internal/stroke,gpu: create internal package for stroke to path conversion

Complex strokes are not yet supported in either of the current renderers,
so they are converted to filled outlines in package gpu.

We're about to move that complexity up to the op/clip package, so we're
going to need the converter available from outside package gpu. This
change extracts the conversion code and related types to the separate,
internal package stroke.

No functional changes; a follow-up moves the stroke conversion.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2021-03-23 12:35:41 +01:00
parent 8750828c69
commit 8c8d1dc16f
5 changed files with 185 additions and 179 deletions
+2 -1
View File
@@ -2,6 +2,7 @@ package gpu
import (
"gioui.org/f32"
"gioui.org/internal/stroke"
)
type quadSplitter struct {
@@ -46,7 +47,7 @@ func (qs *quadSplitter) encodeQuadTo(from, ctrl, to f32.Point) {
encodeQuadTo(data, qs.contour, from, ctrl, to)
}
func (qs *quadSplitter) splitAndEncode(quad quadSegment) {
func (qs *quadSplitter) splitAndEncode(quad stroke.QuadSegment) {
cbnd := f32.Rectangle{
Min: quad.From,
Max: quad.To,
+4 -3
View File
@@ -18,6 +18,7 @@ import (
"gioui.org/internal/f32color"
"gioui.org/internal/ops"
"gioui.org/internal/scene"
"gioui.org/internal/stroke"
"gioui.org/layout"
"gioui.org/op"
"gioui.org/op/clip"
@@ -695,7 +696,7 @@ func (g *compute) encodeClipStack(clip, bounds f32.Rectangle, p *pathOp, begin b
}
func supportsStroke(p *pathOp) bool {
return isSolidLine(p.dashes) && p.stroke.Miter == 0 && p.stroke.Join == clip.RoundJoin && p.stroke.Cap == clip.RoundCap
return stroke.IsSolidLine(p.dashes) && p.stroke.Miter == 0 && p.stroke.Join == clip.RoundJoin && p.stroke.Cap == clip.RoundCap
}
func isStroke(p *pathOp) bool {
@@ -707,9 +708,9 @@ func encodePath(p *pathOp) encoder {
verts := p.pathVerts
if p.stroke.Width > 0 && !supportsStroke(p) {
quads := decodeToStrokeQuads(verts)
quads = quads.stroke(p.stroke, p.dashes)
quads = quads.Stroke(p.stroke, p.dashes)
for _, quad := range quads {
q := quad.quad
q := quad.Quad
enc.quad(q.From, q.Ctrl, q.To)
}
return enc
+43 -64
View File
@@ -26,6 +26,7 @@ import (
"gioui.org/internal/opconst"
"gioui.org/internal/ops"
"gioui.org/internal/scene"
"gioui.org/internal/stroke"
"gioui.org/layout"
"gioui.org/op"
"gioui.org/op/clip"
@@ -130,7 +131,7 @@ type pathOp struct {
// For compute
trans f32.Affine2D
stroke clip.StrokeStyle
dashes dashOp
dashes stroke.DashOp
}
type imageOp struct {
@@ -142,24 +143,15 @@ type imageOp struct {
place placement
}
type dashOp struct {
phase float32
dashes []float32
}
type quadSegment struct {
From, Ctrl, To f32.Point
}
func decodeDashOp(data []byte) dashOp {
func decodeDashOp(data []byte) stroke.DashOp {
_ = data[5]
if opconst.OpType(data[0]) != opconst.TypeDash {
panic("invalid op")
}
bo := binary.LittleEndian
return dashOp{
phase: math.Float32frombits(bo.Uint32(data[1:])),
dashes: make([]float32, data[5]),
return stroke.DashOp{
Phase: math.Float32frombits(bo.Uint32(data[1:])),
Dashes: make([]float32, data[5]),
}
}
@@ -852,7 +844,7 @@ func (d *drawOps) newPathOp() *pathOp {
return &d.pathOpCache[len(d.pathOpCache)-1]
}
func (d *drawOps) addClipPath(state *drawState, aux []byte, auxKey ops.Key, bounds f32.Rectangle, off f32.Point, tr f32.Affine2D, stroke clip.StrokeStyle, dashes dashOp) {
func (d *drawOps) addClipPath(state *drawState, aux []byte, auxKey ops.Key, bounds f32.Rectangle, off f32.Point, tr f32.Affine2D, stroke clip.StrokeStyle, dashes stroke.DashOp) {
npath := d.newPathOp()
*npath = pathOp{
parent: state.cpath,
@@ -891,8 +883,8 @@ func (d *drawOps) save(id int, state drawState) {
