mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-01 07:35:40 +00:00
7ff17453dd
Fixes a bug due to that f32.Rect.Intersect will not return the empty rectangle for non intersecting rectangles - but instead a swapped rectangle. By removing the .Canon() call in gpu.go we ensure that non overlapping clipping rects and paint rects will lead to no painting. The Canon() call is not needed since boundsForTransformedRect() was previously updated to always return a canonical rectangle. Test case added. Signed-off-by: Viktor <viktor.ogeman@gmail.com>
1184 lines
31 KiB
Go
1184 lines
31 KiB
Go
// SPDX-License-Identifier: Unlicense OR MIT
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/*
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Package gpu implements the rendering of Gio drawing operations. It
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is used by package app and package app/headless and is otherwise not
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useful except for integrating with external window implementations.
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*/
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package gpu
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import (
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"encoding/binary"
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"fmt"
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"image"
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"image/color"
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"math"
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"reflect"
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"time"
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"unsafe"
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"gioui.org/f32"
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"gioui.org/gpu/backend"
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"gioui.org/internal/f32color"
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"gioui.org/internal/opconst"
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"gioui.org/internal/ops"
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gunsafe "gioui.org/internal/unsafe"
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"gioui.org/layout"
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"gioui.org/op"
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"gioui.org/op/paint"
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)
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type GPU struct {
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cache *resourceCache
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defFBO backend.Framebuffer
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profile string
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timers *timers
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frameStart time.Time
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zopsTimer, stencilTimer, coverTimer, cleanupTimer *timer
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drawOps drawOps
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ctx backend.Device
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renderer *renderer
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}
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type renderer struct {
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ctx backend.Device
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blitter *blitter
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pather *pather
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packer packer
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intersections packer
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}
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type drawOps struct {
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profile bool
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reader ops.Reader
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cache *resourceCache
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vertCache []byte
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viewport image.Point
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clearColor f32color.RGBA
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imageOps []imageOp
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// zimageOps are the rectangle clipped opaque images
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// that can use fast front-to-back rendering with z-test
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// and no blending.
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zimageOps []imageOp
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pathOps []*pathOp
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pathOpCache []pathOp
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qs quadSplitter
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pathCache *opCache
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}
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type drawState struct {
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clip f32.Rectangle
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t f32.Affine2D
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cpath *pathOp
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rect bool
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z int
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matType materialType
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// Current paint.ImageOp
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image imageOpData
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// Current paint.ColorOp, if any.
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color color.RGBA
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}
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type pathOp struct {
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off f32.Point
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// clip is the union of all
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// later clip rectangles.
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clip image.Rectangle
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bounds f32.Rectangle
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pathKey ops.Key
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path bool
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pathVerts []byte
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parent *pathOp
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place placement
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}
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type imageOp struct {
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z float32
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path *pathOp
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off f32.Point
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clip image.Rectangle
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material material
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clipType clipType
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place placement
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}
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type material struct {
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material materialType
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opaque bool
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// For materialTypeColor.
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color f32color.RGBA
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// For materialTypeTexture.
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texture *texture
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uvTrans f32.Affine2D
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}
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// clipOp is the shadow of clip.Op.
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type clipOp struct {
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bounds f32.Rectangle
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}
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// imageOpData is the shadow of paint.ImageOp.
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type imageOpData struct {
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rect image.Rectangle
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src *image.RGBA
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handle interface{}
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}
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func (op *clipOp) decode(data []byte) {
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if opconst.OpType(data[0]) != opconst.TypeClip {
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panic("invalid op")
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}
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bo := binary.LittleEndian
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r := f32.Rectangle{
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Min: f32.Point{
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X: math.Float32frombits(bo.Uint32(data[1:])),
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Y: math.Float32frombits(bo.Uint32(data[5:])),
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},
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Max: f32.Point{
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X: math.Float32frombits(bo.Uint32(data[9:])),
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Y: math.Float32frombits(bo.Uint32(data[13:])),
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},
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}
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*op = clipOp{
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bounds: r,
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}
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}
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func decodeImageOp(data []byte, refs []interface{}) imageOpData {
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if opconst.OpType(data[0]) != opconst.TypeImage {
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panic("invalid op")
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}
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handle := refs[1]
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if handle == nil {
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return imageOpData{}
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}
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bo := binary.LittleEndian
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return imageOpData{
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rect: image.Rectangle{
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Min: image.Point{
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X: int(bo.Uint32(data[1:])),
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Y: int(bo.Uint32(data[5:])),
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},
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Max: image.Point{
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X: int(bo.Uint32(data[9:])),
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Y: int(bo.Uint32(data[13:])),
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},
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},
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src: refs[0].(*image.RGBA),
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handle: handle,
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}
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}
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func decodeColorOp(data []byte) color.RGBA {
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if opconst.OpType(data[0]) != opconst.TypeColor {
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panic("invalid op")
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}
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return color.RGBA{
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R: data[1],
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G: data[2],
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B: data[3],
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A: data[4],
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}
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}
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func decodePaintOp(data []byte) paint.PaintOp {
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bo := binary.LittleEndian
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if opconst.OpType(data[0]) != opconst.TypePaint {
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panic("invalid op")
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}
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r := f32.Rectangle{
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Min: f32.Point{
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X: math.Float32frombits(bo.Uint32(data[1:])),
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Y: math.Float32frombits(bo.Uint32(data[5:])),
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},
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Max: f32.Point{
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X: math.Float32frombits(bo.Uint32(data[9:])),
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Y: math.Float32frombits(bo.Uint32(data[13:])),
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},
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}
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return paint.PaintOp{
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Rect: r,
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}
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}
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type clipType uint8
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type resource interface {
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release()
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}
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type texture struct {
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src *image.RGBA
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tex backend.Texture
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}
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type blitter struct {
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ctx backend.Device
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viewport image.Point
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prog [2]*program
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layout backend.InputLayout
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colUniforms *blitColUniforms
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texUniforms *blitTexUniforms
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quadVerts backend.Buffer
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}
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type blitColUniforms struct {
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vert struct {
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blitUniforms
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_ [12]byte // Padding to a multiple of 16.
