gpu,op/clip: implement stroked paths

Flat and Square caps are implemented.
Bevel joins are implemented.

Round caps, Round joins and Miter joins are left for another PR.

Signed-off-by: Sebastien Binet <s@sbinet.org>
This commit is contained in:
Sebastien Binet
2020-11-09 14:13:11 +00:00
committed by Elias Naur
parent 936eb52b7e
commit 33c5fb63db
9 changed files with 605 additions and 9 deletions
+38 -8
View File
@@ -25,6 +25,7 @@ import (
gunsafe "gioui.org/internal/unsafe"
"gioui.org/layout"
"gioui.org/op"
"gioui.org/op/clip"
)
type GPU struct {
@@ -125,6 +126,8 @@ type material struct {
type clipOp struct {
// TODO: Use image.Rectangle?
bounds f32.Rectangle
width float32
style clip.StrokeStyle
}
// imageOpData is the shadow of paint.ImageOp.
@@ -157,6 +160,10 @@ func (op *clipOp) decode(data []byte) {
}
*op = clipOp{
bounds: layout.FRect(r),
width: math.Float32frombits(bo.Uint32(data[17:])),
style: clip.StrokeStyle{
Cap: clip.StrokeCap(data[21]),
},
}
}
@@ -805,7 +812,7 @@ loop:
// Why is this not used for the offset shapes?
op.bounds = v.bounds
} else {
aux, op.bounds = d.buildVerts(aux, trans)
aux, op.bounds = d.buildVerts(aux, trans, op.width, op.style)
// add it to the cache, without GPU data, so the transform can be
// reused.
d.pathCache.put(auxKey, opCacheValue{bounds: op.bounds})
@@ -1210,7 +1217,7 @@ func (d *drawOps) writeVertCache(n int) []byte {
}
// transform, split paths as needed, calculate maxY, bounds and create GPU vertices.
func (d *drawOps) buildVerts(aux []byte, tr f32.Affine2D) (verts []byte, bounds f32.Rectangle) {
func (d *drawOps) buildVerts(aux []byte, tr f32.Affine2D, width float32, sty clip.StrokeStyle) (verts []byte, bounds f32.Rectangle) {
inf := float32(math.Inf(+1))
d.qs.bounds = f32.Rectangle{
Min: f32.Point{X: inf, Y: inf},
@@ -1219,14 +1226,37 @@ func (d *drawOps) buildVerts(aux []byte, tr f32.Affine2D) (verts []byte, bounds
d.qs.d = d
bo := binary.LittleEndian
startLength := len(d.vertCache)
for qi := 0; len(aux) >= (ops.QuadSize + 4); qi++ {
d.qs.contour = bo.Uint32(aux)
quad := ops.DecodeQuad(aux[4:])
quad = quad.Transform(tr)
d.qs.splitAndEncode(quad)
switch {
default:
// Outline path.
for qi := 0; len(aux) >= (ops.QuadSize + 4); qi++ {
d.qs.contour = bo.Uint32(aux)
quad := ops.DecodeQuad(aux[4:])
quad = quad.Transform(tr)
aux = aux[ops.QuadSize+4:]
d.qs.splitAndEncode(quad)
aux = aux[ops.QuadSize+4:]
}
case width > 0:
// Stroke path.
quads := make(strokeQuads, 0, 2*len(aux)/(ops.QuadSize+4))
for qi := 0; len(aux) >= (ops.QuadSize + 4); qi++ {
quad := strokeQuad{
contour: bo.Uint32(aux),
quad: ops.DecodeQuad(aux[4:]),
}
quads = append(quads, quad)
aux = aux[ops.QuadSize+4:]
}
quads = quads.stroke(width, sty)
for _, quad := range quads {
d.qs.contour = quad.contour
quad.quad = quad.quad.Transform(tr)
d.qs.splitAndEncode(quad.quad)
}
}
fillMaxY(d.vertCache[startLength:])
+435
View File
@@ -0,0 +1,435 @@
// SPDX-License-Identifier: Unlicense OR MIT
// Most of the algorithms to compute strokes and their offsets have been
// extracted, adapted from (and used as a reference implementation):
// - github.com/tdewolff/canvas (Licensed under MIT)
//
// These algorithms have been implemented from:
// Fast, precise flattening of cubic Bézier path and offset curves
// Thomas F. Hain, et al.