func (d *drawOps) collectOps(r *ops.Reader, state drawState) {
var (
quads quadsOp
stroke clip.StrokeStyle
dashes dashOp
str clip.StrokeStyle
dashes stroke.DashOp
z int
)
d.save(opconst.InitialStateID, state)
@@ -907,22 +899,22 @@ loop:
case opconst.TypeDash:
dashes = decodeDashOp(encOp.Data)
if len(dashes.dashes) > 0 {
if len(dashes.Dashes) > 0 {
encOp, ok = r.Decode()
if !ok {
panic("gpu: could not decode dashes pattern")
}
data := encOp.Data[1:]
bo := binary.LittleEndian
for i := range dashes.dashes {
dashes.dashes[i] = math.Float32frombits(bo.Uint32(
for i := range dashes.Dashes {
dashes.Dashes[i] = math.Float32frombits(bo.Uint32(
data[i*4:],
))
}
}
case opconst.TypeStroke:
stroke = decodeStrokeOp(encOp.Data)
str = decodeStrokeOp(encOp.Data)
case opconst.TypePath:
encOp, ok = r.Decode()
@@ -948,7 +940,7 @@ loop:
op.bounds = v.bounds
} else {
pathData, bounds := d.buildVerts(
quads.aux, trans, op.outline, stroke, dashes,
quads.aux, trans, op.outline, str, dashes,
)
op.bounds = bounds
if !d.compute {
@@ -964,10 +956,10 @@ loop:
quads.key.SetTransform(trans)
}
state.clip = state.clip.Intersect(op.bounds.Add(off))
d.addClipPath(&state, quads.aux, quads.key, op.bounds, off, state.t, stroke, dashes)
d.addClipPath(&state, quads.aux, quads.key, op.bounds, off, state.t, str, dashes)
quads = quadsOp{}
stroke = clip.StrokeStyle{}
dashes = dashOp{}
str = clip.StrokeStyle{}
dashes = stroke.DashOp{}
case opconst.TypeColor:
state.matType = materialColor
@@ -1005,7 +997,7 @@ loop:
// The paint operation is sheared or rotated, add a clip path representing
// this transformed rectangle.
encOp.Key.SetTransform(trans)
d.addClipPath(&state, clipData, encOp.Key, bnd, off, state.t, clip.StrokeStyle{}, dashOp{})
d.addClipPath(&state, clipData, encOp.Key, bnd, off, state.t, clip.StrokeStyle{}, stroke.DashOp{})
}
bounds := boundRectF(cl)
@@ -1357,7 +1349,7 @@ func (d *drawOps) writeVertCache(n int) []byte {
}
// transform, split paths as needed, calculate maxY, bounds and create GPU vertices.
func (d *drawOps) buildVerts(pathData []byte, tr f32.Affine2D, outline bool, stroke clip.StrokeStyle, dashes dashOp) (verts []byte, bounds f32.Rectangle) {
func (d *drawOps) buildVerts(pathData []byte, tr f32.Affine2D, outline bool, stroke clip.StrokeStyle, dashes stroke.DashOp) (verts []byte, bounds f32.Rectangle) {
inf := float32(math.Inf(+1))
d.qs.bounds = f32.Rectangle{
Min: f32.Point{X: inf, Y: inf},
@@ -1370,12 +1362,12 @@ func (d *drawOps) buildVerts(pathData []byte, tr f32.Affine2D, outline bool, str
case stroke.Width > 0:
// Stroke path.
quads := decodeToStrokeQuads(pathData)
quads = quads.stroke(stroke, dashes)
quads = quads.Stroke(stroke, dashes)
for _, quad := range quads {
d.qs.contour = quad.contour
quad.quad = quad.quad.Transform(tr)
d.qs.contour = quad.Contour
quad.Quad = quad.Quad.Transform(tr)
d.qs.splitAndEncode(quad.quad)
d.qs.splitAndEncode(quad.Quad)
}
case outline:
@@ -1394,13 +1386,13 @@ func decodeToOutlineQuads(qs *quadSplitter, tr f32.Affine2D, pathData []byte) {
cmd := ops.DecodeCommand(pathData[4:])
switch cmd.Op() {
case scene.OpLine:
var q quadSegment
var q stroke.QuadSegment
q.From, q.To = scene.DecodeLine(cmd)
q.Ctrl = q.From.Add(q.To).Mul(.5)
q = q.Transform(tr)
qs.splitAndEncode(q)
case scene.OpQuad:
var q quadSegment
var q stroke.QuadSegment
q.From, q.Ctrl, q.To = scene.DecodeQuad(cmd)
q = q.Transform(tr)
qs.splitAndEncode(q)
@@ -1418,34 +1410,34 @@ func decodeToOutlineQuads(qs *quadSplitter, tr f32.Affine2D, pathData []byte) {
// decodeToStrokeQuads is like decodeOutlineQuads, except it returns a list of stroke
// quads ready to stroke.
