Table of Contents

Class RasterCanvas<TPixel>

Namespace
Egami.Drawing
Assembly
Egami.Drawing.dll

The raster backend: a canvas that draws into a raster's pixels, with exact-area antialiasing, blended through Egami's Compositor in the pixel type's own precision. A clip that is a pixel-aligned rectangle stays a rectangle; any other clip becomes a coverage mask over the clip's bounds. A call whose area exceeds 256 KiB of destination rows spreads its rows over up to MaxParallelism cores, with the same pixels at any core count.

A layer from SaveLayer(LayerOptions?) is premultiplied in the raster's class (PremulRgba8 for 8-bit rasters, PremulRgbaF32 for deeper ones) and covers only its bounds inside the clip, grown by its filter's reach; its memory comes from the raster's EgamiContext and is released at Restore().

public sealed class RasterCanvas<TPixel> : Canvas, IDisposable where TPixel : unmanaged, IPixelType<TPixel>

Type Parameters

TPixel

The raster's pixel type.

Inheritance
RasterCanvas<TPixel>
Implements
Inherited Members
Extension Methods

Examples

// A canvas draws onto a raster. Calls draw when they are made; dispose the canvas when done.
using Raster<Rgba8> raster = Raster.Create(400, 300, Rgba8.White);
using (RasterCanvas<Rgba8> canvas = raster.CreateCanvas())
{
    canvas.FillRect(new RectF(20, 20, 160, 100), new Rgba8(30, 90, 200, 255));

    // Save and Restore bracket transform and clip changes.
    canvas.Save();
    canvas.Translate(260, 150);
    canvas.Rotate(30);
    canvas.FillRect(new RectF(-50, -30, 100, 60), new Rgba8(200, 60, 30, 200));
    canvas.Restore();

    canvas.FillCircle(new Vector2(100, 220), 50, Rgba8.Black);
}

// Blend edges in linear light, which keeps thin lines and translucent colors from darkening.
using RasterCanvas<Rgba8> linear = raster.CreateCanvas(new CanvasOptions { ColorSpace = ColorSpace.Linear });

Constructors

RasterCanvas(Raster<TPixel>, CanvasOptions?)

Initializes a new instance of the RasterCanvas<TPixel> class over a raster's first frame.

public RasterCanvas(Raster<TPixel> raster, CanvasOptions? options = null)

Parameters

raster Raster<TPixel>

The raster to draw on.

options CanvasOptions

The settings, or null for Default.

Examples

// A canvas draws onto a raster. Calls draw when they are made; dispose the canvas when done.
using Raster<Rgba8> raster = Raster.Create(400, 300, Rgba8.White);
using (RasterCanvas<Rgba8> canvas = raster.CreateCanvas())
{
    canvas.FillRect(new RectF(20, 20, 160, 100), new Rgba8(30, 90, 200, 255));

    // Save and Restore bracket transform and clip changes.
    canvas.Save();
    canvas.Translate(260, 150);
    canvas.Rotate(30);
    canvas.FillRect(new RectF(-50, -30, 100, 60), new Rgba8(200, 60, 30, 200));
    canvas.Restore();

    canvas.FillCircle(new Vector2(100, 220), 50, Rgba8.Black);
}

// Blend edges in linear light, which keeps thin lines and translucent colors from darkening.
using RasterCanvas<Rgba8> linear = raster.CreateCanvas(new CanvasOptions { ColorSpace = ColorSpace.Linear });

Properties

ColorGlyphRenderer

Gets the renderer for color glyph formats the canvas does not draw itself, such as OpenType SVG glyphs; none by default. A backend overrides it to draw those glyphs, as the raster backend returns ColorGlyphRenderer.

protected override IColorGlyphRenderer? ColorGlyphRenderer { get; }

Property Value

IColorGlyphRenderer

Options

Gets the canvas's settings.

public CanvasOptions Options { get; }

Property Value

CanvasOptions

Methods

Dispose(bool)

Releases the backend's resources; called once by Dispose() after every state is restored.

protected override void Dispose(bool disposing)

Parameters

disposing bool

Always true: the canvas has no finalizer.

OnClipPath(Path, ClipOp, bool)

Clips by a path's fill.

protected override void OnClipPath(Path path, ClipOp op, bool antialias)

Parameters

path Path

The path in local coordinates.

op ClipOp

Whether to keep the inside or the outside.

antialias bool

Whether the edges are antialiased.

