// Encode writes the Image m to w in PNG format. Any Image may be encoded, but // images that are not image.NRGBA might be encoded lossily. func Encode(w io.Writer, m image.Image) os.Error { // Obviously, negative widths and heights are invalid. Furthermore, the PNG // spec section 11.2.2 says that zero is invalid. Excessively large images are // also rejected. mw, mh := int64(m.Width()), int64(m.Height()) if mw <= 0 || mh <= 0 || mw >= 1<<32 || mh >= 1<<32 { return FormatError("invalid image size: " + strconv.Itoa64(mw) + "x" + strconv.Itoa64(mw)) } var e encoder e.w = w e.m = m e.colorType = uint8(ctTrueColorAlpha) pal, _ := m.(*image.Paletted) if pal != nil { e.colorType = ctPaletted } else if opaque(m) { e.colorType = ctTrueColor } _, e.err = io.WriteString(w, pngHeader) e.writeIHDR() if pal != nil { e.writePLTE(pal.Palette) } e.writeIDATs() e.writeIEND() return e.err }
func newSampler(img image.Image) *Sampler{ s := new(Sampler); s.texture = img; s.tw = img.Width(); s.th = img.Height(); return s; }
func makeGolden(dst image.Image, t drawTest) image.Image { // Since golden is a newly allocated image, we don't have to check if the // input source and mask images and the output golden image overlap. golden := image.NewRGBA(image.Rect(0, 0, dst.Width(), dst.Height())) for y := 0; y < golden.Height(); y++ { my, sy := y, y for x := 0; x < golden.Width(); x++ { mx, sx := x, x const M = 1<<16 - 1 var dr, dg, db, da uint32 if t.op == Over { dr, dg, db, da = dst.At(x, y).RGBA() } sr, sg, sb, sa := t.src.At(sx, sy).RGBA() ma := uint32(M) if t.mask != nil { _, _, _, ma = t.mask.At(mx, my).RGBA() } a := M - (sa * ma / M) golden.Set(x, y, color.RGBA64{ uint16((dr*a + sr*ma) / M), uint16((dg*a + sg*ma) / M), uint16((db*a + sb*ma) / M), uint16((da*a + sa*ma) / M), }) } } return golden }
// Returns whether or not the image is fully opaque. func opaque(m image.Image) bool { for y := 0; y < m.Height(); y++ { for x := 0; x < m.Width(); x++ { _, _, _, a := m.At(x, y).RGBA() if a != 0xffffffff { return false } } } return true }
func diff(m0, m1 image.Image) os.Error { if m0.Width() != m1.Width() || m0.Height() != m1.Height() { return os.NewError(fmt.Sprintf("dimensions differ: %dx%d vs %dx%d", m0.Width(), m0.Height(), m1.Width(), m1.Height())) } for y := 0; y < m0.Height(); y++ { for x := 0; x < m0.Width(); x++ { r0, g0, b0, a0 := m0.At(x, y).RGBA() r1, g1, b1, a1 := m1.At(x, y).RGBA() if r0 != r1 || g0 != g1 || b0 != b1 || a0 != a1 { return os.NewError(fmt.Sprintf("colors differ at (%d, %d): %v vs %v", x, y, m0.At(x, y), m1.At(x, y))) } } } return nil }
// Draw aligns r.Min in dst with pt in src and mask // and then replaces the rectangle r in dst with the // result of the Porter-Duff compositing operation // ``(src in mask) over dst.'' If mask is nil, the operation // simplifies to ``src over dst.'' // The implementation is simple and slow. func Draw(dst Image, r Rectangle, src, mask image.Image, pt Point) { // Plenty of room for optimizations here. dx, dy := src.Width(), src.Height() if mask != nil { if dx > mask.Width() { dx = mask.Width() } if dy > mask.Width() { dy = mask.Width() } } dx -= pt.X dy -= pt.Y if r.Dx() > dx { r.Max.X = r.Min.X + dx } if r.Dy() > dy { r.Max.Y = r.Min.Y + dy } 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(pt.Sub(r.Min))) { // Rectangles overlap: process backward? if pt.Y < r.Min.Y || pt.Y == r.Min.Y && pt.X < r.Min.X { x0, x1, dx = x1-1, x0-1, -1 y0, y1, dy = y1-1, y0-1, -1 } } var out *image.RGBA64Color for y := y0; y != y1; y += dy { for x := x0; x != x1; x += dx { sx := pt.X + x - r.Min.X sy := pt.Y + y - r.Min.Y if mask == nil { dst.Set(x, y, src.At(sx, sy)) continue } _, _, _, ma := mask.At(sx, sy).RGBA() switch ma { case 0: continue case 0xFFFFFFFF: dst.Set(x, y, src.At(sx, sy)) default: dr, dg, db, da := dst.At(x, y).RGBA() dr >>= 16 dg >>= 16 db >>= 16 da >>= 16 sr, sg, sb, sa := src.At(sx, sy).RGBA() sr >>= 16 sg >>= 16 sb >>= 16 sa >>= 16 ma >>= 16 const M = 1<<16 - 1 a := sa * ma / M dr = (dr*(M-a) + sr*ma) / M dg = (dg*(M-a) + sg*ma) / M db = (db*(M-a) + sb*ma) / M da = (da*(M-a) + sa*ma) / M if out == nil { out = new(image.RGBA64Color) } out.R = uint16(dr) out.G = uint16(dg) out.B = uint16(db) out.A = uint16(da) dst.Set(x, y, out) } } } }