func decodeToStrokeQuads(pathData []byte) strokeQuads {
quads := make(strokeQuads, 0, 2*len(pathData)/(scene.CommandSize+4))
func decodeToStrokeQuads(pathData []byte) stroke.StrokeQuads {
quads := make(stroke.StrokeQuads, 0, 2*len(pathData)/(scene.CommandSize+4))
for len(pathData) >= scene.CommandSize+4 {
contour := bo.Uint32(pathData)
cmd := ops.DecodeCommand(pathData[4:])
switch cmd.Op() {
case scene.OpLine:
var q quadSegment
var q stroke.QuadSegment
q.From, q.To = scene.DecodeLine(cmd)
q.Ctrl = q.From.Add(q.To).Mul(.5)
quad := strokeQuad{
contour: contour,
quad: q,
quad := stroke.StrokeQuad{
Contour: contour,
Quad: q,
}
quads = append(quads, quad)
case scene.OpQuad:
var q quadSegment
var q stroke.QuadSegment
q.From, q.Ctrl, q.To = scene.DecodeQuad(cmd)
quad := strokeQuad{
contour: contour,
quad: q,
quad := stroke.StrokeQuad{
Contour: contour,
Quad: q,
}
quads = append(quads, quad)
case scene.OpCubic:
for _, q := range splitCubic(scene.DecodeCubic(cmd)) {
quad := strokeQuad{
contour: contour,
quad: q,
quad := stroke.StrokeQuad{
Contour: contour,
Quad: q,
}
quads = append(quads, quad)
}
@@ -1537,21 +1529,8 @@ func isPureOffset(t f32.Affine2D) bool {
return a == 1 && b == 0 && d == 0 && e == 1
}
func (q quadSegment) Transform(t f32.Affine2D) quadSegment {
q.From = t.Transform(q.From)
q.Ctrl = t.Transform(q.Ctrl)
q.To = t.Transform(q.To)
return q
}
func decodeQuad(d []byte) (q quadSegment) {
cmd := ops.DecodeCommand(d)
q.From, q.Ctrl, q.To = scene.DecodeQuad(cmd)
return
}
func splitCubic(from, ctrl0, ctrl1, to f32.Point) []quadSegment {
quads := make([]quadSegment, 0, 10)
func splitCubic(from, ctrl0, ctrl1, to f32.Point) []stroke.QuadSegment {
quads := make([]stroke.QuadSegment, 0, 10)
// Set the maximum distance proportionally to the longest side
// of the bounding rectangle.
hull := f32.Rectangle{
@@ -1568,7 +1547,7 @@ func splitCubic(from, ctrl0, ctrl1, to f32.Point) []quadSegment {
// approxCube approximates a cubic Bézier by a series of quadratic
// curves.
func approxCubeTo(quads *[]quadSegment, splits int, maxDist float32, from, ctrl0, ctrl1, to f32.Point) int {
func approxCubeTo(quads *[]stroke.QuadSegment, splits int, maxDist float32, from, ctrl0, ctrl1, to f32.Point) int {
// The idea is from
// https://caffeineowl.com/graphics/2d/vectorial/cubic2quad01.html
// where a quadratic approximates a cubic by eliminating its t³ term
@@ -1596,7 +1575,7 @@ func approxCubeTo(quads *[]quadSegment, splits int, maxDist float32, from, ctrl0
c := ctrl0.Mul(3).Sub(from).Add(ctrl1.Mul(3)).Sub(to).Mul(1.0 / 4.0)
const maxSplits = 32
if splits >= maxSplits {
*quads = append(*quads, quadSegment{From: from, Ctrl: c, To: to})
*quads = append(*quads, stroke.QuadSegment{From: from, Ctrl: c, To: to})
return splits
}
// The maximum distance between the cubic P and its approximation Q given t
@@ -1608,7 +1587,7 @@ func approxCubeTo(quads *[]quadSegment, splits int, maxDist float32, from, ctrl0
v := to.Sub(ctrl1.Mul(3)).Add(ctrl0.Mul(3)).Sub(from)
d2 := (v.X*v.X + v.Y*v.Y) * 3 / (36 * 36)
if d2 <= maxDist*maxDist {
*quads = append(*quads, quadSegment{From: from, Ctrl: c, To: to})
*quads = append(*quads, stroke.QuadSegment{From: from, Ctrl: c, To: to})
return splits
}
// De Casteljau split the curve and approximate the halves.
