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Diffstat (limited to 'libgo/go/image/draw/draw.go')
-rw-r--r-- | libgo/go/image/draw/draw.go | 493 |
1 files changed, 493 insertions, 0 deletions
diff --git a/libgo/go/image/draw/draw.go b/libgo/go/image/draw/draw.go new file mode 100644 index 00000000000..a748ff8c77a --- /dev/null +++ b/libgo/go/image/draw/draw.go @@ -0,0 +1,493 @@ +// Copyright 2009 The Go Authors. All rights reserved. +// Use of this source code is governed by a BSD-style +// license that can be found in the LICENSE file. + +// Package draw provides image composition functions +// in the style of the Plan 9 graphics library +// (see http://plan9.bell-labs.com/magic/man2html/2/draw) +// and the X Render extension. +package draw + +import ( + "image" + "image/ycbcr" +) + +// m is the maximum color value returned by image.Color.RGBA. +const m = 1<<16 - 1 + +// Op is a Porter-Duff compositing operator. +type Op int + +const ( + // Over specifies ``(src in mask) over dst''. + Over Op = iota + // Src specifies ``src in mask''. + Src +) + +var zeroColor image.Color = image.AlphaColor{0} + +// A draw.Image is an image.Image with a Set method to change a single pixel. +type Image interface { + image.Image + Set(x, y int, c image.Color) +} + +// Draw calls DrawMask with a nil mask. +func Draw(dst Image, r image.Rectangle, src image.Image, sp image.Point, op Op) { + DrawMask(dst, r, src, sp, nil, image.ZP, op) +} + +// clip clips r against each image's bounds (after translating into the +// destination image's co-ordinate space) and shifts the points sp and mp by +// the same amount as the change in r.Min. +func clip(dst Image, r *image.Rectangle, src image.Image, sp *image.Point, mask image.Image, mp *image.Point) { + orig := r.Min + *r = r.Intersect(dst.Bounds()) + *r = r.Intersect(src.Bounds().Add(orig.Sub(*sp))) + if mask != nil { + *r = r.Intersect(mask.Bounds().Add(orig.Sub(*mp))) + } + dx := r.Min.X - orig.X + dy := r.Min.Y - orig.Y + if dx == 0 && dy == 0 { + return + } + (*sp).X += dx + (*sp).Y += dy + (*mp).X += dx + (*mp).Y += dy +} + +// DrawMask aligns r.Min in dst with sp in src and mp in mask and then replaces the rectangle r +// in dst with the result of a Porter-Duff composition. A nil mask is treated as opaque. +func DrawMask(dst Image, r image.Rectangle, src image.Image, sp image.Point, mask image.Image, mp image.Point, op Op) { + clip(dst, &r, src, &sp, mask, &mp) + if r.Empty() { + return + } + + // Fast paths for special cases. If none of them apply, then we fall back to a general but slow implementation. + if dst0, ok := dst.(*image.RGBA); ok { + if op == Over { + if mask == nil { + switch src0 := src.(type) { + case *image.ColorImage: + drawFillOver(dst0, r, src0) + return + case *image.RGBA: + drawCopyOver(dst0, r, src0, sp) + return + case *image.NRGBA: + drawNRGBAOver(dst0, r, src0, sp) + return + case *ycbcr.YCbCr: + drawYCbCr(dst0, r, src0, sp) + return + } + } else if mask0, ok := mask.