// 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" "image/ycbcr" ) // 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 { 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) { 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 drawNRGBAOver(dst *image.RGBA, r image.Rectangle, src *image.NRGBA, sp image.Point) { for y, sy := r.Min.Y, sp.Y; y != r.Max.Y; y, sy = y+1, sy+1 { dpix := dst.Pix[y*dst.Stride : (y+1)*dst.Stride] spix := src.Pix[sy*src.Stride : (sy+1)*src.Stride] for x, sx := r.Min.X, sp.X; x != r.Max.X; x, sx = x+1, sx+1 { // Convert from non-premultiplied color to pre-multiplied color. // The order of operations here is to match the NRGBAColor.RGBA // method in image/color.go. snrgba := spix[sx] sa := uint32(snrgba.A) sr := uint32(snrgba.R) * 0x101 * sa / 0xff sg := uint32(snrgba.G) * 0x101 * sa / 0xff sb := uint32(snrgba.B) * 0x101 * sa / 0xff sa *= 0x101 rgba := dpix[x] dr := uint32(rgba.R) dg := uint32(rgba.G) db := uint32(rgba.B) da := uint32(rgba.A) a := (m - sa) * 0x101 dr = (dr*a + sr*m) / m dg = (dg*a + sg*m) / m db = (db*a + sb*m) / m da = (da*a + sa*m) / m dpix[x] = image.RGBAColor{uint8(dr >> 8), uint8(dg >> 8), uint8(db >> 8), uint8(da >> 8)} } } } 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 drawNRGBASrc(dst *image.RGBA, r image.Rectangle, src *image.NRGBA, sp image.Point) { for y, sy := r.Min.Y, sp.Y; y != r.Max.Y; y, sy = y+1, sy+1 { dpix := dst.Pix[y*dst.Stride : (y+1)*dst.Stride] spix := src.Pix[sy*src.Stride : (sy+1)*src.Stride] for x, sx := r.Min.X, sp.X; x != r.Max.X; x, sx = x+1, sx+1 { // Convert from non-premultiplied color to pre-multiplied color. // The order of operations here is to match the NRGBAColor.RGBA // method in image/color.go. snrgba := spix[sx] sa := uint32(snrgba.A) sr := uint32(snrgba.R) * 0x101 * sa / 0xff sg := uint32(snrgba.G) * 0x101 * sa / 0xff sb := uint32(snrgba.B) * 0x101 * sa / 0xff sa *= 0x101 dpix[x] = image.RGBAColor{uint8(sr >> 8), uint8(sg >> 8), uint8(sb >> 8), 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 rr, gg, bb uint8 ) switch src.SubsampleRatio { case ycbcr.SubsampleRatio422: for y, sy := r.Min.Y, sp.Y; y != r.Max.Y; y, sy = y+1, sy+1 { dpix := dst.Pix[y*dst.Stride : (y+1)*dst.Stride] for x, sx := r.Min.X, sp.X; x != r.Max.X; x, sx = x+1, 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] = image.RGBAColor{rr, gg, bb, 255} } } case ycbcr.SubsampleRatio420: for y, sy := r.Min.Y, sp.Y; y != r.Max.Y; y, sy = y+1, sy+1 { dpix := dst.Pix[y*dst.Stride : (y+1)*dst.Stride] for x, sx := r.Min.X, sp.X; x != r.Max.X; x, sx = x+1, 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] = image.RGBAColor{rr, gg, bb, 255} } } default: // Default to 4:4:4 subsampling. for y, sy := r.Min.Y, sp.Y; y != r.Max.Y; y, sy = y+1, sy+1 { dpix := dst.Pix[y*dst.Stride : (y+1)*dst.Stride] for x, sx := r.Min.X, sp.X; x != r.Max.X; x, sx = x+1, 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] = image.RGBAColor{rr, gg, bb, 255} } } } } 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)} } } }