Merge pull request #80 from guzba/master

little cleanups, speedups
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treeform 2021-01-27 13:15:29 -08:00 committed by GitHub
commit cdb6b3c6fe
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4 changed files with 111 additions and 123 deletions

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@ -10,5 +10,5 @@ requires "vmath >= 0.4.0"
requires "chroma >= 0.2.1"
requires "zippy >= 0.3.5"
requires "flatty >= 0.1.3"
requires "nimsimd >= 0.4.8"
requires "nimsimd >= 1.0.0"
requires "bumpy >= 1.0.1"

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@ -44,7 +44,7 @@ proc writeFile*(image: Image, filePath: string) =
let fileFormat = case splitFile(filePath).ext:
of ".png": ffPng
of ".bmp": ffBmp
of ".jpg",".jpeg": ffJpg
of ".jpg", ".jpeg": ffJpg
else:
raise newException(PixieError, "Unsupported image file extension")
image.writeFile(filePath, fileformat)

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@ -227,9 +227,6 @@ proc toStraightAlpha*(image: Image) =
when defined(release):
{.pop.}
proc draw*(a, b: Image, mat: Mat3, blendMode = bmNormal)
proc draw*(a, b: Image, pos = vec2(0, 0), blendMode = bmNormal) {.inline.}
proc invert*(image: Image) =
## Inverts all of the colors and alpha.
var i: int
@ -266,15 +263,19 @@ proc getRgbaSmooth*(image: Image, x, y: float32): ColorRGBA {.inline.} =
finalMix.toStraightAlpha()
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
))
)
proc gaussianLookup(radius: int): seq[float32] =
## Compute lookup table for 1d Gaussian kernel.
result.setLen(radius * 2 + 1)
var total = 0.0
for xb in -radius .. radius:
let
s = radius.float32 / 2.2 # 2.2 matches Figma.
x = xb.float32
a = 1 / sqrt(2 * PI * s^2) * exp(-1 * x^2 / (2 * s^2))
result[xb + radius] = a
total += a
for xb in -radius .. radius:
result[xb + radius] = result[xb + radius] / total
proc blur*(image: Image, radius: float32) =
## Applies Gaussian blur to the image given a radius.
@ -282,18 +283,7 @@ proc blur*(image: Image, radius: float32) =
if radius == 0:
return
# Compute lookup table for 1d Gaussian kernel.
var
lookup = newSeq[float](radius * 2 + 1)
total = 0.0
for xb in -radius .. radius:
let s = radius.float32 / 2.2 # 2.2 matches Figma.
let x = xb.float32
let a = 1 / sqrt(2 * PI * s^2) * exp(-1 * x^2 / (2 * s^2))
lookup[xb + radius] = a
total += a
for xb in -radius .. radius:
lookup[xb + radius] /= total
let lookup = gaussianLookup(radius)
# Blur in the X direction.
var blurX = newImage(image.width, image.height)
@ -340,18 +330,7 @@ proc blurAlpha*(image: Image, radius: float32) =
if radius == 0:
return
# Compute lookup table for 1d Gaussian kernel.
var
lookup = newSeq[float](radius * 2 + 1)
total = 0.0
for xb in -radius .. radius:
let s = radius.float32 / 2.2 # 2.2 matches Figma.
let x = xb.float32
let a = 1 / sqrt(2 * PI * s^2) * exp(-1 * x^2 / (2 * s^2))
lookup[xb + radius] = a
total += a
for xb in -radius .. radius:
lookup[xb + radius] /= total
let lookup = gaussianLookup(radius)
# Blur in the X direction.
var blurX = newImage(image.width, image.height)
@ -374,64 +353,20 @@ proc blurAlpha*(image: Image, radius: float32) =
alpha += c2.a.float32 * a
image.setRgbaUnsafe(x, y, rgba(0, 0, 0, alpha.uint8))
proc shift*(image: Image, offset: Vec2) =
## Shifts the image by offset.
if offset != vec2(0, 0):
let copy = image.copy() # Copy to read from.
image.fill(rgba(0, 0, 0, 0)) # Reset this for being drawn to.
image.draw(copy, offset) # Draw copy into image.
proc spread*(image: Image, spread: float32) =
## Grows the image as a mask by spread.
let
copy = image.copy()
spread = round(spread).int
assert spread > 0
for y in 0 ..< image.height:
for x in 0 ..< image.width:
var maxAlpha = 0.uint8
block blurBox:
for bx in -spread .. spread:
for by in -spread .. spread:
let alpha = copy[x + bx, y + by].a
if alpha > maxAlpha:
