internal/stroke,gpu: move stroking of path data to package internal/strokg

Pure refactor, preparing for use in op/clip.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2021-03-23 15:42:43 +01:00
parent 7825bda8f8
commit 0a4b6549da
3 changed files with 127 additions and 122 deletions
+1 -2
View File
@@ -707,14 +707,13 @@ func encodePath(p *pathOp) encoder {
var enc encoder
verts := p.pathVerts
if p.stroke.Width > 0 && !supportsStroke(p) {
quads := decodeToStrokeQuads(verts)
ss := stroke.StrokeStyle{
Width: p.stroke.Width,
Miter: p.stroke.Miter,
Cap: stroke.StrokeCap(p.stroke.Cap),
Join: stroke.StrokeJoin(p.stroke.Join),
}
quads = quads.Stroke(ss, p.dashes)
quads := stroke.StrokePathCommands(ss, p.dashes, verts)
for _, quad := range quads {
q := quad.Quad
enc.quad(q.From, q.Ctrl, q.To)
+2 -119
View File
@@ -1361,14 +1361,13 @@ func (d *drawOps) buildVerts(pathData []byte, tr f32.Affine2D, outline bool, str
switch {
case str.Width > 0:
// Stroke path.
quads := decodeToStrokeQuads(pathData)
ss := stroke.StrokeStyle{
Width: str.Width,
Miter: str.Miter,
Cap: stroke.StrokeCap(str.Cap),
Join: stroke.StrokeJoin(str.Join),
}
quads = quads.Stroke(ss, dashes)
quads := stroke.StrokePathCommands(ss, dashes, pathData)
for _, quad := range quads {
d.qs.contour = quad.Contour
quad.Quad = quad.Quad.Transform(tr)
@@ -1403,7 +1402,7 @@ func decodeToOutlineQuads(qs *quadSplitter, tr f32.Affine2D, pathData []byte) {
q = q.Transform(tr)
qs.splitAndEncode(q)
case scene.OpCubic:
for _, q := range splitCubic(scene.DecodeCubic(cmd)) {
for _, q := range stroke.SplitCubic(scene.DecodeCubic(cmd)) {
q = q.Transform(tr)
qs.splitAndEncode(q)
}
@@ -1414,47 +1413,6 @@ func decodeToOutlineQuads(qs *quadSplitter, tr f32.Affine2D, pathData []byte) {
}
}
// decodeToStrokeQuads is like decodeOutlineQuads, except it returns a list of stroke
// quads ready to stroke.
func decodeToStrokeQuads(pathData []byte) stroke.StrokeQuads {
quads := make(stroke.StrokeQuads, 0, 2*len(pathData)/(scene.CommandSize+4))
for len(pathData) >= scene.CommandSize+4 {
contour := bo.Uint32(pathData)
cmd := ops.DecodeCommand(pathData[4:])
switch cmd.Op() {
case scene.OpLine:
var q stroke.QuadSegment
q.From, q.To = scene.DecodeLine(cmd)
q.Ctrl = q.From.Add(q.To).Mul(.5)
quad := stroke.StrokeQuad{
Contour: contour,
Quad: q,
}
quads = append(quads, quad)
case scene.OpQuad:
var q stroke.QuadSegment
q.From, q.Ctrl, q.To = scene.DecodeQuad(cmd)
quad := stroke.StrokeQuad{
Contour: contour,
Quad: q,
}
quads = append(quads, quad)
case scene.OpCubic:
for _, q := range splitCubic(scene.DecodeCubic(cmd)) {
quad := stroke.StrokeQuad{
Contour: contour,
Quad: q,
}
quads = append(quads, quad)
}
default:
panic("unsupported scene command")
}
pathData = pathData[scene.CommandSize+4:]
}
return quads
}
// create GPU vertices for transformed r, find the bounds and establish texture transform.
