forked from joejulian/gio
op/clip, gpu: split complex curves in package gpu instead
This is a first step towards supporting affine drawing transforms. The rendering algorithm relies on quadratic curves that do not cross x = 0 more than once, thus curves must be split after any rotation/shear transforms. Move this logic and the generation of vertices to package gpu. Also close all curves and draw zero-width edges as preparation for transform since the will no longer implicitly be vertical with no effect. This commit will severely affect performance since vertexes are now transformed also for cached items, using cpu resources. Signed-off-by: Viktor <viktor.ogeman@gmail.com>
This commit is contained in:
+98
@@ -0,0 +1,98 @@
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package gpu
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import (
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"gioui.org/f32"
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"gioui.org/internal/ops"
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)
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type quadSplitter struct {
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verts []byte
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bounds f32.Rectangle
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contour uint32
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d *drawOps
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}
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func encodeQuadTo(data []byte, meta uint32, from, ctrl, to f32.Point) {
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// NW.
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encodeVertex(data, meta, -1, 1, from, ctrl, to)
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// NE.
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encodeVertex(data[vertStride:], meta, 1, 1, from, ctrl, to)
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// SW.
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encodeVertex(data[vertStride*2:], meta, -1, -1, from, ctrl, to)
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// SE.
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encodeVertex(data[vertStride*3:], meta, 1, -1, from, ctrl, to)
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}
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func encodeVertex(data []byte, meta uint32, cornerx, cornery int16, from, ctrl, to f32.Point) {
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var corner float32
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if cornerx == 1 {
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corner += .5
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}
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if cornery == 1 {
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corner += .25
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}
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v := vertex{
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Corner: corner,
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FromX: from.X,
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FromY: from.Y,
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CtrlX: ctrl.X,
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CtrlY: ctrl.Y,
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ToX: to.X,
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ToY: to.Y,
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}
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v.encode(data, meta)
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}
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func (qs *quadSplitter) encodeQuadTo(from, ctrl, to f32.Point) {
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data := qs.d.writeVertCache(vertStride * 4)
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encodeQuadTo(data, qs.contour, from, ctrl, to)
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}
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func (qs *quadSplitter) splitAndEncode(quad ops.Quad) {
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cbnd := f32.Rectangle{
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Min: quad.From,
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Max: quad.To,
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}.Canon()
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from, ctrl, to := quad.From, quad.Ctrl, quad.To
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// If the curve contain areas where a vertical line
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// intersects it twice, split the curve in two x monotone
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// lower and upper curves. The stencil fragment program
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// expects only one intersection per curve.
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// Find the t where the derivative in x is 0.
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v0 := ctrl.Sub(from)
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v1 := to.Sub(ctrl)
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d := v0.X - v1.X
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// t = v0 / d. Split if t is in ]0;1[.
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if v0.X > 0 && d > v0.X || v0.X < 0 && d < v0.X {
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t := v0.X / d
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ctrl0 := from.Mul(1 - t).Add(ctrl.Mul(t))
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ctrl1 := ctrl.Mul(1 - t).Add(to.Mul(t))
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mid := ctrl0.Mul(1 - t).Add(ctrl1.Mul(t))
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qs.encodeQuadTo(from, ctrl0, mid)
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qs.encodeQuadTo(mid, ctrl1, to)
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if mid.X > cbnd.Max.X {
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cbnd.Max.X = mid.X
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}
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if mid.X < cbnd.Min.X {
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cbnd.Min.X = mid.X
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}
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} else {
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qs.encodeQuadTo(from, ctrl, to)
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}
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// Find the y extremum, if any.