maxAlpha = alpha
if maxAlpha == 255:
break blurBox
image[x, y] = rgba(0, 0, 0, maxAlpha)
proc shadow*(
mask: Image, offset: Vec2, spread, blur: float32, color: ColorRGBA
): Image =
## Create a shadow of the image with the offset, spread and blur.
var shadow = mask
if offset != vec2(0, 0):
shadow.shift(offset)
if spread > 0:
shadow.spread(spread)
if blur > 0:
shadow.blurAlpha(blur)
result = newImage(mask.width, mask.height)
result.fill(color)
result.draw(shadow, blendMode = bmMask)
proc applyOpacity*(image: Image, opacity: float32) =
## Multiplies alpha of the image by opacity.
let op = (255 * opacity).uint32
for i in 0 ..< image.data.len:
var rgba = image.data[i]
for rgba in image.data.mitems:
rgba.a = ((rgba.a.uint32 * op) div 255).clamp(0, 255).uint8
image.data[i] = rgba
proc sharpOpacity*(image: Image) =
## Sharpens the opacity to extreme.
## A = 0 stays 0. Anything else turns into 255.
for i in 0 ..< image.data.len:
var rgba = image.data[i]
for rgba in image.data.mitems:
if rgba.a == 0:
image.data[i] = rgba(0, 0, 0, 0)
rgba = rgba(0, 0, 0, 0)
else:
image.data[i] = rgba(255, 255, 255, 255)
rgba = rgba(255, 255, 255, 255)
proc drawCorrect*(a, b: Image, mat: Mat3, blendMode: BlendMode) =
## Draws one image onto another using matrix with color blending.
@ -466,7 +401,7 @@ proc drawCorrect*(a, b: Image, mat: Mat3, blendMode: BlendMode) =
proc drawUber(
a, b: Image,
p, dx, dy: Vec2,
segments: array[0..3, Segment],
perimeter: array[0..3, Segment],
blendMode: BlendMode,
smooth: bool
) =
@ -480,7 +415,7 @@ proc drawUber(
a: vec2(-1000, y.float32 + yOffset),
b: vec2(1000, y.float32 + yOffset)
)
for segment in segments:
for segment in perimeter:
var at: Vec2
if scanline.intersects(segment, at) and segment.to != at:
xMin = min(xMin, at.x.floor.int)
@ -510,7 +445,7 @@ proc drawUber(
if a.width - xMax > 0:
zeroMem(a.data[a.dataIndex(xMax, y)].addr, 4 * (a.width - xMax))
proc draw*(a, b: Image, mat: Mat3, blendMode: BlendMode) =
proc draw*(a, b: Image, mat: Mat3, blendMode = bmNormal) =
## Draws one image onto another using matrix with color blending.
let
@ -520,7 +455,7 @@ proc draw*(a, b: Image, mat: Mat3, blendMode: BlendMode) =
mat * vec2(b.width.float32, b.height.float32),
mat * vec2(0, b.height.float32)
]
segments = [
perimeter = [
segment(corners[0], corners[1]),
segment(corners[1], corners[2]),
segment(corners[2], corners[3]),
@ -551,7 +486,62 @@ proc draw*(a, b: Image, mat: Mat3, blendMode: BlendMode) =
mat[2, 1].fractional == 0.0
)
a.drawUber(b, p, dx, dy, segments, blendMode, smooth)
a.drawUber(b, p, dx, dy, perimeter, blendMode, smooth)
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
)
proc shift*(image: Image, offset: Vec2) =
## Shifts the image by offset.
if offset != vec2(0, 0):
let copy = image.copy() # Copy to read from.
image.fill(rgba(0, 0, 0, 0)) # Reset this for being drawn to.
image.draw(copy, offset, bmOverwrite) # Draw copy into image.
proc spread*(image: Image, spread: float32) =
## Grows the image as a mask by spread.
if spread == 0:
return
if spread < 0:
raise newException(PixieError, "Cannot apply negative spread")
let
copy = image.copy()
spread = round(spread).int
for y in 0 ..< image.height:
for x in 0 ..< image.width:
var maxAlpha = 0.uint8
block blurBox:
for bx in -spread .. spread:
for by in -spread .. spread:
let alpha = copy[x + bx, y + by].a
if alpha > maxAlpha:
maxAlpha = alpha
if maxAlpha == 255:
break blurBox
image.setRgbaUnsafe(x, y, rgba(0, 0, 0, maxAlpha))
proc shadow*(
mask: Image, offset: Vec2, spread, blur: float32, color: ColorRGBA
): Image =
## Create a shadow of the image with the offset, spread and blur.
if offset != vec2(0, 0):
mask.shift(offset)
if spread > 0:
mask.spread(spread)
if blur > 0:
mask.blurAlpha(blur)
result = newImage(mask.width, mask.height)
result.fill(color)
result.draw(mask, blendMode = bmMask)