func (d *drawOps) boundsForTransformedRect(r f32.Rectangle, tr f32.Affine2D) (aux []byte, bnd f32.Rectangle, ptr f32.Affine2D) {
if isPureOffset(tr) {
@@ -1534,78 +1492,3 @@ func isPureOffset(t f32.Affine2D) bool {
a, b, _, d, e, _ := t.Elems()
return a == 1 && b == 0 && d == 0 && e == 1
}
func splitCubic(from, ctrl0, ctrl1, to f32.Point) []stroke.QuadSegment {
quads := make([]stroke.QuadSegment, 0, 10)
// Set the maximum distance proportionally to the longest side
// of the bounding rectangle.
hull := f32.Rectangle{
Min: from,
Max: ctrl0,
}.Canon().Add(ctrl1).Add(to)
l := hull.Dx()
if h := hull.Dy(); h > l {
l = h
}
approxCubeTo(&quads, 0, l*0.001, from, ctrl0, ctrl1, to)
return quads
}
// approxCube approximates a cubic Bézier by a series of quadratic
// curves.
func approxCubeTo(quads *[]stroke.QuadSegment, splits int, maxDist float32, from, ctrl0, ctrl1, to f32.Point) int {
// The idea is from
// https://caffeineowl.com/graphics/2d/vectorial/cubic2quad01.html
// where a quadratic approximates a cubic by eliminating its t³ term
// from its polynomial expression anchored at the starting point:
//
// P(t) = pen + 3t(ctrl0 - pen) + 3t²(ctrl1 - 2ctrl0 + pen) + t³(to - 3ctrl1 + 3ctrl0 - pen)
//
// The control point for the new quadratic Q1 that shares starting point, pen, with P is
//
// C1 = (3ctrl0 - pen)/2
//
// The reverse cubic anchored at the end point has the polynomial
//
// P'(t) = to + 3t(ctrl1 - to) + 3t²(ctrl0 - 2ctrl1 + to) + t³(pen - 3ctrl0 + 3ctrl1 - to)
//
// The corresponding quadratic Q2 that shares the end point, to, with P has control
// point
//
// C2 = (3ctrl1 - to)/2
//
// The combined quadratic Bézier, Q, shares both start and end points with its cubic
// and use the midpoint between the two curves Q1 and Q2 as control point:
//
// C = (3ctrl0 - pen + 3ctrl1 - to)/4
c := ctrl0.Mul(3).Sub(from).Add(ctrl1.Mul(3)).Sub(to).Mul(1.0 / 4.0)
const maxSplits = 32
if splits >= maxSplits {
*quads = append(*quads, stroke.QuadSegment{From: from, Ctrl: c, To: to})
return splits
}
// The maximum distance between the cubic P and its approximation Q given t
// can be shown to be
//
// d = sqrt(3)/36*|to - 3ctrl1 + 3ctrl0 - pen|
//
// To save a square root, compare d² with the squared tolerance.
v := to.Sub(ctrl1.Mul(3)).Add(ctrl0.Mul(3)).Sub(from)
d2 := (v.X*v.X + v.Y*v.Y) * 3 / (36 * 36)
if d2 <= maxDist*maxDist {
*quads = append(*quads, stroke.QuadSegment{From: from, Ctrl: c, To: to})
return splits
}
// De Casteljau split the curve and approximate the halves.
t := float32(0.5)
c0 := from.Add(ctrl0.Sub(from).Mul(t))
c1 := ctrl0.Add(ctrl1.Sub(ctrl0).Mul(t))
c2 := ctrl1.Add(to.Sub(ctrl1).Mul(t))
c01 := c0.Add(c1.Sub(c0).Mul(t))
c12 := c1.Add(c2.Sub(c1).Mul(t))
c0112 := c01.Add(c12.Sub(c01).Mul(t))
splits++
splits = approxCubeTo(quads, splits, maxDist, from, c0, c01, c0112)
splits = approxCubeTo(quads, splits, maxDist, c0112, c12, c2, to)
return splits
}