// 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) } } } }
// 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) } } } }
// 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) } } } }