forked from joejulian/gio
f32,gpu,op/clip: add f32.Rectangle method for converting to image.Rectangle
Creating an image.Rectangle from a f32.Rectangle is used by two packages in Gio and about to be used for a third. Add a Round method to f32.Rectangle to avoid duplicating the implementation. Signed-off-by: Elias Naur <mail@eliasnaur.com>
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+3
-3
@@ -942,7 +942,7 @@ func (g *compute) renderMaterials() error {
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imgAtlas = op.imgAlloc.atlas
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quad := g.materialQuad(imgAtlas.size, op.key.transform, op.img, op.imgAlloc.rect.Min)
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boundsf := quadBounds(quad)
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bounds := boundRectF(boundsf)
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bounds := boundsf.Round()
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bounds = bounds.Intersect(op.key.bounds)
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size := bounds.Size()
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@@ -1896,7 +1896,7 @@ func (c *collector) collect(root *op.Ops, viewport image.Point, texOps *[]textur
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// except for their integer offsets can share a transformed image.
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t := op.state.t.Offset(layout.FPt(op.offset))
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t, off := separateTransform(t)
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bounds := boundRectF(op.intersect).Sub(off)
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bounds := op.intersect.Round().Sub(off)
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*texOps = append(*texOps, textureOp{
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img: op.state.image,
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off: off,
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@@ -1963,7 +1963,7 @@ func (g *compute) layer(viewport image.Point, texOps []textureOp) {
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}
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}
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for i, op := range l.ops {
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l.rect = l.rect.Union(boundRectF(op.intersect))
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l.rect = l.rect.Union(op.intersect.Round())
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l.ops[i].layer = len(c.frame.layers)
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}
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c.frame.layers = append(c.frame.layers, l)
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+2
-24
@@ -758,28 +758,6 @@ func (r *renderer) packStencils(pops *[]*pathOp) {
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*pops = ops
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}
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// boundRectF returns a bounding image.Rectangle for a f32.Rectangle.
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func boundRectF(r f32.Rectangle) image.Rectangle {
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return image.Rectangle{
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Min: image.Point{
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X: int(floor(r.Min.X)),
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Y: int(floor(r.Min.Y)),
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},
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Max: image.Point{
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X: int(ceil(r.Max.X)),
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Y: int(ceil(r.Max.Y)),
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},
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}
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}
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func ceil(v float32) int {
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return int(math.Ceil(float64(v)))
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}
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func floor(v float32) int {
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return int(math.Floor(float64(v)))
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}
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func (d *drawOps) reset(viewport image.Point) {
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d.profile = false
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d.viewport = viewport
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@@ -983,7 +961,7 @@ loop:
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d.addClipPath(&state, clipData, k, bnd, off, false)
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}
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bounds := boundRectF(cl)
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bounds := cl.Round()
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mat := state.materialFor(bnd, off, partialTrans, bounds)
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rect := state.cpath == nil || state.cpath.rect
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@@ -1045,7 +1023,7 @@ func (d *drawState) materialFor(rect f32.Rectangle, off f32.Point, partTrans f32
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m.uvTrans = partTrans.Mul(gradientSpaceTransform(clip, off, d.stop1, d.stop2))
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case materialTexture:
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m.material = materialTexture
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dr := boundRectF(rect.Add(off))
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dr := rect.Add(off).Round()
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sz := d.image.src.Bounds().Size()
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sr := f32.Rectangle{
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Max: f32.Point{
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