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mobile/sprite/portable/affine.go
David Crawshaw 90974e3a0b go.mobile/sprite/portable: support draw.Over, document affine and invert sprite matrix
Still trying to come up with some good tests for this package.

LGTM=nigeltao
R=nigeltao
CC=golang-codereviews
https://golang.org/cl/160880043
2014-10-15 09:44:21 -04:00

94 lines
2.7 KiB
Go

// Copyright 2014 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 portable
import (
"image"
"image/draw"
"code.google.com/p/go.mobile/f32"
)
// affine draws each pixel of dst using bilinear interpolation of the
// affine-transformed position in src. This is equivalent to:
//
// for each (x,y) in dst:
// dst(x,y) = bilinear interpolation of src(a*(x,y))
//
// While this is the simpler implementation, it can be counter-
// intuitive as an affine transformation is usually described in terms
// of the source, not the destination. For example, a scale transform
//
// Affine{{2, 0, 0}, {0, 2, 0}}
//
// will produce a dst that is half the size of src. To perform a
// traditional affine transform, use the inverse of the affine matrix.
func affine(dst *image.RGBA, src *image.RGBA, a *f32.Affine, op draw.Op) {
srcb := src.Bounds()
b := dst.Bounds()
for y := b.Min.Y; y < b.Max.Y; y++ {
for x := b.Min.X; x < b.Max.X; x++ {
sx, sy := pt(a, x, y)
if !inBounds(srcb, sx, sy) {
continue
}
c := bilinear(src, sx, sy)
off := (y-dst.Rect.Min.Y)*dst.Stride + (x-dst.Rect.Min.X)*4
if op == draw.Over {
// This logic comes from drawCopyOver in the image/draw package.
sr := uint32(c.R) * 0x101
sg := uint32(c.G) * 0x101
sb := uint32(c.B) * 0x101
sa := uint32(c.A) * 0x101
dr := uint32(dst.Pix[off+0])
dg := uint32(dst.Pix[off+1])
db := uint32(dst.Pix[off+2])
da := uint32(dst.Pix[off+3])
// m is the maximum color value returned by image.Color.RGBA.
const m = 1<<16 - 1
// 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) * 0x101
dst.Pix[off+0] = uint8((dr*a/m + sr) >> 8)
dst.Pix[off+1] = uint8((dg*a/m + sg) >> 8)
dst.Pix[off+2] = uint8((db*a/m + sb) >> 8)
dst.Pix[off+3] = uint8((da*a/m + sa) >> 8)
} else {
dst.Pix[off+0] = c.R
dst.Pix[off+1] = c.G
dst.Pix[off+2] = c.B
dst.Pix[off+3] = c.A
}
}
}
}
func inBounds(b image.Rectangle, x, y float32) bool {
if x < float32(b.Min.X) || x >= float32(b.Max.X) {
return false
}
if y < float32(b.Min.Y) || y >= float32(b.Max.Y) {
return false
}
return true
}
func pt(a *f32.Affine, x0, y0 int) (x1, y1 float32) {
fx := float32(x0) + 0.5
fy := float32(y0) + 0.5
x1 = fx*a[0][0] + fy*a[0][1] + a[0][2]
y1 = fx*a[1][0] + fy*a[1][1] + a[1][2]
return x1, y1
}