OnClipRect(RectF, ClipOp, bool)

Clips by a rectangle. By default it goes to OnClipPath(Path, ClipOp, bool).

protected override void OnClipRect(RectF rect, ClipOp op, bool antialias)

Parameters

rect RectF

The rectangle in local coordinates, under Matrix.

op ClipOp

Whether to keep the inside or the outside.

antialias bool

Whether the edges are antialiased.

OnDrawAtlas(Raster, ReadOnlySpan<SpriteTransform>, ReadOnlySpan<RectF>, ReadOnlySpan<RgbaF32>, BlendMode, SamplingOptions, Paint?)

Draws sprites from one image; the lists have equal lengths and colors is empty or as long. By default a sprite without a color is a DrawImage(Raster, RectF, RectF, SamplingOptions?, Paint?) under its transform, and a tinted one a two-triangle textured OnDrawMesh(Mesh, Paint, BlendMode, ReadOnlySpan<GradientStop>) call, one sprite at a time.

protected override void OnDrawAtlas(Raster image, ReadOnlySpan<SpriteTransform> transforms, ReadOnlySpan<RectF> sources, ReadOnlySpan<RgbaF32> colors, BlendMode colorBlend, SamplingOptions sampling, Paint? paint)

Parameters

image Raster

The sprite sheet.

transforms ReadOnlySpan<SpriteTransform>

Where each sprite goes.

sources ReadOnlySpan<RectF>

Each sprite's part of the image.

colors ReadOnlySpan<RgbaF32>

One color per sprite, or empty.

colorBlend BlendMode

How a sprite combines with its color.

sampling SamplingOptions

How the image is sampled.

paint Paint

The blend mode, opacity and antialiasing, or null.

Examples

// Pack the sprites once, then draw thousands of them in one call: each with its own place, turn, scale and tint.
using SpriteSheet sheet = SpriteSheet.Pack([spark, star], new SpritePackOptions { Padding = 1 });
Random random = new(7);
SpriteTransform[] transforms = new SpriteTransform[2000];
RectF[] sources = new RectF[transforms.Length];
RgbaF32[] tints = new RgbaF32[transforms.Length];
for (int i = 0; i < transforms.Length; i++)
{
    Rect frame = sheet.Frames[i % 2];
    sources[i] = frame;
    transforms[i] = SpriteTransform.FromRotationScale(
        scale: 0.3f + random.NextSingle(),
        degrees: random.NextSingle() * 360,
        position: new Vector2(random.NextSingle() * 320, random.NextSingle() * 200),
        anchor: new Vector2(frame.Width / 2f, frame.Height / 2f));
    tints[i] = new RgbaF32(1, 0.5f + (random.NextSingle() / 2), random.NextSingle(), 0.8f);
}

using (RasterCanvas<Rgba8> canvas = raster.CreateCanvas())
{
    // Plus adds the sprites up, as light does.
    canvas.DrawAtlas(sheet.Image, transforms, sources, tints, BlendMode.Modulate, paint: new SolidPaint(Rgba8.White) { BlendMode = BlendMode.Plus });
}

Remarks

Each sprite is two textured triangles filled on its own; the sheet's texels are prepared once for the whole call.

OnDrawGlyphRun(GlyphRun, Vector2, Paint)

Draws a glyph run. The default turns the glyphs into one path, with the font's synthetic bold and italic, and calls OnDrawPath(Path, Stroke?, Paint), aliased for Alias, so every backend draws text; a backend with text of its own, such as a PDF page writing text operators, overrides it and can use Text and Clusters to keep the text searchable.

protected override void OnDrawGlyphRun(GlyphRun run, Vector2 origin, Paint paint)

Parameters

run GlyphRun

The glyphs, never empty.

origin Vector2

Where the run's origin goes, in local coordinates.

paint Paint

The paint.

Remarks

Under a scale-and-translate transform, glyphs up to 256 device pixels per em are drawn from GlyphCache masks: with Subpixel their x origins round to quarter pixels (each phase its own mask) and y to whole pixels, else both to whole pixels; Hinting, Edging and synthetic bold and italic are applied when the mask is made, its curves flattened to 0.01 pixel (or the canvas tolerance when finer). Any other glyph run fills as one path at the canvas tolerance, with synthesis, aliased for Alias.

OnDrawImage(Raster, RectF, RectF, SamplingOptions, Paint?)

Draws part of an image into a local rectangle.

protected override void OnDrawImage(Raster image, RectF source, RectF destination, SamplingOptions sampling, Paint? paint)

Parameters

image Raster

The image.

source RectF

The part to draw, inside the image.

destination RectF

Where it goes, in local coordinates.

sampling SamplingOptions

How it is sampled.

paint Paint

The blend mode, opacity and antialiasing, or null for source-over.