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}
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frag struct {
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colorUniforms
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}
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}
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type blitTexUniforms struct {
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vert struct {
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blitUniforms
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_ [12]byte // Padding to a multiple of 16.
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}
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}
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type uniformBuffer struct {
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buf backend.Buffer
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ptr []byte
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}
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type program struct {
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prog backend.Program
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vertUniforms *uniformBuffer
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fragUniforms *uniformBuffer
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}
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type blitUniforms struct {
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transform [4]float32
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uvTransformR1 [4]float32
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uvTransformR2 [4]float32
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z float32
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}
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type colorUniforms struct {
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color f32color.RGBA
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}
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type materialType uint8
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const (
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clipTypeNone clipType = iota
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clipTypePath
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clipTypeIntersection
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)
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const (
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materialColor materialType = iota
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materialTexture
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)
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func New(ctx backend.Device) (*GPU, error) {
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defFBO := ctx.CurrentFramebuffer()
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g := &GPU{
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defFBO: defFBO,
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cache: newResourceCache(),
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}
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g.drawOps.pathCache = newOpCache()
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if err := g.init(ctx); err != nil {
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return nil, err
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}
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return g, nil
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}
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func (g *GPU) init(ctx backend.Device) error {
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g.ctx = ctx
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g.renderer = newRenderer(ctx)
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return nil
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}
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func (g *GPU) Release() {
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g.renderer.release()
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g.drawOps.pathCache.release()
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g.cache.release()
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if g.timers != nil {
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g.timers.release()
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}
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}
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func (g *GPU) Collect(viewport image.Point, frameOps *op.Ops) {
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g.renderer.blitter.viewport = viewport
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g.renderer.pather.viewport = viewport
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g.drawOps.reset(g.cache, viewport)
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g.drawOps.collect(g.cache, frameOps, viewport)
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g.frameStart = time.Now()
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if g.drawOps.profile && g.timers == nil && g.ctx.Caps().Features.Has(backend.FeatureTimers) {
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g.timers = newTimers(g.ctx)
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g.zopsTimer = g.timers.newTimer()
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g.stencilTimer = g.timers.newTimer()
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g.coverTimer = g.timers.newTimer()
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g.cleanupTimer = g.timers.newTimer()
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}
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for _, p := range g.drawOps.pathOps {
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if v, exists := g.drawOps.pathCache.get(p.pathKey); !exists || v.data.data == nil {
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data := buildPath(g.ctx, p.pathVerts)
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g.drawOps.pathCache.put(p.pathKey, opCacheValue{
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data: data,
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bounds: p.bounds,
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})
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}
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p.pathVerts = nil
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}
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}
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func (g *GPU) BeginFrame() {
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g.ctx.BeginFrame()
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defer g.ctx.EndFrame()
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viewport := g.renderer.blitter.viewport
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for _, img := range g.drawOps.imageOps {
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expandPathOp(img.path, img.clip)
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}
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if g.drawOps.profile {
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g.zopsTimer.begin()
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}
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g.ctx.BindFramebuffer(g.defFBO)
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g.ctx.DepthFunc(backend.DepthFuncGreater)
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g.ctx.ClearDepth(0.0)
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g.ctx.Clear(g.drawOps.clearColor.Float32())
