Files
gio/op/clip/clip.go
T
Chris Waldon 27193ae8e8 op/clip: prevent no-op path segments
This commit prevents the insertion of LineTo and QuadTo path segments that have
no visible effect on the path (because the path's pen is already at their end state).
This eliminates whisker artifacts from some stroked paths. Thanks to Morlay for the
bug report leading to this fix.

Fixes: https://todo.sr.ht/~eliasnaur/gio/535
Signed-off-by: Chris Waldon <christopher.waldon.dev@gmail.com>
2023-09-18 09:28:11 -05:00

349 lines
8.1 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package clip
import (
"encoding/binary"
"hash/maphash"
"image"
"math"
"gioui.org/f32"
f32internal "gioui.org/internal/f32"
"gioui.org/internal/ops"
"gioui.org/internal/scene"
"gioui.org/internal/stroke"
"gioui.org/op"
)
// Op represents a clip area. Op intersects the current clip area with
// itself.
type Op struct {
path PathSpec
outline bool
width float32
}
// Stack represents an Op pushed on the clip stack.
type Stack struct {
ops *ops.Ops
id ops.StackID
macroID int
}
var pathSeed maphash.Seed
func init() {
pathSeed = maphash.MakeSeed()
}
// Push saves the current clip state on the stack and updates the current
// state to the intersection of the current p.
func (p Op) Push(o *op.Ops) Stack {
id, macroID := ops.PushOp(&o.Internal, ops.ClipStack)
p.add(o)
return Stack{ops: &o.Internal, id: id, macroID: macroID}
}
func (p Op) add(o *op.Ops) {
path := p.path
if !path.hasSegments && p.width > 0 {
switch p.path.shape {
case ops.Rect:
b := f32internal.FRect(path.bounds)
var rect Path
rect.Begin(o)
rect.MoveTo(b.Min)
rect.LineTo(f32.Pt(b.Max.X, b.Min.Y))
rect.LineTo(b.Max)
rect.LineTo(f32.Pt(b.Min.X, b.Max.Y))
rect.Close()
path = rect.End()
case ops.Path:
// Nothing to do.
default:
panic("invalid empty path for shape")
}
}
bo := binary.LittleEndian
if path.hasSegments {
data := ops.Write(&o.Internal, ops.TypePathLen)
data[0] = byte(ops.TypePath)
bo.PutUint64(data[1:], path.hash)
path.spec.Add(o)
}
bounds := path.bounds
if p.width > 0 {
// Expand bounds to cover stroke.
half := int(p.width*.5 + .5)
bounds.Min.X -= half
bounds.Min.Y -= half
bounds.Max.X += half
bounds.Max.Y += half
data := ops.Write(&o.Internal, ops.TypeStrokeLen)
data[0] = byte(ops.TypeStroke)
bo := binary.LittleEndian
bo.PutUint32(data[1:], math.Float32bits(p.width))
}
data := ops.Write(&o.Internal, ops.TypeClipLen)
data[0] = byte(ops.TypeClip)
bo.PutUint32(data[1:], uint32(bounds.Min.X))
bo.PutUint32(data[5:], uint32(bounds.Min.Y))
bo.PutUint32(data[9:], uint32(bounds.Max.X))
bo.PutUint32(data[13:], uint32(bounds.Max.Y))
if p.outline {
data[17] = byte(1)
}
data[18] = byte(path.shape)
}
func (s Stack) Pop() {
ops.PopOp(s.ops, ops.ClipStack, s.id, s.macroID)
data := ops.Write(s.ops, ops.TypePopClipLen)
data[0] = byte(ops.TypePopClip)
}
type PathSpec struct {
spec op.CallOp
// hasSegments tracks whether there are any segments in the path.
hasSegments bool
bounds image.Rectangle
shape ops.Shape
hash uint64
}
// Path constructs a Op clip path described by lines and
// Bézier curves, where drawing outside the Path is discarded.
// The inside-ness of a pixel is determines by the non-zero winding rule,
// similar to the SVG rule of the same name.