func writeImage(w io.Writer, m image.Image, ct uint8) os.Error { zw, err := zlib.NewDeflater(w) if err != nil { return err } defer zw.Close() bpp := 0 // Bytes per pixel. var paletted *image.Paletted switch ct { case ctTrueColor: bpp = 3 case ctPaletted: bpp = 1 paletted = m.(*image.Paletted) case ctTrueColorAlpha: bpp = 4 } // cr[*] and pr are the bytes for the current and previous row. // cr[0] is unfiltered (or equivalently, filtered with the ftNone filter). // cr[ft], for non-zero filter types ft, are buffers for transforming cr[0] under the // other PNG filter types. These buffers are allocated once and re-used for each row. // The +1 is for the per-row filter type, which is at cr[*][0]. var cr [nFilter][]uint8 for i := 0; i < len(cr); i++ { cr[i] = make([]uint8, 1+bpp*m.Width()) cr[i][0] = uint8(i) } pr := make([]uint8, 1+bpp*m.Width()) for y := 0; y < m.Height(); y++ { // Convert from colors to bytes. switch ct { case ctTrueColor: for x := 0; x < m.Width(); x++ { // We have previously verified that the alpha value is fully opaque. r, g, b, _ := m.At(x, y).RGBA() cr[0][3*x+1] = uint8(r >> 24) cr[0][3*x+2] = uint8(g >> 24) cr[0][3*x+3] = uint8(b >> 24) } case ctPaletted: for x := 0; x < m.Width(); x++ { cr[0][x+1] = paletted.ColorIndexAt(x, y) } case ctTrueColorAlpha: // Convert from image.Image (which is alpha-premultiplied) to PNG's non-alpha-premultiplied. for x := 0; x < m.Width(); x++ { c := image.NRGBAColorModel.Convert(m.At(x, y)).(image.NRGBAColor) cr[0][4*x+1] = c.R cr[0][4*x+2] = c.G cr[0][4*x+3] = c.B cr[0][4*x+4] = c.A } } // Apply the filter. f := filter(cr[0:nFilter], pr, bpp) // Write the compressed bytes. _, err = zw.Write(cr[f]) if err != nil { return err } // The current row for y is the previous row for y+1. pr, cr[0] = cr[0], pr } return nil }
// An approximation of the sng command-line tool. func sng(w io.WriteCloser, filename string, png image.Image) { defer w.Close() // For now, the go PNG parser only reads bitdepths of 8. bitdepth := 8 // Write the filename and IHDR. io.WriteString(w, "#SNG: from "+filename+".png\nIHDR {\n") fmt.Fprintf(w, " width: %d; height: %d; bitdepth: %d;\n", png.Width(), png.Height(), bitdepth) cm := png.ColorModel() var paletted *image.Paletted cpm, _ := cm.(image.PalettedColorModel) switch { case cm == image.RGBAColorModel: io.WriteString(w, " using color;\n") case cm == image.NRGBAColorModel: io.WriteString(w, " using color alpha;\n") case cpm != nil: io.WriteString(w, " using color palette;\n") paletted = png.(*image.Paletted) default: io.WriteString(w, "unknown PNG decoder color model\n") } io.WriteString(w, "}\n") // We fake a gAMA output. The test files have a gAMA chunk but the go PNG parser ignores it // (the PNG spec section 11.3 says "Ancillary chunks may be ignored by a decoder"). io.WriteString(w, "gAMA {1.0000}\n") // Write the PLTE (if applicable). if cpm != nil { io.WriteString(w, "PLTE {\n") for i := 0; i < len(cpm); i++ { r, g, b, _ := cpm[i].RGBA() r >>= 24 g >>= 24 b >>= 24 fmt.Fprintf(w, " (%3d,%3d,%3d) # rgb = (0x%02x,0x%02x,0x%02x)\n", r, g, b, r, g, b) } io.WriteString(w, "}\n") } // Write the IMAGE. io.WriteString(w, "IMAGE {\n pixels hex\n") for y := 0; y < png.Height(); y++ { switch { case cm == image.RGBAColorModel: for x := 0; x < png.Width(); x++ { rgba := png.At(x, y).(image.RGBAColor) fmt.Fprintf(w, "%02x%02x%02x ", rgba.R, rgba.G, rgba.B) } case cm == image.NRGBAColorModel: for x := 0; x < png.Width(); x++ { nrgba := png.At(x, y).(image.NRGBAColor) fmt.Fprintf(w, "%02x%02x%02x%02x ", nrgba.R, nrgba.G, nrgba.B, nrgba.A) } case cpm != nil: for x := 0; x < png.Width(); x++ { fmt.Fprintf(w, "%02x", paletted.ColorIndexAt(x, y)) } } io.WriteString(w, "\n") } io.WriteString(w, "}\n") }
