Files
gio-patched/op/paint/paint.go
T
Egon Elbre 21ef492cc9 all: use color.NRGBA in public API
color.RGBA has two problems with regards to using it.

First the color values need to be premultiplied, whereas most APIs
have non-premultiplied values. This is mainly to preserve color components
with low alpha values.

Second there are two ways to premultiply with sRGB. One is to premultiply
after sRGB conversion, the other is before. This makes using the API more
confusing.

Using color.NRGBA in sRGB makes it align with CSS.e

Signed-off-by: Egon Elbre <egonelbre@gmail.com>
2020-11-19 11:30:11 +01:00

156 lines
3.6 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package paint
import (
"encoding/binary"
"image"
"image/color"
"image/draw"
"math"
"gioui.org/f32"
"gioui.org/internal/opconst"
"gioui.org/op"
"gioui.org/op/clip"
)
// ImageOp sets the brush to an image.
//
// Note: the ImageOp may keep a reference to the backing image.
// See NewImageOp for details.
type ImageOp struct {
uniform bool
color color.NRGBA
src *image.RGBA
// handle is a key to uniquely identify this ImageOp
// in a map of cached textures.
handle interface{}
}
// ColorOp sets the brush to a constant color.
type ColorOp struct {
Color color.NRGBA
}
// LinearGradientOp sets the brush to a gradient starting at stop1 with color1 and
// ending at stop2 with color2.
type LinearGradientOp struct {
Stop1 f32.Point
Color1 color.NRGBA
Stop2 f32.Point
Color2 color.NRGBA
}
// PaintOp fills fills the current clip area with the current brush.
type PaintOp struct {
}
// NewImageOp creates an ImageOp backed by src. See
// gioui.org/io/system.FrameEvent for a description of when data
// referenced by operations is safe to re-use.
//
// NewImageOp assumes the backing image is immutable, and may cache a
// copy of its contents in a GPU-friendly way. Create new ImageOps to
// ensure that changes to an image is reflected in the display of
// it.
func NewImageOp(src image.Image) ImageOp {
switch src := src.(type) {
case *image.Uniform:
col := color.NRGBAModel.Convert(src.C).(color.NRGBA)
return ImageOp{
uniform: true,
color: col,
}
case *image.RGBA:
bounds := src.Bounds()
if bounds.Min == (image.Point{}) && src.Stride == bounds.Dx()*4 {
return ImageOp{
src: src,
handle: new(int),
}
}
}
sz := src.Bounds().Size()
// Copy the image into a GPU friendly format.
dst := image.NewRGBA(image.Rectangle{
Max: sz,
})
draw.Draw(dst, dst.Bounds(), src, src.Bounds().Min, draw.Src)
return ImageOp{
src: dst,
handle: new(int),
}
}
func (i ImageOp) Size() image.Point {
if i.src == nil {
return image.Point{}
}
return i.src.Bounds().Size()
}
func (i ImageOp) Add(o *op.Ops) {
if i.uniform {
ColorOp{
Color: i.color,
}.Add(o)
return
}
data := o.Write(opconst.TypeImageLen, i.src, i.handle)
data[0] = byte(opconst.TypeImage)
}
func (c ColorOp) Add(o *op.Ops) {
data := o.Write(opconst.TypeColorLen)
data[0] = byte(opconst.TypeColor)
data[1] = c.Color.R
data[2] = c.Color.G
data[3] = c.Color.B
data[4] = c.Color.A
}
func (c LinearGradientOp) Add(o *op.Ops) {
data := o.Write(opconst.TypeLinearGradientLen)
data[0] = byte(opconst.TypeLinearGradient)
bo := binary.LittleEndian
bo.PutUint32(data[1:], math.Float32bits(c.Stop1.X))
bo.PutUint32(data[5:], math.Float32bits(c.Stop1.Y))
bo.PutUint32(data[9:], math.Float32bits(c.Stop2.X))
bo.PutUint32(data[13:], math.Float32bits(c.Stop2.Y))
data[17+0] = c.Color1.R
data[17+1] = c.Color1.G
data[17+2] = c.Color1.B
data[17+3] = c.Color1.A
data[21+0] = c.Color2.R
data[21+1] = c.Color2.G
data[21+2] = c.Color2.B
data[21+3] = c.Color2.A
}
func (d PaintOp) Add(o *op.Ops) {
data := o.Write(opconst.TypePaintLen)
data[0] = byte(opconst.TypePaint)
}
// FillShape fills the clip shape with a color.
func FillShape(ops *op.Ops, c color.NRGBA, shape clip.Op) {
defer op.Push(ops).Pop()
shape.Add(ops)
Fill(ops, c)
}
// Fill paints an infinitely large plane with the provided color. It
// is intended to be used with a clip.Op already in place to limit
// the painted area. Use FillShape unless you need to paint several
// times within the same clip.Op.
func Fill(ops *op.Ops, c color.NRGBA) {
defer op.Push(ops).Pop()
ColorOp{Color: c}.Add(ops)
PaintOp{}.Add(ops)
}