backend/x/canvas/draw.go

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package xcanvas
import "sort"
import "math"
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import "image"
import "github.com/jezek/xgbutil/xgraphics"
func (this *pen) textureRectangle (bounds image.Rectangle) {
if this.texture.Opaque() {
this.textureRectangleOpaque(bounds)
} else {
this.textureRectangleTransparent(bounds)
}
}
func (this *pen) textureRectangleOpaque (bounds image.Rectangle) {
dstBounds := bounds.Intersect(this.image.Bounds())
var pos image.Point
dst := this.image.Pix
src := this.texture.pix
offset := this.texture.rect.Min.Sub(bounds.Min)
for pos.Y = dstBounds.Min.Y; pos.Y < dstBounds.Max.Y; pos.Y ++ {
for pos.X = dstBounds.Min.X; pos.X < dstBounds.Max.X; pos.X ++ {
srcPos := pos.Add(offset)
dstIndex := this.image.PixOffset(pos.X, pos.Y)
srcIndex := this.texture.PixOffset(srcPos.X, srcPos.Y)
dst[dstIndex + 0] = src[srcIndex + 0]
dst[dstIndex + 1] = src[srcIndex + 1]
dst[dstIndex + 2] = src[srcIndex + 2]
dst[dstIndex + 3] = src[srcIndex + 3]
}}
}
func (this *pen) textureRectangleTransparent (bounds image.Rectangle) {
dstBounds := bounds.Intersect(this.image.Bounds())
var pos image.Point
dst := this.image.Pix
src := this.texture.pix
offset := this.texture.rect.Min.Sub(bounds.Min)
for pos.Y = dstBounds.Min.Y; pos.Y < dstBounds.Max.Y; pos.Y ++ {
for pos.X = dstBounds.Min.X; pos.X < dstBounds.Max.X; pos.X ++ {
srcPos := pos.Add(offset)
dstIndex := this.image.PixOffset(pos.X, pos.Y)
srcIndex := this.texture.PixOffset(srcPos.X, srcPos.Y)
pixel := xgraphics.BlendBGRA(xgraphics.BGRA {
B: dst[dstIndex + 0],
G: dst[dstIndex + 1],
R: dst[dstIndex + 2],
A: dst[dstIndex + 3],
}, xgraphics.BGRA {
B: src[srcIndex + 0],
G: src[srcIndex + 1],
R: src[srcIndex + 2],
A: src[srcIndex + 3],
})
dst[dstIndex + 0] = pixel.B
dst[dstIndex + 1] = pixel.G
dst[dstIndex + 2] = pixel.R
dst[dstIndex + 3] = pixel.A
}}
}
func (this *pen) fillRectangle (c xgraphics.BGRA, bounds image.Rectangle) {
if c.A == 255 {
this.fillRectangleOpaque(c, bounds)
} else {
this.fillRectangleTransparent(c, bounds)
}
}
func (this *pen) fillRectangleOpaque (c xgraphics.BGRA, bounds image.Rectangle) {
bounds = bounds.Intersect(this.image.Bounds())
var pos image.Point
for pos.Y = bounds.Min.Y; pos.Y < bounds.Max.Y; pos.Y ++ {
for pos.X = bounds.Min.X; pos.X < bounds.Max.X; pos.X ++ {
index := this.image.PixOffset(pos.X, pos.Y)
this.image.Pix[index + 0] = c.B
this.image.Pix[index + 1] = c.G
this.image.Pix[index + 2] = c.R
this.image.Pix[index + 3] = c.A
}}
}
func (this *pen) fillRectangleTransparent (c xgraphics.BGRA, bounds image.Rectangle) {
bounds = bounds.Intersect(this.image.Bounds())
var pos image.Point
for pos.Y = bounds.Min.Y; pos.Y < bounds.Max.Y; pos.Y ++ {
for pos.X = bounds.Min.X; pos.X < bounds.Max.X; pos.X ++ {
index := this.image.PixOffset(pos.X, pos.Y)
pixel := xgraphics.BlendBGRA(xgraphics.BGRA {
B: this.image.Pix[index + 0],
G: this.image.Pix[index + 1],
R: this.image.Pix[index + 2],
A: this.image.Pix[index + 3],
}, c)
this.image.Pix[index + 0] = pixel.B
this.image.Pix[index + 1] = pixel.G
this.image.Pix[index + 2] = pixel.R
this.image.Pix[index + 3] = pixel.A
}}
}
func (this *pen) strokeRectangle (c xgraphics.BGRA, bounds image.Rectangle) {
if this.weight > bounds.Dx() / 2 || this.weight > bounds.Dy() / 2 {
this.fillRectangle(c, bounds)
return
}
top := image.Rect (
bounds.Min.X,
bounds.Min.Y,
bounds.Max.X,
bounds.Min.Y + this.weight)
bottom := image.Rect (
bounds.Min.X,
bounds.Max.Y - this.weight,
bounds.Max.X,
bounds.Max.Y)
left := image.Rect (
bounds.Min.X,
bounds.Min.Y + this.weight,
bounds.Min.X + this.weight,
bounds.Max.Y - this.weight)
right := image.Rect (
bounds.Max.X - this.weight,
bounds.Min.Y + this.weight,
bounds.Max.X,
bounds.Max.Y - this.weight)
this.fillRectangle(c, top,)
this.fillRectangle(c, bottom,)
this.fillRectangle(c, left,)
this.fillRectangle(c, right,)
}
// the polygon filling algorithm is adapted from:
// https://www.alienryderflex.com/polygon_fill/
// (if you write C like that i will disassemble you)
func (this *pen) fillPolygon (c xgraphics.BGRA, points ...image.Point) {
if len(points) < 3 { return }