+55 -50
View File
@@ -4,7 +4,7 @@
// (and used as a reference implementation):
// - github.com/tdewolff/canvas (Licensed under MIT)
package gpu
package stroke
import (
"math"
@@ -13,30 +13,35 @@ import (
"gioui.org/f32"
)
func isSolidLine(sty dashOp) bool {
return sty.phase == 0 && len(sty.dashes) == 0
type DashOp struct {
Phase float32
Dashes []float32
}
func (qs strokeQuads) dash(sty dashOp) strokeQuads {
func IsSolidLine(sty DashOp) bool {
return sty.Phase == 0 && len(sty.Dashes) == 0
}
func (qs StrokeQuads) dash(sty DashOp) StrokeQuads {
sty = dashCanonical(sty)
switch {
case len(sty.dashes) == 0:
case len(sty.Dashes) == 0:
return qs
case len(sty.dashes) == 1 && sty.dashes[0] == 0.0:
return strokeQuads{}
case len(sty.Dashes) == 1 && sty.Dashes[0] == 0.0:
return StrokeQuads{}
}
if len(sty.dashes)%2 == 1 {
if len(sty.Dashes)%2 == 1 {
// If the dash pattern is of uneven length, dash and space lengths
// alternate. The following duplicates the pattern so that uneven
// indices are always spaces.
sty.dashes = append(sty.dashes, sty.dashes...)
sty.Dashes = append(sty.Dashes, sty.Dashes...)
}
var (
i0, pos0 = dashStart(sty)
out strokeQuads
out StrokeQuads
contour uint32 = 1
)
@@ -48,13 +53,13 @@ func (qs strokeQuads) dash(sty dashOp) strokeQuads {
t []float64
length = ps.len()
)
for pos+sty.dashes[i] < length {
pos += sty.dashes[i]
for pos+sty.Dashes[i] < length {
pos += sty.Dashes[i]
if 0.0 < pos {
t = append(t, float64(pos))
}
i++
if i == len(sty.dashes) {
if i == len(sty.Dashes) {
i = 0
}
}
@@ -66,7 +71,7 @@ func (qs strokeQuads) dash(sty dashOp) strokeQuads {
}
var (
qd strokeQuads
qd StrokeQuads
pd = ps.splitAt(&contour, t...)
)
for j := j0; j < len(pd)-1; j += 2 {
@@ -85,13 +90,13 @@ func (qs strokeQuads) dash(sty dashOp) strokeQuads {
return out
}
func dashCanonical(sty dashOp) dashOp {
func dashCanonical(sty DashOp) DashOp {
var (
o = sty
ds = o.dashes
ds = o.Dashes
)
if len(sty.dashes) == 0 {
if len(sty.Dashes) == 0 {
return sty
}
@@ -107,12 +112,12 @@ func dashCanonical(sty dashOp) dashOp {
// Remove first zero, collapse with second and last.
if f32Eq(ds[0], 0.0) {
if len(ds) < 3 {
return dashOp{
phase: 0.0,
dashes: []float32{0.0},
return DashOp{
Phase: 0.0,
Dashes: []float32{0.0},
}
}
o.phase -= ds[1]
o.Phase -= ds[1]
ds[len(ds)-1] += ds[1]
ds = ds[2:]
}
@@ -120,9 +125,9 @@ func dashCanonical(sty dashOp) dashOp {
// Remove last zero, collapse with fist and second to last.
if f32Eq(ds[len(ds)-1], 0.0) {
if len(ds) < 3 {
return dashOp{}
return DashOp{}
}
o.phase += ds[len(ds)-2]
o.Phase += ds[len(ds)-2]
ds[0] += ds[len(ds)-2]
ds = ds[:len(ds)-2]
}
@@ -130,9 +135,9 @@ func dashCanonical(sty dashOp) dashOp {
// If there are zeros or negatives, don't draw dashes.
