mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-01 15:45:38 +00:00
49365dbcc5
Before this change, the index buffer would start empty and grow up to the maximum size (128kb). It would never shrink. We're about to tighten the GPU buffer API to be immutable for performance and to better match Direct3D, so allocate the index buffer once at startup, and limit it to a reasonable size. Signed-off-by: Elias Naur <mail@eliasnaur.com>
550 lines
13 KiB
Go
550 lines
13 KiB
Go
// SPDX-License-Identifier: Unlicense OR MIT
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package gpu
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// GPU accelerated path drawing using the algorithms from
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// Pathfinder (https://github.com/servo/pathfinder).
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import (
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"image"
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"unsafe"
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"gioui.org/f32"
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"gioui.org/internal/path"
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gunsafe "gioui.org/internal/unsafe"
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)
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type pather struct {
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ctx Backend
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viewport image.Point
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stenciler *stenciler
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coverer *coverer
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}
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type coverer struct {
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ctx Backend
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prog [2]Program
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vars [2]struct {
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z Uniform
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uScale, uOffset Uniform
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uUVScale, uUVOffset Uniform
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uCoverUVScale, uCoverUVOffset Uniform
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uColor Uniform
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}
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}
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type stenciler struct {
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ctx Backend
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defFBO Framebuffer
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prog Program
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iprog Program
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fbos fboSet
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intersections fboSet
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uScale, uOffset Uniform
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uPathOffset Uniform
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uIntersectUVOffset Uniform
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uIntersectUVScale Uniform
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indexBuf Buffer
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}
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type fboSet struct {
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fbos []stencilFBO
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}
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type stencilFBO struct {
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size image.Point
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fbo Framebuffer
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tex Texture
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}
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type pathData struct {
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ncurves int
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data Buffer
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}
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var (
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pathAttribs = []string{"corner", "maxy", "from", "ctrl", "to"}
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intersectAttribs = []string{"pos", "uv"}
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)
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const (
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// Number of path quads per draw batch.
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pathBatchSize = 10000
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)
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const (
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attribPathCorner = 0
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attribPathMaxY = 1
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attribPathFrom = 2
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attribPathCtrl = 3
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attribPathTo = 4
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)
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func newPather(ctx Backend) *pather {
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return &pather{
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ctx: ctx,
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stenciler: newStenciler(ctx),
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coverer: newCoverer(ctx),
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}
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}
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func newCoverer(ctx Backend) *coverer {
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prog, err := createColorPrograms(ctx, coverVSrc, coverFSrc)
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if err != nil {
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panic(err)
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}
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c := &coverer{
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ctx: ctx,
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prog: prog,
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}
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for i, prog := range prog {
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switch materialType(i) {
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case materialTexture:
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uTex := prog.UniformFor("tex")
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prog.Uniform1i(uTex, 0)
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c.vars[i].uUVScale = prog.UniformFor("uvScale")
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c.vars[i].uUVOffset = prog.UniformFor("uvOffset")
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case materialColor:
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c.vars[i].uColor = prog.UniformFor("color")
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}
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uCover := prog.UniformFor("cover")
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prog.Uniform1i(uCover, 1)
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c.vars[i].z = prog.UniformFor("z")
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c.vars[i].uScale = prog.UniformFor("scale")
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c.vars[i].uOffset = prog.UniformFor("offset")
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c.vars[i].uCoverUVScale = prog.UniformFor("uvCoverScale")
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c.vars[i].uCoverUVOffset = prog.UniformFor("uvCoverOffset")
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}
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return c
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}
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func newStenciler(ctx Backend) *stenciler {
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defFBO := ctx.DefaultFramebuffer()
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prog, err := ctx.NewProgram(stencilVSrc, stencilFSrc, pathAttribs)
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if err != nil {
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panic(err)
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}
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iprog, err := ctx.NewProgram(intersectVSrc, intersectFSrc, intersectAttribs)
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if err != nil {
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panic(err)
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}
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coverLoc := iprog.UniformFor("cover")
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iprog.Uniform1i(coverLoc, 0)
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// Allocate a suitably large index buffer for drawing paths.