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d = v0.Y - v1.Y
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if v0.Y > 0 && d > v0.Y || v0.Y < 0 && d < v0.Y {
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t := v0.Y / d
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y := (1-t)*(1-t)*from.Y + 2*(1-t)*t*ctrl.Y + t*t*to.Y
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if y > cbnd.Max.Y {
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cbnd.Max.Y = y
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}
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if y < cbnd.Min.Y {
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cbnd.Min.Y = y
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}
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}
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qs.bounds = qs.bounds.Union(cbnd)
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}
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+49
-18
@@ -22,7 +22,6 @@ import (
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"gioui.org/internal/f32color"
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"gioui.org/internal/opconst"
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"gioui.org/internal/ops"
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"gioui.org/internal/path"
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gunsafe "gioui.org/internal/unsafe"
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"gioui.org/layout"
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"gioui.org/op"
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@@ -55,6 +54,7 @@ type drawOps struct {
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profile bool
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reader ops.Reader
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cache *resourceCache
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vertCache []byte
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viewport image.Point
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clearColor f32color.RGBA
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imageOps []imageOp
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@@ -64,6 +64,7 @@ type drawOps struct {
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zimageOps []imageOp
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pathOps []*pathOp
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pathOpCache []pathOp
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qs quadSplitter
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}
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type drawState struct {
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@@ -659,6 +660,7 @@ func (d *drawOps) reset(cache *resourceCache, viewport image.Point) {
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d.zimageOps = d.zimageOps[:0]
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d.pathOps = d.pathOps[:0]
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d.pathOpCache = d.pathOpCache[:0]
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d.vertCache = d.vertCache[:0]
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}
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func (d *drawOps) collect(cache *resourceCache, root *op.Ops, viewport image.Point) {
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@@ -693,29 +695,29 @@ loop:
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state.t = state.t.Multiply(op.TransformOp(dop))
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case opconst.TypeAux:
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aux = encOp.Data[opconst.TypeAuxLen:]
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// The first data byte stores whether the MaxY
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// fields have been initialized.
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maxyFilled := aux[0] == 1
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aux[0] = 1
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aux = aux[1:]
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if !maxyFilled {
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fillMaxY(aux)
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}
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auxKey = encOp.Key
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case opconst.TypeClip:
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var op clipOp
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op.decode(encOp.Data)
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off := state.t.Transform(f32.Point{})
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state.clip = state.clip.Intersect(op.bounds.Add(off))
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bounds := op.bounds
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if len(aux) > 0 {
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// there is a clipping path, bounds is not filled before for performance
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aux, bounds = d.buildVerts(aux)
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}
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state.clip = state.clip.Intersect(bounds.Add(off))
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if state.clip.Empty() {
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continue
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}
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npath := d.newPathOp()
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*npath = pathOp{
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parent: state.cpath,
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off: off,
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}
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state.cpath = npath
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if len(aux) > 0 {
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state.rect = false
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state.cpath.pathKey = auxKey
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@@ -1002,17 +1004,17 @@ func fillMaxY(verts []byte) {
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for len(verts) > 0 {
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maxy := float32(math.Inf(-1))
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i := 0
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for ; i+path.VertStride*4 <= len(verts); i += path.VertStride * 4 {
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vert := verts[i : i+path.VertStride]
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for ; i+vertStride*4 <= len(verts); i += vertStride * 4 {
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vert := verts[i : i+vertStride]
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// MaxY contains the integer contour index.
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pathContour := int(bo.Uint32(vert[int(unsafe.Offsetof(((*path.Vertex)(nil)).MaxY)):]))
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pathContour := int(bo.Uint32(vert[int(unsafe.Offsetof(((*vertex)(nil)).MaxY)):]))
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if contour != pathContour {
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contour = pathContour
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break
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}
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fromy := math.Float32frombits(bo.Uint32(vert[int(unsafe.Offsetof(((*path.Vertex)(nil)).FromY)):]))
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ctrly := math.Float32frombits(bo.Uint32(vert[int(unsafe.Offsetof(((*path.Vertex)(nil)).CtrlY)):]))
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toy := math.Float32frombits(bo.Uint32(vert[int(unsafe.Offsetof(((*path.Vertex)(nil)).ToY)):]))
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fromy := math.Float32frombits(bo.Uint32(vert[int(unsafe.Offsetof(((*vertex)(nil)).FromY)):]))
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ctrly := math.Float32frombits(bo.Uint32(vert[int(unsafe.Offsetof(((*vertex)(nil)).CtrlY)):]))
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toy := math.Float32frombits(bo.Uint32(vert[int(unsafe.Offsetof(((*vertex)(nil)).ToY)):]))
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if fromy > maxy {
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maxy = fromy
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}
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@@ -1030,8 +1032,37 @@ func fillMaxY(verts []byte) {
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func fillContourMaxY(maxy float32, verts []byte) {
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bo := binary.LittleEndian
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for i := 0; i < len(verts); i += path.VertStride {
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off := int(unsafe.Offsetof(((*path.Vertex)(nil)).MaxY))
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for i := 0; i < len(verts); i += vertStride {
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off := int(unsafe.Offsetof(((*vertex)(nil)).MaxY))
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bo.PutUint32(verts[i+off:], math.Float32bits(maxy))
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}
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}
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func (d *drawOps) writeVertCache(n int) []byte {
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d.vertCache = append(d.vertCache, make([]byte, n)...)
