faster smooth draw part 1
This commit is contained in:
parent
3fbd1da002
commit
c8ee10ca16
|
@ -522,11 +522,88 @@ proc blendRect(a, b: Image, pos: Ivec2, blendMode: BlendMode) =
|
|||
blender
|
||||
)
|
||||
|
||||
proc drawSmooth(a, b: Image, transform: Mat3, blendMode: BlendMode) =
|
||||
let
|
||||
corners = [
|
||||
transform * vec2(0, 0),
|
||||
transform * vec2(b.width.float32, 0),
|
||||
transform * vec2(b.width.float32, b.height.float32),
|
||||
transform * vec2(0, b.height.float32)
|
||||
]
|
||||
perimeter = [
|
||||
segment(corners[0], corners[1]),
|
||||
segment(corners[1], corners[2]),
|
||||
segment(corners[2], corners[3]),
|
||||
segment(corners[3], corners[0])
|
||||
]
|
||||
inverseTransform = transform.inverse()
|
||||
# Compute movement vectors
|
||||
p = inverseTransform * vec2(0 + h, 0 + h)
|
||||
dx = inverseTransform * vec2(1 + h, 0 + h) - p
|
||||
dy = inverseTransform * vec2(0 + h, 1 + h) - p
|
||||
|
||||
# Determine where we should start and stop drawing in the y dimension
|
||||
var
|
||||
yStart = a.height
|
||||
yEnd = 0
|
||||
for segment in perimeter:
|
||||
yStart = min(yStart, segment.at.y.floor.int)
|
||||
yEnd = max(yEnd, segment.at.y.ceil.int)
|
||||
yStart = yStart.clamp(0, a.height)
|
||||
yEnd = yEnd.clamp(0, a.height)
|
||||
|
||||
if blendMode == MaskBlend and yStart > 0:
|
||||
zeroMem(a.data[0].addr, yStart * a.width * 4)
|
||||
|
||||
let blender = blendMode.blender()
|
||||
for y in yStart ..< yEnd:
|
||||
# Determine where we should start and stop drawing in the x dimension
|
||||
var
|
||||
xMin = a.width.float32
|
||||
xMax = 0.float32
|
||||
for yOffset in [0.float32, 1]:
|
||||
let scanLine = Line(
|
||||
a: vec2(-1000, y.float32 + yOffset),
|
||||
b: vec2(1000, y.float32 + yOffset)
|
||||
)
|
||||
for segment in perimeter:
|
||||
var at: Vec2
|
||||
if scanline.intersects(segment, at) and segment.to != at:
|
||||
xMin = min(xMin, at.x)
|
||||
xMax = max(xMax, at.x)
|
||||
|
||||
let
|
||||
xStart = clamp(xMin.floor.int, 0, a.width)
|
||||
xEnd = clamp(xMax.ceil.int, 0, a.width)
|
||||
|
||||
if blendMode == MaskBlend and xStart > 0:
|
||||
zeroMem(a.data[a.dataIndex(0, y)].addr, xStart * 4)
|
||||
|
||||
var srcPos = p + dx * xStart.float32 + dy * y.float32
|
||||
srcPos = vec2(srcPos.x - h, srcPos.y - h)
|
||||
for x in xStart ..< xEnd:
|
||||
let
|
||||
backdrop = a.unsafe[x, y]
|
||||
sample = b.getRgbaSmooth(srcPos.x, srcPos.y)
|
||||
blended = blender(backdrop, sample)
|
||||
a.unsafe[x, y] = blended
|
||||
srcPos += dx
|
||||
|
||||
if blendMode == MaskBlend and a.width - xEnd > 0:
|
||||
zeroMem(a.data[a.dataIndex(xEnd, y)].addr, (a.width - xEnd) * 4)
|
||||
|
||||
if blendMode == MaskBlend and a.height - yEnd > 0:
|
||||
zeroMem(
|
||||
a.data[a.dataIndex(0, yEnd)].addr,
|
||||
a.width * (a.height - yEnd) * 4
|
||||
)
|
||||
|
||||
proc draw*(
|
||||
a, b: Image, transform = mat3(), blendMode = NormalBlend
|
||||
) {.raises: [PixieError].} =
|
||||
## Draws one image onto another using a matrix transform and color blending.
|
||||
var
|
||||
transform = transform
|
||||
inverseTransform = transform.inverse()
|
||||
# Compute movement vectors
|
||||
p = inverseTransform * vec2(0 + h, 0 + h)
|
||||
|
@ -541,7 +618,7 @@ proc draw*(
|
|||
dx /= 2
|
||||
dy /= 2
|
||||
filterBy2 /= 2
|
||||
inverseTransform = scale(vec2(0.5, 0.5)) * inverseTransform
|
||||
transform = transform * scale(vec2(2, 2))
|
||||
|
||||
while filterBy2 <= 0.5:
|
||||
b = b.magnifyBy2()
|
||||
|
@ -549,7 +626,7 @@ proc draw*(
|
|||
dx *= 2
|
||||
dy *= 2
|
||||
filterBy2 *= 2
|
||||
inverseTransform = scale(vec2(2, 2)) * inverseTransform
|
||||
transform = transform * scale(vec2(1/2, 1/2))
|
||||
|
||||
let
|
||||
hasRotationOrScaling = not(dx == vec2(1, 0) and dy == vec2(0, 1))
|
||||
|
@ -561,7 +638,7 @@ proc draw*(
|
|||
)
|
||||
|
||||
if hasRotationOrScaling or smooth:
|
||||
a.drawCorrect(b, inverseTransform.inverse(), blendMode, false)
|
||||
a.drawSmooth(b, transform, blendMode)
|
||||
else:
|
||||
a.blendRect(b, ivec2(transform[2, 0].int32, transform[2, 1].int32), blendMode)
|
||||
|
||||
|
|
Loading…
Reference in a new issue