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indices := make([]uint16, pathBatchSize*6)
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for i := 0; i < pathBatchSize; i++ {
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i := uint16(i)
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indices[i*6+0] = i*4 + 0
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indices[i*6+1] = i*4 + 1
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indices[i*6+2] = i*4 + 2
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indices[i*6+3] = i*4 + 2
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indices[i*6+4] = i*4 + 1
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indices[i*6+5] = i*4 + 3
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}
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indexBuf := ctx.NewBuffer(BufferTypeIndices)
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indexBuf.Upload(BufferUsageStaticDraw, gunsafe.BytesView(indices))
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return &stenciler{
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ctx: ctx,
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defFBO: defFBO,
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prog: prog,
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iprog: iprog,
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uScale: prog.UniformFor("scale"),
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uOffset: prog.UniformFor("offset"),
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uPathOffset: prog.UniformFor("pathOffset"),
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uIntersectUVScale: iprog.UniformFor("uvScale"),
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uIntersectUVOffset: iprog.UniformFor("uvOffset"),
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indexBuf: indexBuf,
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}
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}
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func (s *fboSet) resize(ctx Backend, sizes []image.Point) {
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// Add fbos.
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for i := len(s.fbos); i < len(sizes); i++ {
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s.fbos = append(s.fbos, stencilFBO{
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fbo: ctx.NewFramebuffer(),
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tex: ctx.NewTexture(FilterNearest, FilterNearest),
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})
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}
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// Resize fbos.
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for i, sz := range sizes {
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f := &s.fbos[i]
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// Resizing or recreating FBOs can introduce rendering stalls.
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// Avoid if the space waste is not too high.
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resize := sz.X > f.size.X || sz.Y > f.size.Y
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waste := float32(sz.X*sz.Y) / float32(f.size.X*f.size.Y)
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resize = resize || waste > 1.2
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if resize {
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f.size = sz
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f.tex.Resize(TextureFormatFloat, sz.X, sz.Y)
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f.fbo.BindTexture(f.tex)
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}
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}
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// Delete extra fbos.
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s.delete(ctx, len(sizes))
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}
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func (s *fboSet) invalidate(ctx Backend) {
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for _, f := range s.fbos {
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f.fbo.Invalidate()
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}
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}
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func (s *fboSet) delete(ctx Backend, idx int) {
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for i := idx; i < len(s.fbos); i++ {
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f := s.fbos[i]
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f.fbo.Release()
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f.tex.Release()
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}
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s.fbos = s.fbos[:idx]
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}
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func (s *stenciler) release() {
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s.fbos.delete(s.ctx, 0)
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s.prog.Release()
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s.indexBuf.Release()
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}
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func (p *pather) release() {
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p.stenciler.release()
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p.coverer.release()
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}
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func (c *coverer) release() {
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for _, p := range c.prog {
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p.Release()
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}
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}
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func buildPath(ctx Backend, p []byte) *pathData {
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buf := ctx.NewBuffer(BufferTypeData)
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buf.Upload(BufferUsageStaticDraw, p)
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return &pathData{
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ncurves: len(p) / path.VertStride,
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data: buf,
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}
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}
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func (p *pathData) release() {
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p.data.Release()
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}
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func (p *pather) begin(sizes []image.Point) {
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p.stenciler.begin(sizes)
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}
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func (p *pather) end() {
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p.stenciler.end()
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}
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func (p *pather) stencilPath(bounds image.Rectangle, offset f32.Point, uv image.Point, data *pathData) {
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p.stenciler.stencilPath(bounds, offset, uv, data)
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}
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func (s *stenciler) beginIntersect(sizes []image.Point) {
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s.ctx.NilTexture().Bind(1)
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s.ctx.BlendFunc(BlendFactorDstColor, BlendFactorZero)
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// 8 bit coverage is enough, but OpenGL ES only supports single channel
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// floating point formats. Replace with GL_RGB+GL_UNSIGNED_BYTE if
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// no floating point support is available.