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return d.vertCache[len(d.vertCache)-n:]
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}
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func (d *drawOps) buildVerts(aux []byte) (verts []byte, bounds f32.Rectangle) {
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// split paths as needed, calculate maxY, bounds and create
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// vertices that will be sent to GPU.
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inf := float32(math.Inf(+1))
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d.qs.bounds = f32.Rectangle{
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Min: f32.Point{X: inf, Y: inf},
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Max: f32.Point{X: -inf, Y: -inf},
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}
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d.qs.d = d
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bo := binary.LittleEndian
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startLength := len(d.vertCache)
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for qi := 0; len(aux) >= (ops.QuadSize + 4); qi++ {
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d.qs.contour = bo.Uint32(aux)
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quad := ops.DecodeQuad(aux[4:])
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d.qs.splitAndEncode(quad)
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aux = aux[ops.QuadSize+4:]
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}
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fillMaxY(d.vertCache[startLength:])
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return d.vertCache[startLength:], d.qs.bounds
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}
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+42
-9
@@ -6,13 +6,14 @@ package gpu
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// Pathfinder (https://github.com/servo/pathfinder).
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import (
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"encoding/binary"
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"image"
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"math"
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"unsafe"
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"gioui.org/f32"
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"gioui.org/gpu/backend"
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"gioui.org/internal/f32color"
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"gioui.org/internal/path"
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gunsafe "gioui.org/internal/unsafe"
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)
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@@ -104,9 +105,33 @@ type pathData struct {
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data backend.Buffer
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}
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// vertex data suitable for passing to vertex programs.
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type vertex struct {
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// Corner encodes the corner: +0.5 for south, +.25 for east.
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Corner float32
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MaxY float32
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FromX, FromY float32
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CtrlX, CtrlY float32
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ToX, ToY float32
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}
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func (v vertex) encode(d []byte, maxy uint32) {
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bo := binary.LittleEndian
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bo.PutUint32(d[0:], math.Float32bits(v.Corner))
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bo.PutUint32(d[4:], maxy)
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bo.PutUint32(d[8:], math.Float32bits(v.FromX))
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bo.PutUint32(d[12:], math.Float32bits(v.FromY))
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bo.PutUint32(d[16:], math.Float32bits(v.CtrlX))
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bo.PutUint32(d[20:], math.Float32bits(v.CtrlY))
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bo.PutUint32(d[24:], math.Float32bits(v.ToX))
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bo.PutUint32(d[28:], math.Float32bits(v.ToY))
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}
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const (
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// Number of path quads per draw batch.
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pathBatchSize = 10000
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// Size of a vertex as sent to gpu
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vertStride = 7*4 + 2*2
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)
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func newPather(ctx backend.Device) *pather {
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@@ -152,11 +177,11 @@ func newStenciler(ctx backend.Device) *stenciler {
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panic(err)
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}
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progLayout, err := ctx.NewInputLayout(shader_stencil_vert, []backend.InputDesc{
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{Type: backend.DataTypeFloat, Size: 1, Offset: int(unsafe.Offsetof((*(*path.Vertex)(nil)).Corner))},
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{Type: backend.DataTypeFloat, Size: 1, Offset: int(unsafe.Offsetof((*(*path.Vertex)(nil)).MaxY))},
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{Type: backend.DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*path.Vertex)(nil)).FromX))},
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{Type: backend.DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*path.Vertex)(nil)).CtrlX))},
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{Type: backend.DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*path.Vertex)(nil)).ToX))},
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{Type: backend.DataTypeFloat, Size: 1, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).Corner))},
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{Type: backend.DataTypeFloat, Size: 1, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).MaxY))},
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{Type: backend.DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).FromX))},
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{Type: backend.DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).CtrlX))},
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{Type: backend.DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).ToX))},
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})
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if err != nil {
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panic(err)
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@@ -269,7 +294,7 @@ func buildPath(ctx backend.Device, p []byte) *pathData {
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panic(err)
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}
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return &pathData{
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ncurves: len(p) / path.VertStride,
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ncurves: len(p) / vertStride,
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data: buf,
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}
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}
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@@ -329,8 +354,8 @@ func (s *stenciler) stencilPath(bounds image.Rectangle, offset f32.Point, uv ima
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if max := pathBatchSize; batch > max {
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batch = max
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}
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off := path.VertStride * start * 4
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s.ctx.BindVertexBuffer(data.data, path.VertStride, off)
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off := vertStride * start * 4
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s.ctx.BindVertexBuffer(data.data, vertStride, off)
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s.ctx.DrawElements(backend.DrawModeTriangles, 0, batch*6)
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start += batch
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}
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@@ -358,3 +383,11 @@ func (c *coverer) cover(z float32, mat materialType, col f32color.RGBA, scale, o
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p.UploadUniforms()
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c.ctx.DrawArrays(backend.DrawModeTriangleStrip, 0, 4)
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}
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func init() {
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// Check that struct vertex has the expected size and
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// that it contains no padding.
