Both draw in place and not in place done.

This commit is contained in:
treeform 2020-11-25 10:09:12 -08:00
parent 58e6950b51
commit 57af191774
10 changed files with 332 additions and 66 deletions

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cairotest.png Normal file

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@ -4,7 +4,7 @@ import pixie/images, pixie/masks, pixie/paths, pixie/common, pixie/blends,
pixie/fileformats/bmp, pixie/fileformats/png, pixie/fileformats/jpg,
flatty/binny, os
export images, masks, paths, PixieError, blends
export images, masks, paths, common, blends
type
FileFormat* = enum

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@ -632,7 +632,10 @@ proc blendSaturation*(a, b: ColorRGBA): ColorRGBA =
blendSaturation(a.color, b.color).rgba
proc blendMask*(a, b: ColorRGBA): ColorRGBA =
blendMask(a.color, b.color).rgba
result.r = a.r
result.g = a.g
result.b = a.b
result.a = min(a.a, b.a)
proc blendSubtractMask*(a, b: ColorRGBA): ColorRGBA =
blendSubtractMask(a.color, b.color).rgba

28
src/pixie/cairotest.nim Normal file
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@ -0,0 +1,28 @@
import cairo, math, times
var
surface = imageSurfaceCreate(FORMAT_ARGB32, 256, 256)
ctx = surface.create()
let start = epochTime()
ctx.setSourceRGB(0, 0, 1)
ctx.newPath() # current path is not consumed by ctx.clip()
ctx.rectangle(96, 96, 128, 128)
ctx.fill()
ctx.setSourceRGB(0, 1, 0)
ctx.newPath() # current path is not consumed by ctx.clip()
ctx.rectangle(64, 64, 128, 128)
ctx.fill()
for i in 0 .. 10000:
ctx.setSourceRGB(1, 0, 0)
ctx.newPath() # current path is not consumed by ctx.clip()
ctx.rectangle(32, 32, 128, 128)
ctx.fill()
echo epochTime() - start
discard surface.writeToPng("cairotest.png")

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@ -1,2 +1,34 @@
import vmath
type
PixieError* = object of ValueError ## Raised if an operation fails.
Segment* = object
## A math segment from point "at" to point "to"
at*: Vec2
to*: Vec2
proc segment*(at, to: Vec2): Segment =
result.at = at
result.to = to
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

57
src/pixie/gputest.nim Normal file
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@ -0,0 +1,57 @@
import staticglfw, opengl, pixie, times
if init() == 0:
raise newException(Exception, "Failed to Initialize GLFW")
windowHint(VISIBLE, false.cint)
var window = createWindow(512, 512, "GLFW3 WINDOW", nil, nil)
window.makeContextCurrent()
# This must be called to make any GL function work
loadExtensions()
let start = epochTime()
# Draw red color screen.
glClearColor(1, 1, 1, 1)
glClear(GL_COLOR_BUFFER_BIT)
glLoadIdentity()
glTranslatef(-0.25, -0.25, 0)
glBegin(GL_QUADS)
glColor3f(1.0, 0.0, 0.0)
glVertex2f(0.0, 0.0)
glVertex2f(1.0, 0.0)
glVertex2f(1.0, 1.0)
glVertex2f(0.0, 1.0)
glEnd()
glTranslatef(-0.25, -0.25, 0)
glBegin(GL_QUADS)
glColor3f(0.0, 0.0, 1.0)
glVertex2f(0.0, 0.0)
glVertex2f(1.0, 0.0)
glVertex2f(1.0, 1.0)
glVertex2f(0.0, 1.0)
glEnd()
glTranslatef(-0.25, -0.25, 0)
glBegin(GL_QUADS)
glColor3f(0.0, 1.0, 0.0)
glVertex2f(0.0, 0.0)
glVertex2f(1.0, 0.0)
glVertex2f(1.0, 1.0)
glVertex2f(0.0, 1.0)
glEnd()
var screen = newImage(512, 512)
glReadPixels(
0, 0,
512, 512,
GL_RGBA, GL_UNSIGNED_BYTE,
screen.data[0].addr
)
echo epochTime() - start
screen.writeFile("screen.png")