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g.ctx.Viewport(0, 0, viewport.X, viewport.Y)
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g.renderer.drawZOps(g.drawOps.zimageOps)
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g.zopsTimer.end()
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g.stencilTimer.begin()
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g.ctx.SetBlend(true)
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g.renderer.packStencils(&g.drawOps.pathOps)
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g.renderer.stencilClips(g.drawOps.pathCache, g.drawOps.pathOps)
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g.renderer.packIntersections(g.drawOps.imageOps)
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g.renderer.intersect(g.drawOps.imageOps)
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g.stencilTimer.end()
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g.coverTimer.begin()
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g.ctx.BindFramebuffer(g.defFBO)
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g.ctx.Viewport(0, 0, viewport.X, viewport.Y)
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g.renderer.drawOps(g.drawOps.imageOps)
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g.ctx.SetBlend(false)
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g.renderer.pather.stenciler.invalidateFBO()
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g.coverTimer.end()
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g.ctx.BindFramebuffer(g.defFBO)
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}
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func (g *GPU) EndFrame() {
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g.cleanupTimer.begin()
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g.cache.frame()
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g.drawOps.pathCache.frame()
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g.cleanupTimer.end()
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if g.drawOps.profile && g.timers.ready() {
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zt, st, covt, cleant := g.zopsTimer.Elapsed, g.stencilTimer.Elapsed, g.coverTimer.Elapsed, g.cleanupTimer.Elapsed
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ft := zt + st + covt + cleant
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q := 100 * time.Microsecond
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zt, st, covt = zt.Round(q), st.Round(q), covt.Round(q)
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frameDur := time.Since(g.frameStart).Round(q)
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ft = ft.Round(q)
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g.profile = fmt.Sprintf("draw:%7s gpu:%7s zt:%7s st:%7s cov:%7s", frameDur, ft, zt, st, covt)
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}
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}
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func (g *GPU) Profile() string {
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return g.profile
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}
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func (r *renderer) texHandle(t *texture) backend.Texture {
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if t.tex != nil {
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return t.tex
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}
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tex, err := r.ctx.NewTexture(backend.TextureFormatSRGB, t.src.Bounds().Dx(), t.src.Bounds().Dy(), backend.FilterLinear, backend.FilterLinear, backend.BufferBindingTexture)
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if err != nil {
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panic(err)
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}
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tex.Upload(t.src)
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t.tex = tex
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return t.tex
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}
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func (t *texture) release() {
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if t.tex != nil {
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t.tex.Release()
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}
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}
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func newRenderer(ctx backend.Device) *renderer {
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r := &renderer{
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ctx: ctx,
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blitter: newBlitter(ctx),
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pather: newPather(ctx),
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}
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r.packer.maxDim = ctx.Caps().MaxTextureSize
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r.intersections.maxDim = r.packer.maxDim
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return r
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}
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func (r *renderer) release() {
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r.pather.release()
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r.blitter.release()
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}
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func newBlitter(ctx backend.Device) *blitter {
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quadVerts, err := ctx.NewImmutableBuffer(backend.BufferBindingVertices,
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gunsafe.BytesView([]float32{
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-1, +1, 0, 0,
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+1, +1, 1, 0,
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-1, -1, 0, 1,
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+1, -1, 1, 1,
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}),
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)
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if err != nil {
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panic(err)
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}
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b := &blitter{
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ctx: ctx,
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quadVerts: quadVerts,
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}
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b.colUniforms = new(blitColUniforms)
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b.texUniforms = new(blitTexUniforms)
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prog, layout, err := createColorPrograms(ctx, shader_blit_vert, shader_blit_frag,
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[2]interface{}{&b.colUniforms.vert, &b.texUniforms.vert}, [2]interface{}{&b.colUniforms.frag, nil})
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if err != nil {
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panic(err)
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}
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b.prog = prog
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b.layout = layout
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return b
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}
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func (b *blitter) release() {
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b.quadVerts.Release()
