Files
gio/internal/stroke/stroke.go
T
Elias Naur 7825bda8f8 internal/stroke,op/clip: don't import op/clip from internal/stroke
To avoid an import cycle in a future change, internal/stroke can no
longer import op/clip. Move required op/clip functionality to
internal/stroke and duplicate the remaining types.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-23 15:28:52 +01:00

768 lines
19 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
// Most of the algorithms to compute strokes and their offsets have been
// extracted, adapted from (and used as a reference implementation):
// - github.com/tdewolff/canvas (Licensed under MIT)
//
// These algorithms have been implemented from:
// Fast, precise flattening of cubic Bézier path and offset curves
// Thomas F. Hain, et al.
//
// An electronic version is available at:
// https://seant23.files.wordpress.com/2010/11/fastpreciseflatteningofbeziercurve.pdf
//
// Possible improvements (in term of speed and/or accuracy) on these
// algorithms are:
//
// - Polar Stroking: New Theory and Methods for Stroking Paths,
// M. Kilgard
// https://arxiv.org/pdf/2007.00308.pdf
//
// - https://raphlinus.github.io/graphics/curves/2019/12/23/flatten-quadbez.html
// R. Levien
// Package stroke implements conversion of strokes to filled outlines. It is used as a
// fallback for stroke configurations not natively supported by the renderer.
package stroke
import (
"math"
"gioui.org/f32"
)
// The following are copies of types from op/clip to avoid a circular import of
// that package.
// TODO: when the old renderer is gone, this package can be merged with
// op/clip, eliminating the duplicate types.
type StrokeStyle struct {
Width float32
Miter float32
Cap StrokeCap
Join StrokeJoin
}
type StrokeCap uint8
const (
RoundCap StrokeCap = iota
FlatCap
SquareCap
)
type StrokeJoin uint8
const (
RoundJoin StrokeJoin = iota
BevelJoin
)
// strokeTolerance is used to reconcile rounding errors arising
// when splitting quads into smaller and smaller segments to approximate
// them into straight lines, and when joining back segments.
//
// The magic value of 0.01 was found by striking a compromise between
// aesthetic looking (curves did look like curves, even after linearization)
// and speed.
const strokeTolerance = 0.01
type QuadSegment struct {
From, Ctrl, To f32.Point
}
type StrokeQuad struct {
Contour uint32
Quad QuadSegment
}
type strokeState struct {
p0, p1 f32.Point // p0 is the start point, p1 the end point.
n0, n1 f32.Point // n0 is the normal vector at the start point, n1 at the end point.
r0, r1 float32 // r0 is the curvature at the start point, r1 at the end point.
ctl f32.Point // ctl is the control point of the quadratic Bézier segment.
}
type StrokeQuads []StrokeQuad
func (qs *StrokeQuads) setContour(n uint32) {
for i := range *qs {
(*qs)[i].Contour = n
}
}
func (qs *StrokeQuads) pen() f32.Point {
return (*qs)[len(*qs)-1].Quad.To
}
func (qs *StrokeQuads) closed() bool {
beg := (*qs)[0].Quad.From
end := (*qs)[len(*qs)-1].Quad.To
return f32Eq(beg.X, end.X) && f32Eq(beg.Y, end.Y)
}
func (qs *StrokeQuads) lineTo(pt f32.Point) {
end := qs.pen()
*qs = append(*qs, StrokeQuad{
Quad: QuadSegment{
From: end,
Ctrl: end.Add(pt).Mul(0.5),
To: pt,
},
})
}
func (qs *StrokeQuads) arc(f1, f2 f32.Point, angle float32) {
const segments = 16
pen := qs.pen()
m := ArcTransform(pen, f1.Add(pen), f2.Add(pen), angle, segments)
for i := 0; i < segments; i++ {
p0 := qs.pen()
p1 := m.Transform(p0)
p2 := m.Transform(p1)
ctl := p1.Mul(2).Sub(p0.Add(p2).Mul(.5))
*qs = append(*qs, StrokeQuad{
Quad: QuadSegment{
From: p0, Ctrl: ctl, To: p2,
},
})
}
}
// split splits a slice of quads into slices of quads grouped
// by contours (ie: splitted at move-to boundaries).
