This CL introduces 2 new path builders:
- Outline which takes a PathSpec to be outlined
- Stroke which takes a PathSpec and a stroke style, to stroke a path.
typically, code like this:
var p clip.Path
...
p.Outline().Add(o)
should be replaced with:
var p clip.Path
...
clip.Outline{Path: p.End()}.Op().Add(o)
similarly, stroking should be modified from:
var p clip.Path
...
p.Stroke(width, clip.StrokeStyle{...}).Add(o)
to:
var p clip.Path
...
clip.Stroke{Path: p.End(), Style: clip.StrokeStyle{Width:...}}.Op().Add(o)
here are tentative 'rf' scripts (see rsc.io/rf for more details):
```
ex {
import "gioui.org/op";
import "gioui.org/op/clip";
var p clip.Path;
var o *op.Ops;
p.Outline().Add(o) -> clip.Outline{Path:p.End()}.Op().Add(o);
}
ex {
import "gioui.org/op";
import "gioui.org/op/clip";
var o *op.Ops;
var p clip.Path;
var sty clip.StrokeStyle;
var width float32;
p.Stroke(width, sty).Add(o) -> \
clip.Stroke{ \
Path:p.End(), \
Style: clip.StrokeStyle{ \
Width: width, \
}}.Op().Add(o);
}
```
Signed-off-by: Sebastien Binet <s@sbinet.org>
Currently this comes up with RRect/Border that has zero corners. It
improves them from ~250ns to ~170ns. While it's possible to check this
in RRect implementation, however it'll slow down calls with non-zero
corners.
Signed-off-by: Egon Elbre <egonelbre@gmail.com>
...interface{} requires constructing a slice, which is slow.
This cuts about 100ns from RRect and Border benchmark.
Signed-off-by: Egon Elbre <egonelbre@gmail.com>
Using delta position with Line and Quad can drift over successive calls.
Also, in some cases it's much more convenient to use absolute
coordinates rather than relative.
Signed-off-by: Egon Elbre <egonelbre@gmail.com>
color.RGBA has two problems with regards to using it.
First the color values need to be premultiplied, whereas most APIs
have non-premultiplied values. This is mainly to preserve color components
with low alpha values.
Second there are two ways to premultiply with sRGB. One is to premultiply
after sRGB conversion, the other is before. This makes using the API more
confusing.
Using color.NRGBA in sRGB makes it align with CSS.e
Signed-off-by: Egon Elbre <egonelbre@gmail.com>
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>
PaintOp.Rect is the wrong abstraction; it implies a clip operation
better handled by package clip, and not all paints need it (colors).
Furthermore, it's awkward to specify a PaintOp that fills up the
current clip area, regardless of its size.
Redefine PathOp to mean "fill current clip area".
API change. Replace uses of PaintOp.Rect with a TransformOp applied
before the PaintOp.
Leave a TODO for the PathOp infinity area.
Fixes gio#167
Signed-off-by: Elias Naur <mail@eliasnaur.com>
We're about to remove PaintOp.Rect. Replacing PaintOps with Fill or
FillShape where possible will ease the transition.
Using Fill in tests exposed a problem with the infinity in paint.Fill.
Adjust it for now; it will be removed later.
Updates gio#167
Signed-off-by: Elias Naur <mail@eliasnaur.com>
This is effectively a revert of commit gioui.org/commit/69dfd2e3a5541.
ImageOp.Rect is the wrong abstraction; it implies a clipping operation that is
better handled by package clip.
API change. Uses of ImageOp.Rect should apply a clip.Rect before the PaintOp,
or use image.RGBA.SubImage (or similar).
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Use op.Offset instead, or create and manipulate a f32.Affine2D.
API change. Update your code with a gofmt rule:
gofmt -r 'op.TransformOp{}.Offset -> op.Offset'
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Add support for affine transformations. The key changes are outlined
below.
- Painting/clipping with rectangles is handled by, for complex
transforms, creating clipping paths representing the transformed
rectangle and using a larger bounding box. Cover/Blit shaders updated
correspondingly to correctly map texture cordinates from the new
bounding boxes.
- Since path splitting must happen on CPU the transforms must happen CPU
side as well - offsets removed from shaders.
- Complex transforms will lead to different path splitting which means
that GPU arrays can no longer be cached if the transform has changed.
Thus the current transform is added as a key to the cache.
- Add a public API to op for setting Affine transformations.
There are a number of optimizations that could be explored further but
which are left out now:
- Caching also of CPU operations (e.g path splitting & transforms) and
not only caching the GPU arrays.
- Allow for re-use of cached GPU vertices if the transformation change
is a pure offset / scaling since the splitting is then the same.
Signed-off-by: Viktor <viktor.ogeman@gmail.com>
Encode TransformOp as an Affince2D matrix instead and use that in gpu and io transform handling.
There are no changes to user facing API and so far only the offset part of the matrix is used.
This patch is a step towards full affine transformations.
Signed-off-by: Viktor <viktor.ogeman@gmail.com>
This is a first step towards supporting affine drawing transforms.
The rendering algorithm relies on quadratic curves that do not cross
x = 0 more than once, thus curves must be split after any rotation/shear
transforms. Move this logic and the generation of vertices to package gpu.
Also close all curves and draw zero-width edges as preparation for
transform since the will no longer implicitly be vertical with no
effect.
This commit will severely affect performance since vertexes are now
transformed also for cached items, using cpu resources.
Signed-off-by: Viktor <viktor.ogeman@gmail.com>
Converting
macro := op.Record(ops)
...
macro.Stop()
macro.Add()
to
macro := op.Record(ops)
...
call := macro.Stop()
call.Add(ops)
Which is more general (call.Add can take a different ops than the op.Record
that started it), and enforced the order between Stop and the subsequent Add.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
The only mutable field is "recording", which is used for a sanity
check. THat check is performed (less generally) by Ops.macroStack.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
To match Record, we'd like Push to return a value. To do that and
support the one-line
defer op.Push(ops).Pop()
Pop needs to use a value receiver as well. Drop the active field
and make it so. The field was only a sanity check, a check which is
already done by Ops.stackStack, albeit with a less specific panic.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
The funcs replace stack.Push and macro.Record, which become private.
This makes stack and macro faster to write, in particular for stacks
where you can just write the following line to save and restore the
state :
defer op.Push(ops).Pop()
This usage requires Push to return a pointer (since Pop has a pointer
receiver), or else the code doesn't compile.
For consistancy, I tried to do the same for op.Record, but this implied
to turn all the MacroOp fields into pointers, and this caused some
panics. As a result, op.Record doesn't return a pointer.
An other side effect pointed by Larry Clapp: StackOp and MacroOp are not
re-usable any more, you have to allocate a new one for each usage, using
the described funcs above.
Signed-off-by: Thomas Bruyelle <thomas.bruyelle@gmail.com>
The new field ImageOp.Rect is initialized to cover the entire source
image, but can be modified to draw only a section of it.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Corrected the use of draw.Draw in paint.NewImageOp as the old use only works for images starting at the origin
Signed-off-by: Axel Paulander <axel.paulander@gmail.com>