(*image.Alpha); ok { + switch src0 := src.(type) { + case *image.ColorImage: + drawGlyphOver(dst0, r, src0, mask0, mp) + return + } + } + } else { + if mask == nil { + switch src0 := src.(type) { + case *image.ColorImage: + drawFillSrc(dst0, r, src0) + return + case *image.RGBA: + drawCopySrc(dst0, r, src0, sp) + return + case *image.NRGBA: + drawNRGBASrc(dst0, r, src0, sp) + return + case *ycbcr.YCbCr: + drawYCbCr(dst0, r, src0, sp) + return + } + } + } + drawRGBA(dst0, r, src, sp, mask, mp, op) + return + } + + x0, x1, dx := r.Min.X, r.Max.X, 1 + y0, y1, dy := r.Min.Y, r.Max.Y, 1 + if image.Image(dst) == src && r.Overlaps(r.Add(sp.Sub(r.Min))) { + // Rectangles overlap: process backward? + if sp.Y < r.Min.Y || sp.Y == r.Min.Y && sp.X < r.Min.X { + x0, x1, dx = x1-1, x0-1, -1 + y0, y1, dy = y1-1, y0-1, -1 + } + } + + var out *image.RGBA64Color + sy := sp.Y + y0 - r.Min.Y + my := mp.Y + y0 - r.Min.Y + for y := y0; y != y1; y, sy, my = y+dy, sy+dy, my+dy { + sx := sp.X + x0 - r.Min.X + mx := mp.X + x0 - r.Min.X + for x := x0; x != x1; x, sx, mx = x+dx, sx+dx, mx+dx { + ma := uint32(m) + if mask != nil { + _, _, _, ma = mask.At(mx, my).RGBA() + } + switch { + case ma == 0: + if op == Over { + // No-op. + } else { + dst.Set(x, y, zeroColor) + } + case ma == m && op == Src: + dst.Set(x, y, src.At(sx, sy)) + default: + sr, sg, sb, sa := src.At(sx, sy).RGBA() + if out == nil { + out = new(image.RGBA64Color) + } + if op == Over { + dr, dg, db, da := dst.At(x, y).RGBA() + a := m - (sa * ma / m) + out.R = uint16((dr*a + sr*ma) / m) + out.G = uint16((dg*a + sg*ma) / m) + out.B = uint16((db*a + sb*ma) / m) + out.A = uint16((da*a + sa*ma) / m) + } else { + out.R = uint16(sr * ma / m) + out.G = uint16(sg * ma / m) + out.B = uint16(sb * ma / m) + out.A = uint16(sa * ma / m) + } + dst.Set(x, y, out) + } + } + } +} + +func drawFillOver(dst *image.RGBA, r image.Rectangle, src *image.ColorImage) { + sr, sg, sb, sa := src.RGBA() + // The 0x101 is here for the same reason as in drawRGBA. + a := (m - sa) * 0x101 + i0 := (r.Min.Y-dst.Rect.Min.Y)*dst.Stride + (r.Min.X-dst.Rect.Min.X)*4 + i1 := i0 + r.Dx()*4 + for y := r.Min.Y; y != r.Max.Y; y++ { + for i := i0; i < i1; i += 4 { + dr := uint32(dst.Pix[i+0]) + dg := uint32(dst.Pix[i+1]) + db := uint32(dst.Pix[i+2]) + da := uint32(dst.Pix[i+3]) + + dst.Pix[i+0] = uint8((dr*a/m + sr) >> 8) + dst.Pix[i+1] = uint8((dg*a/m + sg) >> 8) + dst.Pix[i+2] = uint8((db*a/m + sb) >> 8) + dst.Pix[i+3] = uint8((da*a/m + sa) >> 8) + } + i0 += dst.Stride + i1 += dst.Stride + } +} + +func drawFillSrc(dst *image.RGBA, r image.Rectangle, src *image.ColorImage) { + sr, sg, sb, sa := src.RGBA() + // The built-in copy function is faster than a straightforward for loop to fill the destination with + // the color, but copy requires a slice source. We therefore use a for loop to fill the first row, and + // then use the first row as the slice source for the remaining rows. + i0 := (r.Min.Y-dst.Rect.Min.Y)*dst.Stride + (r.Min.X-dst.Rect.Min.X)*4 + i1 := i0 + r.Dx()*4 + for i := i0; i < i1; i += 4 { + dst.Pix[i+0] = uint8(sr >> 8) + dst.Pix[i+1] = uint8(sg >> 8) + dst.Pix[i+2] = uint8(sb >> 8) + dst.Pix[i+3] = uint8(sa >> 8) + } + firstRow := dst.Pix[i0:i1] + for y := r.Min.Y + 1; y < r.Max.Y; y++ { + i0 += dst.Stride + i1 += dst.Stride + copy(dst.Pix[i0:i1], firstRow) + } +} + +func drawCopyOver(dst *image.RGBA, r image.Rectangle, src *image.RGBA, sp image.Point) { + dx, dy := r.Dx(), r.Dy() + d0 := (r.Min.Y-dst.Rect.Min.Y)*dst.Stride + (r.Min.X-dst.Rect.Min.X)*4 + s0 := (sp.Y-src.Rect.Min.Y)*src.Stride + (sp.X-src.Rect.Min.X)*4 + var ( + ddelta, sdelta int + i0, i1, idelta int + ) + if r.Min.Y < sp.Y || r.Min.Y == sp.Y && r.Min.X <= sp.X { + ddelta = dst.Stride + sdelta = src.Stride + i0, i1, idelta = 0, dx*4, +4 + } else { + // If the source start point is higher than the destination start point, or equal height but to the left, + // then we compose the rows in right-to-left, bottom-up order instead of left-to-right, top-down. + d0 += (dy - 1) * dst.Stride + s0 += (dy - 1) * src.Stride + ddelta = -dst.Stride + sdelta = -src.Stride + i0, i1, idelta = (dx-1)*4, -4, -4 + } + for ; dy > 0; dy-- { + dpix := dst.Pix[d0:] + spix := src.Pix[s0:] + for i := i0; i != i1; i += idelta { + sr := uint32(spix[i+0]) * 0x101 + sg := uint32(spix[i+1]) * 0x101 + sb := uint32(spix[i+2]) * 0x101 + sa := uint32(spix[i+3]) * 0x101 + + dr := uint32(dpix[i+0]) + dg := uint32(dpix[i+1]) + db := uint32(dpix[i+2]) + da := uint32(dpix[i+3]) + + // The 0x101 is here for the same reason as in drawRGBA. + a := (m - sa) * 0x101 + + dpix[i+0] = uint8((dr*a/m + sr) >> 8) + dpix[i+1] = uint8((dg*a/m + sg) >> 8) + dpix[i+2] = uint8((db*a/m + sb) >> 8) + dpix[i+3] = uint8((da*a/m + sa) >> 8) + } + d0 += ddelta + s0 += sdelta + } +} + +func drawCopySrc(dst *image.RGBA, r image.Rectangle, src *image.RGBA, sp image.Point) { + n, dy := 4*r.Dx(), r.Dy() + d0 := (r.Min.Y-dst.Rect.Min.Y)*dst.Stride + (r.Min.X-dst.Rect.Min.X)*4 + s0 := (sp.Y-src.Rect.Min.Y)*src.Stride + (sp.X-src.Rect.Min.X)*4 + var ddelta, sdelta int + if r.Min.Y <= sp.Y { + ddelta = dst.Stride + sdelta = src.Stride + } else { + // If the source start point is higher than the destination start point, then we compose the rows + // in bottom-up order instead of top-down. Unlike the drawCopyOver function, we don't have to + // check the x co-ordinates because the built-in copy function can handle overlapping slices. + d0 += (dy - 1) * dst.Stride + s0 += (dy - 1) * src.Stride + ddelta = -dst.Stride + sdelta = -src.Stride + } + for ; dy > 0; dy-- { + copy(dst.Pix[d0:d0+n], src.Pix[s0:s0+n]) + d0 += ddelta + s0 += sdelta + } +} + +func drawNRGBAOver(dst *image.RGBA, r image.Rectangle, src *image.NRGBA, sp image.Point) { + i0 := (r.Min.X - dst.Rect.Min.X) * 4 + i1 := (r.Max.X - dst.Rect.Min.X) * 4 + si0 := (sp.X - src.Rect.Min.X) * 4 + yMax := r.Max.Y - dst.Rect.Min.Y + + y := r.Min.Y - dst.Rect.Min.Y + sy := sp.Y - src.Rect.Min.Y + for ; y != yMax; y, sy = y+1, sy+1 { + dpix := dst.Pix[y*dst.Stride:] + spix := src.Pix[sy*src.Stride:] + + for i, si := i0, si0; i < i1; i, si = i+4, si+4 { + // Convert from non-premultiplied color to pre-multiplied color. + sa := uint32(spix[si+3]) * 0x101 + sr := uint32(spix[si+0]) * sa / 0xff + sg := uint32(spix[si+1]) * sa / 0xff + sb := uint32(spix[si+2]) * sa / 0xff + + dr := uint32(dpix[i+0]) + dg := uint32(dpix[i+1]) + db := uint32(dpix[i+2]) + da := uint32(dpix[i+3]) + + // The 0x101 is here for the same reason as in drawRGBA. + a := (m - sa) * 0x101 + + dpix[i+0] = uint8((dr*a/m + sr) >> 8) + dpix[i+1] = uint8((dg*a/m + sg) >> 8) + dpix[i+2] = uint8((db*a/m + sb) >> 8) + dpix[i+3] = uint8((da*a/m + sa) >> 8) + } + } +} + +func drawNRGBASrc(dst *image.RGBA, r image.Rectangle, src *image.NRGBA, sp image.Point) { + i0 := (r.Min.X - dst.Rect.Min.X) * 4 + i1 := (r.Max.X - dst.Rect.Min.X) * 4 + si0 := (sp.X - src.Rect.Min.X) * 4 + yMax := r.Max.Y - dst.Rect.Min.Y + + y := r.Min.Y - dst.Rect.Min.Y + sy := sp.Y - src.Rect.Min.Y + for ; y != yMax; y, sy = y+1, sy+1 { + dpix := dst.Pix[y*dst.Stride:] + spix := src.Pix[sy*src.Stride:] + + for i, si := i0, si0; i < i1; i, si = i+4, si+4 { + // Convert from non-premultiplied color to pre-multiplied color. + sa := uint32(spix[si+3]) * 0x101 + sr := uint32(spix[si+0]) * sa / 0xff + sg := uint32(spix[si+1]) * sa / 0xff + sb := uint32(spix[si+2]) * sa / 0xff + + dpix[i+0] = uint8(sr >> 8) + dpix[i+1] = uint8(sg >> 8) + dpix[i+2] = uint8(sb >> 8) + dpix[i+3] = uint8(sa >> 8) + } + } +} + +func drawYCbCr(dst *image.RGBA, r image.Rectangle, src *ycbcr.YCbCr, sp image.Point) { + // A YCbCr image is always fully opaque, and so if the mask is implicitly nil + // (i.e. fully opaque) then the op is effectively always Src. + var ( + yy, cb, cr uint8 + ) + x0 := (r.Min.X - dst.Rect.Min.X) * 4 + x1 := (r.Max.X - dst.Rect.Min.X) * 4 + y0 := r.Min.Y - dst.Rect.Min.Y + y1 := r.Max.Y - dst.Rect.Min.Y + switch src.SubsampleRatio { + case ycbcr.SubsampleRatio422: + for y, sy := y0, sp.Y; y != y1; y, sy = y+1, sy+1 { + dpix := dst.Pix[y*dst.Stride:] + for x, sx := x0, sp.X; x != x1; x, sx = x+4, sx+1 { + i := sx / 2 + yy = src.Y[sy*src.YStride+sx] + cb = src.Cb[sy*src.CStride+i] + cr = src.Cr[sy*src.CStride+i] + rr, gg, bb := ycbcr.YCbCrToRGB(yy, cb, cr) + dpix[x+0] = rr + dpix[x+1] = gg + dpix[x+2] = bb + dpix[x+3] = 255 + } + } + case ycbcr.SubsampleRatio420: + for y, sy := y0, sp.Y; y != y1; y, sy = y+1, sy+1 { + dpix := dst.Pix[y*dst.Stride:] + for x, sx := x0, sp.X; x != x1; x, sx = x+4, sx+1 { + i, j := sx/2, sy/2 + yy = src.Y[sy*src.YStride+sx] + cb = src.Cb[j*src.CStride+i] + cr = src.Cr[j*src.CStride+i] + rr, gg, bb := ycbcr.YCbCrToRGB(yy, cb, cr) + dpix[x+0] = rr + dpix[x+1] = gg + dpix[x+2] = bb + dpix[x+3] = 255 + } + } + default: + // Default to 4:4:4 subsampling. + for y, sy := y0, sp.Y; y != y1; y, sy = y+1, sy+1 { + dpix := dst.Pix[y*dst.Stride:] + for x, sx := x0, sp.X; x != x1; x, sx = x+4, sx+1 { + yy = src.Y[sy*src.YStride+sx] + cb = src.Cb[sy*src.CStride+sx] + cr = src.Cr[sy*src.CStride+sx] + rr, gg, bb := ycbcr.YCbCrToRGB(yy, cb, cr) + dpix[x+0] = rr + dpix[x+1] = gg + dpix[x+2] = bb + dpix[x+3] = 255 + } + } + } +} + +func drawGlyphOver(dst *image.RGBA, r image.Rectangle, src *image.ColorImage, mask *image.Alpha, mp image.Point) { + i0 := (r.Min.Y-dst.Rect.Min.Y)*dst.Stride + (r.Min.X-dst.Rect.Min.X)*4 + i1 := i0 + r.Dx()*4 + mi0 := (mp.Y-mask.Rect.Min.Y)*mask.Stride + mp.X - mask.Rect.Min.X + sr, sg, sb, sa := src.RGBA() + for y, my := r.Min.Y, mp.Y; y != r.Max.Y; y, my = y+1, my+1 { + for i, mi := i0, mi0; i < i1; i, mi = i+4, mi+1 { + ma := uint32(mask.Pix[mi]) + if ma == 0 { + continue + } + ma |= ma << 8 + + dr := uint32(dst.Pix[i+0]) + dg := uint32(dst.Pix[i+1]) + db := uint32(dst.Pix[i+2]) + da := uint32(dst.Pix[i+3]) + + // The 0x101 is here for the same reason as in drawRGBA. + a := (m - (sa * ma / m)) * 0x101 + + dst.Pix[i+0] = uint8((dr*a + sr*ma) / m >> 8) + dst.Pix[i+1] = uint8((dg*a + sg*ma) / m >> 8) + dst.Pix[i+2] = uint8((db*a + sb*ma) / m >> 8) + dst.Pix[i+3] = uint8((da*a + sa*ma) / m >> 8) + } + i0 += dst.Stride + i1 += dst.Stride + mi0 += mask.Stride + } +} + +func drawRGBA(dst *image.RGBA, r image.Rectangle, src image.Image, sp image.Point, mask image.Image, mp image.Point, op Op) { + x0, x1, dx := r.Min.X, r.Max.X, 1 + y0, y1, dy := r.Min.Y, r.Max.Y, 1 + if image.Image(dst) == src && r.Overlaps(r.Add(sp.Sub(r.Min))) { + if sp.Y < r.Min.Y || sp.Y == r.Min.Y && sp.X < r.Min.X { + x0, x1, dx = x1-1, x0-1, -1 + y0, y1, dy = y1-1, y0-1, -1 + } + } + + sy := sp.Y + y0 - r.Min.Y + my := mp.Y + y0 - r.Min.Y + sx0 := sp.X + x0 - r.Min.X + mx0 := mp.X + x0 - r.Min.X + sx1 := sx0 + (x1 - x0) + i0 := (y0-dst.Rect.Min.Y)*dst.Stride + (x0-dst.Rect.Min.X)*4 + di := dx * 4 + for y := y0; y != y1; y, sy, my = y+dy, sy+dy, my+dy { + for i, sx, mx := i0, sx0, mx0; sx != sx1; i, sx, mx = i+di, sx+dx, mx+dx { + ma := uint32(m) + if mask != nil { + _, _, _, ma = mask.At(mx, my).RGBA() + } + sr, sg, sb, sa := src.At(sx, sy).RGBA() + if op == Over { + dr := uint32(dst.Pix[i+0]) + dg := uint32(dst.Pix[i+1]) + db := uint32(dst.Pix[i+2]) + da := uint32(dst.Pix[i+3]) + + // dr, dg, db and da are all 8-bit color at the moment, ranging in [0,255]. + // We work in 16-bit color, and so would normally do: + // dr |= dr << 8 + // and similarly for dg, db and da, but instead we multiply a + // (which is a 16-bit color, ranging in [0,65535]) by 0x101. + // This yields the same result, but is fewer arithmetic operations. + a := (m - (sa * ma / m)) * 0x101 + + dst.Pix[i+0] = uint8((dr*a + sr*ma) / m >> 8) + dst.Pix[i+1] = uint8((dg*a + sg*ma) / m >> 8) + dst.Pix[i+2] = uint8((db*a + sb*ma) / m >> 8) + dst.Pix[i+3] = uint8((da*a + sa*ma) / m >> 8) + + } else { + dst.Pix[i+0] = uint8(sr * ma / m >> 8) + dst.Pix[i+1] = uint8(sg * ma / m >> 8) + dst.Pix[i+2] = uint8(sb * ma / m >> 8) + dst.Pix[i+3] = uint8(sa * ma / m >> 8) + } + } + i0 += dy * dst.Stride + } +} |