Merge pull request #81 from guzba/master

paths faster
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treeform 2021-01-28 19:03:55 -08:00 committed by GitHub
commit 77701751c3
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3 changed files with 84 additions and 57 deletions

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@ -142,36 +142,36 @@ proc subImage*(image: Image, x, y, w, h: int): Image =
w * 4
)
proc minifyBy2*(image: Image): Image =
proc minifyBy2*(image: Image, power = 1): Image =
## Scales the image down by an integer scale.
result = newImage(image.width div 2, image.height div 2)
for y in 0 ..< result.height:
for x in 0 ..< result.width:
var color =
image.getRgbaUnsafe(x * 2 + 0, y * 2 + 0).color / 4.0 +
image.getRgbaUnsafe(x * 2 + 1, y * 2 + 0).color / 4.0 +
image.getRgbaUnsafe(x * 2 + 1, y * 2 + 1).color / 4.0 +
image.getRgbaUnsafe(x * 2 + 0, y * 2 + 1).color / 4.0
result.setRgbaUnsafe(x, y, color.rgba)
if power < 0:
raise newException(PixieError, "Cannot minifyBy2 with negative power")
if power == 0:
return image.copy()
proc minifyBy2*(image: Image, scale2x: int): Image =
## Scales the image down by an integer scale.
result = image
for i in 1 ..< scale2x:
result = result.minifyBy2()
for i in 1 .. power:
result = newImage(image.width div 2, image.height div 2)
for y in 0 ..< result.height:
for x in 0 ..< result.width:
var color =
image.getRgbaUnsafe(x * 2 + 0, y * 2 + 0).color / 4.0 +
image.getRgbaUnsafe(x * 2 + 1, y * 2 + 0).color / 4.0 +
image.getRgbaUnsafe(x * 2 + 1, y * 2 + 1).color / 4.0 +
image.getRgbaUnsafe(x * 2 + 0, y * 2 + 1).color / 4.0
result.setRgbaUnsafe(x, y, color.rgba)
proc magnifyBy2*(image: Image, scale2x: int): Image =
## Scales image image up by an integer scale.
let scale = 2 ^ scale2x
proc magnifyBy2*(image: Image, power = 1): Image =
## Scales image image up by 2 ^ power.
if power < 0:
raise newException(PixieError, "Cannot magnifyBy2 with negative power")
let scale = 2 ^ power
result = newImage(image.width * scale, image.height * scale)
for y in 0 ..< result.height:
for x in 0 ..< result.width:
var rgba = image.getRgbaUnsafe(x div scale, y div scale)
result.setRgbaUnsafe(x, y, rgba)
proc magnifyBy2*(image: Image): Image =
image.magnifyBy2(2)
proc toPremultipliedAlpha*(image: Image) =
## Converts an image to premultiplied alpha from straight alpha.
var i: int
@ -492,15 +492,18 @@ proc draw*(a, b: Image, pos = vec2(0, 0), blendMode = bmNormal) {.inline.} =
a.draw(b, translate(pos), blendMode)
proc resize*(srcImage: Image, width, height: int): Image =
result = newImage(width, height)
result.draw(
srcImage,
scale(vec2(
(width + 1).float / srcImage.width.float,
(height + 1).float / srcImage.height.float
)),
bmOverwrite
)
if width == srcImage.width and height == srcImage.height:
result = srcImage.copy()
else:
result = newImage(width, height)
result.draw(
srcImage,
scale(vec2(
width.float32 / srcImage.width.float32,
height.float32 / srcImage.height.float32
)),
bmOverwrite
)
proc shift*(image: Image, offset: Vec2) =
## Shifts the image by offset.
@ -536,12 +539,15 @@ proc shadow*(
mask: Image, offset: Vec2, spread, blur: float32, color: ColorRGBA
): Image =
## Create a shadow of the image with the offset, spread and blur.
# TODO: copying is bad here due to this being slow already,
# we're doing it tho to avoid mutating param and returning new Image.
let copy = mask.copy()
if offset != vec2(0, 0):
mask.shift(offset)
copy.shift(offset)
if spread > 0:
mask.spread(spread)
copy.spread(spread)
if blur > 0:
mask.blurAlpha(blur)
copy.blurAlpha(blur)
result = newImage(mask.width, mask.height)
result.fill(color)
result.draw(mask, blendMode = bmMask)
result.draw(copy, blendMode = bmMask)

View file

@ -744,17 +744,18 @@ proc quickSort(a: var seq[(float32, int16)], inl, inr: int) =
quickSort(a, inl, r)
quickSort(a, l, inr)
proc computeBounds(segments: seq[(Segment, int16)]): Rect =
proc computeBounds(seqs: varargs[seq[(Segment, int16)]]): Rect =
var
xMin = float32.high
xMax = float32.low
yMin = float32.high
yMax = float32.low
for (segment, _) in segments:
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))
yMax = max(yMax, max(segment.at.y, segment.to.y))
for s in seqs:
for (segment, _) in s:
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))
yMax = max(yMax, max(segment.at.y, segment.to.y))
xMin = floor(xMin)
xMax = ceil(xMax)
@ -772,22 +773,28 @@ proc fillShapes(
color: ColorRGBA,
windingRule: WindingRule
) =
var sortedSegments: seq[(Segment, int16)]
var topHalf, bottomHalf, fullHeight: seq[(Segment, int16)]
for shape in shapes:
for segment in shape.segments:
if segment.at.y == segment.to.y: # Skip horizontal
continue
var
segment = segment
winding = 1.int16
if segment.at.y > segment.to.y:
var segment = segment
swap(segment.at, segment.to)
sortedSegments.add((segment, -1.int16))
winding = -1
if ceil(segment.to.y).int < image.height div 2:
topHalf.add((segment, winding))
elif segment.at.y.int >= image.height div 2:
bottomHalf.add((segment, winding))
else:
sortedSegments.add((segment, 1.int16))
fullHeight.add((segment, winding))
# Figure out the total bounds of all the shapes,
# rasterize only within the total bounds
let
bounds = computeBounds(sortedSegments)
bounds = computeBounds(topHalf, bottomHalf, fullHeight)
startX = max(0, bounds.x.int)
startY = max(0, bounds.y.int)
stopY = min(image.height, (bounds.y + bounds.h).int)
@ -800,30 +807,44 @@ proc fillShapes(
initialOffset = offset / 2
var
hits = newSeq[(float32, int16)](4)
coverages = newSeq[uint8](image.width)
hits = newSeq[(float32, int16)](4)
numHits: int
for y in startY ..< stopY:
# Reset buffer for this row
zeroMem(coverages[0].addr, coverages.len)
# 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(1000, yLine))
numHits = 0
for (segment, winding) in sortedSegments:
if segment.at.y > yLine or segment.to.y < y.float32:
continue
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, image.width.float32), winding)
hits[numHits] = (at.x.clamp(0, scanline.b.x), winding)
inc numHits
# 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(image.width.float32, yLine))
numHits = 0
if y < image.height 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)
quickSort(hits, 0, numHits - 1)
proc shouldFill(windingRule: WindingRule, count: int): bool {.inline.} =
@ -841,7 +862,7 @@ proc fillShapes(
var
fillStart = x.int
leftCover = if at.int - x.int > 0: ceil(x) - x else: at - x
leftCover = if at.int - x.int > 0: trunc(x) + 1 - x else: at - x
if leftCover != 0:
inc fillStart
if shouldFill(windingRule, count):

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