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s.intersections.resize(s.ctx, sizes)
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s.ctx.ClearColor(1.0, 0.0, 0.0, 0.0)
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s.iprog.Bind()
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}
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func (s *stenciler) endIntersect() {
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s.defFBO.Bind()
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}
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func (s *stenciler) invalidateFBO() {
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s.intersections.invalidate(s.ctx)
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s.fbos.invalidate(s.ctx)
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s.defFBO.Bind()
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}
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func (s *stenciler) cover(idx int) stencilFBO {
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return s.fbos.fbos[idx]
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}
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func (s *stenciler) begin(sizes []image.Point) {
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s.ctx.NilTexture().Bind(1)
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s.ctx.BlendFunc(BlendFactorOne, BlendFactorOne)
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s.fbos.resize(s.ctx, sizes)
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s.ctx.ClearColor(0.0, 0.0, 0.0, 0.0)
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s.prog.Bind()
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s.indexBuf.Bind()
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}
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func (s *stenciler) stencilPath(bounds image.Rectangle, offset f32.Point, uv image.Point, data *pathData) {
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data.data.Bind()
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s.ctx.Viewport(uv.X, uv.Y, bounds.Dx(), bounds.Dy())
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// Transform UI coordinates to OpenGL coordinates.
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texSize := f32.Point{X: float32(bounds.Dx()), Y: float32(bounds.Dy())}
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scale := f32.Point{X: 2 / texSize.X, Y: 2 / texSize.Y}
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orig := f32.Point{X: -1 - float32(bounds.Min.X)*2/texSize.X, Y: -1 - float32(bounds.Min.Y)*2/texSize.Y}
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s.prog.Uniform2f(s.uScale, scale.X, scale.Y)
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s.prog.Uniform2f(s.uOffset, orig.X, orig.Y)
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s.prog.Uniform2f(s.uPathOffset, offset.X, offset.Y)
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// Draw in batches that fit in uint16 indices.
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start := 0
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nquads := data.ncurves / 4
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for start < nquads {
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batch := nquads - start
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if max := pathBatchSize; batch > max {
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batch = max
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}
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off := path.VertStride * start * 4
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s.ctx.SetupVertexArray(attribPathCorner, 2, DataTypeShort, path.VertStride, off+int(unsafe.Offsetof((*(*path.Vertex)(nil)).CornerX)))
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s.ctx.SetupVertexArray(attribPathMaxY, 1, DataTypeFloat, path.VertStride, off+int(unsafe.Offsetof((*(*path.Vertex)(nil)).MaxY)))
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s.ctx.SetupVertexArray(attribPathFrom, 2, DataTypeFloat, path.VertStride, off+int(unsafe.Offsetof((*(*path.Vertex)(nil)).FromX)))
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s.ctx.SetupVertexArray(attribPathCtrl, 2, DataTypeFloat, path.VertStride, off+int(unsafe.Offsetof((*(*path.Vertex)(nil)).CtrlX)))
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s.ctx.SetupVertexArray(attribPathTo, 2, DataTypeFloat, path.VertStride, off+int(unsafe.Offsetof((*(*path.Vertex)(nil)).ToX)))
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s.ctx.DrawElements(DrawModeTriangles, 0, batch*6)
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start += batch
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}
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}
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func (s *stenciler) end() {
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s.defFBO.Bind()
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}
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func (p *pather) cover(z float32, mat materialType, col [4]float32, scale, off, uvScale, uvOff, coverScale, coverOff f32.Point) {
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p.coverer.cover(z, mat, col, scale, off, uvScale, uvOff, coverScale, coverOff)
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}
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func (c *coverer) cover(z float32, mat materialType, col [4]float32, scale, off, uvScale, uvOff, coverScale, coverOff f32.Point) {
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p := c.prog[mat]
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p.Bind()
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switch mat {
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case materialColor:
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p.Uniform4f(c.vars[mat].uColor, col[0], col[1], col[2], col[3])
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case materialTexture:
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p.Uniform2f(c.vars[mat].uUVScale, uvScale.X, uvScale.Y)
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p.Uniform2f(c.vars[mat].uUVOffset, uvOff.X, uvOff.Y)
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}
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p.Uniform1f(c.vars[mat].z, z)
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p.Uniform2f(c.vars[mat].uScale, scale.X, scale.Y)
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p.Uniform2f(c.vars[mat].uOffset, off.X, off.Y)
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p.Uniform2f(c.vars[mat].uCoverUVScale, coverScale.X, coverScale.Y)
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p.Uniform2f(c.vars[mat].uCoverUVOffset, coverOff.X, coverOff.Y)
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c.ctx.DrawArrays(DrawModeTriangleStrip, 0, 4)
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}
