Files
gio/paint/path.go
T
Elias Naur 22cd88df9f all: rename the gioui.org/ui module to gioui.org
The "ui" is redundant and stutters.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2019-09-30 12:37:06 +02:00

293 lines
7.6 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package paint
import (
"encoding/binary"
"math"
"unsafe"
"gioui.org/ui"
"gioui.org/f32"
"gioui.org/internal/opconst"
"gioui.org/internal/path"
)
// PathBuilder builds and adds a general ClipOp clip path
// from lines and curves.
// PathBuilder generates no garbage and can be used for
// dynamic paths; path data is stored directly in the Ops
// list supplied to Init.
type PathBuilder struct {
ops *ui.Ops
firstVert int
nverts int
maxy float32
pen f32.Point
bounds f32.Rectangle
hasBounds bool
}
// ClipOp sets the current clip path.
type ClipOp struct {
bounds f32.Rectangle
}
func (p ClipOp) Add(o *ui.Ops) {
data := make([]byte, 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))
o.Write(data)
}
// Init the builder and specify the operations list for
// storing the path data and final ClipOp.
func (p *PathBuilder) Init(ops *ui.Ops) {
p.ops = ops
}
// MoveTo moves the pen to the given position.
func (p *PathBuilder) Move(to f32.Point) {
p.end()
to = to.Add(p.pen)
p.maxy = to.Y
p.pen = to
}
// end completes the current contour.
func (p *PathBuilder) end() {
aux := p.ops.Aux()
bo := binary.LittleEndian
// Fill in maximal Y coordinates of the NW and NE corners.
for i := p.firstVert; i < p.nverts; i++ {
off := path.VertStride*i + int(unsafe.Offsetof(((*path.Vertex)(nil)).MaxY))
bo.PutUint32(aux[off:], math.Float32bits(p.maxy))
}
p.firstVert = p.nverts
}
// Line records a line from the pen to end.
func (p *PathBuilder) Line(to f32.Point) {
to = to.Add(p.pen)
p.lineTo(to)
}
func (p *PathBuilder) 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 *PathBuilder) Quad(ctrl, to f32.Point) {
ctrl = ctrl.Add(p.pen)
to = to.Add(p.pen)
p.quadTo(ctrl, to)
}
func (p *PathBuilder) 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 *PathBuilder) 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 *PathBuilder) 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 *PathBuilder) 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 *PathBuilder) vertex(cornerx, cornery int16, ctrl, to f32.Point) {
p.nverts++
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 := make([]byte, path.VertStride+1)
data[0] = byte(opconst.TypeAux)
bo := binary.LittleEndian
data[1] = byte(uint16(v.CornerX))
data[2] = byte(uint16(v.CornerX) >> 8)
data[3] = byte(uint16(v.CornerY))
data[4] = byte(uint16(v.CornerY) >> 8)
bo.PutUint32(data[5:], math.Float32bits(v.MaxY))
bo.PutUint32(data[9:], math.Float32bits(v.FromX))
bo.PutUint32(data[13:], math.Float32bits(v.FromY))
bo.PutUint32(data[17:], math.Float32bits(v.CtrlX))
bo.PutUint32(data[21:], math.Float32bits(v.CtrlY))
bo.PutUint32(data[25:], math.Float32bits(v.ToX))
bo.PutUint32(data[29:], math.Float32bits(v.ToY))
p.ops.Write(data)
}
func (p *PathBuilder) simpleQuadTo(ctrl, to f32.Point) {
if p.pen.Y > p.maxy {
p.maxy = p.pen.Y
}
if ctrl.Y > p.maxy {
p.maxy = ctrl.Y
}
if to.Y > p.maxy {
p.maxy = to.Y
}
// 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 add the resulting ClipOp to
// the operation list passed to Init.
func (p *PathBuilder) End() {
p.end()
ClipOp{
bounds: p.bounds,
}.Add(p.ops)
}