// figure out the bounds of the polygon so we don't test empty space
var area image.Rectangle
area.Min = points[0]
area.Max = points[0]
for _, point := range points[1:] {
if point.X < area.Min.X { area.Min.X = point.X }
if point.Y < area.Min.Y { area.Min.Y = point.Y }
if point.X > area.Max.X { area.Max.X = point.X }
if point.Y > area.Max.Y { area.Max.Y = point.Y }
}
area = this.image.Bounds().Intersect(area)
if area.Empty() { return }
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boundaries := make([]int, len(points))
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context := fillingContext {
image: this.image,
color: this.fill,
min: area.Min.X,
max: area.Max.X,
points: points,
}
for context.y = area.Min.Y; context.y < area.Max.Y; context.y ++ {
// build boundary list
boundaryCount := 0
prevPoint := points[len(points) - 1]
for _, point := range points {
fy := float64(context.y)
fPointX := float64(point.X)
fPointY := float64(point.Y)
fPrevX := float64(prevPoint.X)
fPrevY := float64(prevPoint.Y)
addboundary :=
(fPointY < fy && fPrevY >= fy) ||
(fPrevY < fy && fPointY >= fy)
if addboundary {
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boundaries[boundaryCount] = int(math.Round (
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fPointX +
(fy - fPointY) /
(fPrevY - fPointY) *
(fPrevX - fPointX)))
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boundaryCount ++
}
prevPoint = point
}
// sort boundary list
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context.boundaries = boundaries[:boundaryCount]
sort.Ints(context.boundaries)
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// fill pixels between boundary pairs
if c.A == 255 {
context.fillPolygonHotOpaque()
} else {
context.fillPolygonHotTransparent()
}
}
}
type fillingContext struct {
image *xgraphics.Image
color xgraphics.BGRA
min, max int
y int
boundaries []int
points []image.Point
}
func (context *fillingContext) fillPolygonHotOpaque () {
for index := 0; index < len(context.boundaries) - 1; index += 2 {
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left := context.boundaries[index]
right := context.boundaries[index + 1]
// stop if we have exited the polygon
if left >= context.max { break }
// begin filling if we are within the polygon
if right > context.min {
// constrain boundaries to image size
if left < context.min { left = context.min }
if right > context.max { right = context.max }
// fill pixels in between
for x := left; x < right; x ++ {
index := context.image.PixOffset(x, context.y)
context.image.Pix[index + 0] = context.color.B
context.image.Pix[index + 1] = context.color.G
context.image.Pix[index + 2] = context.color.R
context.image.Pix[index + 3] = context.color.A
}
}
}
}
func (context *fillingContext) fillPolygonHotTransparent () {
for index := 0; index < len(context.boundaries) - 1; index += 2 {
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left := context.boundaries[index]
right := context.boundaries[index + 1]
// stop if we have exited the polygon
if left >= context.max { break }
// begin filling if we are within the polygon
if right > context.min {
// constrain boundaries to image size
if left < context.min { left = context.min }
if right > context.max { right = context.max }
// fill pixels in between
for x := left; x < right; x ++ {
index := context.image.PixOffset(x, context.y)
pixel := xgraphics.BlendBGRA(xgraphics.BGRA {
B: context.image.Pix[index + 0],
G: context.image.Pix[index + 1],
R: context.image.Pix[index + 2],
A: context.image.Pix[index + 3],
}, context.color)
context.image.Pix[index + 0] = pixel.B
context.image.Pix[index + 1] = pixel.G
context.image.Pix[index + 2] = pixel.R
context.image.Pix[index + 3] = pixel.A
}
}
}
}
func (this *pen) strokePolygon (c xgraphics.BGRA, points ...image.Point) {
prevPoint := points[len(points) - 1]
for _, point := range points {
this.line(c, prevPoint, point)
prevPoint = point
}
}
func (this *pen) polyLine (c xgraphics.BGRA, points ...image.Point) {
if len(points) < 2 { return }
prevPoint := points[0]
for _, point := range points[1:] {
this.line(c, prevPoint, point)
prevPoint = point
}
}
func wrap (n, min, max int) int {
max -= min
n -= min
n %= max
if n < 0 { n += max }
return n + min
}