//
// An electronic version is available at:
// https://seant23.files.wordpress.com/2010/11/fastpreciseflatteningofbeziercurve.pdf
//
// Possible improvements (in term of speed and/or accuracy) on these
// algorithms are:
//
// - Polar Stroking: New Theory and Methods for Stroking Paths,
// M. Kilgard
// https://arxiv.org/pdf/2007.00308.pdf
//
// - https://raphlinus.github.io/graphics/curves/2019/12/23/flatten-quadbez.html
// R. Levien
package gpu
import (
"math"
"gioui.org/f32"
"gioui.org/internal/ops"
"gioui.org/op/clip"
)
type strokeQuad struct {
contour uint32
quad ops.Quad
}
type strokeState struct {
p0, p1 f32.Point // p0 is the start point, p1 the end point.
n0, n1 f32.Point // n0 is the normal vector at the start point, n1 at the end point.
r0, r1 float32 // r0 is the curvature at the start point, r1 at the end point.
ctl f32.Point // ctl is the control point of the quadratic Bézier segment.
}
type strokeQuads []strokeQuad
func (qs *strokeQuads) lineTo(pt f32.Point) {
end := (*qs)[len(*qs)-1].quad.To
*qs = append(*qs, strokeQuad{
quad: ops.Quad{
From: end,
Ctrl: end.Add(pt).Mul(0.5),
To: pt,
},
})
}
// split splits a slice of quads into slices of quads grouped
// by contours (ie: splitted at move-to boundaries).
func (qs strokeQuads) split() []strokeQuads {
if len(qs) == 0 {
return nil
}
var (
c uint32
o []strokeQuads
i = len(o)
)
for _, q := range qs {
if q.contour != c {
c = q.contour
i = len(o)
o = append(o, strokeQuads{})
}
o[i] = append(o[i], q)
}
return o
}
func (qs strokeQuads) stroke(width float32, sty clip.StrokeStyle) strokeQuads {
var (
o strokeQuads
hw = 0.5 * width
)
for _, ps := range qs.split() {
rhs, lhs := ps.offset(hw, sty)
switch lhs {
case nil:
o = o.append(rhs)
default:
// Closed path.
// Inner path should go opposite direction to cancel outer path.
switch {
case ps.ccw():
lhs = lhs.reverse()
o = o.append(rhs)
o = o.append(lhs)
default:
rhs = rhs.reverse()
o = o.append(lhs)
o = o.append(rhs)
}
}
}
return o
}
// offset returns the right-hand and left-hand sides of the path, offset by
// the half-width hw.
// The stroke style sty handles how segments are joined and ends are capped.
func (qs strokeQuads) offset(hw float32, sty clip.StrokeStyle) (rhs, lhs strokeQuads) {
var (
states []strokeState
beg = qs[0].quad.From
end = qs[len(qs)-1].quad.To
closed = beg == end
)
for i := range qs {
q := qs[i].quad
var (
n0 = strokePathNorm(q.From, q.Ctrl, q.To, 0, hw)
n1 = strokePathNorm(q.From, q.Ctrl, q.To, 1, hw)
r0 = strokePathCurv(q.From, q.Ctrl, q.To, 0)
r1 = strokePathCurv(q.From, q.Ctrl, q.To, 1)
)
states = append(states, strokeState{
p0: q.From,
p1: q.To,
n0: n0,
n1: n1,
r0: r0,
r1: r1,
ctl: q.Ctrl,
})
}
const tolerance = 0.01
for i, state := range states {
rhs = rhs.append(strokeQuadBezier(state, +hw, tolerance))
lhs = lhs.append(strokeQuadBezier(state, -hw, tolerance))
// join the current and next segments
if hasNext := i+1 < len(states); hasNext || closed {
var next strokeState
switch {
case hasNext:
next = states[i+1]
case closed:
next = states[0]
}
if state.n1 != next.n0 {
strokePathJoin(sty, &rhs, &lhs, hw, state.p1, state.n1, next.n0, state.r1, next.r0)
}
}
}
if closed {
rhs.close()
lhs.close()
return rhs, lhs
}
qbeg := &states[0]
qend := &states[len(states)-1]
// Default to counter-clockwise direction.
lhs = lhs.reverse()
strokePathCap(sty, &rhs, hw, qend.p1, qend.n1)
rhs = rhs.append(lhs)
strokePathCap(sty, &rhs, hw, qbeg.p0, qbeg.n0.Mul(-1))
rhs.close()
return rhs, nil
}
func (qs *strokeQuads) close() {
}
// ccw returns whether the path is counter-clockwise.
func (qs strokeQuads) ccw() bool {
// Use the Shoelace formula:
// https://en.wikipedia.org/wiki/Shoelace_formula
var area float32
for _, ps := range qs.split() {
for i := 1; i < len(ps); i++ {
pi := ps[i].quad.To
pj := ps[i-1].quad.To
area += (pi.X - pj.X) * (pi.Y + pj.Y)
}
}
return area <= 0.0
}
func (qs strokeQuads) reverse() strokeQuads {
if len(qs) == 0 {
return nil
}
ps := make(strokeQuads, 0, len(qs))
for i := range qs {
q := qs[len(qs)-1-i]
q.quad.To, q.quad.From = q.quad.From, q.quad.To
ps = append(ps, q)
}
return ps
}
func (qs strokeQuads) append(ps strokeQuads) strokeQuads {
switch {
case len(ps) == 0:
return qs
case len(qs) == 0:
return ps
}
return append(qs, ps...)
