Files
gio/op/clip/shapes.go
T
Elias Naur 06ce077436 op/clip: compute bounds during Path build
The current renderer transforms and processes paths before sending them
to the GPU. It can compute bounds during processing.

The new renderer passes paths verbatim to the GPU, but needs the bounds
for constructing clip bounds.

This change computes the bounds during construction, so it is available
at use. As a bonus for storing the bounds with the path, path caches
(such as for storing text fragments) automatically reuse the bounds
calculations as well.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-04-27 16:49:06 +02:00

170 lines
4.0 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package clip
import (
"image"
"math"
"gioui.org/f32"
"gioui.org/op"
)
// Rect represents the clip area of a pixel-aligned rectangle.
type Rect image.Rectangle
// Op returns the op for the rectangle.
func (r Rect) Op() Op {
return Op{
outline: true,
path: PathSpec{
bounds: image.Rectangle(r),
},
}
}
// Add the clip operation.
func (r Rect) Add(ops *op.Ops) {
r.Op().Add(ops)
}
// UniformRRect returns an RRect with all corner radii set to the
// provided radius.
func UniformRRect(rect f32.Rectangle, radius float32) RRect {
return RRect{
Rect: rect,
SE: radius,
SW: radius,
NE: radius,
NW: radius,
}
}
// RRect represents the clip area of a rectangle with rounded
// corners.
//
// Specify a square with corner radii equal to half the square size to
// construct a circular clip area.
type RRect struct {
Rect f32.Rectangle
// The corner radii.
SE, SW, NW, NE float32
}
// Op returns the op for the rounded rectangle.
func (rr RRect) Op(ops *op.Ops) Op {
if rr.SE == 0 && rr.SW == 0 && rr.NW == 0 && rr.NE == 0 {
r := image.Rectangle{
Min: image.Point{X: int(rr.Rect.Min.X), Y: int(rr.Rect.Min.Y)},
Max: image.Point{X: int(rr.Rect.Max.X), Y: int(rr.Rect.Max.Y)},
}
// Only use Rect if rr is pixel-aligned, as Rect is guaranteed to be.
if fPt(r.Min) == rr.Rect.Min && fPt(r.Max) == rr.Rect.Max {
return Rect(r).Op()
}
}
return Outline{Path: rr.Path(ops)}.Op()
}
// Add the rectangle clip.
func (rr RRect) Add(ops *op.Ops) {
rr.Op(ops).Add(ops)
}
// Path returns the PathSpec for the rounded rectangle.
func (rr RRect) Path(ops *op.Ops) PathSpec {
var p Path
p.Begin(ops)
// https://pomax.github.io/bezierinfo/#circles_cubic.
const q = 4 * (math.Sqrt2 - 1) / 3
const iq = 1 - q
se, sw, nw, ne := rr.SE, rr.SW, rr.NW, rr.NE
w, n, e, s := rr.Rect.Min.X, rr.Rect.Min.Y, rr.Rect.Max.X, rr.Rect.Max.Y
p.MoveTo(f32.Point{X: w + nw, Y: n})
p.LineTo(f32.Point{X: e - ne, Y: n}) // N
p.CubeTo( // NE
f32.Point{X: e - ne*iq, Y: n},
f32.Point{X: e, Y: n + ne*iq},
f32.Point{X: e, Y: n + ne})
p.LineTo(f32.Point{X: e, Y: s - se}) // E
p.CubeTo( // SE
f32.Point{X: e, Y: s - se*iq},
f32.Point{X: e - se*iq, Y: s},
f32.Point{X: e - se, Y: s})
p.LineTo(f32.Point{X: w + sw, Y: s}) // S
p.CubeTo( // SW
f32.Point{X: w + sw*iq, Y: s},
f32.Point{X: w, Y: s - sw*iq},
f32.Point{X: w, Y: s - sw})
p.LineTo(f32.Point{X: w, Y: n + nw}) // W
p.CubeTo( // NW
f32.Point{X: w, Y: n + nw*iq},
f32.Point{X: w + nw*iq, Y: n},
f32.Point{X: w + nw, Y: n})
return p.End()
}
// Circle represents the clip area of a circle.
type Circle struct {
Center f32.Point
Radius float32
}
// Op returns the op for the circle.
func (c Circle) Op(ops *op.Ops) Op {
return Outline{Path: c.Path(ops)}.Op()
}
// Add the circle clip.
func (c Circle) Add(ops *op.Ops) {
c.Op(ops).Add(ops)
}
// Path returns the PathSpec for the circle.
func (c Circle) Path(ops *op.Ops) PathSpec {
var p Path
p.Begin(ops)
center := c.Center
r := c.Radius
// https://pomax.github.io/bezierinfo/#circles_cubic.
const q = 4 * (math.Sqrt2 - 1) / 3
curve := r * q
top := f32.Point{X: center.X, Y: center.Y - r}
p.MoveTo(top)
p.CubeTo(
f32.Point{X: center.X + curve, Y: center.Y - r},
f32.Point{X: center.X + r, Y: center.Y - curve},
f32.Point{X: center.X + r, Y: center.Y},
)
p.CubeTo(
f32.Point{X: center.X + r, Y: center.Y + curve},
f32.Point{X: center.X + curve, Y: center.Y + r},
f32.Point{X: center.X, Y: center.Y + r},
)
p.CubeTo(
f32.Point{X: center.X - curve, Y: center.Y + r},
f32.Point{X: center.X - r, Y: center.Y + curve},
f32.Point{X: center.X - r, Y: center.Y},
)
p.CubeTo(
f32.Point{X: center.X - r, Y: center.Y - curve},
f32.Point{X: center.X - curve, Y: center.Y - r},
top,
)
return p.End()
}
func fPt(p image.Point) f32.Point {
return f32.Point{
X: float32(p.X), Y: float32(p.Y),
}
}