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for _, p := range b.prog {
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p.Release()
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}
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b.layout.Release()
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}
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func createColorPrograms(b backend.Device, vsSrc backend.ShaderSources, fsSrc [2]backend.ShaderSources, vertUniforms, fragUniforms [2]interface{}) ([2]*program, backend.InputLayout, error) {
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var progs [2]*program
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prog, err := b.NewProgram(vsSrc, fsSrc[materialTexture])
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if err != nil {
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return progs, nil, err
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}
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var vertBuffer *uniformBuffer
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if u := vertUniforms[materialTexture]; u != nil {
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vertBuffer = newUniformBuffer(b, u)
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prog.SetVertexUniforms(vertBuffer.buf)
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}
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var fragBuffer *uniformBuffer
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if u := fragUniforms[materialTexture]; u != nil {
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fragBuffer = newUniformBuffer(b, u)
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prog.SetFragmentUniforms(fragBuffer.buf)
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}
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progs[materialTexture] = newProgram(prog, vertBuffer, fragBuffer)
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prog, err = b.NewProgram(vsSrc, fsSrc[materialColor])
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if err != nil {
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progs[materialTexture].Release()
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return progs, nil, err
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}
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if u := vertUniforms[materialColor]; u != nil {
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vertBuffer = newUniformBuffer(b, u)
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prog.SetVertexUniforms(vertBuffer.buf)
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}
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if u := fragUniforms[materialColor]; u != nil {
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fragBuffer = newUniformBuffer(b, u)
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prog.SetFragmentUniforms(fragBuffer.buf)
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}
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progs[materialColor] = newProgram(prog, vertBuffer, fragBuffer)
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layout, err := b.NewInputLayout(vsSrc, []backend.InputDesc{
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{Type: backend.DataTypeFloat, Size: 2, Offset: 0},
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{Type: backend.DataTypeFloat, Size: 2, Offset: 4 * 2},
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})
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if err != nil {
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progs[materialTexture].Release()
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progs[materialColor].Release()
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return progs, nil, err
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}
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return progs, layout, nil
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}
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|
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func (r *renderer) stencilClips(pathCache *opCache, ops []*pathOp) {
|
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if len(r.packer.sizes) == 0 {
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return
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}
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fbo := -1
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r.pather.begin(r.packer.sizes)
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for _, p := range ops {
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if fbo != p.place.Idx {
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fbo = p.place.Idx
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f := r.pather.stenciler.cover(fbo)
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r.ctx.BindFramebuffer(f.fbo)
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r.ctx.Clear(0.0, 0.0, 0.0, 0.0)
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}
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v, _ := pathCache.get(p.pathKey)
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r.pather.stencilPath(p.clip, p.off, p.place.Pos, v.data)
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}
|
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}
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|
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func (r *renderer) intersect(ops []imageOp) {
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if len(r.intersections.sizes) == 0 {
|
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return
|
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}
|
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fbo := -1
|
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r.pather.stenciler.beginIntersect(r.intersections.sizes)
|
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r.ctx.BindVertexBuffer(r.blitter.quadVerts, 4*4, 0)
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r.ctx.BindInputLayout(r.pather.stenciler.iprog.layout)
|
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for _, img := range ops {
|
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if img.clipType != clipTypeIntersection {
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continue
|
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}
|
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if fbo != img.place.Idx {
|
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fbo = img.place.Idx
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f := r.pather.stenciler.intersections.fbos[fbo]
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r.ctx.BindFramebuffer(f.fbo)
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r.ctx.Clear(1.0, 0.0, 0.0, 0.0)
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}
|
|
r.ctx.Viewport(img.place.Pos.X, img.place.Pos.Y, img.clip.Dx(), img.clip.Dy())
|
|
r.intersectPath(img.path, img.clip)
|
|
}
|
|
}
|
|
|
|
func (r *renderer) intersectPath(p *pathOp, clip image.Rectangle) {
|
|
if p.parent != nil {
|
|
r.intersectPath(p.parent, clip)
|
|
}
|
|
if !p.path {
|
|
return
|
|
}
|
|
uv := image.Rectangle{
|
|
Min: p.place.Pos,
|
|
Max: p.place.Pos.Add(p.clip.Size()),
|
|
}
|
|
o := clip.Min.Sub(p.clip.Min)
|
|
sub := image.Rectangle{
|
|
Min: o,
|
|
Max: o.Add(clip.Size()),
|
|
}
|
|
fbo := r.pather.stenciler.cover(p.place.Idx)
|
|
r.ctx.BindTexture(0, fbo.tex)
|
|
coverScale, coverOff := texSpaceTransform(toRectF(uv), fbo.size)
|
|
subScale, subOff := texSpaceTransform(toRectF(sub), p.clip.Size())
|
|
r.pather.stenciler.iprog.uniforms.vert.uvTransform = [4]float32{coverScale.X, coverScale.Y, coverOff.X, coverOff.Y}