}
// strokePathNorm returns the normal vector at t.
func strokePathNorm(p0, p1, p2 f32.Point, t, d float32) f32.Point {
switch t {
case 0:
n := p1.Sub(p0)
if n.X == 0 && n.Y == 0 {
return f32.Point{}
}
n = rot90CW(n)
return normPt(n, d)
case 1:
n := p2.Sub(p1)
if n.X == 0 && n.Y == 0 {
return f32.Point{}
}
n = rot90CW(n)
return normPt(n, d)
}
panic("impossible")
}
func rot90CW(p f32.Point) f32.Point { return f32.Pt(+p.Y, -p.X) }
func rot90CCW(p f32.Point) f32.Point { return f32.Pt(-p.Y, +p.X) }
func normPt(p f32.Point, l float32) f32.Point {
d := math.Hypot(float64(p.X), float64(p.Y))
l64 := float64(l)
if math.Abs(d-l64) < 1e-10 {
return f32.Point{}
}
n := float32(l64 / d)
return f32.Point{X: p.X * n, Y: p.Y * n}
}
func dotPt(p, q f32.Point) float32 {
return p.X*q.X + p.Y*q.Y
}
func perpDot(p, q f32.Point) float32 {
return p.X*q.Y - p.Y*q.X
}
// strokePathCurv returns the curvature at t, along the quadratic Bézier
// curve defined by the triplet (beg, ctl, end).
func strokePathCurv(beg, ctl, end f32.Point, t float32) float32 {
var (
d1p = quadBezierD1(beg, ctl, end, t)
d2p = quadBezierD2(beg, ctl, end, t)
// Negative when bending right, ie: the curve is CW at this point.
a = float64(perpDot(d1p, d2p))
)
// We check early that the segment isn't too line-like and
// save a costly call to math.Pow that will be discarded by dividing
// with a too small 'a'.
if math.Abs(a) < 1e-10 {
return float32(math.NaN())
}
return float32(math.Pow(float64(d1p.X*d1p.X+d1p.Y*d1p.Y), 1.5) / a)
}
// quadBezierSample returns the point on the Bézier curve at t.
// B(t) = (1-t)^2 P0 + 2(1-t)t P1 + t^2 P2
func quadBezierSample(p0, p1, p2 f32.Point, t float32) f32.Point {
t1 := 1 - t
c0 := t1 * t1
c1 := 2 * t1 * t
c2 := t * t
o := p0.Mul(c0)
o = o.Add(p1.Mul(c1))
o = o.Add(p2.Mul(c2))
return o
}
// quadBezierD1 returns the first derivative of the Bézier curve with respect to t.
// B'(t) = 2(1-t)(P1 - P0) + 2t(P2 - P1)
func quadBezierD1(p0, p1, p2 f32.Point, t float32) f32.Point {
p10 := p1.Sub(p0).Mul(2 * (1 - t))
p21 := p2.Sub(p1).Mul(2 * t)
return p10.Add(p21)
}
// quadBezierD2 returns the second derivative of the Bézier curve with respect to t:
// B''(t) = 2(P2 - 2P1 + P0)
func quadBezierD2(p0, p1, p2 f32.Point, t float32) f32.Point {
p := p2.Sub(p1.Mul(2)).Add(p0)
return p.Mul(2)
}
func strokeQuadBezier(state strokeState, d, flatness float32) strokeQuads {
// Gio strokes are only quadratic Bézier curves, w/o any inflection point.