Examples

// A backend overrides hooks; the base class has already checked the arguments and tracks the transform and clip bounds.
// This one writes SVG elements, keeping rectangles as rectangles and strokes as stroke settings.
public sealed class SvgCanvas(float width, float height) : Canvas(width, height)
{
    private readonly System.Text.StringBuilder _body = new();

    public string Document => $"<svg xmlns=\"http://www.w3.org/2000/svg\" width=\"{Width}\" height=\"{Height}\">{_body}</svg>";

    protected override void OnDrawRect(RectF rect, Stroke? stroke, Paint paint)
        => _body.Append(FormattableString.Invariant($"<rect x=\"{rect.X}\" y=\"{rect.Y}\" width=\"{rect.Width}\" height=\"{rect.Height}\" {Style(stroke, paint)}/>"));

    protected override void OnDrawPath(Path path, Stroke? stroke, Paint paint)
    {
        System.Text.StringBuilder d = new();
        int p = 0;
        foreach (PathVerb verb in path.Verbs)
        {
            int count = verb switch { PathVerb.Quad => 2, PathVerb.Cubic => 3, PathVerb.Close => 0, _ => 1 };
            d.Append(verb switch { PathVerb.Move => "M", PathVerb.Line => "L", PathVerb.Quad => "Q", PathVerb.Cubic => "C", _ => "Z" });
            foreach (Vector2 point in path.Points.Slice(p, count))
            {
                d.Append(FormattableString.Invariant($"{point.X},{point.Y} "));
            }

            p += count;
        }

        _body.Append(System.Globalization.CultureInfo.InvariantCulture, $"<path d=\"{d}\" {Style(stroke, paint)}/>");
    }

    protected override void OnClipPath(Path path, ClipOp op, bool antialias)
    {
        // Clips would become <clipPath> elements; this sketch leaves them out.
    }

    protected override void OnDrawImage(Raster image, RectF source, RectF destination, SamplingOptions sampling, Paint? paint)
    {
        // An image would be embedded as a PNG data URI.
    }

    private string Style(Stroke? stroke, Paint paint)
    {
        Rgba8 c = paint is SolidPaint solid ? solid.Color.ToRgba8() : Rgba8.Black;
        string color = $"#{c.R:x2}{c.G:x2}{c.B:x2}";
        string transform = Matrix.IsIdentity ? "" : FormattableString.Invariant($" transform=\"matrix({Matrix.M11} {Matrix.M12} {Matrix.M21} {Matrix.M22} {Matrix.M31} {Matrix.M32})\"");
        return stroke is null
            ? $"fill=\"{color}\"{transform}"
            : FormattableString.Invariant($"fill=\"none\" stroke=\"{color}\" stroke-width=\"{stroke.Width}\" stroke-linecap=\"{stroke.Cap.ToString().ToLowerInvariant()}\"{transform}");
    }
}

OnDrawImageLattice(Raster, Lattice, RectF, SamplingOptions, Paint?)

Draws an image through a lattice; the lattice fits the image. By default each cell is an OnDrawImage(Raster, RectF, RectF, SamplingOptions, Paint?) call of its part of the image, sampled only inside that part, and each fixed-color cell an OnDrawRect(RectF, Stroke?, Paint) call; a PDF backend gets one image per cell this way. The raster backend draws the cells as one mesh instead, so they meet without seams.

protected override void OnDrawImageLattice(Raster image, Lattice lattice, RectF destination, SamplingOptions sampling, Paint? paint)

Parameters

image Raster

The image.

lattice Lattice

The grid.

destination RectF

Where the image goes, in local coordinates; not empty.

sampling SamplingOptions

How the image is sampled.

paint Paint

The blend mode, opacity and antialiasing, or null.

Examples

using (RasterCanvas<Rgba8> canvas = raster.CreateCanvas())
{
    // An Android .9.png: its one-pixel border marks what stretches. The corners stay sharp at any size.
    (Raster inner, Lattice lattice, Rect? padding) = NinePatch.FromAndroid(file);
    canvas.DrawImageLattice(inner, lattice, new RectF(10, 10, 180, 48));
    inner.Dispose();

    // A nine-patch from a plain image: the 8-pixel corners keep their size, the edges and center stretch.
    canvas.DrawImageNinePatch(frame, new Rect(8, 8, 8, 8), new RectF(10, 70, 120, 40));

    // A lattice can leave cells out or fill them with a color: here the center becomes a flat panel.
    LatticeCellKind[] kinds = [.. Enumerable.Repeat(LatticeCellKind.Default, 9)];
    kinds[4] = LatticeCellKind.FixedColor;
    RgbaF32[] colors = new RgbaF32[9];
    colors[4] = new RgbaF32(0.95f, 0.95f, 0.9f, 1);
    canvas.DrawImageLattice(frame, new Lattice([8, 16], [8, 16]) { CellKinds = kinds, CellColors = colors }, new RectF(150, 70, 140, 40));
}

Remarks

The cells are one mesh, each cell's triangles textured from a copy of its part of the image, so samples stay inside the cell as in Skia and neighboring cells still meet without seams; fixed-color cells are part of the same mesh.