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@ -724,7 +724,7 @@ iterator segments*(s: seq[Vec2]): Segment =
for i in 0 ..< s.len - 1:
yield(segment(s[i], s[i + 1]))
proc quickSort(a: var seq[(float32, bool)], inl, inr: int) =
proc quickSort(a: var seq[(float32, int16)], inl, inr: int) =
var
r = inr
l = inl
@ -744,18 +744,17 @@ proc quickSort(a: var seq[(float32, bool)], inl, inr: int) =
quickSort(a, inl, r)
quickSort(a, l, inr)
proc computeBounds(shapes: seq[seq[(Segment, bool)]]): Rect =
proc computeBounds(segments: seq[(Segment, int16)]): Rect =
var
xMin = float32.high
xMax = float32.low
yMin = float32.high
yMax = float32.low
for shape in shapes:
for (segment, _) in shape:
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 (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))
xMin = floor(xMin)
xMax = ceil(xMax)
@ -773,23 +772,22 @@ proc fillShapes(
color: ColorRGBA,
windingRule: WindingRule
) =
var sortedShapes = newSeq[seq[(Segment, bool)]](shapes.len)
for i, sorted in sortedShapes.mpairs:
for segment in shapes[i].segments:
var sortedSegments: seq[(Segment, int16)]
for shape in shapes:
for segment in shape.segments:
if segment.at.y == segment.to.y: # Skip horizontal
continue
let winding = segment.at.y > segment.to.y
if winding:
if segment.at.y > segment.to.y:
var segment = segment
swap(segment.at, segment.to)
sorted.add((segment, winding))
sortedSegments.add((segment, -1.int16))
else:
sorted.add((segment, winding))
sortedSegments.add((segment, 1.int16))
# Figure out the total bounds of all the shapes,
# rasterize only within the total bounds
let
bounds = computeBounds(sortedShapes)
bounds = computeBounds(sortedSegments)
startX = max(0, bounds.x.int)
startY = max(0, bounds.y.int)
stopY = min(image.height, (bounds.y + bounds.h).int)
@ -802,7 +800,7 @@ proc fillShapes(
initialOffset = offset / 2
var
hits = newSeq[(float32, bool)](4)
hits = newSeq[(float32, int16)](4)
coverages = newSeq[uint8](image.width)
numHits: int
@ -816,16 +814,15 @@ proc fillShapes(
yLine = y.float32 + initialOffset + offset * m.float32 + ep
scanline = Line(a: vec2(0, yLine), b: vec2(1000, yLine))
numHits = 0
for i, shape in sortedShapes:
for (segment, winding) in shape:
if segment.at.y > yLine or segment.to.y < y.float32:
continue
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)
inc numHits
for (segment, winding) in sortedSegments:
if segment.at.y > yLine or segment.to.y < y.float32:
continue
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)
inc numHits
quickSort(hits, 0, numHits - 1)
@ -870,7 +867,7 @@ proc fillShapes(
for j in i ..< fillStart + fillLen:
coverages[j] += sampleCoverage
count += (if winding: -1 else: 1)
count += winding
x = at
# Apply the coverage and blend
@ -880,10 +877,9 @@ proc fillShapes(
let
coverageMask1 = cast[M128i]([0xffffffff, 0, 0, 0]) # First 32 bits
coverageMask3 = mm_set1_epi32(cast[int32](0x000000ff)) # Only `r`
coverageMask2 = mm_set1_epi32(cast[int32](0x000000ff)) # Only `r`
oddMask = mm_set1_epi16(cast[int16](0xff00))
div255 = mm_set1_epi16(cast[int16](0x8081))
zero = mm_set1_epi32(0)
v255 = mm_set1_epi32(255)
vColor = mm_set1_epi32(cast[int32](color))
@ -891,9 +887,11 @@ proc fillShapes(
var coverage = mm_loadu_si128(coverages[x].addr)
coverage = mm_and_si128(coverage, coverageMask1)
if mm_movemask_epi8(mm_cmpeq_epi16(coverage, zero)) != 0xffff:
let eqZero = mm_cmpeq_epi16(coverage, mm_setzero_si128())
if mm_movemask_epi8(eqZero) != 0xffff:
# If the coverages are not all zero
var source = vColor
coverage = mm_slli_si128(coverage, 2)
coverage = mm_shuffle_epi32(coverage, MM_SHUFFLE(1, 1, 0, 0))
@ -910,7 +908,7 @@ proc fillShapes(
coverage = mm_and_si128(
mm_or_si128(mm_or_si128(a, b), mm_or_si128(c, d)),
coverageMask3
coverageMask2
)
if mm_movemask_epi8(mm_cmpeq_epi32(coverage, v255)) != 0xffff: