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e03dd509d4
Fixes #3474. R=nigeltao CC=golang-dev https://golang.org/cl/6048050
223 lines
7.6 KiB
HTML
223 lines
7.6 KiB
HTML
<!--{
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"Title": "The Go image/draw package",
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"Template": true
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}-->
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<p>
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<a href="/pkg/image/draw/">Package image/draw</a> defines
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only one operation: drawing a source image onto a destination
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image, through an optional mask image. This one operation is
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surprisingly versatile and can perform a number of common image
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manipulation tasks elegantly and efficiently.
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</p>
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<p>
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Composition is performed pixel by pixel in the style of the Plan 9
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graphics library and the X Render extension. The model is based on
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the classic "Compositing Digital Images" paper by Porter and Duff,
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with an additional mask parameter: <code>dst = (src IN mask) OP dst</code>.
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For a fully opaque mask, this reduces to the original Porter-Duff
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formula: <code>dst = src OP dst</code>. In Go, a nil mask image is equivalent
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to an infinitely sized, fully opaque mask image.
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</p>
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<p>
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The Porter-Duff paper presented
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<a href="http://www.w3.org/TR/SVGCompositing/examples/compop-porterduff-examples.png">12 different composition operators</a>,
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but with an explicit mask, only 2 of these are needed in practice:
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source-over-destination and source. In Go, these operators are
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represented by the <code>Over</code> and <code>Src</code> constants. The <code>Over</code> operator
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performs the natural layering of a source image over a destination
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image: the change to the destination image is smaller where the
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source (after masking) is more transparent (that is, has lower
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alpha). The <code>Src</code> operator merely copies the source (after masking)
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with no regard for the destination image's original content. For
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fully opaque source and mask images, the two operators produce the
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same output, but the <code>Src</code> operator is usually faster.
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</p>
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<p><b>Geometric Alignment</b></p>
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<p>
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Composition requires associating destination pixels with source and
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mask pixels. Obviously, this requires destination, source and mask
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images, and a composition operator, but it also requires specifying
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what rectangle of each image to use. Not every drawing should write
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to the entire destination: when updating an animating image, it is
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more efficient to only draw the parts of the image that have
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changed. Not every drawing should read from the entire source: when
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using a sprite that combines many small images into one large one,
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only a part of the image is needed. Not every drawing should read
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from the entire mask: a mask image that collects a font's glyphs is
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similar to a sprite. Thus, drawing also needs to know three
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rectangles, one for each image. Since each rectangle has the same
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width and height, it suffices to pass a destination rectangle `r`
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and two points <code>sp</code> and <code>mp</code>: the source rectangle is equal to <code>r</code>
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translated so that <code>r.Min</code> in the destination image aligns with
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<code>sp</code> in the source image, and similarly for <code>mp</code>. The effective
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rectangle is also clipped to each image's bounds in their
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respective co-ordinate space.
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</p>
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<p>
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<img src="image-20.png">
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</p>
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<p>
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The <a href="/pkg/image/draw/#DrawMask"><code>DrawMask</code></a>
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function takes seven arguments, but an explicit mask and mask-point
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are usually unnecessary, so the
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<a href="/pkg/image/draw/#Draw"><code>Draw</code></a> function takes five:
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</p>
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<pre>
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// Draw calls DrawMask with a nil mask.
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func Draw(dst Image, r image.Rectangle, src image.Image, sp image.Point, op Op)
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func DrawMask(dst Image, r image.Rectangle, src image.Image, sp image.Point,
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mask image.Image, mp image.Point, op Op)
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</pre>
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<p>
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The destination image must be mutable, so the image/draw package
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defines a <a href="/pkg/image/draw/#Image"><code>draw.Image</code></a>
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interface which has a <code>Set</code> method.
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</p>
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{{code "../src/pkg/image/draw/draw.go" `/type Image/` `/}/`}}
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<p><b>Filling a Rectangle</b></p>
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<p>
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To fill a rectangle with a solid color, use an <code>image.Uniform</code>
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source. The <code>Uniform</code> type re-interprets a <code>Color</code> as a
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practically infinite-sized <code>Image</code> of that color. For those
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familiar with the design of Plan 9's draw library, there is no need
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for an explicit "repeat bit" in Go's slice-based image types; the
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concept is subsumed by <code>Uniform</code>.