|
|
r.pather.stenciler.iprog.uniforms.vert.subUVTransform = [4]float32{subScale.X, subScale.Y, subOff.X, subOff.Y}
|
|
r.pather.stenciler.iprog.prog.UploadUniforms()
|
|
r.ctx.DrawArrays(backend.DrawModeTriangleStrip, 0, 4)
|
|
}
|
|
|
|
func (r *renderer) packIntersections(ops []imageOp) {
|
|
r.intersections.clear()
|
|
for i, img := range ops {
|
|
var npaths int
|
|
var onePath *pathOp
|
|
for p := img.path; p != nil; p = p.parent {
|
|
if p.path {
|
|
onePath = p
|
|
npaths++
|
|
}
|
|
}
|
|
switch npaths {
|
|
case 0:
|
|
case 1:
|
|
place := onePath.place
|
|
place.Pos = place.Pos.Sub(onePath.clip.Min).Add(img.clip.Min)
|
|
ops[i].place = place
|
|
ops[i].clipType = clipTypePath
|
|
default:
|
|
sz := image.Point{X: img.clip.Dx(), Y: img.clip.Dy()}
|
|
place, ok := r.intersections.add(sz)
|
|
if !ok {
|
|
panic("internal error: if the intersection fit, the intersection should fit as well")
|
|
}
|
|
ops[i].clipType = clipTypeIntersection
|
|
ops[i].place = place
|
|
}
|
|
}
|
|
}
|
|
|
|
func (r *renderer) packStencils(pops *[]*pathOp) {
|
|
r.packer.clear()
|
|
ops := *pops
|
|
// Allocate atlas space for cover textures.
|
|
var i int
|
|
for i < len(ops) {
|
|
p := ops[i]
|
|
if p.clip.Empty() {
|
|
ops[i] = ops[len(ops)-1]
|
|
ops = ops[:len(ops)-1]
|
|
continue
|
|
}
|
|
sz := image.Point{X: p.clip.Dx(), Y: p.clip.Dy()}
|
|
place, ok := r.packer.add(sz)
|
|
if !ok {
|
|
// The clip area is at most the entire screen. Hopefully no
|
|
// screen is larger than GL_MAX_TEXTURE_SIZE.
|
|
panic(fmt.Errorf("clip area %v is larger than maximum texture size %dx%d", p.clip, r.packer.maxDim, r.packer.maxDim))
|
|
}
|
|
p.place = place
|
|
i++
|
|
}
|
|
*pops = ops
|
|
}
|
|
|
|
// intersects intersects clip and b where b is offset by off.
|
|
// ceilRect returns a bounding image.Rectangle for a f32.Rectangle.
|
|
func boundRectF(r f32.Rectangle) image.Rectangle {
|
|
return image.Rectangle{
|
|
Min: image.Point{
|
|
X: int(floor(r.Min.X)),
|
|
Y: int(floor(r.Min.Y)),
|
|
},
|
|
Max: image.Point{
|
|
X: int(ceil(r.Max.X)),
|
|
Y: int(ceil(r.Max.Y)),
|
|
},
|
|
}
|
|
}
|
|
|
|
func toRectF(r image.Rectangle) f32.Rectangle {
|
|
return f32.Rectangle{
|
|
Min: f32.Point{
|
|
X: float32(r.Min.X),
|
|
Y: float32(r.Min.Y),
|
|
},
|
|
Max: f32.Point{
|
|
X: float32(r.Max.X),
|
|
Y: float32(r.Max.Y),
|
|
},
|
|
}
|
|
}
|
|
|
|
func ceil(v float32) int {
|
|
return int(math.Ceil(float64(v)))
|
|
}
|
|
|
|
func floor(v float32) int {
|
|
return int(math.Floor(float64(v)))
|
|
}
|
|
|
|
func (d *drawOps) reset(cache *resourceCache, viewport image.Point) {
|
|
d.profile = false
|
|
d.clearColor = f32color.RGBA{R: 1.0, G: 1.0, B: 1.0, A: 1.0}
|
|
d.cache = cache
|
|
d.viewport = viewport
|
|
d.imageOps = d.imageOps[:0]
|
|
d.zimageOps = d.zimageOps[:0]
|
|
d.pathOps = d.pathOps[:0]
|
|
d.pathOpCache = d.pathOpCache[:0]
|
|
d.vertCache = d.vertCache[:0]
|
|
}
|
|
|
|
func (d *drawOps) collect(cache *resourceCache, root *op.Ops, viewport image.Point) {
|
|
d.reset(cache, viewport)
|
|
clip := f32.Rectangle{
|
|
Max: f32.Point{X: float32(viewport.X), Y: float32(viewport.Y)},
|
|
}
|
|
d.reader.Reset(root)
|
|
state := drawState{
|
|
clip: clip,
|
|
rect: true,
|
|
color: color.RGBA{A: 0xff},
|
|
}
|
|
d.collectOps(&d.reader, state)
|
|
}
|
|
|
|
func (d *drawOps) newPathOp() *pathOp {
|
|
d.pathOpCache = append(d.pathOpCache, pathOp{})
|
|
return &d.pathOpCache[len(d.pathOpCache)-1]
|
|
}
|
|
|
|
func (d *drawOps) addClipPath(state *drawState, aux []byte, auxKey ops.Key, bounds f32.Rectangle, off f32.Point) {
|
|
npath := d.newPathOp()
|
|
*npath = pathOp{
|
|
parent: state.cpath,
|
|
bounds: bounds,
|
|
off: off,
|
|
}
|
|
state.cpath = npath
|
|
if len(aux) > 0 {
|
|
state.rect = false
|
|
state.cpath.pathKey = auxKey
|
|
state.cpath.path = true
|
|
state.cpath.pathVerts = aux
|
|
d.pathOps = append(d.pathOps, state.cpath)
|
|
}
|
|
}
|
|
|
|
// split a transform into two parts, one which is pur offset and the
|
|
// other representing the scaling, shearing and rotation part
|
|
func splitTransform(t f32.Affine2D) (srs f32.Affine2D, offset f32.Point) {
|
|
sx, hx, ox, hy, sy, oy := t.Elems()
|
|
offset = f32.Point{X: ox, Y: oy}
|
|
srs = f32.NewAffine2D(sx, hx, 0, hy, sy, 0)
|
|
return
|
|
}
|
|
|
|
func (d *drawOps) collectOps(r *ops.Reader, state drawState) int {
|
|
var aux []byte
|
|
var auxKey ops.Key
|
|
loop:
|
|
for encOp, ok := r.Decode(); ok; encOp, ok = r.Decode() {
|
|
switch opconst.OpType(encOp.Data[0]) {
|
|
case opconst.TypeProfile:
|
|
d.profile = true
|
|
case opconst.TypeTransform:
|
|
dop := ops.DecodeTransform(encOp.Data)
|
|
state.t = state.t.Mul(dop)
|
|
case opconst.TypeAux:
|
|
aux = encOp.Data[opconst.TypeAuxLen:]
|
|
auxKey = encOp.Key
|
|
case opconst.TypeClip:
|
|
var op clipOp
|
|
op.decode(encOp.Data)
|
|
bounds := op.bounds
|
|
trans, off := splitTransform(state.t)
|
|
if len(aux) > 0 {
|
|
// There is a clipping path, build the gpu data and update the
|
|
// cache key such that it will be equal only if the transform is the
|
|
// same also. Use cached data if we have it.
|
|
auxKey = auxKey.SetTransform(trans)
|
|
if v, ok := d.pathCache.get(auxKey); ok {
|
|
// Since the GPU data exists in the cache aux will not be used.
|
|
// Why is this not used for the offset shapes?
|
|
op.bounds = v.bounds
|
|
} else {
|
|
aux, op.bounds = d.buildVerts(aux, trans)
|
|
// add it to the cache, without GPU data, so the transform can be
|
|
// reused.
|
|
d.pathCache.put(auxKey, opCacheValue{bounds: op.bounds})
|
|
}
|
|
} else {
|
|
aux, op.bounds, _ = d.boundsForTransformedRect(bounds, trans)
|
|
auxKey = encOp.Key
|
|
auxKey.SetTransform(trans)
|
|
}
|
|
state.clip = state.clip.Intersect(op.bounds.Add(off))
|
|
d.addClipPath(&state, aux, auxKey, op.bounds, off)
|
|
aux = nil
|
|
auxKey = ops.Key{}
|
|
case opconst.TypeColor:
|
|
state.matType = materialColor
|
|
state.color = decodeColorOp(encOp.Data)
|
|
case opconst.TypeImage:
|
|
state.matType = materialTexture
|
|
state.image = decodeImageOp(encOp.Data, encOp.Refs)
|
|
case opconst.TypePaint:
|
|
op := decodePaintOp(encOp.Data)
|
|
// Transform (if needed) the painting rectangle and if so generate a clip path,
|
|
// for those cases also compute a partialTrans that maps texture coordinates between
|
|
// the new bounding rectangle and the transformed original paint rectangle.
|
|
trans, off := splitTransform(state.t)
|
|
clipData, bnd, partialTrans := d.boundsForTransformedRect(op.Rect, trans)
|
|
clip := state.clip.Intersect(bnd.Add(off))
|
|
if clip.Empty() {
|
|
continue
|
|
}
|
|
|
|
wasrect := state.rect
|
|
if clipData != nil {
|
|
// The paint operation is sheared or rotated, add a clip path representing
|
|
// this transformed rectangle.
|
|
encOp.Key.SetTransform(trans)
|
|
d.addClipPath(&state, clipData, encOp.Key, bnd, off)
|
|
}
|
|
|
|
bounds := boundRectF(clip)
|
|
mat := state.materialFor(d.cache, bnd, off, partialTrans, bounds)
|
|
|
|
if bounds.Min == (image.Point{}) && bounds.Max == d.viewport && state.rect && mat.opaque && mat.material == materialColor {
|
|
// The image is a uniform opaque color and takes up the whole screen.
|
|
// Scrap images up to and including this image and set clear color.
|
|
d.zimageOps = d.zimageOps[:0]
|
|
d.imageOps = d.imageOps[:0]
|
|
state.z = 0
|
|
d.clearColor = mat.color.Opaque()
|
|
continue
|
|
}
|
|
state.z++
|
|
if state.z != int(uint16(state.z)) {
|
|
// TODO(eliasnaur) gioui.org/issue/127.
|
|
panic("more than 65k paint objects not supported")
|
|
}
|
|
// Assume 16-bit depth buffer.
|
|
const zdepth = 1 << 16
|
|
// Convert z to window-space, assuming depth range [0;1].