// So we just have to flatten them.
var qs strokeQuads
return flattenQuadBezier(qs, state.p0, state.ctl, state.p1, d, flatness)
}
// flattenQuadBezier splits a Bézier quadratic curve into linear sub-segments,
// themselves also encoded as Bézier (degenerate, flat) quadratic curves.
func flattenQuadBezier(qs strokeQuads, p0, p1, p2 f32.Point, d, flatness float32) strokeQuads {
var t float32
for t < 1 {
s2 := float64((p2.X-p0.X)*(p1.Y-p0.Y) - (p2.Y-p0.Y)*(p1.X-p0.X))
den := math.Hypot(float64(p1.X-p0.X), float64(p1.Y-p0.Y))
if s2*den == 0.0 {
break
}
s2 /= den
flat64 := float64(flatness)
t = 2.0 * float32(math.Sqrt(flat64/3.0/math.Abs(s2)))
if t >= 1.0 {
break
}
var q0, q1, q2 f32.Point
q0, q1, q2, p0, p1, p2 = quadBezierSplit(p0, p1, p2, t)
qs.addLine(q0, q1, q2, 0, d)
}
qs.addLine(p0, p1, p2, 1, d)
return qs
}
func (qs *strokeQuads) addLine(p0, ctrl, p1 f32.Point, t, d float32) {
p0 = p0.Add(strokePathNorm(p0, ctrl, p1, 0, d))
p1 = p1.Add(strokePathNorm(p0, ctrl, p1, 1, d))
*qs = append(*qs,
strokeQuad{
quad: ops.Quad{
From: p0,
Ctrl: p0.Add(p1).Mul(0.5),
To: p1,
},
},
)
}
// quadInterp returns the interpolated point at t.
func quadInterp(p, q f32.Point, t float32) f32.Point {
return f32.Pt(
(1-t)*p.X+t*q.X,
(1-t)*p.Y+t*q.Y,
)
}
// quadBezierSplit returns the pair of triplets (from,ctrl,to) Bézier curve,
// split before (resp. after) the provided parametric t value.
func quadBezierSplit(p0, p1, p2 f32.Point, t float32) (f32.Point, f32.Point, f32.Point, f32.Point, f32.Point, f32.Point) {
var (
b0 = p0
b1 = quadInterp(p0, p1, t)
b2 = quadBezierSample(p0, p1, p2, t)
a0 = b2
a1 = quadInterp(p1, p2, t)
a2 = p2
)
return b0, b1, b2, a0, a1, a2
}
// strokePathJoin joins the two paths rhs and lhs, according to the provided
// stroke style sty.
func strokePathJoin(sty clip.StrokeStyle, rhs, lhs *strokeQuads, hw float32, pivot, n0, n1 f32.Point, r0, r1 float32) {
strokePathBevelJoin(rhs, lhs, hw, pivot, n0, n1, r0, r1)
}
func strokePathBevelJoin(rhs, lhs *strokeQuads, hw float32, pivot, n0, n1 f32.Point, r0, r1 float32) {
rp := pivot.Add(n1)
lp := pivot.Sub(n1)
rhs.lineTo(rp)
lhs.lineTo(lp)
}
// strokePathCap caps the provided path qs, according to the provided stroke style sty.
func strokePathCap(sty clip.StrokeStyle, qs *strokeQuads, hw float32, pivot, n0 f32.Point) {
switch sty.Cap {
case clip.FlatCap:
strokePathFlatCap(qs, hw, pivot, n0)
case clip.SquareCap:
strokePathSquareCap(qs, hw, pivot, n0)
default:
panic("impossible")
}
}
// strokePathFlatCap caps the start or end of a path with a flat cap.
func strokePathFlatCap(qs *strokeQuads, hw float32, pivot, n0 f32.Point) {
end := pivot.Sub(n0)
qs.lineTo(end)
}
// strokePathSquareCap caps the start or end of a path with a square cap.