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</p>
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{{code "/doc/progs/image_draw.go" `/ZERO/` `/STOP/`}}
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<p>
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To initialize a new image to all-blue:
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</p>
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{{code "/doc/progs/image_draw.go" `/BLUE/` `/STOP/`}}
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<p>
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To reset an image to transparent (or black, if the destination
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image's color model cannot represent transparency), use
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<code>image.Transparent</code>, which is an <code>image.Uniform</code>:
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</p>
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{{code "/doc/progs/image_draw.go" `/RESET/` `/STOP/`}}
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<p>
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<img src="image-2a.png">
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</p>
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<p><b>Copying an Image</b></p>
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<p>
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To copy from a rectangle <code>sr</code> in the source image to a rectangle
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starting at a point <code>dp</code> in the destination, convert the source
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rectangle into the destination image's co-ordinate space:
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</p>
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{{code "/doc/progs/image_draw.go" `/RECT/` `/STOP/`}}
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<p>
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Alternatively:
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</p>
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{{code "/doc/progs/image_draw.go" `/RECT2/` `/STOP/`}}
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<p>
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To copy the entire source image, use <code>sr = src.Bounds()</code>.
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</p>
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<p>
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<img src="image-2b.png">
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</p>
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<p><b>Scrolling an Image</b></p>
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<p>
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Scrolling an image is just copying an image to itself, with
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different destination and source rectangles. Overlapping
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destination and source images are perfectly valid, just as Go's
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built-in copy function can handle overlapping destination and
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source slices. To scroll an image m by 20 pixels:
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</p>
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{{code "/doc/progs/image_draw.go" `/SCROLL/` `/STOP/`}}
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<p><img src="image-2c.png"></p>
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<p><b>Converting an Image to RGBA</b></p>
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<p>
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The result of decoding an image format might not be an
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<code>image.RGBA</code>: decoding a GIF results in an <code>image.Paletted</code>,
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decoding a JPEG results in a <code>ycbcr.YCbCr</code>, and the result of
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decoding a PNG depends on the image data. To convert any image to
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an <code>image.RGBA</code>:
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</p>
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{{code "/doc/progs/image_draw.go" `/CONV/` `/STOP/`}}
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<p>
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<img src="image-2d.png">
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</p>
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<p><b>Drawing Through a Mask</b></p>
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<p>
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To draw an image through a circular mask with center <code>p</code> and radius
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<code>r</code>:
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</p>
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{{code "/doc/progs/image_draw.go" `/CIRCLESTRUCT/` `/STOP/`}}
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{{code "/doc/progs/image_draw.go" `/CIRCLE2/` `/STOP/`}}
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<p>
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<img src="image-2e.png">
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</p>
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<p><b>Drawing Font Glyphs</b></p>
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<p>
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To draw a font glyph in blue starting from a point <code>p</code>, draw with
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an <code>image.Uniform</code> source and an <code>image.Alpha mask</code>. For
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simplicity, we aren't performing any sub-pixel positioning or
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rendering, or correcting for a font's height above a baseline.
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</p>
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{{code "/doc/progs/image_draw.go" `/GLYPH/` `/STOP/`}}
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<p>
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<img src="image-2f.png">
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</p>
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<p><b>Performance</b></p>
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<p>
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The image/draw package implementation demonstrates how to provide
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an image manipulation function that is both general purpose, yet
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efficient for common cases. The <code>DrawMask</code> function takes arguments
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of interface types, but immediately makes type assertions that its
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arguments are of specific struct types, corresponding to common
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operations like drawing one <code>image.RGBA</code> image onto another, or
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drawing an <code>image.Alpha</code> mask (such as a font glyph) onto an
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<code>image.RGBA</code> image. If a type assertion succeeds, that type
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information is used to run a specialized implementation of the
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general algorithm. If the assertions fail, the fallback code path
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uses the generic <code>At</code> and <code>Set</code> methods. The fast-paths are purely
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a performance optimization; the resultant destination image is the
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same either way. In practice, only a small number of special cases
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are necessary to support typical applications.
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</p>
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