|
|
zf := float32(state.z)*2/zdepth - 1.0
|
|
img := imageOp{
|
|
z: zf,
|
|
path: state.cpath,
|
|
off: off,
|
|
clip: bounds,
|
|
material: mat,
|
|
}
|
|
|
|
if state.rect && img.material.opaque {
|
|
d.zimageOps = append(d.zimageOps, img)
|
|
} else {
|
|
d.imageOps = append(d.imageOps, img)
|
|
}
|
|
if clipData != nil {
|
|
// we added a clip path that should not remain
|
|
state.cpath = state.cpath.parent
|
|
state.rect = wasrect
|
|
}
|
|
case opconst.TypePush:
|
|
state.z = d.collectOps(r, state)
|
|
case opconst.TypePop:
|
|
break loop
|
|
}
|
|
}
|
|
return state.z
|
|
}
|
|
|
|
func expandPathOp(p *pathOp, clip image.Rectangle) {
|
|
for p != nil {
|
|
pclip := p.clip
|
|
if !pclip.Empty() {
|
|
clip = clip.Union(pclip)
|
|
}
|
|
p.clip = clip
|
|
p = p.parent
|
|
}
|
|
}
|
|
|
|
func (d *drawState) materialFor(cache *resourceCache, rect f32.Rectangle, off f32.Point, trans f32.Affine2D, clip image.Rectangle) material {
|
|
var m material
|
|
switch d.matType {
|
|
case materialColor:
|
|
m.material = materialColor
|
|
m.color = f32color.RGBAFromSRGB(d.color)
|
|
m.opaque = m.color.A == 1.0
|
|
case materialTexture:
|
|
m.material = materialTexture
|
|
dr := boundRectF(rect.Add(off))
|
|
sz := d.image.src.Bounds().Size()
|
|
sr := layout.FRect(d.image.rect)
|
|
if dx := float32(dr.Dx()); dx != 0 {
|
|
// Don't clip 1 px width sources.
|
|
if sdx := sr.Dx(); sdx > 1 {
|
|
sr.Min.X += (float32(clip.Min.X-dr.Min.X)*sdx + dx/2) / dx
|
|
sr.Max.X -= (float32(dr.Max.X-clip.Max.X)*sdx + dx/2) / dx
|
|
}
|
|
}
|
|
if dy := float32(dr.Dy()); dy != 0 {
|
|
// Don't clip 1 px height sources.
|
|
if sdy := sr.Dy(); sdy > 1 {
|
|
sr.Min.Y += (float32(clip.Min.Y-dr.Min.Y)*sdy + dy/2) / dy
|
|
sr.Max.Y -= (float32(dr.Max.Y-clip.Max.Y)*sdy + dy/2) / dy
|
|
}
|
|
}
|
|
tex, exists := cache.get(d.image.handle)
|
|
if !exists {
|
|
t := &texture{
|
|
src: d.image.src,
|
|
}
|
|
cache.put(d.image.handle, t)
|
|
tex = t
|
|
}
|
|
m.texture = tex.(*texture)
|
|
uvScale, uvOffset := texSpaceTransform(sr, sz)
|
|
m.uvTrans = trans.Mul(f32.Affine2D{}.Scale(f32.Point{}, uvScale).Offset(uvOffset))
|
|
}
|
|
return m
|
|
}
|
|
|
|
func (r *renderer) drawZOps(ops []imageOp) {
|
|
r.ctx.SetDepthTest(true)
|
|
r.ctx.BindVertexBuffer(r.blitter.quadVerts, 4*4, 0)
|
|
r.ctx.BindInputLayout(r.blitter.layout)
|
|
// Render front to back.
|
|
for i := len(ops) - 1; i >= 0; i-- {
|
|
img := ops[i]
|
|
m := img.material
|
|
switch m.material {
|
|
case materialTexture:
|
|
r.ctx.BindTexture(0, r.texHandle(m.texture))
|
|
}
|
|
drc := img.clip
|
|
scale, off := clipSpaceTransform(drc, r.blitter.viewport)
|
|
r.blitter.blit(img.z, m.material, m.color, scale, off, m.uvTrans)
|
|
}
|
|
r.ctx.SetDepthTest(false)
|
|
}
|
|
|
|
func (r *renderer) drawOps(ops []imageOp) {
|
|
r.ctx.SetDepthTest(true)
|
|
r.ctx.DepthMask(false)
|
|
r.ctx.BlendFunc(backend.BlendFactorOne, backend.BlendFactorOneMinusSrcAlpha)
|
|
r.ctx.BindVertexBuffer(r.blitter.quadVerts, 4*4, 0)
|
|
r.ctx.BindInputLayout(r.pather.coverer.layout)
|
|
var coverTex backend.Texture
|
|
for _, img := range ops {
|
|
m := img.material
|
|
switch m.material {
|
|
case materialTexture:
|
|
r.ctx.BindTexture(0, r.texHandle(m.texture))
|
|
}
|
|
drc := img.clip
|
|
|
|
scale, off := clipSpaceTransform(drc, r.blitter.viewport)
|
|
var fbo stencilFBO
|
|
switch img.clipType {
|
|
case clipTypeNone:
|
|
r.blitter.blit(img.z, m.material, m.color, scale, off, m.uvTrans)
|
|
continue
|
|
case clipTypePath:
|
|
fbo = r.pather.stenciler.cover(img.place.Idx)
|
|
case clipTypeIntersection:
|
|
fbo = r.pather.stenciler.intersections.fbos[img.place.Idx]
|
|
}
|
|
if coverTex != fbo.tex {
|
|
coverTex = fbo.tex
|
|
r.ctx.BindTexture(1, coverTex)
|
|
}
|
|
uv := image.Rectangle{
|
|
Min: img.place.Pos,
|
|
Max: img.place.Pos.Add(drc.Size()),
|
|
}
|
|
coverScale, coverOff := texSpaceTransform(toRectF(uv), fbo.size)
|
|
r.pather.cover(img.z, m.material, m.color, scale, off, m.uvTrans, coverScale, coverOff)
|
|
}
|
|
r.ctx.DepthMask(true)
|
|
r.ctx.SetDepthTest(false)
|
|
}
|
|
|
|
func (b *blitter) blit(z float32, mat materialType, col f32color.RGBA, scale, off f32.Point, uvTrans f32.Affine2D) {
|
|
p := b.prog[mat]
|
|
b.ctx.BindProgram(p.prog)
|
|
var uniforms *blitUniforms
|
|
switch mat {
|
|
case materialColor:
|
|
b.colUniforms.frag.color = col
|
|
uniforms = &b.colUniforms.vert.blitUniforms
|
|
case materialTexture:
|
|
t1, t2, t3, t4, t5, t6 := uvTrans.Elems()
|
|
b.texUniforms.vert.blitUniforms.uvTransformR1 = [4]float32{t1, t2, t3, 0}
|
|
b.texUniforms.vert.blitUniforms.uvTransformR2 = [4]float32{t4, t5, t6, 0}
|
|
uniforms = &b.texUniforms.vert.blitUniforms
|
|
}
|
|
uniforms.z = z
|
|
uniforms.transform = [4]float32{scale.X, scale.Y, off.X, off.Y}
|
|
p.UploadUniforms()
|
|
b.ctx.DrawArrays(backend.DrawModeTriangleStrip, 0, 4)
|
|
}
|
|
|
|
// newUniformBuffer creates a new GPU uniform buffer backed by the
|
|
// structure uniformBlock points to.