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@ -290,6 +290,7 @@ proc drawCorrect*(a: Image, b: Image, mat: Mat3, blendMode: BlendMode): Image =
stepX /= 2
stepY /= 2
minFilterBy2 /= 2
matInv = matInv * scale(vec2(0.5, 0.5))
for y in 0 ..< a.height:
for x in 0 ..< a.width:
@ -363,10 +364,11 @@ proc drawStepper*(a: Image, b: Image, mat: Mat3, blendMode: BlendMode): Image =
stepX /= 2
stepY /= 2
minFilterBy2 /= 2
matInv = matInv * scale(vec2(0.5, 0.5))
template forBlend(
mixer: proc(a, b: ColorRGBA): ColorRGBA,
getRgba: proc(a: Image, x, y: float32): ColorRGBA {.inline.},
getRgbaFn: proc(a: Image, x, y: float32): ColorRGBA {.inline.},
) =
for y in 0 ..< a.height:
var
@ -398,12 +400,11 @@ proc drawStepper*(a: Image, b: Image, mat: Mat3, blendMode: BlendMode): Image =
copyMem(result.getAddr(0, y), a.getAddr(0, y), 4*xMin)
for x in xMin ..< xMax:
let srcV = start + stepX * float32(x) + stepY * float32(y)
let srcPos = start + stepX * float32(x) + stepY * float32(y)
#let srcPos = matInv * vec2(x.float32 + h, y.float32 + h)
var rgba = a.getRgbaUnsafe(x, y)
# TODO maybe remove inside check?
if b.inside((srcV.x - h).int, (srcV.y - h).int):
let rgba2 = b.getRgba(srcV.x - h, srcV.y - h)
rgba = mixer(rgba, rgba2)
let rgba2 = b.getRgbaFn(srcPos.x - h, srcPos.y - h)
rgba = mixer(rgba, rgba2)
result.setRgbaUnsafe(x, y, rgba)
#for x in xMax ..< a.width:
@ -411,36 +412,38 @@ proc drawStepper*(a: Image, b: Image, mat: Mat3, blendMode: BlendMode): Image =
if a.width - xMax > 0:
copyMem(result.getAddr(xMax, y), a.getAddr(xMax, y), 4*(a.width - xMax))
proc getRgba(a: Image, x, y: float32): ColorRGBA {.inline.} =
a.getRgbaUnsafe(x.int, y.int)
proc getRgbaUnsafe(a: Image, x, y: float32): ColorRGBA {.inline.} =
a.getRgbaUnsafe(x.round.int, y.round.int)
# TODO check pos for fractional
if stepX.length == 1.0 and stepY.length == 1.0:
if stepX.length == 1.0 and stepY.length == 1.0 and
mat[2, 0].fractional == 0.0 and mat[2, 1].fractional == 0.0:
#echo "copy non-smooth"
case blendMode
of bmNormal: forBlend(blendNormal, getRgba)
of bmDarken: forBlend(blendDarken, getRgba)
of bmMultiply: forBlend(blendMultiply, getRgba)
of bmLinearBurn: forBlend(blendLinearBurn, getRgba)
of bmColorBurn: forBlend(blendColorBurn, getRgba)
of bmLighten: forBlend(blendLighten, getRgba)
of bmScreen: forBlend(blendScreen, getRgba)
of bmLinearDodge: forBlend(blendLinearDodge, getRgba)
of bmColorDodge: forBlend(blendColorDodge, getRgba)
of bmOverlay: forBlend(blendOverlay, getRgba)
of bmSoftLight: forBlend(blendSoftLight, getRgba)
of bmHardLight: forBlend(blendHardLight, getRgba)
of bmDifference: forBlend(blendDifference, getRgba)
of bmExclusion: forBlend(blendExclusion, getRgba)
of bmHue: forBlend(blendHue, getRgba)
of bmSaturation: forBlend(blendSaturation, getRgba)
of bmColor: forBlend(blendColor, getRgba)
of bmLuminosity: forBlend(blendLuminosity, getRgba)
of bmMask: forBlend(blendMask, getRgba)
of bmOverwrite: forBlend(blendOverwrite, getRgba)
of bmSubtractMask: forBlend(blendSubtractMask, getRgba)
of bmIntersectMask: forBlend(blendIntersectMask, getRgba)
of bmExcludeMask: forBlend(blendExcludeMask, getRgba)
of bmNormal: forBlend(blendNormal, getRgbaUnsafe)
of bmDarken: forBlend(blendDarken, getRgbaUnsafe)
of bmMultiply: forBlend(blendMultiply, getRgbaUnsafe)
of bmLinearBurn: forBlend(blendLinearBurn, getRgbaUnsafe)
of bmColorBurn: forBlend(blendColorBurn, getRgbaUnsafe)
of bmLighten: forBlend(blendLighten, getRgbaUnsafe)
of bmScreen: forBlend(blendScreen, getRgbaUnsafe)
of bmLinearDodge: forBlend(blendLinearDodge, getRgbaUnsafe)
of bmColorDodge: forBlend(blendColorDodge, getRgbaUnsafe)