// 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. // The implementation is simple and slow. // TODO(nigeltao): Optimize this. func DrawMask(dst Image, r Rectangle, src image.Image, sp Point, mask image.Image, mp Point, op Op) { dx, dy := src.Width()-sp.X, src.Height()-sp.Y if mask != nil { if dx > mask.Width()-mp.X { dx = mask.Width() - mp.X } if dy > mask.Height()-mp.Y { dy = mask.Height() - mp.Y } } if r.Dx() > dx { r.Max.X = r.Min.X + dx } if r.Dy() > dy { r.Max.Y = r.Min.Y + dy } // TODO(nigeltao): Clip r to dst's bounding box, and handle the case when sp or mp has negative X or Y. // TODO(nigeltao): Ensure that r is well formed, i.e. r.Max.X >= r.Min.X and likewise for Y. // 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 { // TODO(nigeltao): Implement a fast path for font glyphs (i.e. when mask is an image.Alpha). } else { if mask == nil { if src0, ok := src.(image.ColorImage); ok { drawFill(dst0, r, src0) return } if src0, ok := src.(*image.RGBA); ok { if dst0 == src0 && r.Overlaps(r.Add(sp.Sub(r.Min))) { // TODO(nigeltao): Implement a fast path for the overlapping case. } else { drawCopy(dst0, r, src0, sp) 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 { // A nil mask is equivalent to a fully opaque, infinitely large mask. // We work in 16-bit color, so that multiplying two values does not overflow a uint32. const M = 1<<16 - 1 ma := uint32(M) if mask != nil { _, _, _, ma = mask.At(mx, my).RGBA() ma >>= 16 } 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() sr >>= 16 sg >>= 16 sb >>= 16 sa >>= 16 if out == nil { out = new(image.RGBA64Color) } if op == Over { dr, dg, db, da := dst.At(x, y).RGBA() dr >>= 16 dg >>= 16 db >>= 16 da >>= 16 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) } } } }
// 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. // The implementation is simple and slow. // TODO(nigeltao): Optimize this. func DrawMask(dst Image, r Rectangle, src image.Image, sp Point, mask image.Image, mp Point, op Op) { dx, dy := src.Width()-sp.X, src.Height()-sp.Y if mask != nil { if dx > mask.Width()-mp.X { dx = mask.Width() - mp.X } if dy > mask.Height()-mp.Y { dy = mask.Height() - mp.Y } } if r.Dx() > dx { r.Max.X = r.Min.X + dx } if r.Dy() > dy { r.Max.Y = r.Min.Y + dy } // TODO(nigeltao): Clip r to dst's bounding box, and handle the case when sp or mp has negative X or Y. // TODO(nigeltao): Ensure that r is well formed, i.e. r.Max.X >= r.Min.X and likewise for Y. // Fast paths for special cases. If none of them apply, then we fall back to a general but slow implementation. switch dst0 := dst.(type) { case *image.RGBA: if op == Over { if mask == nil { if src0, ok := src.(image.Uniform); ok { drawFillOver(dst0, r, src0) return } if src0, ok := src.(*image.RGBA); ok { if dst0 == src0 && r.Overlaps(r.Add(sp.Sub(r.Min))) { // TODO(nigeltao): Implement a fast path for the overlapping case. } else { drawCopyOver(dst0, r, src0, sp) return } } } else if mask0, ok := mask.(*image.Alpha); ok { if src0, ok := src.(image.Uniform); ok { drawGlyphOver(dst0, r, src0, mask0, mp) return } } } else { if mask == nil { if src0, ok := src.(image.Uniform); ok { drawFillSrc(dst0, r, src0) return } if src0, ok := src.(*image.RGBA); ok { if dst0 == src0 && r.Overlaps(r.Add(sp.Sub(r.Min))) { // TODO(nigeltao): Implement a fast path for the overlapping case. } else { drawCopySrc(dst0, r, src0, sp) return } } } } drawRGBA(dst0, r, src, sp, mask, mp, op) return case DrawMasker: // Destination might wish to perform the draw operation itself if dst0.DrawMask(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 *color.RGBA64 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(color.RGBA64) } 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) } } } }