mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-01 23:55:39 +00:00
op/clip,gpu,internal/scene: encode cubic bézier curves natively
The compute renderer supports cubic curves, so encode them as such. Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
@@ -706,6 +706,13 @@ func encodePath(pathData []byte, stroke clip.StrokeStyle, dashes dashOp) encoder
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}
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hasPrev = true
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prevTo = to
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case scene.OpFillCubic:
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from, _, _, to := scene.DecodeCubic(cmd)
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if hasPrev && from != prevTo {
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enc.scene[len(enc.scene)-1][0] |= (flagEndPath << 16)
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}
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hasPrev = true
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prevTo = to
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default:
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panic("unsupported path scene command")
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}
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+88
@@ -1404,6 +1404,11 @@ func decodeToOutlineQuads(qs *quadSplitter, tr f32.Affine2D, pathData []byte) {
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q.From, q.Ctrl, q.To = scene.DecodeQuad(cmd)
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q = q.Transform(tr)
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qs.splitAndEncode(q)
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case scene.OpFillCubic:
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for _, q := range splitCubic(scene.DecodeCubic(cmd)) {
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q = q.Transform(tr)
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qs.splitAndEncode(q)
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}
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default:
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panic("unsupported scene command")
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}
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@@ -1436,6 +1441,14 @@ func decodeToStrokeQuads(pathData []byte) strokeQuads {
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quad: q,
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}
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quads = append(quads, quad)
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case scene.OpFillCubic:
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for _, q := range splitCubic(scene.DecodeCubic(cmd)) {
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quad := strokeQuad{
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contour: contour,
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quad: q,
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}
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quads = append(quads, quad)
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}
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default:
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panic("unsupported scene command")
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}
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@@ -1536,3 +1549,78 @@ func decodeQuad(d []byte) (q quadSegment) {
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q.From, q.Ctrl, q.To = scene.DecodeQuad(cmd)
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return
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}
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func splitCubic(from, ctrl0, ctrl1, to f32.Point) []quadSegment {
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quads := make([]quadSegment, 0, 10)
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// Set the maximum distance proportionally to the longest side
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// of the bounding rectangle.
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hull := f32.Rectangle{
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Min: from,
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Max: ctrl0,
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}.Canon().Add(ctrl1).Add(to)
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l := hull.Dx()
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if h := hull.Dy(); h > l {
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l = h
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}
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approxCubeTo(&quads, 0, l*0.001, from, ctrl0, ctrl1, to)
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return quads
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}
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// approxCube approximates a cubic Bézier by a series of quadratic
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// curves.
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func approxCubeTo(quads *[]quadSegment, splits int, maxDist float32, from, ctrl0, ctrl1, to f32.Point) int {
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// The idea is from
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// https://caffeineowl.com/graphics/2d/vectorial/cubic2quad01.html
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// where a quadratic approximates a cubic by eliminating its t³ term
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// from its polynomial expression anchored at the starting point:
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//
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// P(t) = pen + 3t(ctrl0 - pen) + 3t²(ctrl1 - 2ctrl0 + pen) + t³(to - 3ctrl1 + 3ctrl0 - pen)
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//
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// The control point for the new quadratic Q1 that shares starting point, pen, with P is
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//
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// C1 = (3ctrl0 - pen)/2
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//
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// The reverse cubic anchored at the end point has the polynomial
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//
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// P'(t) = to + 3t(ctrl1 - to) + 3t²(ctrl0 - 2ctrl1 + to) + t³(pen - 3ctrl0 + 3ctrl1 - to)
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//
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// The corresponding quadratic Q2 that shares the end point, to, with P has control
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// point
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//
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// C2 = (3ctrl1 - to)/2
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//
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// The combined quadratic Bézier, Q, shares both start and end points with its cubic
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// and use the midpoint between the two curves Q1 and Q2 as control point:
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//
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// C = (3ctrl0 - pen + 3ctrl1 - to)/4
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c := ctrl0.Mul(3).Sub(from).Add(ctrl1.Mul(3)).Sub(to).Mul(1.0 / 4.0)
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const maxSplits = 32
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if splits >= maxSplits {
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*quads = append(*quads, quadSegment{From: from, Ctrl: c, To: to})
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return splits
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}
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// The maximum distance between the cubic P and its approximation Q given t
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// can be shown to be
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//
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// d = sqrt(3)/36*|to - 3ctrl1 + 3ctrl0 - pen|
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//
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// To save a square root, compare d² with the squared tolerance.
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v := to.Sub(ctrl1.Mul(3)).Add(ctrl0.Mul(3)).Sub(from)
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d2 := (v.X*v.X + v.Y*v.Y) * 3 / (36 * 36)
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if d2 <= maxDist*maxDist {
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*quads = append(*quads, quadSegment{From: from, Ctrl: c, To: to})
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return splits
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}
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// De Casteljau split the curve and approximate the halves.