of bmOverlay: forBlend(blendOverlay, getRgbaUnsafe)
of bmSoftLight: forBlend(blendSoftLight, getRgbaUnsafe)
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 "copy smooth"
case blendMode
of bmNormal: forBlend(blendNormal, getRgbaSmooth)
of bmDarken: forBlend(blendDarken, getRgbaSmooth)
@ -479,13 +482,175 @@ proc draw*(a: Image, b: Image, mat: Mat3, blendMode = bmNormal): Image =
# else:
# return drawBlend(a, b, mat, blendMode)
# return drawCorrect(a, b, mat, blendMode)
#return drawCorrect(a, b, mat, blendMode)
return drawStepper(a, b, mat, blendMode)
proc draw*(a: Image, b: Image, pos = vec2(0, 0), blendMode = bmNormal): Image =
a.draw(b, translate(pos), blendMode)
proc drawInPlace*(a: Image, b: Image, mat: Mat3, blendMode = bmNormal) =
## Draws one image onto another using matrix with color blending.
type Segment = object
## A math segment from point "at" to point "to"
at*: Vec2
to*: Vec2
proc segment(at, to: Vec2): Segment =
result.at = at
result.to = to
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
var
matInv = mat.inverse()
# compute movement vectors
h = 0.5.float32
start = matInv * vec2(0 + h, 0 + h)
stepX = matInv * vec2(1 + h, 0 + h) - start
stepY = matInv * vec2(0 + h, 1 + h) - start
minFilterBy2 = max(stepX.length, stepY.length)
b = b
let corners = [
mat * vec2(0, 0),
mat * vec2(b.width.float32, 0),
mat * vec2(b.width.float32, b.height.float32),
mat * vec2(0, b.height.float32)
]
let lines = [
segment(corners[0], corners[1]),
segment(corners[1], corners[2]),
segment(corners[2], corners[3]),
segment(corners[3], corners[0])
]
while minFilterBy2 > 2.0:
b = b.minifyBy2()
start /= 2
stepX /= 2
stepY /= 2
minFilterBy2 /= 2
matInv = matInv * scale(vec2(0.5, 0.5))
template forBlend(
mixer: proc(a, b: ColorRGBA): ColorRGBA,
getRgbaFn: proc(a: Image, x, y: float32): ColorRGBA {.inline.},
) =
for y in 0 ..< a.height:
var
xMin = 0
xMax = 0
hasIntersection = false
for yOffset in [0.float32, 1]:
var scanLine = segment(
vec2(-100000, y.float32 + yOffset),
vec2(10000, y.float32 + yOffset)
)
for l in lines:
var at: Vec2
if intersects(l, scanLine, at):
if hasIntersection:
xMin = min(xMin, at.x.floor.int)
xMax = max(xMax, at.x.ceil.int)
else:
hasIntersection = true
xMin = at.x.floor.int
xMax = at.x.ceil.int
xMin = xMin.clamp(0, a.width)
xMax = xMax.clamp(0, a.width)
for x in xMin ..< xMax:
let srcPos = start + stepX * float32(x) + stepY * float32(y)
#let srcPos = matInv * vec2(x.float32 + h, y.float32 + h)
var rgba = a.getRgbaUnsafe(x, y)
let rgba2 = b.getRgbaFn(srcPos.x - h, srcPos.y - h)
rgba = mixer(rgba, rgba2)
a.setRgbaUnsafe(x, y, rgba)
proc getRgbaUnsafe(a: Image, x, y: float32): ColorRGBA {.inline.} =
a.getRgbaUnsafe(x.round.int, y.round.int)
if stepX.length == 1.0 and stepY.length == 1.0 and
mat[2, 0].fractional == 0.0 and mat[2, 1].fractional == 0.0:
#echo "inplace non-smooth"
case blendMode
of bmNormal: forBlend(blendNormal, getRgbaUnsafe)
of bmDarken: forBlend(blendDarken, getRgbaUnsafe)
of bmMultiply: forBlend(blendMultiply, getRgbaUnsafe)
of bmLinearBurn: forBlend(blendLinearBurn, getRgbaUnsafe)
of bmColorBurn: forBlend(blendColorBurn, getRgbaUnsafe)
of bmLighten: forBlend(blendLighten, getRgbaUnsafe)
of bmScreen: forBlend(blendScreen, getRgbaUnsafe)
of bmLinearDodge: forBlend(blendLinearDodge, getRgbaUnsafe)
of bmColorDodge: forBlend(blendColorDodge, getRgbaUnsafe)
of bmOverlay: forBlend(blendOverlay, getRgbaUnsafe)
of bmSoftLight: forBlend(blendSoftLight, getRgbaUnsafe)
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

View file

@ -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.

View file

@ -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