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author | upstream source tree <ports@midipix.org> | 2015-03-15 20:14:05 -0400 |
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committer | upstream source tree <ports@midipix.org> | 2015-03-15 20:14:05 -0400 |
commit | 554fd8c5195424bdbcabf5de30fdc183aba391bd (patch) | |
tree | 976dc5ab7fddf506dadce60ae936f43f58787092 /libgo/go/exp/draw/draw.go | |
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Diffstat (limited to 'libgo/go/exp/draw/draw.go')
-rw-r--r-- | libgo/go/exp/draw/draw.go | 363 |
1 files changed, 363 insertions, 0 deletions
diff --git a/libgo/go/exp/draw/draw.go b/libgo/go/exp/draw/draw.go new file mode 100644 index 000000000..1d0729d92 --- /dev/null +++ b/libgo/go/exp/draw/draw.go @@ -0,0 +1,363 @@ +// 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 basic graphics and drawing primitives, +// 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" + +// m is the maximum color value returned by image.Color.RGBA. +const m = 1<<16 - 1 + +// 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 and an Over op. +func Draw(dst Image, r image.Rectangle, src image.Image, sp image.Point) { + DrawMask(dst, r, src, sp, nil, image.ZP, Over) +} + +// 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) { + sb := src.Bounds() + dx, dy := sb.Max.X-sp.X, sb.Max.Y-sp.Y + if mask != nil { + mb := mask.Bounds() + if dx > mb.Max.X-mp.X { + dx = mb.Max.X - mp.X + } + if dy > mb.Max.Y-mp.Y { + dy = mb.Max.Y - mp.Y + } + } + if r.Dx() > dx { + r.Max.X = r.Min.X + dx + } + if r.Dy() > dy { + r.Max.Y = r.Min.Y + dy + } + r = r.Intersect(dst.Bounds()) + 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 { + if src0, ok := src.(*image.ColorImage); ok { + drawFillOver(dst0, r, src0) + return + } + if src0, ok := src.(*image.RGBA); ok { + drawCopyOver(dst0, r, src0, sp) + return + } + } else if mask0, ok := mask.(*image.Alpha); ok { + if src0, ok := src.(*image.ColorImage); ok { + drawGlyphOver(dst0, r, src0, mask0, mp) + return + } + } + } else { + if mask == nil { + if src0, ok := src.(*image.ColorImage); ok { + drawFillSrc(dst0, r, src0) + return + } + if src0, ok := src.(*image.RGBA); ok { + drawCopySrc(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) { + cr, cg, cb, ca := src.RGBA() + // The 0x101 is here for the same reason as in drawRGBA. + a := (m - ca) * 0x101 + x0, x1 := r.Min.X, r.Max.X + y0, y1 := r.Min.Y, r.Max.Y + for y := y0; y != y1; y++ { + dbase := y * dst.Stride + dpix := dst.Pix[dbase+x0 : dbase+x1] + for i, rgba := range dpix { + dr := (uint32(rgba.R)*a)/m + cr + dg := (uint32(rgba.G)*a)/m + cg + db := (uint32(rgba.B)*a)/m + cb + da := (uint32(rgba.A)*a)/m + ca + dpix[i] = image.RGBAColor{uint8(dr >> 8), uint8(dg >> 8), uint8(db >> 8), uint8(da >> 8)} + } + } +} + +func drawCopyOver(dst *image.RGBA, r image.Rectangle, src *image.RGBA, sp image.Point) { + dx0, dx1 := r.Min.X, r.Max.X + dy0, dy1 := r.Min.Y, r.Max.Y + nrows := dy1 - dy0 + sx0, sx1 := sp.X, sp.X+dx1-dx0 + d0 := dy0*dst.Stride + dx0 + d1 := dy0*dst.Stride + dx1 + s0 := sp.Y*src.Stride + sx0 + s1 := sp.Y*src.Stride + sx1 + 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, d1-d0, +1 + } 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 += (nrows - 1) * dst.Stride + d1 += (nrows - 1) * dst.Stride + s0 += (nrows - 1) * src.Stride + s1 += (nrows - 1) * src.Stride + ddelta = -dst.Stride + sdelta = -src.Stride + i0, i1, idelta = d1-d0-1, -1, -1 + } + for ; nrows > 0; nrows-- { + dpix := dst.Pix[d0:d1] + spix := src.Pix[s0:s1] + for i := i0; i != i1; i += idelta { + // For unknown reasons, even