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if unsafe.Sizeof(*(*vertex)(nil)) != vertStride {
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panic("unexpected struct size")
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}
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}
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@@ -11,6 +11,33 @@ import (
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"gioui.org/op"
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)
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const QuadSize = 4 * 2 * 3
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type Quad struct {
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From, Ctrl, To f32.Point
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}
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func EncodeQuad(d []byte, q Quad) {
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bo := binary.LittleEndian
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bo.PutUint32(d[0:], math.Float32bits(q.From.X))
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bo.PutUint32(d[4:], math.Float32bits(q.From.Y))
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bo.PutUint32(d[8:], math.Float32bits(q.Ctrl.X))
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bo.PutUint32(d[12:], math.Float32bits(q.Ctrl.Y))
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bo.PutUint32(d[16:], math.Float32bits(q.To.X))
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bo.PutUint32(d[20:], math.Float32bits(q.To.Y))
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}
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func DecodeQuad(d []byte) (q Quad) {
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bo := binary.LittleEndian
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q.From.X = math.Float32frombits(bo.Uint32(d[0:]))
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q.From.Y = math.Float32frombits(bo.Uint32(d[4:]))
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q.Ctrl.X = math.Float32frombits(bo.Uint32(d[8:]))
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q.Ctrl.Y = math.Float32frombits(bo.Uint32(d[12:]))
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q.To.X = math.Float32frombits(bo.Uint32(d[16:]))
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q.To.Y = math.Float32frombits(bo.Uint32(d[20:]))
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return
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}
|
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|
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func DecodeTransformOp(d []byte) op.TransformOp {
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bo := binary.LittleEndian
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if opconst.OpType(d[0]) != opconst.TypeTransform {
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|
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@@ -1,27 +0,0 @@
|
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// SPDX-License-Identifier: Unlicense OR MIT
|
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|
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package path
|
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|
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import (
|
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"unsafe"
|
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)
|
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|
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// The vertex data suitable for passing to vertex programs.
|
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type Vertex struct {
|
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// Corner encodes the corner: +0.5 for south, +.25 for east.
|
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Corner float32
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MaxY float32
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FromX, FromY float32
|
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CtrlX, CtrlY float32
|
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ToX, ToY float32
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}
|
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|
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const VertStride = 7*4 + 2*2
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|
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func init() {
|
||||
// Check that struct vertex has the expected size and
|
||||
// that it contains no padding.
|
||||
if unsafe.Sizeof(*(*Vertex)(nil)) != VertStride {
|
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panic("unexpected struct size")
|
||||
}
|
||||
}
|
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+24
-119
@@ -9,7 +9,7 @@ import (
|
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|
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"gioui.org/f32"
|
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"gioui.org/internal/opconst"
|
||||
"gioui.org/internal/path"
|
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"gioui.org/internal/ops"
|
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"gioui.org/op"
|
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)
|
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|
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@@ -21,12 +21,11 @@ import (
|
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// Path generates no garbage and can be used for dynamic paths; path
|
||||
// data is stored directly in the Ops list supplied to Begin.