for i := 0; i < len(ds); i++ {
if ds[i] < 0.0 || f32Eq(ds[i], 0.0) {
return dashOp{
phase: 0.0,
dashes: []float32{0.0},
return DashOp{
Phase: 0.0,
Dashes: []float32{0.0},
}
}
}
@@ -151,31 +156,31 @@ loop:
return o
}
func dashStart(sty dashOp) (int, float32) {
func dashStart(sty DashOp) (int, float32) {
i0 := 0 // i0 is the index into dashes.
for sty.dashes[i0] <= sty.phase {
sty.phase -= sty.dashes[i0]
for sty.Dashes[i0] <= sty.Phase {
sty.Phase -= sty.Dashes[i0]
i0++
if i0 == len(sty.dashes) {
if i0 == len(sty.Dashes) {
i0 = 0
}
}
// pos0 may be negative if the offset lands halfway into dash.
pos0 := -sty.phase
if sty.phase < 0.0 {
pos0 := -sty.Phase
if sty.Phase < 0.0 {
var sum float32
for _, d := range sty.dashes {
for _, d := range sty.Dashes {
sum += d
}
pos0 = -(sum + sty.phase) // handle negative offsets
pos0 = -(sum + sty.Phase) // handle negative offsets
}
return i0, pos0
}
func (qs strokeQuads) len() float32 {
func (qs StrokeQuads) len() float32 {
var sum float32
for i := range qs {
q := qs[i].quad
q := qs[i].Quad
sum += quadBezierLen(q.From, q.Ctrl, q.To)
}
return sum
@@ -184,10 +189,10 @@ func (qs strokeQuads) len() float32 {
// splitAt splits the path into separate paths at the specified intervals
// along the path.
// splitAt updates the provided contour counter as it splits the segments.
func (qs strokeQuads) splitAt(contour *uint32, ts ...float64) []strokeQuads {
func (qs StrokeQuads) splitAt(contour *uint32, ts ...float64) []StrokeQuads {
if len(ts) == 0 {
qs.setContour(*contour)
return []strokeQuads{qs}
return []StrokeQuads{qs}
}
sort.Float64s(ts)
@@ -200,8 +205,8 @@ func (qs strokeQuads) splitAt(contour *uint32, ts ...float64) []strokeQuads {
t float64 // current position along curve
)
var oo []strokeQuads
var oi strokeQuads
var oo []StrokeQuads
var oi StrokeQuads
push := func() {
oo = append(oo, oi)
oi = nil
@@ -214,15 +219,15 @@ func (qs strokeQuads) splitAt(contour *uint32, ts ...float64) []strokeQuads {
continue
}
speed := func(t float64) float64 {
return float64(lenPt(quadBezierD1(q.quad.From, q.quad.Ctrl, q.quad.To, float32(t))))
return float64(lenPt(quadBezierD1(q.Quad.From, q.Quad.Ctrl, q.Quad.To, float32(t))))
}
invL, dt := invSpeedPolynomialChebyshevApprox(20, gaussLegendre7, speed, 0, 1)
var (
t0 float64
r0 = q.quad.From
r1 = q.quad.Ctrl
r2 = q.quad.To
r0 = q.Quad.From
r1 = q.Quad.Ctrl
r2 = q.Quad.To
// from keeps track of the start of the 'running' segment.
from = r0
@@ -235,9 +240,9 @@ func (qs strokeQuads) splitAt(contour *uint32, ts ...float64) []strokeQuads {
var q1 f32.Point
_, q1, _, r0, r1, r2 = quadBezierSplit(r0, r1, r2, float32(tsub))
oi = append(oi, strokeQuad{
contour: *contour,
quad: quadSegment{
oi = append(oi, StrokeQuad{
Contour: *contour,
Quad: QuadSegment{
From: from,
Ctrl: q1,
To: r0,
@@ -253,9 +258,9 @@ func (qs strokeQuads) splitAt(contour *uint32, ts ...float64) []strokeQuads {
if len(oi) > 0 {
r0 = oi.pen()
}
oi = append(oi, strokeQuad{
contour: *contour,
quad: quadSegment{
oi = append(oi, StrokeQuad{
Contour: *contour,
Quad: QuadSegment{
From: r0,
Ctrl: r1,
To: r2,
+81 -61
View File
@@ -21,12 +21,15 @@
// - https://raphlinus.github.io/graphics/curves/2019/12/23/flatten-quadbez.html
// R. Levien
package gpu
// Package stroke implements conversion of strokes to filled outlines. It is used as a
// fallback for stroke configurations not natively supported by the renderer.
