op/clip: split clip operations into its own package

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2019-11-09 19:05:03 +01:00
parent 560cf6054c
commit e864ac3fc3
14 changed files with 72 additions and 53 deletions
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// SPDX-License-Identifier: Unlicense OR MIT
package clip
import (
"encoding/binary"
"image"
"math"
"gioui.org/f32"
"gioui.org/internal/opconst"
"gioui.org/internal/path"
"gioui.org/op"
)
// Path constructs a Op clip path described by lines and
// Bézier curves, where drawing outside the Path is discarded.
// The inside-ness of a pixel is determines by the even-odd rule,
// similar to the SVG rule of the same name.
//
// Path generates no garbage and can be used for dynamic paths; path
// data is stored directly in the Ops list supplied to Begin.
type Path struct {
ops *op.Ops
contour int
pen f32.Point
bounds f32.Rectangle
hasBounds bool
macro op.MacroOp
}
// Op sets the current clip to the intersection of
// the existing clip with this clip.
//
// If you need to reset the clip to its previous values after
// applying a Op, use op.StackOp.
type Op struct {
macro op.MacroOp
bounds f32.Rectangle
}
func (p Op) Add(o *op.Ops) {
p.macro.Add(o)
data := o.Write(opconst.TypeClipLen)
data[0] = byte(opconst.TypeClip)
bo := binary.LittleEndian
bo.PutUint32(data[1:], math.Float32bits(p.bounds.Min.X))
bo.PutUint32(data[5:], math.Float32bits(p.bounds.Min.Y))
bo.PutUint32(data[9:], math.Float32bits(p.bounds.Max.X))
bo.PutUint32(data[13:], math.Float32bits(p.bounds.Max.Y))
}
// Begin the path, storing the path data and final Op into ops.
func (p *Path) Begin(ops *op.Ops) {
p.ops = ops
p.macro.Record(ops)
// Write the TypeAux opcode and a byte for marking whether the
// path has had its MaxY filled out. If not, the gpu will fill it
// before using it.
data := ops.Write(2)
data[0] = byte(opconst.TypeAux)
}
// MoveTo moves the pen to the given position.
func (p *Path) Move(to f32.Point) {
p.end()
to = to.Add(p.pen)
p.pen = to
}
// end completes the current contour.
func (p *Path) end() {
p.contour++
}
// Line moves the pen by the amount specified by delta, recording a line.
func (p *Path) Line(delta f32.Point) {
to := delta.Add(p.pen)
p.lineTo(to)
}
func (p *Path) lineTo(to f32.Point) {
// Model lines as degenerate quadratic Béziers.
p.quadTo(to.Add(p.pen).Mul(.5), to)
}
// Quad records a quadratic Bézier from the pen to end
// with the control point ctrl.
func (p *Path) Quad(ctrl, to f32.Point) {
ctrl = ctrl.Add(p.pen)
to = to.Add(p.pen)
p.quadTo(ctrl, to)
}
func (p *Path) quadTo(ctrl, to f32.Point) {
// Zero width curves don't contribute to stenciling.
if p.pen.X == to.X && p.pen.X == ctrl.X {
p.pen = to
return
}
bounds := f32.Rectangle{
Min: p.pen,
Max: to,
}.Canon()
// If the curve contain areas where a vertical line
// intersects it twice, split the curve in two x monotone
// lower and upper curves. The stencil fragment program
// expects only one intersection per curve.
// Find the t where the derivative in x is 0.
v0 := ctrl.Sub(p.pen)
v1 := to.Sub(ctrl)
d := v0.X - v1.X
// t = v0 / d. Split if t is in ]0;1[.
if v0.X > 0 && d > v0.X || v0.X < 0 && d < v0.X {
t := v0.X / d
ctrl0 := p.pen.Mul(1 - t).Add(ctrl.Mul(t))
ctrl1 := ctrl.Mul(1 - t).Add(to.Mul(t))
mid := ctrl0.Mul(1 - t).Add(ctrl1.Mul(t))
p.simpleQuadTo(ctrl0, mid)
p.simpleQuadTo(ctrl1, to)
if mid.X > bounds.Max.X {
bounds.Max.X = mid.X
}
if mid.X < bounds.Min.X {
bounds.Min.X = mid.X
}
} else {
p.simpleQuadTo(ctrl, to)
}
// Find the y extremum, if any.
d = v0.Y - v1.Y
if v0.Y > 0 && d > v0.Y || v0.Y < 0 && d < v0.Y {
t := v0.Y / d
y := (1-t)*(1-t)*p.pen.Y + 2*(1-t)*t*ctrl.Y + t*t*to.Y
if y > bounds.Max.Y {
bounds.Max.Y = y
}
if y < bounds.Min.Y {
bounds.Min.Y = y
}
}
p.expand(bounds)
}
// Cube records a cubic Bézier from the pen through
// two control points ending in to.
func (p *Path) Cube(ctrl0, ctrl1, to f32.Point) {
ctrl0 = ctrl0.Add(p.pen)
ctrl1 = ctrl1.Add(p.pen)
to = to.Add(p.pen)
// Set the maximum distance proportionally to the longest side
// of the bounding rectangle.
hull := f32.Rectangle{
Min: p.pen,
Max: ctrl0,
}.Canon().Add(ctrl1).Add(to)
l := hull.Dx()
if h := hull.Dy(); h > l {
l = h
}
p.approxCubeTo(0, l*0.001, ctrl0, ctrl1, to)
}
// approxCube approximates a cubic Bézier by a series of quadratic
// curves.