func (qs StrokeQuads) split() []StrokeQuads {
if len(qs) == 0 {
return nil
}
var (
c uint32
o []StrokeQuads
i = len(o)
)
for _, q := range qs {
if q.Contour != c {
c = q.Contour
i = len(o)
o = append(o, StrokeQuads{})
}
o[i] = append(o[i], q)
}
return o
}
func (qs StrokeQuads) Stroke(stroke StrokeStyle, dashes DashOp) StrokeQuads {
if !IsSolidLine(dashes) {
qs = qs.dash(dashes)
}
var (
o StrokeQuads
hw = 0.5 * stroke.Width
)
for _, ps := range qs.split() {
rhs, lhs := ps.offset(hw, stroke)
switch lhs {
case nil:
o = o.append(rhs)
default:
// Closed path.
// Inner path should go opposite direction to cancel outer path.
switch {
case ps.ccw():
lhs = lhs.reverse()
o = o.append(rhs)
o = o.append(lhs)
default:
rhs = rhs.reverse()
o = o.append(lhs)
o = o.append(rhs)
}
}
}
return o
}
// offset returns the right-hand and left-hand sides of the path, offset by
// the half-width hw.
// The stroke handles how segments are joined and ends are capped.
func (qs StrokeQuads) offset(hw float32, stroke StrokeStyle) (rhs, lhs StrokeQuads) {
var (
states []strokeState
beg = qs[0].Quad.From
end = qs[len(qs)-1].Quad.To
closed = beg == end
)
for i := range qs {
q := qs[i].Quad
var (
n0 = strokePathNorm(q.From, q.Ctrl, q.To, 0, hw)
n1 = strokePathNorm(q.From, q.Ctrl, q.To, 1, hw)
r0 = strokePathCurv(q.From, q.Ctrl, q.To, 0)
r1 = strokePathCurv(q.From, q.Ctrl, q.To, 1)
)
states = append(states, strokeState{
p0: q.From,
p1: q.To,
n0: n0,
n1: n1,
r0: r0,
r1: r1,
ctl: q.Ctrl,
})
}
for i, state := range states {
rhs = rhs.append(strokeQuadBezier(state, +hw, strokeTolerance))
lhs = lhs.append(strokeQuadBezier(state, -hw, strokeTolerance))
// join the current and next segments
if hasNext := i+1 < len(states); hasNext || closed {
var next strokeState
switch {
case hasNext:
next = states[i+1]
case closed:
next = states[0]
}
if state.n1 != next.n0 {
strokePathJoin(stroke, &rhs, &lhs, hw, state.p1, state.n1, next.n0, state.r1, next.r0)
}
}
}
if closed {
rhs.close()
lhs.close()
return rhs, lhs
}
qbeg := &states[0]
qend := &states[len(states)-1]
// Default to counter-clockwise direction.
lhs = lhs.reverse()
strokePathCap(stroke, &rhs, hw, qend.p1, qend.n1)
rhs = rhs.append(lhs)
strokePathCap(stroke, &rhs, hw, qbeg.p0, qbeg.n0.Mul(-1))
rhs.close()
return rhs, nil
}
func (qs *StrokeQuads) close() {
p0 := (*qs)[len(*qs)-1].Quad.To
p1 := (*qs)[0].Quad.From
if p1 == p0 {
return
}
*qs = append(*qs, StrokeQuad{
Quad: QuadSegment{
From: p0,
Ctrl: p0.Add(p1).Mul(0.5),
To: p1,
},
})
}
// ccw returns whether the path is counter-clockwise.
func (qs StrokeQuads) ccw() bool {
// Use the Shoelace formula:
// https://en.wikipedia.org/wiki/Shoelace_formula
var area float32
for _, ps := range qs.split() {
for i := 1; i < len(ps); i++ {
pi := ps[i].Quad.To
pj := ps[i-1].Quad.To
area += (pi.X - pj.X) * (pi.Y + pj.Y)
}
}
return area <= 0.0
}
func (qs StrokeQuads) reverse() StrokeQuads {
if len(qs) == 0 {
return nil
}
ps := make(StrokeQuads, 0, len(qs))
for i := range qs {
q := qs[len(qs)-1-i]
q.Quad.To, q.Quad.From = q.Quad.From, q.Quad.To
ps = append(ps, q)
}
return ps
}
func (qs StrokeQuads) append(ps StrokeQuads) StrokeQuads {
switch {
case len(ps) == 0:
return qs
case len(qs) == 0:
return ps
}
// Consolidate quads and smooth out rounding errors.