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const stencilVSrc = `
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#version 100
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precision highp float;
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uniform vec2 scale;
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uniform vec2 offset;
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uniform vec2 pathOffset;
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attribute vec2 corner;
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attribute float maxy;
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attribute vec2 from;
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attribute vec2 ctrl;
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attribute vec2 to;
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varying vec2 vFrom;
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varying vec2 vCtrl;
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varying vec2 vTo;
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void main() {
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// Add a one pixel overlap so curve quads cover their
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// entire curves. Could use conservative rasterization
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// if available.
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vec2 from = from + pathOffset;
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vec2 ctrl = ctrl + pathOffset;
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vec2 to = to + pathOffset;
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float maxy = maxy + pathOffset.y;
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vec2 pos;
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if (corner.x > 0.0) {
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// East.
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pos.x = max(max(from.x, ctrl.x), to.x)+1.0;
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} else {
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// West.
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pos.x = min(min(from.x, ctrl.x), to.x)-1.0;
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}
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if (corner.y > 0.0) {
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// North.
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pos.y = maxy + 1.0;
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} else {
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// South.
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pos.y = min(min(from.y, ctrl.y), to.y) - 1.0;
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}
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vFrom = from-pos;
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vCtrl = ctrl-pos;
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vTo = to-pos;
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pos *= scale;
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pos += offset;
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gl_Position = vec4(pos, 1, 1);
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}
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`
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const stencilFSrc = `
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#version 100
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precision mediump float;
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varying vec2 vFrom;
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varying vec2 vCtrl;
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varying vec2 vTo;
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uniform sampler2D areaLUT;
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void main() {
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float dx = vTo.x - vFrom.x;
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// Sort from and to in increasing order so the root below
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// is always the positive square root, if any.
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// We need the direction of the curve below, so this can't be
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// done from the vertex shader.
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bool increasing = vTo.x >= vFrom.x;
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vec2 left = increasing ? vFrom : vTo;
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vec2 right = increasing ? vTo : vFrom;
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// The signed horizontal extent of the fragment.
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vec2 extent = clamp(vec2(vFrom.x, vTo.x), -0.5, 0.5);
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// Find the t where the curve crosses the middle of the
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// extent, x₀.
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// Given the Bézier curve with x coordinates P₀, P₁, P₂
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// where P₀ is at the origin, its x coordinate in t
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// is given by:
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//
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// x(t) = 2(1-t)tP₁ + t²P₂
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//
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// Rearranging:
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//
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// x(t) = (P₂ - 2P₁)t² + 2P₁t
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//
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// Setting x(t) = x₀ and using Muller's quadratic formula ("Citardauq")
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// for robustnesss,
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//
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// t = 2x₀/(2P₁±√(4P₁²+4(P₂-2P₁)x₀))
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//
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// which simplifies to
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//
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// t = x₀/(P₁±√(P₁²+(P₂-2P₁)x₀))
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//
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// Setting v = P₂-P₁,
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//
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// t = x₀/(P₁±√(P₁²+(v-P₁)x₀))
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//
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// t lie in [0; 1]; P₂ ≥ P₁ and P₁ ≥ 0 since we split curves where
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// the control point lies before the start point or after the end point.