func (p *Path) approxCubeTo(splits int, maxDist float32, 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
// from its polynomial expression anchored at the starting point:
//
// P(t) = pen + 3t(ctrl0 - pen) + 3t²(ctrl1 - 2ctrl0 + pen) + t³(to - 3ctrl1 + 3ctrl0 - pen)
//
// The control point for the new quadratic Q1 that shares starting point, pen, with P is
//
// C1 = (3ctrl0 - pen)/2
//
// The reverse cubic anchored at the end point has the polynomial
//
// P'(t) = to + 3t(ctrl1 - to) + 3t²(ctrl0 - 2ctrl1 + to) + t³(pen - 3ctrl0 + 3ctrl1 - to)
//
// The corresponding quadratic Q2 that shares the end point, to, with P has control
// point
//
// C2 = (3ctrl1 - to)/2
//
// The combined quadratic Bézier, Q, shares both start and end points with its cubic
// and use the midpoint between the two curves Q1 and Q2 as control point:
//
// C = (3ctrl0 - pen + 3ctrl1 - to)/4
c := ctrl0.Mul(3).Sub(p.pen).Add(ctrl1.Mul(3)).Sub(to).Mul(1.0 / 4.0)
const maxSplits = 32
if splits >= maxSplits {
p.quadTo(c, to)
return splits
}
// The maximum distance between the cubic P and its approximation Q given t
// can be shown to be
//
// d = sqrt(3)/36*|to - 3ctrl1 + 3ctrl0 - pen|
//
// To save a square root, compare d² with the squared tolerance.
v := to.Sub(ctrl1.Mul(3)).Add(ctrl0.Mul(3)).Sub(p.pen)
d2 := (v.X*v.X + v.Y*v.Y) * 3 / (36 * 36)
if d2 <= maxDist*maxDist {
p.quadTo(c, to)
return splits
}
// De Casteljau split the curve and approximate the halves.
t := float32(0.5)
c0 := p.pen.Add(ctrl0.Sub(p.pen).Mul(t))
c1 := ctrl0.Add(ctrl1.Sub(ctrl0).Mul(t))
c2 := ctrl1.Add(to.Sub(ctrl1).Mul(t))
c01 := c0.Add(c1.Sub(c0).Mul(t))
c12 := c1.Add(c2.Sub(c1).Mul(t))
c0112 := c01.Add(c12.Sub(c01).Mul(t))
splits++
splits = p.approxCubeTo(splits, maxDist, c0, c01, c0112)
splits = p.approxCubeTo(splits, maxDist, c12, c2, to)
return splits
}
func (p *Path) expand(b f32.Rectangle) {
if !p.hasBounds {
p.hasBounds = true
inf := float32(math.Inf(+1))
p.bounds = f32.Rectangle{
Min: f32.Point{X: inf, Y: inf},
Max: f32.Point{X: -inf, Y: -inf},
}
}
p.bounds = p.bounds.Union(b)
}
func (p *Path) vertex(cornerx, cornery int16, ctrl, to f32.Point) {
v := path.Vertex{
CornerX: cornerx,
CornerY: cornery,
FromX: p.pen.X,
FromY: p.pen.Y,
CtrlX: ctrl.X,
CtrlY: ctrl.Y,
ToX: to.X,
ToY: to.Y,
}
data := p.ops.Write(path.VertStride)
bo := binary.LittleEndian
data[0] = byte(uint16(v.CornerX))
data[1] = byte(uint16(v.CornerX) >> 8)
data[2] = byte(uint16(v.CornerY))
data[3] = byte(uint16(v.CornerY) >> 8)
// Put the contour index in MaxY.
bo.PutUint32(data[4:], uint32(p.contour))
bo.PutUint32(data[8:], math.Float32bits(v.FromX))
bo.PutUint32(data[12:], math.Float32bits(v.FromY))
bo.PutUint32(data[16:], math.Float32bits(v.CtrlX))
bo.PutUint32(data[20:], math.Float32bits(v.CtrlY))
bo.PutUint32(data[24:], math.Float32bits(v.ToX))
bo.PutUint32(data[28:], math.Float32bits(v.ToY))
}
func (p *Path) simpleQuadTo(ctrl, to f32.Point) {
// NW.
p.vertex(-1, 1, ctrl, to)
// NE.
p.vertex(1, 1, ctrl, to)
// SW.
p.vertex(-1, -1, ctrl, to)
// SE.
p.vertex(1, -1, ctrl, to)
p.pen = to
}
// End the path and return a clip operation that represents it.
func (p *Path) End() Op {
p.end()
p.macro.Stop()
return Op{
macro: p.macro,
bounds: p.bounds,
}
}
// Rect returns the clip area of a pixel aligned rectangular area.
func Rect(r image.Rectangle) Op {
return Op{bounds: toRectF(r)}
}
func toRectF(r image.Rectangle) f32.Rectangle {
return f32.Rectangle{
Min: f32.Point{X: float32(r.Min.X), Y: float32(r.Min.Y)},
Max: f32.Point{X: float32(r.Max.X), Y: float32(r.Max.Y)},
}
}
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// SPDX-License-Identifier: Unlicense OR MIT
/*
Package clip provides operations for clipping paint operations.
Drawing outside the current clip area is ignored.
The current clip is initially the infinite set. An Op sets the clip
to the intersection of the current clip and the clip area it
represents. If you need to reset the current clip to its value
before applying an Op, use op.StackOp.
General clipping areas are constructed with Path. Simpler special
cases such as rectangular clip areas also exist as convenient
constructors.
*/
package clip