// We need to also check for the strokeTolerance to correctly handle
// join/cap points or on-purpose disjoint quads.
p0 := qs[len(qs)-1].Quad.To
p1 := ps[0].Quad.From
if p0 != p1 && lenPt(p0.Sub(p1)) < strokeTolerance {
qs = append(qs, StrokeQuad{
Quad: QuadSegment{
From: p0,
Ctrl: p0.Add(p1).Mul(0.5),
To: p1,
},
})
}
return append(qs, ps...)
}
func (q QuadSegment) Transform(t f32.Affine2D) QuadSegment {
q.From = t.Transform(q.From)
q.Ctrl = t.Transform(q.Ctrl)
q.To = t.Transform(q.To)
return q
}
// strokePathNorm returns the normal vector at t.
func strokePathNorm(p0, p1, p2 f32.Point, t, d float32) f32.Point {
switch t {
case 0:
n := p1.Sub(p0)
if n.X == 0 && n.Y == 0 {
return f32.Point{}
}
n = rot90CW(n)
return normPt(n, d)
case 1:
n := p2.Sub(p1)
if n.X == 0 && n.Y == 0 {
return f32.Point{}
}
n = rot90CW(n)
return normPt(n, d)
}
panic("impossible")
}
func rot90CW(p f32.Point) f32.Point { return f32.Pt(+p.Y, -p.X) }
func rot90CCW(p f32.Point) f32.Point { return f32.Pt(-p.Y, +p.X) }
// cosPt returns the cosine of the opening angle between p and q.
func cosPt(p, q f32.Point) float32 {
np := math.Hypot(float64(p.X), float64(p.Y))
nq := math.Hypot(float64(q.X), float64(q.Y))
return dotPt(p, q) / float32(np*nq)
}
func normPt(p f32.Point, l float32) f32.Point {
d := math.Hypot(float64(p.X), float64(p.Y))
l64 := float64(l)
if math.Abs(d-l64) < 1e-10 {
return f32.Point{}
}
n := float32(l64 / d)
return f32.Point{X: p.X * n, Y: p.Y * n}
}
func lenPt(p f32.Point) float32 {
return float32(math.Hypot(float64(p.X), float64(p.Y)))
}
func dotPt(p, q f32.Point) float32 {
return p.X*q.X + p.Y*q.Y
}
func perpDot(p, q f32.Point) float32 {
return p.X*q.Y - p.Y*q.X
}
// strokePathCurv returns the curvature at t, along the quadratic Bézier
// curve defined by the triplet (beg, ctl, end).
func strokePathCurv(beg, ctl, end f32.Point, t float32) float32 {
var (
d1p = quadBezierD1(beg, ctl, end, t)
d2p = quadBezierD2(beg, ctl, end, t)
// Negative when bending right, ie: the curve is CW at this point.
a = float64(perpDot(d1p, d2p))
)
// We check early that the segment isn't too line-like and
// save a costly call to math.Pow that will be discarded by dividing
// with a too small 'a'.
if math.Abs(a) < 1e-10 {
return float32(math.NaN())
}
return float32(math.Pow(float64(d1p.X*d1p.X+d1p.Y*d1p.Y), 1.5) / a)
}
// quadBezierSample returns the point on the Bézier curve at t.
// B(t) = (1-t)^2 P0 + 2(1-t)t P1 + t^2 P2
func quadBezierSample(p0, p1, p2 f32.Point, t float32) f32.Point {
t1 := 1 - t
c0 := t1 * t1
c1 := 2 * t1 * t
c2 := t * t
o := p0.Mul(c0)
o = o.Add(p1.Mul(c1))
o = o.Add(p2.Mul(c2))
return o
}
// quadBezierD1 returns the first derivative of the Bézier curve with respect to t.