|
|
func newUniformBuffer(b backend.Device, uniformBlock interface{}) *uniformBuffer {
|
|
ref := reflect.ValueOf(uniformBlock)
|
|
// Determine the size of the uniforms structure, *uniforms.
|
|
size := ref.Elem().Type().Size()
|
|
// Map the uniforms structure as a byte slice.
|
|
ptr := (*[1 << 30]byte)(unsafe.Pointer(ref.Pointer()))[:size:size]
|
|
ubuf, err := b.NewBuffer(backend.BufferBindingUniforms, len(ptr))
|
|
if err != nil {
|
|
panic(err)
|
|
}
|
|
return &uniformBuffer{buf: ubuf, ptr: ptr}
|
|
}
|
|
|
|
func (u *uniformBuffer) Upload() {
|
|
u.buf.Upload(u.ptr)
|
|
}
|
|
|
|
func (u *uniformBuffer) Release() {
|
|
u.buf.Release()
|
|
u.buf = nil
|
|
}
|
|
|
|
func newProgram(prog backend.Program, vertUniforms, fragUniforms *uniformBuffer) *program {
|
|
if vertUniforms != nil {
|
|
prog.SetVertexUniforms(vertUniforms.buf)
|
|
}
|
|
if fragUniforms != nil {
|
|
prog.SetFragmentUniforms(fragUniforms.buf)
|
|
}
|
|
return &program{prog: prog, vertUniforms: vertUniforms, fragUniforms: fragUniforms}
|
|
}
|
|
|
|
func (p *program) UploadUniforms() {
|
|
if p.vertUniforms != nil {
|
|
p.vertUniforms.Upload()
|
|
}
|
|
if p.fragUniforms != nil {
|
|
p.fragUniforms.Upload()
|
|
}
|
|
}
|
|
|
|
func (p *program) Release() {
|
|
p.prog.Release()
|
|
p.prog = nil
|
|
if p.vertUniforms != nil {
|
|
p.vertUniforms.Release()
|
|
p.vertUniforms = nil
|
|
}
|
|
if p.fragUniforms != nil {
|
|
p.fragUniforms.Release()
|
|
p.fragUniforms = nil
|
|
}
|
|
}
|
|
|
|
// texSpaceTransform return the scale and offset that transforms the given subimage
|
|
// into quad texture coordinates.
|
|
func texSpaceTransform(r f32.Rectangle, bounds image.Point) (f32.Point, f32.Point) {
|
|
size := f32.Point{X: float32(bounds.X), Y: float32(bounds.Y)}
|
|
scale := f32.Point{X: r.Dx() / size.X, Y: r.Dy() / size.Y}
|
|
offset := f32.Point{X: r.Min.X / size.X, Y: r.Min.Y / size.Y}
|
|
return scale, offset
|
|
}
|
|
|
|
// clipSpaceTransform returns the scale and offset that transforms the given
|
|
// rectangle from a viewport into OpenGL clip space.
|
|
func clipSpaceTransform(r image.Rectangle, viewport image.Point) (f32.Point, f32.Point) {
|
|
// First, transform UI coordinates to OpenGL coordinates:
|
|
//
|
|
// [(-1, +1) (+1, +1)]
|
|
// [(-1, -1) (+1, -1)]
|
|
//
|
|
x, y := float32(r.Min.X), float32(r.Min.Y)
|
|
w, h := float32(r.Dx()), float32(r.Dy())
|
|
vx, vy := 2/float32(viewport.X), 2/float32(viewport.Y)
|
|
x = x*vx - 1
|
|
y = 1 - y*vy
|
|
w *= vx
|
|
h *= vy
|
|
|
|
// Then, compute the transformation from the fullscreen quad to
|
|
// the rectangle at (x, y) and dimensions (w, h).
|
|
scale := f32.Point{X: w * .5, Y: h * .5}
|
|
offset := f32.Point{X: x + w*.5, Y: y - h*.5}
|
|
|
|
return scale, offset
|
|
}
|
|
|
|
// Fill in maximal Y coordinates of the NW and NE corners.
|
|
func fillMaxY(verts []byte) {
|
|
contour := 0
|
|
bo := binary.LittleEndian
|
|
for len(verts) > 0 {
|
|
maxy := float32(math.Inf(-1))
|
|
i := 0
|
|
for ; i+vertStride*4 <= len(verts); i += vertStride * 4 {
|
|
vert := verts[i : i+vertStride]
|
|
// MaxY contains the integer contour index.
|
|
pathContour := int(bo.Uint32(vert[int(unsafe.Offsetof(((*vertex)(nil)).MaxY)):]))
|
|
if contour != pathContour {
|
|
contour = pathContour
|
|
break
|
|
}
|
|
fromy := math.Float32frombits(bo.Uint32(vert[int(unsafe.Offsetof(((*vertex)(nil)).FromY)):]))
|
|
ctrly := math.Float32frombits(bo.Uint32(vert[int(unsafe.Offsetof(((*vertex)(nil)).CtrlY)):]))
|
|
toy := math.Float32frombits(bo.Uint32(vert[int(unsafe.Offsetof(((*vertex)(nil)).ToY)):]))
|
|
if fromy > maxy {
|
|
maxy = fromy
|
|
}
|
|
if ctrly > maxy {
|
|
maxy = ctrly
|
|
}
|
|
if toy > maxy {
|
|
maxy = toy
|
|
}
|
|
}
|
|
fillContourMaxY(maxy, verts[:i])
|
|
verts = verts[i:]
|
|
}
|
|
}
|
|
|
|
func fillContourMaxY(maxy float32, verts []byte) {
|
|
bo := binary.LittleEndian
|
|
for i := 0; i < len(verts); i += vertStride {
|
|
off := int(unsafe.Offsetof(((*vertex)(nil)).MaxY))
|
|
bo.PutUint32(verts[i+off:], math.Float32bits(maxy))
|
|
}
|
|
}
|
|
|
|
func (d *drawOps) writeVertCache(n int) []byte {
|
|
d.vertCache = append(d.vertCache, make([]byte, n)...)
