaSmooth)
|
||||
of bmColorBurn: forBlend(blendColorBurn, getRgbaSmooth)
|
||||
of bmLighten: forBlend(blendLighten, getRgbaSmooth)
|
||||
of bmScreen: forBlend(blendScreen, getRgbaSmooth)
|
||||
of bmLinearDodge: forBlend(blendLinearDodge, getRgbaSmooth)
|
||||
of bmColorDodge: forBlend(blendColorDodge, getRgbaSmooth)
|
||||
of bmOverlay: forBlend(blendOverlay, getRgbaSmooth)
|
||||
of bmSoftLight: forBlend(blendSoftLight, getRgbaSmooth)
|
||||
of bmHardLight: forBlend(blendHardLight, getRgbaSmooth)
|
||||
of bmDifference: forBlend(blendDifference, getRgbaSmooth)
|
||||
of bmExclusion: forBlend(blendExclusion, getRgbaSmooth)
|
||||
of bmHue: forBlend(blendHue, getRgbaSmooth)
|
||||
of bmSaturation: forBlend(blendSaturation, getRgbaSmooth)
|
||||
of bmColor: forBlend(blendColor, getRgbaSmooth)
|
||||
of bmLuminosity: forBlend(blendLuminosity, getRgbaSmooth)
|
||||
of bmMask: forBlend(blendMask, getRgbaSmooth)
|
||||
of bmOverwrite: forBlend(blendOverwrite, getRgbaSmooth)
|
||||
of bmSubtractMask: forBlend(blendSubtractMask, getRgbaSmooth)
|
||||
of bmIntersectMask: forBlend(blendIntersectMask, getRgbaSmooth)
|
||||
of bmExcludeMask: forBlend(blendExcludeMask, getRgbaSmooth)
|
||||
|
||||
proc drawInPlace*(a: Image, b: Image, pos = vec2(0, 0), blendMode = bmNormal) =
|
||||
a.drawInPlace(b, translate(pos), blendMode)
|
||||
|
||||
proc blur*(image: Image, radius: float32): Image =
|
||||
## Applies Gaussian blur to the image given a radius.
|
||||
let radius = (radius).int
|
||||
|
|
|
@ -1,10 +1,6 @@
|
|||
import vmath, images, chroma, strutils, algorithm
|
||||
import vmath, images, chroma, strutils, algorithm, common
|
||||
|
||||
type
|
||||
Segment* = object
|
||||
## A math segment from point "at" to point "to"
|
||||
at*: Vec2
|
||||
to*: Vec2
|
||||
|
||||
PathCommandKind* = enum
|
||||
## Type of path commands
|
||||
|
@ -21,10 +17,6 @@ type
|
|||
at*: Vec2
|
||||
commands*: seq[PathCommand]
|
||||
|
||||
proc segment(at, to: Vec2): Segment =
|
||||
result.at = at
|
||||
result.to = to
|
||||
|
||||
proc newPath*(): Path =
|
||||
result = Path()
|
||||
|
||||
|
@ -503,27 +495,6 @@ iterator zipwise*[T](s: seq[T]): (T, T) =
|
|||
if s.len > 0:
|
||||
yield(s[^1], s[0])
|
||||
|
||||
proc intersects*(a, b: Segment, at: var Vec2): bool =
|
||||
## Checks if the a segment intersects b segment.
|
||||
## If it returns true, at will have point of intersection
|
||||
var s1x, s1y, s2x, s2y: float32
|
||||
s1x = a.to.x - a.at.x
|
||||
s1y = a.to.y - a.at.y
|
||||
s2x = b.to.x - b.at.x
|
||||
s2y = b.to.y - b.at.y
|
||||
|
||||
var s, t: float32
|
||||
s = (-s1y * (a.at.x - b.at.x) + s1x * (a.at.y - b.at.y)) /
|
||||
(-s2x * s1y + s1x * s2y)
|
||||
t = (s2x * (a.at.y - b.at.y) - s2y * (a.at.x - b.at.x)) /
|
||||
(-s2x * s1y + s1x * s2y)
|
||||
|
||||
if s >= 0 and s < 1 and t >= 0 and t < 1:
|
||||
at.x = a.at.x + (t * s1x)
|
||||
at.y = a.at.y + (t * s1y)
|
||||
return true
|
||||
return false
|
||||
|
||||
proc strokePolygons*(ps: seq[seq[Vec2]], strokeWidthR, strokeWidthL: float32): seq[seq[Vec2]] =
|
||||
## Converts simple polygons into stroked versions:
|
||||
# TODO: Stroke location, add caps and joins.
|
||||
|
|
|
@ -77,6 +77,16 @@ timeIt "drawStepper bmNormal":
|
|||
c.writeFile("tests/images/bench.drawStepper.bmNormal.png")
|
||||
echo tmp
|
||||
|
||||
timeIt "drawInPlace bmNormal":
|
||||
var tmp = 0
|
||||
for i in 0 ..< 1000:
|
||||
var a = newImageFill(100, 100, rgba(255, 0, 0, 255))
|
||||
var b = newImageFill(100, 100, rgba(0, 255, 0, 255))
|
||||
a.drawInPlace(b, translate(vec2(25, 25)), bmNormal)
|
||||
tmp += a.width * a.height
|
||||
#a.writeFile("tests/images/bench.drawStepper.bmNormal.png")
|
||||
echo tmp
|
||||
|
||||
# timeIt "drawBlend bmSaturation":
|
||||
# var tmp = 0
|
||||
# var c: Image
|
||||
|
|
Loading…
Reference in a new issue