mirror of
https://git.sr.ht/~eliasnaur/gio
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// SPDX-License-Identifier: Unlicense OR MIT
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package gpu
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import (
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"image"
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)
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// genAreaLUT generates the lookup table conpatible with the stencilFSrc
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// fragment shaders. The table contains the area of a pixel square above
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// a line. The square has area 1 and is centered in (0, 0).
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// The y-axis intersection of the line in [-8;+8] is specified by the
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// first coordinate.
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// The slope of the line [0;16] is specified by the second coordinate.
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func genAreaLUT(width, height int) *image.Gray {
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lut := image.NewGray(image.Rectangle{Max: image.Point{X: width, Y: height}})
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for v := 0; v < height; v++ {
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a := float32(v) * 16 / float32(height)
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for u := 0; u < width; u++ {
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var area float32
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switch u {
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case 0:
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area = 1.0
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case width - 1:
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area = 0.0
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default:
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b := (float32(u) - float32(width)/2) / 16
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// f(x) = ax+b.
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area = computeLineArea(a, b)
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}
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lut.Pix[v*height+u] = uint8(area*255 + 0.5)
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}
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}
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return lut
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}
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func computeLineArea(a, b float32) float32 {
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// Compute intersections with the square edges.
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// Right and left.
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ry := a*+0.5 + b
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ly := a*-0.5 + b
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// Top and bottom.
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tx := (+0.5 - b) / a
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bx := (-0.5 - b) / a
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// The line will intersect zero or two edges.
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if ry <= -0.5 {
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// Line is below the square.
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return 1.0
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}
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if ly >= 0.5 {
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// Line is above the square.
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return 0.0
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}
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// The slope is positive, so there are only 4 possible
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// pairs of edges: (bottom, right), (left, right),
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// (bottom, top), (left, top).
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if ry <= 0.5 {
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// Intersection with right edge.
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if ly <= -0.5 {
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// (bottom, right).
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return 1.0 - (0.5-bx)*(ry-(-0.5))/2
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} else {
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// (left, right).
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return 1.0*(0.5-ry) + 1.0*(ry-ly)/2
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}
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} else {
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// Intersection with top edge.
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if ly <= -0.5 {
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// (bottom, top).
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return (bx-(-0.5))*1.0 + (tx-bx)*1.0/2
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} else {
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// (left, top).
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return (tx - (-0.5)) * (0.5 - ly) / 2
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}
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}
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}
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