// B'(t) = 2(1-t)(P1 - P0) + 2t(P2 - P1)
func quadBezierD1(p0, p1, p2 f32.Point, t float32) f32.Point {
p10 := p1.Sub(p0).Mul(2 * (1 - t))
p21 := p2.Sub(p1).Mul(2 * t)
return p10.Add(p21)
}
// quadBezierD2 returns the second derivative of the Bézier curve with respect to t:
// B''(t) = 2(P2 - 2P1 + P0)
func quadBezierD2(p0, p1, p2 f32.Point, t float32) f32.Point {
p := p2.Sub(p1.Mul(2)).Add(p0)
return p.Mul(2)
}
// quadBezierLen returns the length of the Bézier curve.
// See:
// https://malczak.linuxpl.com/blog/quadratic-bezier-curve-length/
func quadBezierLen(p0, p1, p2 f32.Point) float32 {
a := p0.Sub(p1.Mul(2)).Add(p2)
b := p1.Mul(2).Sub(p0.Mul(2))
A := float64(4 * dotPt(a, a))
B := float64(4 * dotPt(a, b))
C := float64(dotPt(b, b))
if f64Eq(A, 0.0) {
// p1 is in the middle between p0 and p2,
// so it is a straight line from p0 to p2.
return lenPt(p2.Sub(p0))
}
Sabc := 2 * math.Sqrt(A+B+C)
A2 := math.Sqrt(A)
A32 := 2 * A * A2
C2 := 2 * math.Sqrt(C)
BA := B / A2
return float32((A32*Sabc + A2*B*(Sabc-C2) + (4*C*A-B*B)*math.Log((2*A2+BA+Sabc)/(BA+C2))) / (4 * A32))
}
func strokeQuadBezier(state strokeState, d, flatness float32) StrokeQuads {
// Gio strokes are only quadratic Bézier curves, w/o any inflection point.
// So we just have to flatten them.
var qs StrokeQuads
return flattenQuadBezier(qs, state.p0, state.ctl, state.p1, d, flatness)
}
// flattenQuadBezier splits a Bézier quadratic curve into linear sub-segments,
// themselves also encoded as Bézier (degenerate, flat) quadratic curves.
func flattenQuadBezier(qs StrokeQuads, p0, p1, p2 f32.Point, d, flatness float32) StrokeQuads {
var (
t float32
flat64 = float64(flatness)
)
for t < 1 {
s2 := float64((p2.X-p0.X)*(p1.Y-p0.Y) - (p2.Y-p0.Y)*(p1.X-p0.X))
den := math.Hypot(float64(p1.X-p0.X), float64(p1.Y-p0.Y))
if s2*den == 0.0 {
break
}
s2 /= den
t = 2.0 * float32(math.Sqrt(flat64/3.0/math.Abs(s2)))
if t >= 1.0 {
break
}
var q0, q1, q2 f32.Point
q0, q1, q2, p0, p1, p2 = quadBezierSplit(p0, p1, p2, t)
qs.addLine(q0, q1, q2, 0, d)
}
qs.addLine(p0, p1, p2, 1, d)
return qs
}
func (qs *StrokeQuads) addLine(p0, ctrl, p1 f32.Point, t, d float32) {
switch i := len(*qs); i {
case 0:
p0 = p0.Add(strokePathNorm(p0, ctrl, p1, 0, d))
default:
// Address possible rounding errors and use previous point.
p0 = (*qs)[i-1].Quad.To
}
p1 = p1.Add(strokePathNorm(p0, ctrl, p1, 1, d))
*qs = append(*qs,
StrokeQuad{
Quad: QuadSegment{
From: p0,
Ctrl: p0.Add(p1).Mul(0.5),
To: p1,
},
},
)
}
// quadInterp returns the interpolated point at t.
func quadInterp(p, q f32.Point, t float32) f32.Point {
return f32.Pt(
(1-t)*p.X+t*q.X,
(1-t)*p.Y+t*q.Y,
)
}
// quadBezierSplit returns the pair of triplets (from,ctrl,to) Bézier curve,
// split before (resp. after) the provided parametric t value.