package stroke
import (
"math"
"gioui.org/f32"
"gioui.org/internal/ops"
"gioui.org/internal/scene"
"gioui.org/op"
"gioui.org/op/clip"
@@ -41,9 +44,13 @@ import (
// and speed.
const strokeTolerance = 0.01
type strokeQuad struct {
contour uint32
quad quadSegment
type QuadSegment struct {
From, Ctrl, To f32.Point
}
type StrokeQuad struct {
Contour uint32
Quad QuadSegment
}
type strokeState struct {
@@ -53,28 +60,28 @@ type strokeState struct {
ctl f32.Point // ctl is the control point of the quadratic Bézier segment.
}
type strokeQuads []strokeQuad
type StrokeQuads []StrokeQuad
func (qs *strokeQuads) setContour(n uint32) {
func (qs *StrokeQuads) setContour(n uint32) {
for i := range *qs {
(*qs)[i].contour = n
(*qs)[i].Contour = n
}
}
func (qs *strokeQuads) pen() f32.Point {
return (*qs)[len(*qs)-1].quad.To
func (qs *StrokeQuads) pen() f32.Point {
return (*qs)[len(*qs)-1].Quad.To
}
func (qs *strokeQuads) closed() bool {
beg := (*qs)[0].quad.From
end := (*qs)[len(*qs)-1].quad.To
func (qs *StrokeQuads) closed() bool {
beg := (*qs)[0].Quad.From
end := (*qs)[len(*qs)-1].Quad.To
return f32Eq(beg.X, end.X) && f32Eq(beg.Y, end.Y)
}
func (qs *strokeQuads) lineTo(pt f32.Point) {
func (qs *StrokeQuads) lineTo(pt f32.Point) {
end := qs.pen()
*qs = append(*qs, strokeQuad{
quad: quadSegment{
*qs = append(*qs, StrokeQuad{
Quad: QuadSegment{
From: end,
Ctrl: end.Add(pt).Mul(0.5),
To: pt,
@@ -82,7 +89,7 @@ func (qs *strokeQuads) lineTo(pt f32.Point) {
})
}
func (qs *strokeQuads) arc(f1, f2 f32.Point, angle float32) {
func (qs *StrokeQuads) arc(f1, f2 f32.Point, angle float32) {
var (
p clip.Path
o = new(op.Ops)
@@ -97,29 +104,29 @@ func (qs *strokeQuads) arc(f1, f2 f32.Point, angle float32) {
for qi := 0; len(raw) >= (scene.CommandSize + 4); qi++ {
quad := decodeQuad(raw[4:])
raw = raw[scene.CommandSize+4:]
*qs = append(*qs, strokeQuad{
quad: quad,
*qs = append(*qs, StrokeQuad{
Quad: quad,
})
}
}
// split splits a slice of quads into slices of quads grouped
// by contours (ie: splitted at move-to boundaries).
func (qs strokeQuads) split() []strokeQuads {
func (qs StrokeQuads) split() []StrokeQuads {
if len(qs) == 0 {
return nil
}
var (
c uint32
o []strokeQuads
o []StrokeQuads
i = len(o)
)
for _, q := range qs {
if q.contour != c {
c = q.contour
if q.Contour != c {
c = q.Contour
i = len(o)
o = append(o, strokeQuads{})
o = append(o, StrokeQuads{})
}
o[i] = append(o[i], q)
}
@@ -127,13 +134,13 @@ func (qs strokeQuads) split() []strokeQuads {
return o
}
func (qs strokeQuads) stroke(stroke clip.StrokeStyle, dashes dashOp) strokeQuads {
if !isSolidLine(dashes) {
func (qs StrokeQuads) Stroke(stroke clip.StrokeStyle, dashes DashOp) StrokeQuads {
if !IsSolidLine(dashes) {
qs = qs.dash(dashes)
}
var (
o strokeQuads
o StrokeQuads
hw = 0.5 * stroke.Width
)
@@ -164,15 +171,15 @@ func (qs strokeQuads) stroke(stroke clip.StrokeStyle, dashes dashOp) strokeQuads
// offset returns the right-hand and left-hand sides of the path, offset by
// the half-width hw.