|
||||
type Path struct {
|
||||
ops *op.Ops
|
||||
contour int
|
||||
pen f32.Point
|
||||
bounds f32.Rectangle
|
||||
hasBounds bool
|
||||
macro op.MacroOp
|
||||
ops *op.Ops
|
||||
contour int
|
||||
pen f32.Point
|
||||
macro op.MacroOp
|
||||
start f32.Point
|
||||
}
|
||||
|
||||
// Op sets the current clip to the intersection of
|
||||
@@ -54,22 +53,24 @@ func (p Op) Add(o *op.Ops) {
|
||||
func (p *Path) Begin(ops *op.Ops) {
|
||||
p.ops = ops
|
||||
p.macro = op.Record(ops)
|
||||
// Write the TypeAux opcode and a byte for marking whether the
|
||||
// path has had its MaxY filled out. If not, the gpu will fill it
|
||||
// before using it.
|
||||
data := ops.Write(2)
|
||||
// Write the TypeAux opcode
|
||||
data := ops.Write(opconst.TypeAuxLen)
|
||||
data[0] = byte(opconst.TypeAux)
|
||||
}
|
||||
|
||||
// MoveTo moves the pen to the given position.
|
||||
func (p *Path) Move(to f32.Point) {
|
||||
p.end()
|
||||
to = to.Add(p.pen)
|
||||
p.end()
|
||||
p.pen = to
|
||||
p.start = to
|
||||
}
|
||||
|
||||
// end completes the current contour.
|
||||
func (p *Path) end() {
|
||||
if p.pen != p.start {
|
||||
p.lineTo(p.start)
|
||||
}
|
||||
p.contour++
|
||||
}
|
||||
|
||||
@@ -93,56 +94,15 @@ func (p *Path) Quad(ctrl, to f32.Point) {
|
||||
}
|
||||
|
||||
func (p *Path) quadTo(ctrl, to f32.Point) {
|
||||
// Zero width curves don't contribute to stenciling.
|
||||
if p.pen.X == to.X && p.pen.X == ctrl.X {
|
||||
p.pen = to
|
||||
return
|
||||
}
|
||||
|
||||
bounds := f32.Rectangle{
|
||||
Min: p.pen,
|
||||
Max: to,
|
||||
}.Canon()
|
||||
|
||||
// If the curve contain areas where a vertical line
|
||||
// intersects it twice, split the curve in two x monotone
|
||||
// lower and upper curves. The stencil fragment program
|
||||
// expects only one intersection per curve.
|
||||
|
||||
// Find the t where the derivative in x is 0.
|
||||
v0 := ctrl.Sub(p.pen)
|
||||
v1 := to.Sub(ctrl)
|
||||
d := v0.X - v1.X
|
||||
// t = v0 / d. Split if t is in ]0;1[.
|
||||
if v0.X > 0 && d > v0.X || v0.X < 0 && d < v0.X {
|
||||
t := v0.X / d
|
||||
ctrl0 := p.pen.Mul(1 - t).Add(ctrl.Mul(t))
|
||||
ctrl1 := ctrl.Mul(1 - t).Add(to.Mul(t))
|
||||
mid := ctrl0.Mul(1 - t).Add(ctrl1.Mul(t))
|
||||
p.simpleQuadTo(ctrl0, mid)
|
||||
p.simpleQuadTo(ctrl1, to)
|
||||
if mid.X > bounds.Max.X {
|
||||
bounds.Max.X = mid.X
|
||||
}
|
||||
if mid.X < bounds.Min.X {
|
||||
bounds.Min.X = mid.X
|
||||
}
|
||||
} else {
|
||||
p.simpleQuadTo(ctrl, to)
|
||||
}
|
||||
// Find the y extremum, if any.