though both dpix[i] and spix[i] are + // image.RGBAColors, on an x86 CPU it seems fastest to call RGBA + // for the source but to do it manually for the destination. + sr, sg, sb, sa := spix[i].RGBA() + rgba := dpix[i] + dr := uint32(rgba.R) + dg := uint32(rgba.G) + db := uint32(rgba.B) + da := uint32(rgba.A) + // The 0x101 is here for the same reason as in drawRGBA. + a := (m - sa) * 0x101 + dr = (dr*a)/m + sr + dg = (dg*a)/m + sg + db = (db*a)/m + sb + da = (da*a)/m + sa + dpix[i] = image.RGBAColor{uint8(dr >> 8), uint8(dg >> 8), uint8(db >> 8), uint8(da >> 8)} + } + d0 += ddelta + d1 += ddelta + s0 += sdelta + s1 += sdelta + } +} + +func drawGlyphOver(dst *image.RGBA, r image.Rectangle, src *image.ColorImage, mask *image.Alpha, mp image.Point) { + x0, x1 := r.Min.X, r.Max.X + y0, y1 := r.Min.Y, r.Max.Y + cr, cg, cb, ca := src.RGBA() + for y, my := y0, mp.Y; y != y1; y, my = y+1, my+1 { + dbase := y * dst.Stride + dpix := dst.Pix[dbase+x0 : dbase+x1] + mbase := my * mask.Stride + mpix := mask.Pix[mbase+mp.X:] + for i, rgba := range dpix { + ma := uint32(mpix[i].A) + if ma == 0 { + continue + } + ma |= ma << 8 + dr := uint32(rgba.R) + dg := uint32(rgba.G) + db := uint32(rgba.B) + da := uint32(rgba.A) + // The 0x101 is here for the same reason as in drawRGBA. + a := (m - (ca * ma / m)) * 0x101 + dr = (dr*a + cr*ma) / m + dg = (dg*a + cg*ma) / m + db = (db*a + cb*ma) / m + da = (da*a + ca*ma) / m + dpix[i] = image.RGBAColor{uint8(dr >> 8), uint8(dg >> 8), uint8(db >> 8), uint8(da >> 8)} + } + } +} + +func drawFillSrc(dst *image.RGBA, r image.Rectangle, src *image.ColorImage) { + if r.Dy() < 1 { + return + } + cr, cg, cb, ca := src.RGBA() + color := image.RGBAColor{uint8(cr >> 8), uint8(cg >> 8), uint8(cb >> 8), uint8(ca >> 8)} + // 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. + dx0, dx1 := r.Min.X, r.Max.X + dy0, dy1 := r.Min.Y, r.Max.Y + dbase := dy0 * dst.Stride + i0, i1 := dbase+dx0, dbase+dx1 + firstRow := dst.Pix[i0:i1] + for i := range firstRow { + firstRow[i] = color + } + for y := dy0 + 1; y < dy1; y++ { + i0 += dst.Stride + i1 += dst.Stride + copy(dst.Pix[i0:i1], firstRow) + } +} + +func drawCopySrc(dst *image.RGBA, r image.Rectangle, src *image.RGBA, sp image.Point) { + dx0, dx1 := r.Min.X, r.Max.X + dy0, dy1 := r.Min.Y, r.Max.Y + nrows := dy1 - dy0 + sx0, sx1 := sp.X, sp.X+dx1-dx0 + d0 := dy0*dst.Stride + dx0 + d1 := dy0*dst.Stride + dx1 + s0 := sp.Y*src.Stride + sx0 + s1 := sp.Y*src.Stride + sx1 + 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 += (nrows - 1) * dst.Stride + d1 += (nrows - 1) * dst.Stride + s0 += (nrows - 1) * src.Stride + s1 += (nrows - 1) * src.Stride + ddelta = -dst.Stride + sdelta = -src.Stride + } + for ; nrows > 0; nrows-- { + copy(dst.Pix[d0:d1], src.Pix[s0:s1]) + d0 += ddelta + d1 += ddelta + s0 += sdelta + s1 += sdelta + } +} + +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 + 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 + dpix := dst.Pix[y*dst.Stride : (y+1)*dst.Stride] + 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() + } + sr, sg, sb, sa := src.At(sx, sy).RGBA() + var dr, dg, db, da uint32 + if op == Over { + rgba := dpix[x] + dr = uint32(rgba.R) + dg = uint32(rgba.G) + db = uint32(rgba.B) + da = uint32(rgba.A) + // 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 + dr = (dr*a + sr*ma) / m + dg = (dg*a + sg*ma) / m + db = (db*a + sb*ma) / m + da = (da*a + sa*ma) / m + } else { + dr = sr * ma / m + dg = sg * ma / m + db = sb * ma / m + da = sa * ma / m + } + dpix[x] = image.RGBAColor{uint8(dr >> 8), uint8(dg >> 8), uint8(db >> 8), uint8(da >> 8)} + } + } +} |