OnDrawImageMask(Raster, RectF, Paint, SamplingOptions)

Paints through an image mask. A PDF backend writes it as a stencil mask. By default the paint fills the rectangle in a layer and the mask's coverage, as an image drawn with DestinationIn, cuts it out.

protected override void OnDrawImageMask(Raster mask, RectF destination, Paint paint, SamplingOptions sampling)

Parameters

mask Raster

The mask image.

destination RectF

Where the mask goes, in local coordinates; not empty.

paint Paint

What fills the covered pixels.

sampling SamplingOptions

How the mask is sampled.

Examples

// A 1-bit scan as a stencil: its white pixels paint in ink, its black ones leave the page as it is.
using Raster<Gray8> scan = Raster.Create(32, 16, new Gray8(255));
canvas.DrawImageMask(scan, new RectF(160, 20, 64, 32), new Rgba8(20, 40, 120, 255), new SamplingOptions { Filter = ResampleFilter.Nearest });

// A knockout group: each shape composites with what the group started as, so overlapping translucent shapes do not darken.
canvas.SaveLayer(new LayerOptions { Knockout = true });
canvas.FillCircle(new Vector2(180, 100), 20, new RgbaF32(1, 0, 0, 0.5f));
canvas.FillCircle(new Vector2(200, 100), 20, new RgbaF32(0, 0, 1, 0.5f));
canvas.Restore();

Remarks

The rectangle's coverage is multiplied by the mask's, sampled at each pixel, and the paint fills through it: no layer.

OnDrawMesh(Mesh, Paint, BlendMode, ReadOnlySpan<GradientStop>)

Draws a mesh with at least one triangle; a mesh with values comes with stops. A PDF backend can write it as a free-form or lattice-form shading (types 4 and 5). By default it is drawn through RasterizeFallback(Action<Canvas>, float) at one raster pixel per device unit, over the mesh's bounds, and placed with OnDrawImage(Raster, RectF, RectF, SamplingOptions, Paint?).

protected override void OnDrawMesh(Mesh mesh, Paint paint, BlendMode colorBlend, ReadOnlySpan<GradientStop> valueStops)

Parameters

mesh Mesh

The mesh, in local coordinates.

paint Paint

The paint.

colorBlend BlendMode

How the vertex colors combine with the paint.

valueStops ReadOnlySpan<GradientStop>

The stops vertex values map through, or empty.

Remarks

The triangles' union is filled once through the exact-area rasterizer, so only its outer edges are antialiased and shared edges leave no cracks; each pixel takes its color from the triangle that owns it.

OnDrawPaint(Paint)

Fills the clip. By default it fills the device clip bounds mapped back to local coordinates.

protected override void OnDrawPaint(Paint paint)

Parameters

paint Paint

The paint.

Remarks

Fills the clip's whole pixels directly, through its mask when it has one.

OnDrawPath(Path, Stroke?, Paint)

Fills a path by its fill rule, or strokes it.

protected override void OnDrawPath(Path path, Stroke? stroke, Paint paint)

Parameters

path Path

The path in local coordinates.

stroke Stroke

The pen, or null to fill.

paint Paint

The paint.

Examples

// A backend overrides hooks; the base class has already checked the arguments and tracks the transform and clip bounds.
// This one writes SVG elements, keeping rectangles as rectangles and strokes as stroke settings.
public sealed class SvgCanvas(float width, float height) : Canvas(width, height)
{
    private readonly System.Text.StringBuilder _body = new();

    public string Document => $"<svg xmlns=\"http://www.w3.org/2000/svg\" width=\"{Width}\" height=\"{Height}\">{_body}</svg>";

    protected override void OnDrawRect(RectF rect, Stroke? stroke, Paint paint)
        => _body.Append(FormattableString.Invariant($"<rect x=\"{rect.X}\" y=\"{rect.Y}\" width=\"{rect.Width}\" height=\"{rect.Height}\" {Style(stroke, paint)}/>"));