|
||||
d = v0.Y - v1.Y
|
||||
if v0.Y > 0 && d > v0.Y || v0.Y < 0 && d < v0.Y {
|
||||
t := v0.Y / d
|
||||
y := (1-t)*(1-t)*p.pen.Y + 2*(1-t)*t*ctrl.Y + t*t*to.Y
|
||||
if y > bounds.Max.Y {
|
||||
bounds.Max.Y = y
|
||||
}
|
||||
if y < bounds.Min.Y {
|
||||
bounds.Min.Y = y
|
||||
}
|
||||
}
|
||||
p.expand(bounds)
|
||||
data := p.ops.Write(ops.QuadSize + 4)
|
||||
bo := binary.LittleEndian
|
||||
bo.PutUint32(data[0:], uint32(p.contour))
|
||||
ops.EncodeQuad(data[4:], ops.Quad{
|
||||
From: p.pen,
|
||||
Ctrl: ctrl,
|
||||
To: to,
|
||||
})
|
||||
p.pen = to
|
||||
}
|
||||
|
||||
// Cube records a cubic Bézier from the pen through
|
||||
@@ -223,68 +183,12 @@ func (p *Path) approxCubeTo(splits int, maxDist float32, ctrl0, ctrl1, to f32.Po
|
||||
return splits
|
||||
}
|
||||
|
||||
func (p *Path) expand(b f32.Rectangle) {
|
||||
if !p.hasBounds {
|
||||
p.hasBounds = true
|
||||
inf := float32(math.Inf(+1))
|
||||
p.bounds = f32.Rectangle{
|
||||
Min: f32.Point{X: inf, Y: inf},
|
||||
Max: f32.Point{X: -inf, Y: -inf},
|
||||
}
|
||||
}
|
||||
p.bounds = p.bounds.Union(b)
|
||||
}
|
||||
|
||||
func (p *Path) vertex(cornerx, cornery int16, ctrl, to f32.Point) {
|
||||
var corner float32
|
||||
// Encode corner.
|
||||
if cornerx == 1 {
|
||||
corner += .5
|
||||
}
|
||||
if cornery == 1 {
|
||||
corner += .25
|
||||
}
|
||||
v := path.Vertex{
|
||||
Corner: corner,
|
||||
FromX: p.pen.X,
|
||||
FromY: p.pen.Y,
|
||||
CtrlX: ctrl.X,
|
||||
CtrlY: ctrl.Y,
|
||||
ToX: to.X,
|
||||
ToY: to.Y,
|
||||
}
|
||||
data := p.ops.Write(path.VertStride)
|
||||
bo := binary.LittleEndian
|
||||
bo.PutUint32(data[0:], math.Float32bits(corner))
|
||||
// Put the contour index in MaxY.
|
||||
bo.PutUint32(data[4:], uint32(p.contour))
|
||||
bo.PutUint32(data[8:], math.Float32bits(v.FromX))
|
||||
bo.PutUint32(data[12:], math.Float32bits(v.FromY))
|
||||
bo.PutUint32(data[16:], math.Float32bits(v.CtrlX))
|
||||
bo.PutUint32(data[20:], math.Float32bits(v.CtrlY))
|
||||
bo.PutUint32(data[24:], math.Float32bits(v.ToX))
|
||||
bo.PutUint32(data[28:], math.Float32bits(v.ToY))
|
||||
}
|
||||
|
||||
func (p *Path) simpleQuadTo(ctrl, to f32.Point) {
|
||||
// NW.
|
||||
p.vertex(-1, 1, ctrl, to)
|
||||
// NE.
|
||||
p.vertex(1, 1, ctrl, to)
|
||||
// SW.
|
||||
p.vertex(-1, -1, ctrl, to)
|
||||
// SE.
|
||||
p.vertex(1, -1, ctrl, to)
|
||||
p.pen = to
|
||||
}
|
||||
|
||||
// End the path and return a clip operation that represents it.
|
||||
func (p *Path) End() Op {
|
||||
p.end()
|
||||
c := p.macro.Stop()
|
||||
return Op{
|
||||
call: c,
|
||||
bounds: p.bounds,
|
||||
call: c,
|
||||
}
|
||||
}
|
||||
|
||||
@@ -332,6 +236,7 @@ func roundRect(ops *op.Ops, r f32.Rectangle, se, sw, nw, ne float32) Op {
|
||||
var p Path
|
||||
p.Begin(ops)
|
||||
p.Move(r.Min)
|
||||
|
||||
p.Move(f32.Point{X: w, Y: h - se})
|
||||
p.Cube(f32.Point{X: 0, Y: se * c}, f32.Point{X: -se + se*c, Y: se}, f32.Point{X: -se, Y: se}) // SE
|
||||
p.Line(f32.Point{X: sw - w + se, Y: 0})
|
||||
|
||||
Reference in New Issue
Block a user