func quadBezierSplit(p0, p1, p2 f32.Point, t float32) (f32.Point, f32.Point, f32.Point, f32.Point, f32.Point, f32.Point) {
var (
b0 = p0
b1 = quadInterp(p0, p1, t)
b2 = quadBezierSample(p0, p1, p2, t)
a0 = b2
a1 = quadInterp(p1, p2, t)
a2 = p2
)
return b0, b1, b2, a0, a1, a2
}
// strokePathJoin joins the two paths rhs and lhs, according to the provided
// stroke operation.
func strokePathJoin(stroke StrokeStyle, rhs, lhs *StrokeQuads, hw float32, pivot, n0, n1 f32.Point, r0, r1 float32) {
if stroke.Miter > 0 {
strokePathMiterJoin(stroke, rhs, lhs, hw, pivot, n0, n1, r0, r1)
return
}
switch stroke.Join {
case BevelJoin:
strokePathBevelJoin(rhs, lhs, hw, pivot, n0, n1, r0, r1)
case RoundJoin:
strokePathRoundJoin(rhs, lhs, hw, pivot, n0, n1, r0, r1)
default:
panic("impossible")
}
}
func strokePathBevelJoin(rhs, lhs *StrokeQuads, hw float32, pivot, n0, n1 f32.Point, r0, r1 float32) {
rp := pivot.Add(n1)
lp := pivot.Sub(n1)
rhs.lineTo(rp)
lhs.lineTo(lp)
}
func strokePathRoundJoin(rhs, lhs *StrokeQuads, hw float32, pivot, n0, n1 f32.Point, r0, r1 float32) {
rp := pivot.Add(n1)
lp := pivot.Sub(n1)
cw := dotPt(rot90CW(n0), n1) >= 0.0
switch {
case cw:
// Path bends to the right, ie. CW (or 180 degree turn).
c := pivot.Sub(lhs.pen())
angle := -math.Acos(float64(cosPt(n0, n1)))
lhs.arc(c, c, float32(angle))
lhs.lineTo(lp) // Add a line to accommodate for rounding errors.
rhs.lineTo(rp)
default:
// Path bends to the left, ie. CCW.
angle := math.Acos(float64(cosPt(n0, n1)))
c := pivot.Sub(rhs.pen())
rhs.arc(c, c, float32(angle))
rhs.lineTo(rp) // Add a line to accommodate for rounding errors.
lhs.lineTo(lp)
}
}
func strokePathMiterJoin(stroke StrokeStyle, rhs, lhs *StrokeQuads, hw float32, pivot, n0, n1 f32.Point, r0, r1 float32) {
if n0 == n1.Mul(-1) {
strokePathBevelJoin(rhs, lhs, hw, pivot, n0, n1, r0, r1)
return
}
// This is to handle nearly linear joints that would be clipped otherwise.
limit := math.Max(float64(stroke.Miter), 1.001)
cw := dotPt(rot90CW(n0), n1) >= 0.0
if cw {
// hw is used to calculate |R|.
// When running CW, n0 and n1 point the other way,
// so the sign of r0 and r1 is negated.
hw = -hw
}
hw64 := float64(hw)
cos := math.Sqrt(0.5 * (1 + float64(cosPt(n0, n1))))
d := hw64 / cos
if math.Abs(limit*hw64) < math.Abs(d) {
stroke.Miter = 0 // Set miter to zero to disable the miter joint.
strokePathJoin(stroke, rhs, lhs, hw, pivot, n0, n1, r0, r1)
return
}
mid := pivot.Add(normPt(n0.Add(n1), float32(d)))
rp := pivot.Add(n1)
lp := pivot.Sub(n1)
switch {
case cw:
// Path bends to the right, ie. CW.
lhs.lineTo(mid)
default:
// Path bends to the left, ie. CCW.
rhs.lineTo(mid)
}
rhs.lineTo(rp)
lhs.lineTo(lp)
}
// strokePathCap caps the provided path qs, according to the provided stroke operation.