    protected override void OnDrawPath(Path path, Stroke? stroke, Paint paint)
    {
        System.Text.StringBuilder d = new();
        int p = 0;
        foreach (PathVerb verb in path.Verbs)
        {
            int count = verb switch { PathVerb.Quad => 2, PathVerb.Cubic => 3, PathVerb.Close => 0, _ => 1 };
            d.Append(verb switch { PathVerb.Move => "M", PathVerb.Line => "L", PathVerb.Quad => "Q", PathVerb.Cubic => "C", _ => "Z" });
            foreach (Vector2 point in path.Points.Slice(p, count))
            {
                d.Append(FormattableString.Invariant($"{point.X},{point.Y} "));
            }

            p += count;
        }

        _body.Append(System.Globalization.CultureInfo.InvariantCulture, $"<path d=\"{d}\" {Style(stroke, paint)}/>");
    }

    protected override void OnClipPath(Path path, ClipOp op, bool antialias)
    {
        // Clips would become <clipPath> elements; this sketch leaves them out.
    }

    protected override void OnDrawImage(Raster image, RectF source, RectF destination, SamplingOptions sampling, Paint? paint)
    {
        // An image would be embedded as a PNG data URI.
    }

    private string Style(Stroke? stroke, Paint paint)
    {
        Rgba8 c = paint is SolidPaint solid ? solid.Color.ToRgba8() : Rgba8.Black;
        string color = $"#{c.R:x2}{c.G:x2}{c.B:x2}";
        string transform = Matrix.IsIdentity ? "" : FormattableString.Invariant($" transform=\"matrix({Matrix.M11} {Matrix.M12} {Matrix.M21} {Matrix.M22} {Matrix.M31} {Matrix.M32})\"");
        return stroke is null
            ? $"fill=\"{color}\"{transform}"
            : FormattableString.Invariant($"fill=\"none\" stroke=\"{color}\" stroke-width=\"{stroke.Width}\" stroke-linecap=\"{stroke.Cap.ToString().ToLowerInvariant()}\"{transform}");
    }
}

OnDrawRect(RectF, Stroke?, Paint)

Fills or strokes a rectangle. By default it goes to OnDrawPath(Path, Stroke?, Paint).

protected override void OnDrawRect(RectF rect, Stroke? stroke, Paint paint)

Parameters

rect RectF

The rectangle.

stroke Stroke

The pen, or null to fill.

paint Paint

The paint.

Remarks

An axis-aligned rectangle with a normal Blur is blurred exactly, from the error function.

OnRestore()

Called by Restore() after the state is popped; Matrix and DeviceClipBounds are already the restored ones.

protected override void OnRestore()

OnRestoreLayer()

Called by Restore() for a state saved by SaveLayer(LayerOptions?), after it is popped, so Matrix and DeviceClipBounds are those the layer was started with: the raster backend merges the layer through that clip. By default it calls OnRestore().

protected override void OnRestoreLayer()

Remarks

Filters the layer, multiplies it by its soft mask, and merges it with its opacity and blend mode through the restored clip.

OnSave()

Called by Save() after the state is pushed.

protected override void OnSave()

OnSaveLayer(LayerOptions)

Called by SaveLayer(LayerOptions?) after the state is pushed; DeviceClipBounds is already limited by the options' bounds. The raster backend allocates the layer; a PDF backend would begin a transparency group. By default it calls OnSave(), so a backend without layers draws their contents directly.

protected override void OnSaveLayer(LayerOptions options)

Parameters

options LayerOptions

How the layer is merged.

Examples

using (RasterCanvas<Rgba8> canvas = raster.CreateCanvas())
{
    // Group opacity: the overlapping circles fade as one shape, with no darker overlap.
    canvas.SaveLayer(0.5f);
    canvas.FillCircle(new Vector2(80, 100), 60, new Rgba8(200, 30, 30, 255));
    canvas.FillCircle(new Vector2(140, 100), 60, new Rgba8(200, 30, 30, 255));
    canvas.Restore();

    // A group blended with Multiply and blurred as a whole; the layer grows by the blur's reach, so nothing is cut.
    canvas.SaveLayer(new LayerOptions { BlendMode = BlendMode.Multiply, Filter = ops => ops.Blur(4) });
    canvas.FillRect(new RectF(180, 40, 90, 120), new Rgba8(40, 120, 220, 255));
    canvas.FillCircle(new Vector2(225, 100), 30, Rgba8.White);
    canvas.Restore();
}

Remarks

Allocates the layer over the options' bounds inside the clip, grown by the filter's reach (the whole bounds, or the raster, when the reach is unknown), and starts it transparent, as a copy of the backdrop, or as the filtered backdrop. Inside the layer the clip is the layer's rectangle: the clip of this call applies once, when the layer is merged.