// The stroke handles how segments are joined and ends are capped.
func (qs strokeQuads) offset(hw float32, stroke clip.StrokeStyle) (rhs, lhs strokeQuads) {
func (qs StrokeQuads) offset(hw float32, stroke clip.StrokeStyle) (rhs, lhs StrokeQuads) {
var (
states []strokeState
beg = qs[0].quad.From
end = qs[len(qs)-1].quad.To
beg = qs[0].Quad.From
end = qs[len(qs)-1].Quad.To
closed = beg == end
)
for i := range qs {
q := qs[i].quad
q := qs[i].Quad
var (
n0 = strokePathNorm(q.From, q.Ctrl, q.To, 0, hw)
@@ -231,16 +238,16 @@ func (qs strokeQuads) offset(hw float32, stroke clip.StrokeStyle) (rhs, lhs stro
return rhs, nil
}
func (qs *strokeQuads) close() {
p0 := (*qs)[len(*qs)-1].quad.To
p1 := (*qs)[0].quad.From
func (qs *StrokeQuads) close() {
p0 := (*qs)[len(*qs)-1].Quad.To
p1 := (*qs)[0].Quad.From
if p1 == p0 {
return
}
*qs = append(*qs, strokeQuad{
quad: quadSegment{
*qs = append(*qs, StrokeQuad{
Quad: QuadSegment{
From: p0,
Ctrl: p0.Add(p1).Mul(0.5),
To: p1,
@@ -249,36 +256,36 @@ func (qs *strokeQuads) close() {
}
// ccw returns whether the path is counter-clockwise.
func (qs strokeQuads) ccw() bool {
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
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 {
func (qs StrokeQuads) reverse() StrokeQuads {
if len(qs) == 0 {
return nil
}
ps := make(strokeQuads, 0, len(qs))
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
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 {
func (qs StrokeQuads) append(ps StrokeQuads) StrokeQuads {
switch {
case len(ps) == 0:
return qs
@@ -289,11 +296,11 @@ func (qs strokeQuads) append(ps strokeQuads) strokeQuads {
// Consolidate quads and smooth out rounding errors.
// We need to also check for the strokeTolerance to correctly handle
// join/cap points or on-purpose disjoint quads.
p0 := qs[len(qs)-1].quad.To
p1 := ps[0].quad.From
p0 := qs[len(qs)-1].Quad.To
p1 := ps[0].Quad.From
if p0 != p1 && lenPt(p0.Sub(p1)) < strokeTolerance {
qs = append(qs, strokeQuad{
quad: quadSegment{
qs = append(qs, StrokeQuad{
Quad: QuadSegment{
From: p0,
Ctrl: p0.Add(p1).Mul(0.5),
To: p1,
@@ -303,6 +310,19 @@ func (qs strokeQuads) append(ps strokeQuads) strokeQuads {
return append(qs, ps...)
}
func (q QuadSegment) Transform(t f32.Affine2D) QuadSegment {
q.From = t.Transform(q.From)
q.Ctrl = t.Transform(q.Ctrl)
q.To = t.Transform(q.To)
return q
}
func decodeQuad(d []byte) (q QuadSegment) {
cmd := ops.DecodeCommand(d)
q.From, q.Ctrl, q.To = scene.DecodeQuad(cmd)
return
}
// strokePathNorm returns the normal vector at t.
func strokePathNorm(p0, p1, p2 f32.Point, t, d float32) f32.Point {
switch t {
@@ -429,16 +449,16 @@ func quadBezierLen(p0, p1, p2 f32.Point) float32 {
return float32((A32*Sabc + A2*B*(Sabc-C2) + (4*C*A-B*B)*math.Log((2*A2+BA+Sabc)/(BA+C2))) / (4 * A32))
}
func strokeQuadBezier(state strokeState, d, flatness float32) strokeQuads {
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
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 {
func flattenQuadBezier(qs StrokeQuads, p0, p1, p2 f32.Point, d, flatness float32) StrokeQuads {
var (
t float32
flat64 = float64(flatness)
@@ -463,21 +483,21 @@ func flattenQuadBezier(qs strokeQuads, p0, p1, p2 f32.Point, d, flatness float32
return qs
}
func (qs *strokeQuads) addLine(p0, ctrl, p1 f32.Point, t, d float32) {
func (qs *StrokeQuads) addLine(p0, ctrl, p1 f32.Point, t, d float32) {
switch i := len(*qs); i {
case 0:
p0 = p0.Add(strokePathNorm(p0, ctrl, p1, 0, d))
default:
// Address possible rounding errors and use previous point.