|
|
return d.vertCache[len(d.vertCache)-n:]
|
|
}
|
|
|
|
// transform, split paths as needed, calculate maxY, bounds and create GPU vertices.
|
|
func (d *drawOps) buildVerts(aux []byte, tr f32.Affine2D) (verts []byte, bounds f32.Rectangle) {
|
|
inf := float32(math.Inf(+1))
|
|
d.qs.bounds = f32.Rectangle{
|
|
Min: f32.Point{X: inf, Y: inf},
|
|
Max: f32.Point{X: -inf, Y: -inf},
|
|
}
|
|
d.qs.d = d
|
|
bo := binary.LittleEndian
|
|
startLength := len(d.vertCache)
|
|
for qi := 0; len(aux) >= (ops.QuadSize + 4); qi++ {
|
|
d.qs.contour = bo.Uint32(aux)
|
|
quad := ops.DecodeQuad(aux[4:])
|
|
quad = quad.Transform(tr)
|
|
|
|
d.qs.splitAndEncode(quad)
|
|
|
|
aux = aux[ops.QuadSize+4:]
|
|
}
|
|
|
|
fillMaxY(d.vertCache[startLength:])
|
|
return d.vertCache[startLength:], d.qs.bounds
|
|
}
|
|
|
|
// create GPU vertices for transformed r, find the bounds and establish texture transform.
|
|
func (d *drawOps) boundsForTransformedRect(r f32.Rectangle, tr f32.Affine2D) (aux []byte, bnd f32.Rectangle, ptr f32.Affine2D) {
|
|
if isPureOffset(tr) {
|
|
// fast-path to allow blitting of pure rectangles
|
|
_, _, ox, _, _, oy := tr.Elems()
|
|
off := f32.Pt(ox, oy)
|
|
bnd.Min = r.Min.Add(off)
|
|
bnd.Max = r.Max.Add(off)
|
|
return
|
|
}
|
|
|
|
// transform all corners, find new bounds
|
|
corners := [4]f32.Point{
|
|
tr.Transform(r.Min), tr.Transform(f32.Pt(r.Max.X, r.Min.Y)),
|
|
tr.Transform(r.Max), tr.Transform(f32.Pt(r.Min.X, r.Max.Y)),
|
|
}
|
|
bnd.Min = f32.Pt(math.MaxFloat32, math.MaxFloat32)
|
|
bnd.Max = f32.Pt(-math.MaxFloat32, -math.MaxFloat32)
|
|
for _, c := range corners {
|
|
if c.X < bnd.Min.X {
|
|
bnd.Min.X = c.X
|
|
}
|
|
if c.Y < bnd.Min.Y {
|
|
bnd.Min.Y = c.Y
|
|
}
|
|
if c.X > bnd.Max.X {
|
|
bnd.Max.X = c.X
|
|
}
|
|
if c.Y > bnd.Max.Y {
|
|
bnd.Max.Y = c.Y
|
|
}
|
|
}
|
|
|
|
// build the GPU vertices
|
|
l := len(d.vertCache)
|
|
d.vertCache = append(d.vertCache, make([]byte, vertStride*4*4)...)
|
|
aux = d.vertCache[l:]
|
|
encodeQuadTo(aux, 0, corners[0], corners[0].Add(corners[1]).Mul(0.5), corners[1])
|
|
encodeQuadTo(aux[vertStride*4:], 0, corners[1], corners[1].Add(corners[2]).Mul(0.5), corners[2])
|
|
encodeQuadTo(aux[vertStride*4*2:], 0, corners[2], corners[2].Add(corners[3]).Mul(0.5), corners[3])
|
|
encodeQuadTo(aux[vertStride*4*3:], 0, corners[3], corners[3].Add(corners[0]).Mul(0.5), corners[0])
|
|
fillMaxY(aux)
|
|
|
|
// establish the transform mapping from bounds rectangle to transformed corners
|
|
var P1, P2, P3 f32.Point
|
|
P1.X = (corners[1].X - bnd.Min.X) / (bnd.Max.X - bnd.Min.X)
|
|
P1.Y = (corners[1].Y - bnd.Min.Y) / (bnd.Max.Y - bnd.Min.Y)
|
|
P2.X = (corners[2].X - bnd.Min.X) / (bnd.Max.X - bnd.Min.X)
|
|
P2.Y = (corners[2].Y - bnd.Min.Y) / (bnd.Max.Y - bnd.Min.Y)
|
|
P3.X = (corners[3].X - bnd.Min.X) / (bnd.Max.X - bnd.Min.X)
|
|
P3.Y = (corners[3].Y - bnd.Min.Y) / (bnd.Max.Y - bnd.Min.Y)
|
|
sx, sy := P2.X-P3.X, P2.Y-P3.Y
|
|
ptr = f32.NewAffine2D(sx, P2.X-P1.X, P1.X-sx, sy, P2.Y-P1.Y, P1.Y-sy).Invert()
|
|
|
|
return
|
|
}
|
|
|
|
func isPureOffset(t f32.Affine2D) bool {
|
|
a, b, _, d, e, _ := t.Elems()
|
|
return a == 1 && b == 0 && d == 0 && e == 1
|
|
}
|