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// It can then be shown that only the positive square root is valid.
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float midx = mix(extent.x, extent.y, 0.5);
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float x0 = midx - left.x;
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vec2 p1 = vCtrl - left;
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vec2 v = right - vCtrl;
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float t = x0/(p1.x+sqrt(p1.x*p1.x+(v.x-p1.x)*x0));
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// Find y(t) on the curve.
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float y = mix(mix(left.y, vCtrl.y, t), mix(vCtrl.y, right.y, t), t);
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// And the slope.
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vec2 d_half = mix(p1, v, t);
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float dy = d_half.y/d_half.x;
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// Together, y and dy form a line approximation.
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// Compute the fragment area above the line.
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// The area is symmetric around dy = 0. Scale slope with extent width.
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float width = extent.y - extent.x;
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dy = abs(dy*width);
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vec4 sides = vec4(dy*+0.5 + y, dy*-0.5 + y, (+0.5-y)/dy, (-0.5-y)/dy);
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sides = clamp(sides+0.5, 0.0, 1.0);
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float area = 0.5*(sides.z - sides.z*sides.y + 1.0 - sides.x+sides.x*sides.w);
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area *= width;
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// Work around issue #13.
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if (width == 0.0)
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area = 0.0;
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gl_FragColor.r = area;
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}
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`
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const coverVSrc = `
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#version 100
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precision highp float;
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uniform float z;
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uniform vec2 scale;
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uniform vec2 offset;
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uniform vec2 uvScale;
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uniform vec2 uvOffset;
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uniform vec2 uvCoverScale;
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uniform vec2 uvCoverOffset;
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attribute vec2 pos;
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varying vec2 vCoverUV;
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attribute vec2 uv;
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varying vec2 vUV;
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void main() {
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gl_Position = vec4(pos*scale + offset, z, 1);
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vUV = uv*uvScale + uvOffset;
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|
vCoverUV = uv*uvCoverScale+uvCoverOffset;
|
|
}
|
|
`
|
|
|
|
const coverFSrc = `
|
|
#version 100
|
|
|
|
precision mediump float;
|
|
|
|
// Use high precision to be pixel accurate for
|
|
// large cover atlases.
|
|
varying highp vec2 vCoverUV;
|
|
uniform sampler2D cover;
|
|
varying vec2 vUV;
|
|
|
|
HEADER
|
|
|
|
void main() {
|
|
gl_FragColor = GET_COLOR;
|
|
float cover = abs(texture2D(cover, vCoverUV).r);
|
|
gl_FragColor *= cover;
|
|
}
|
|
`
|
|
|
|
const intersectVSrc = `
|
|
#version 100
|
|
|
|
precision highp float;
|
|
|
|
attribute vec2 pos;
|
|
attribute vec2 uv;
|
|
|
|
uniform vec2 uvScale;
|
|
uniform vec2 uvOffset;
|
|
|
|
varying vec2 vUV;
|
|
|
|
void main() {
|
|
vec2 p = pos;
|
|
p.y = -p.y;
|
|
gl_Position = vec4(p, 0, 1);
|
|
vUV = uv*uvScale + uvOffset;
|
|
}
|
|
`
|
|
|
|
const intersectFSrc = `
|
|
#version 100
|
|
|
|
precision mediump float;
|
|
|
|
// Use high precision to be pixel accurate for
|
|
// large cover atlases.
|
|
varying highp vec2 vUV;
|
|
uniform sampler2D cover;
|
|
|
|
void main() {
|
|
float cover = abs(texture2D(cover, vUV).r);
|
|
gl_FragColor.r = cover;
|
|
}
|
|
`
|