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t := float32(0.5)
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c0 := from.Add(ctrl0.Sub(from).Mul(t))
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c1 := ctrl0.Add(ctrl1.Sub(ctrl0).Mul(t))
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c2 := ctrl1.Add(to.Sub(ctrl1).Mul(t))
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c01 := c0.Add(c1.Sub(c0).Mul(t))
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c12 := c1.Add(c2.Sub(c1).Mul(t))
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c0112 := c01.Add(c12.Sub(c01).Mul(t))
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splits++
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splits = approxCubeTo(quads, splits, maxDist, from, c0, c01, c0112)
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splits = approxCubeTo(quads, splits, maxDist, c0112, c12, c2, to)
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return splits
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}
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@@ -56,6 +56,24 @@ func Line(start, end f32.Point, stroke bool, flags uint32) Command {
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}
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}
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func Cubic(start, ctrl0, ctrl1, end f32.Point, stroke bool) Command {
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tag := uint32(OpFillCubic)
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if stroke {
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tag = uint32(OpStrokeCubic)
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}
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return Command{
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0: tag,
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1: math.Float32bits(start.X),
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2: math.Float32bits(start.Y),
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3: math.Float32bits(ctrl0.X),
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4: math.Float32bits(ctrl0.Y),
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5: math.Float32bits(ctrl1.X),
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6: math.Float32bits(ctrl1.Y),
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7: math.Float32bits(end.X),
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8: math.Float32bits(end.Y),
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}
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}
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func Quad(start, ctrl, end f32.Point, stroke bool) Command {
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tag := uint32(OpFillQuad)
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if stroke {
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@@ -151,3 +169,14 @@ func DecodeQuad(cmd Command) (from, ctrl, to f32.Point) {
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to = f32.Pt(math.Float32frombits(cmd[5]), math.Float32frombits(cmd[6]))
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return
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}
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func DecodeCubic(cmd Command) (from, ctrl0, ctrl1, to f32.Point) {
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if cmd[0] != uint32(OpFillCubic) {
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panic("invalid command")
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}
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from = f32.Pt(math.Float32frombits(cmd[1]), math.Float32frombits(cmd[2]))
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ctrl0 = f32.Pt(math.Float32frombits(cmd[3]), math.Float32frombits(cmd[4]))
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ctrl1 = f32.Pt(math.Float32frombits(cmd[5]), math.Float32frombits(cmd[6]))
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to = f32.Pt(math.Float32frombits(cmd[7]), math.Float32frombits(cmd[8]))
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return
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}
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+6
-70
@@ -300,76 +300,12 @@ func (p *Path) Cube(ctrl0, ctrl1, to f32.Point) {
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ctrl0 = ctrl0.Add(p.pen)
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ctrl1 = ctrl1.Add(p.pen)
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to = to.Add(p.pen)
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// Set the maximum distance proportionally to the longest side
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// of the bounding rectangle.
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hull := f32.Rectangle{
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Min: p.pen,
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Max: ctrl0,
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}.Canon().Add(ctrl1).Add(to)
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l := hull.Dx()
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if h := hull.Dy(); h > l {
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l = h
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}
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p.approxCubeTo(0, l*0.001, ctrl0, ctrl1, to)
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}
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// approxCube approximates a cubic Bézier by a series of quadratic
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// curves.
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func (p *Path) approxCubeTo(splits int, maxDist float32, ctrl0, ctrl1, to f32.Point) int {
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// The idea is from
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// https://caffeineowl.com/graphics/2d/vectorial/cubic2quad01.html
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// where a quadratic approximates a cubic by eliminating its t³ term
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// from its polynomial expression anchored at the starting point:
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//
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// P(t) = pen + 3t(ctrl0 - pen) + 3t²(ctrl1 - 2ctrl0 + pen) + t³(to - 3ctrl1 + 3ctrl0 - pen)
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//
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// The control point for the new quadratic Q1 that shares starting point, pen, with P is
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//
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// C1 = (3ctrl0 - pen)/2
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//
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// The reverse cubic anchored at the end point has the polynomial
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//
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// P'(t) = to + 3t(ctrl1 - to) + 3t²(ctrl0 - 2ctrl1 + to) + t³(pen - 3ctrl0 + 3ctrl1 - to)
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//
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// The corresponding quadratic Q2 that shares the end point, to, with P has control
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// point
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//
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// C2 = (3ctrl1 - to)/2
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//
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// The combined quadratic Bézier, Q, shares both start and end points with its cubic
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// and use the midpoint between the two curves Q1 and Q2 as control point:
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//
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// C = (3ctrl0 - pen + 3ctrl1 - to)/4
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c := ctrl0.Mul(3).Sub(p.pen).Add(ctrl1.Mul(3)).Sub(to).Mul(1.0 / 4.0)
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const maxSplits = 32
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if splits >= maxSplits {
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p.QuadTo(c, to)
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return splits
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}
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// The maximum distance between the cubic P and its approximation Q given t
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// can be shown to be
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//
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// d = sqrt(3)/36*|to - 3ctrl1 + 3ctrl0 - pen|
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//
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// To save a square root, compare d² with the squared tolerance.
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v := to.Sub(ctrl1.Mul(3)).Add(ctrl0.Mul(3)).Sub(p.pen)
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d2 := (v.X*v.X + v.Y*v.Y) * 3 / (36 * 36)
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if d2 <= maxDist*maxDist {
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p.QuadTo(c, to)
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return splits
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}
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// De Casteljau split the curve and approximate the halves.
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t := float32(0.5)
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c0 := p.pen.Add(ctrl0.Sub(p.pen).Mul(t))
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c1 := ctrl0.Add(ctrl1.Sub(ctrl0).Mul(t))
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c2 := ctrl1.Add(to.Sub(ctrl1).Mul(t))
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c01 := c0.Add(c1.Sub(c0).Mul(t))
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c12 := c1.Add(c2.Sub(c1).Mul(t))
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c0112 := c01.Add(c12.Sub(c01).Mul(t))
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splits++
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splits = p.approxCubeTo(splits, maxDist, c0, c01, c0112)
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splits = p.approxCubeTo(splits, maxDist, c12, c2, to)
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return splits
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data := p.ops.Write(scene.CommandSize + 4)
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bo := binary.LittleEndian
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bo.PutUint32(data[0:], uint32(p.contour))
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ops.EncodeCommand(data[4:], scene.Cubic(p.pen, ctrl0, ctrl1, to, false))
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p.pen = to
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p.hasSegments = true
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}
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// Close closes the path contour.
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