func strokePathSquareCap(qs *strokeQuads, hw float32, pivot, n0 f32.Point) {
var (
e = pivot.Add(rot90CCW(n0))
corner1 = e.Add(n0)
corner2 = e.Sub(n0)
end = pivot.Sub(n0)
)
qs.lineTo(corner1)
qs.lineTo(corner2)
qs.lineTo(end)
}
+1 -1
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@@ -47,7 +47,7 @@ const (
TypePushLen = 1
TypePopLen = 1
TypeAuxLen = 1
TypeClipLen = 1 + 4*4
TypeClipLen = 1 + 4*4 + 4 + 1
TypeProfileLen = 1
)
+84
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@@ -102,3 +102,87 @@ func TestPaintClippedTexture(t *testing.T) {
r.expect(25, 35, colornames.Blue)
})
}
func TestStrokedPathBevelFlat(t *testing.T) {
run(t, func(o *op.Ops) {
const width = 2.5
sty := clip.StrokeStyle{
Cap: clip.FlatCap,
}
p := new(clip.Path)
p.Begin(o)
p.Move(f32.Pt(10, 50))
p.Line(f32.Pt(10, 0))
p.Arc(f32.Pt(10, 0), f32.Pt(20, 0), math.Pi)
p.Line(f32.Pt(10, 0))
p.Line(f32.Pt(10, 10))
p.Arc(f32.Pt(0, 30), f32.Pt(0, 30), 2*math.Pi)
p.Line(f32.Pt(-20, 0))
p.Quad(f32.Pt(-10, -10), f32.Pt(-30, 30))
p.Stroke(width, sty).Add(o)
paint.Fill(o, colornames.Red)
}, func(r result) {
r.expect(0, 0, colornames.White)
r.expect(10, 50, colornames.Red)
})
}
func TestStrokedPathBevelSquare(t *testing.T) {
run(t, func(o *op.Ops) {
const width = 2.5
sty := clip.StrokeStyle{
Cap: clip.SquareCap,
}
p := new(clip.Path)
p.Begin(o)
p.Move(f32.Pt(10, 50))
p.Line(f32.Pt(10, 0))
p.Arc(f32.Pt(10, 0), f32.Pt(20, 0), math.Pi)
p.Line(f32.Pt(10, 0))
p.Line(f32.Pt(10, 10))
p.Arc(f32.Pt(0, 30), f32.Pt(0, 30), 2*math.Pi)
p.Line(f32.Pt(-20, 0))
p.Quad(f32.Pt(-10, -10), f32.Pt(-30, 30))
p.Stroke(width, sty).Add(o)
paint.Fill(o, colornames.Red)
}, func(r result) {
r.expect(0, 0, colornames.White)
r.expect(10, 50, colornames.Red)
})
}
func TestStrokedPathZeroWidth(t *testing.T) {
run(t, func(o *op.Ops) {
const width = 2
var sty clip.StrokeStyle
{
p := new(clip.Path)
p.Begin(o)
p.Move(f32.Pt(10, 50))
p.Line(f32.Pt(50, 0))
p.Stroke(width, sty).Add(o)
paint.Fill(o, colornames.Black)
}
{
p := new(clip.Path)
p.Begin(o)
p.Move(f32.Pt(10, 50))
p.Line(f32.Pt(30, 0))
p.Stroke(0, sty).Add(o) // width=0, disable stroke
paint.Fill(o, colornames.Red)
}
}, func(r result) {
r.expect(0, 0, colornames.White)
r.expect(10, 50, colornames.Black)
r.expect(30, 50, colornames.Black)
r.expect(65, 50, colornames.White)
})
}
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+24
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@@ -39,6 +39,8 @@ func (p *Path) Pos() f32.Point { return p.pen }
type Op struct {
call op.CallOp
bounds image.Rectangle
width float32 // Width of the stroked path, 0 for outline paths.
style StrokeStyle // Style of the stroked path, 0 for outline paths.
}
func (p Op) Add(o *op.Ops) {
@@ -50,6 +52,8 @@ func (p Op) Add(o *op.Ops) {
bo.PutUint32(data[5:], uint32(p.bounds.Min.Y))
bo.PutUint32(data[9:], uint32(p.bounds.Max.X))
bo.PutUint32(data[13:], uint32(p.bounds.Max.Y))
bo.PutUint32(data[17:], math.Float32bits(p.width))
data[21] = uint8(p.style.Cap)
}
// Begin the path, storing the path data and final Op into ops.
@@ -321,6 +325,26 @@ func (p *Path) Outline() Op {
}
}
// Stroke returns a stroked path with the specified width
// and configuration.
// If the provided width is <= 0, the path won't be stroked.
func (p *Path) Stroke(width float32, sty StrokeStyle) Op {
if width <= 0 {
// Explicitly discard the macro to ignore the path.
p.macro.Stop()
return Op{
call: op.Record(p.ops).Stop(),
}
}
c := p.macro.Stop()
return Op{
call: c,
width: width,
style: sty,
}
}
// Rect represents the clip area of a pixel-aligned rectangle.
type Rect image.Rectangle
+23
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@@ -0,0 +1,23 @@
// SPDX-License-Identifier: Unlicense OR MIT
package clip
// StrokeStyle describes how a stroked path should be drawn.
// StrokeStyle zero value draws a Bevel-joined and Flat-capped stroked path.
type StrokeStyle struct {
Cap StrokeCap
}
// StrokeCap describes the head or tail of a stroked path.
type StrokeCap uint8
const (
// FlatCap caps stroked paths with a flat cap, joining the right-hand
// and left-hand sides of a stroked path with a straight line.
FlatCap StrokeCap = iota
// SquareCap caps stroked paths with a square cap, joining the right-hand
// and left-hand sides of a stroked path with a half square of length
// the stroked path's width.
SquareCap
)