p0 = (*qs)[i-1].quad.To
p0 = (*qs)[i-1].Quad.To
}
p1 = p1.Add(strokePathNorm(p0, ctrl, p1, 1, d))
*qs = append(*qs,
strokeQuad{
quad: quadSegment{
StrokeQuad{
Quad: QuadSegment{
From: p0,
Ctrl: p0.Add(p1).Mul(0.5),
To: p1,
@@ -513,7 +533,7 @@ func quadBezierSplit(p0, p1, p2 f32.Point, t float32) (f32.Point, f32.Point, f32
// strokePathJoin joins the two paths rhs and lhs, according to the provided
// stroke operation.
func strokePathJoin(stroke clip.StrokeStyle, rhs, lhs *strokeQuads, hw float32, pivot, n0, n1 f32.Point, r0, r1 float32) {
func strokePathJoin(stroke clip.StrokeStyle, rhs, lhs *StrokeQuads, hw float32, pivot, n0, n1 f32.Point, r0, r1 float32) {
if stroke.Miter > 0 {
strokePathMiterJoin(stroke, rhs, lhs, hw, pivot, n0, n1, r0, r1)
return
@@ -528,7 +548,7 @@ func strokePathJoin(stroke clip.StrokeStyle, rhs, lhs *strokeQuads, hw float32,
}
}
func strokePathBevelJoin(rhs, lhs *strokeQuads, hw float32, pivot, n0, n1 f32.Point, r0, r1 float32) {
func strokePathBevelJoin(rhs, lhs *StrokeQuads, hw float32, pivot, n0, n1 f32.Point, r0, r1 float32) {
rp := pivot.Add(n1)
lp := pivot.Sub(n1)
@@ -537,7 +557,7 @@ func strokePathBevelJoin(rhs, lhs *strokeQuads, hw float32, pivot, n0, n1 f32.Po
lhs.lineTo(lp)
}
func strokePathRoundJoin(rhs, lhs *strokeQuads, hw float32, pivot, n0, n1 f32.Point, r0, r1 float32) {
func strokePathRoundJoin(rhs, lhs *StrokeQuads, hw float32, pivot, n0, n1 f32.Point, r0, r1 float32) {
rp := pivot.Add(n1)
lp := pivot.Sub(n1)
cw := dotPt(rot90CW(n0), n1) >= 0.0
@@ -559,7 +579,7 @@ func strokePathRoundJoin(rhs, lhs *strokeQuads, hw float32, pivot, n0, n1 f32.Po
}
}
func strokePathMiterJoin(stroke clip.StrokeStyle, rhs, lhs *strokeQuads, hw float32, pivot, n0, n1 f32.Point, r0, r1 float32) {
func strokePathMiterJoin(stroke clip.StrokeStyle, rhs, lhs *StrokeQuads, hw float32, pivot, n0, n1 f32.Point, r0, r1 float32) {
if n0 == n1.Mul(-1) {
strokePathBevelJoin(rhs, lhs, hw, pivot, n0, n1, r0, r1)
return
@@ -601,7 +621,7 @@ func strokePathMiterJoin(stroke clip.StrokeStyle, rhs, lhs *strokeQuads, hw floa
}
// strokePathCap caps the provided path qs, according to the provided stroke operation.
func strokePathCap(stroke clip.StrokeStyle, qs *strokeQuads, hw float32, pivot, n0 f32.Point) {
func strokePathCap(stroke clip.StrokeStyle, qs *StrokeQuads, hw float32, pivot, n0 f32.Point) {
switch stroke.Cap {
case clip.FlatCap:
strokePathFlatCap(qs, hw, pivot, n0)
@@ -615,13 +635,13 @@ func strokePathCap(stroke clip.StrokeStyle, qs *strokeQuads, hw float32, pivot,
}
// strokePathFlatCap caps the start or end of a path with a flat cap.
func strokePathFlatCap(qs *strokeQuads, hw float32, pivot, n0 f32.Point) {
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) {
func strokePathSquareCap(qs *StrokeQuads, hw float32, pivot, n0 f32.Point) {
var (
e = pivot.Add(rot90CCW(n0))
corner1 = e.Add(n0)
@@ -635,7 +655,7 @@ func strokePathSquareCap(qs *strokeQuads, hw float32, pivot, n0 f32.Point) {
}
// strokePathRoundCap caps the start or end of a path with a round cap.
func strokePathRoundCap(qs *strokeQuads, hw float32, pivot, n0 f32.Point) {
func strokePathRoundCap(qs *StrokeQuads, hw float32, pivot, n0 f32.Point) {
c := pivot.Sub(qs.pen())
qs.arc(c, c, math.Pi)
}