func strokePathCap(stroke StrokeStyle, qs *StrokeQuads, hw float32, pivot, n0 f32.Point) {
switch stroke.Cap {
case FlatCap:
strokePathFlatCap(qs, hw, pivot, n0)
case SquareCap:
strokePathSquareCap(qs, hw, pivot, n0)
case RoundCap:
strokePathRoundCap(qs, hw, pivot, n0)
default:
panic("impossible")
}
}
// strokePathFlatCap caps the start or end of a path with a flat cap.
func strokePathFlatCap(qs *StrokeQuads, hw float32, pivot, n0 f32.Point) {
end := pivot.Sub(n0)
qs.lineTo(end)
}
// strokePathSquareCap caps the start or end of a path with a square cap.
func strokePathSquareCap(qs *StrokeQuads, hw float32, pivot, n0 f32.Point) {
var (
e = pivot.Add(rot90CCW(n0))
corner1 = e.Add(n0)
corner2 = e.Sub(n0)
end = pivot.Sub(n0)
)
qs.lineTo(corner1)
qs.lineTo(corner2)
qs.lineTo(end)
}
// strokePathRoundCap caps the start or end of a path with a round cap.
func strokePathRoundCap(qs *StrokeQuads, hw float32, pivot, n0 f32.Point) {
c := pivot.Sub(qs.pen())
qs.arc(c, c, math.Pi)
}
// ArcTransform computes a transformation that can be used for generating quadratic bézier
// curve approximations for an arc.
//
// The math is extracted from the following paper:
// "Drawing an elliptical arc using polylines, quadratic or
// cubic Bezier curves", L. Maisonobe
// An electronic version may be found at:
// http://spaceroots.org/documents/ellipse/elliptical-arc.pdf
func ArcTransform(p, f1, f2 f32.Point, angle float32, segments int) f32.Affine2D {
c := f32.Point{
X: 0.5 * (f1.X + f2.X),
Y: 0.5 * (f1.Y + f2.Y),
}
// semi-major axis: 2a = |PF1| + |PF2|
a := 0.5 * (dist(f1, p) + dist(f2, p))
// semi-minor axis: c^2 = a^2+b^2 (c: focal distance)
f := dist(f1, c)
b := math.Sqrt(a*a - f*f)
var rx, ry, alpha, start float64
switch {
case a > b:
rx = a
ry = b
default:
rx = b
ry = a
}
var x float64
switch {
case f1 == c || f2 == c:
// degenerate case of a circle.
alpha = 0
default:
switch {
case f1.X > c.X:
x = float64(f1.X - c.X)
alpha = math.Acos(x / f)
case f1.X < c.X:
x = float64(f2.X - c.X)
alpha = math.Acos(x / f)
case f1.X == c.X:
// special case of a "vertical" ellipse.
alpha = math.Pi / 2
if f1.Y < c.Y {
alpha = -alpha
}
}
}
start = math.Acos(float64(p.X-c.X) / dist(c, p))
if c.Y > p.Y {
start = -start
}
start -= alpha
var (
θ = angle / float32(segments)
ref f32.Affine2D // transform from absolute frame to ellipse-based one
rot f32.Affine2D // rotation matrix for each segment
inv f32.Affine2D // transform from ellipse-based frame to absolute one
)
ref = ref.Offset(f32.Point{}.Sub(c))
ref = ref.Rotate(f32.Point{}, float32(-alpha))
ref = ref.Scale(f32.Point{}, f32.Point{
X: float32(1 / rx),
Y: float32(1 / ry),
})
inv = ref.Invert()
rot = rot.Rotate(f32.Point{}, float32(0.5*θ))
// Instead of invoking math.Sincos for every segment, compute a rotation
// matrix once and apply for each segment.
// Before applying the rotation matrix rot, transform the coordinates
// to a frame centered to the ellipse (and warped into a unit circle), then rotate.
// Finally, transform back into the original frame.
return inv.Mul(rot).Mul(ref)
}
func dist(p1, p2 f32.Point) float64 {
var (
x1 = float64(p1.X)
y1 = float64(p1.Y)
x2 = float64(p2.X)
y2 = float64(p2.Y)
dx = x2 - x1
dy = y2 - y1
)
return math.Hypot(dx, dy)
}