//
// Path generates no garbage and can be used for dynamic paths; path
// data is stored directly in the Ops list supplied to Begin.
type Path struct {
ops *ops.Ops
contour int
pen f32.Point
macro op.MacroOp
start f32.Point
hasSegments bool
bounds f32internal.Rectangle
hash maphash.Hash
}
// Pos returns the current pen position.
func (p *Path) Pos() f32.Point { return p.pen }
// Begin the path, storing the path data and final Op into ops.
func (p *Path) Begin(o *op.Ops) {
*p = Path{
ops: &o.Internal,
macro: op.Record(o),
contour: 1,
}
p.hash.SetSeed(pathSeed)
ops.BeginMulti(p.ops)
data := ops.WriteMulti(p.ops, ops.TypeAuxLen)
data[0] = byte(ops.TypeAux)
}
// End returns a PathSpec ready to use in clipping operations.
func (p *Path) End() PathSpec {
p.gap()
c := p.macro.Stop()
ops.EndMulti(p.ops)
return PathSpec{
spec: c,
hasSegments: p.hasSegments,
bounds: p.bounds.Round(),
hash: p.hash.Sum64(),
}
}
// Move moves the pen by the amount specified by delta.
func (p *Path) Move(delta f32.Point) {
to := delta.Add(p.pen)
p.MoveTo(to)
}
// MoveTo moves the pen to the specified absolute coordinate.
func (p *Path) MoveTo(to f32.Point) {
if p.pen == to {
return
}
p.gap()
p.end()
p.pen = to
p.start = to
}
func (p *Path) gap() {
if p.pen != p.start {
// A closed contour starts and ends in the same point.
// This move creates a gap in the contour, register it.
data := ops.WriteMulti(p.ops, scene.CommandSize+4)
bo := binary.LittleEndian
bo.PutUint32(data[0:], uint32(p.contour))
p.cmd(data[4:], scene.Gap(p.pen, p.start))
}
}
// end completes the current contour.
func (p *Path) end() {
p.contour++
}
// Line moves the pen by the amount specified by delta, recording a line.
func (p *Path) Line(delta f32.Point) {
to := delta.Add(p.pen)
p.LineTo(to)
}
// LineTo moves the pen to the absolute point specified, recording a line.
func (p *Path) LineTo(to f32.Point) {
if to == p.pen {
return
}
data := ops.WriteMulti(p.ops, scene.CommandSize+4)
bo := binary.LittleEndian
bo.PutUint32(data[0:], uint32(p.contour))
p.cmd(data[4:], scene.Line(p.pen, to))
p.pen = to
p.expand(to)
}
func (p *Path) cmd(data []byte, c scene.Command) {
ops.EncodeCommand(data, c)
p.hash.Write(data)
}
func (p *Path) expand(pt f32.Point) {
if !p.hasSegments {
p.hasSegments = true
p.bounds = f32internal.Rectangle{Min: pt, Max: pt}
} else {
b := p.bounds
if pt.X < b.Min.X {
b.Min.X = pt.X
}
if pt.Y < b.Min.Y {
b.Min.Y = pt.Y
}
if pt.X > b.Max.X {
b.Max.X = pt.X
}
if pt.Y > b.Max.Y {
b.Max.Y = pt.Y
}
p.bounds = b
}
}
// Quad records a quadratic Bézier from the pen to end
// with the control point ctrl.
func (p *Path) Quad(ctrl, to f32.Point) {
ctrl = ctrl.Add(p.pen)
to = to.Add(p.pen)
p.QuadTo(ctrl, to)
}
// QuadTo records a quadratic Bézier from the pen to end
// with the control point ctrl, with absolute coordinates.
func (p *Path) QuadTo(ctrl, to f32.Point) {
if ctrl == p.pen && to == p.pen {
return
}
data := ops.WriteMulti(p.ops, scene.CommandSize+4)
bo := binary.LittleEndian
bo.PutUint32(data[0:], uint32(p.contour))
p.cmd(data[4:], scene.Quad(p.pen, ctrl, to))
p.pen = to
p.expand(ctrl)
p.expand(to)
}
// ArcTo adds an elliptical arc to the path. The implied ellipse is defined
// by its focus points f1 and f2.
// The arc starts in the current point and ends angle radians along the ellipse boundary.
// The sign of angle determines the direction; positive being counter-clockwise,
// negative clockwise.
func (p *Path) ArcTo(f1, f2 f32.Point, angle float32) {
m, segments := stroke.ArcTransform(p.pen, f1, f2, angle)
for i := 0; i < segments; i++ {
p0 := p.pen
p1 := m.Transform(p0)
p2 := m.Transform(p1)
ctl := p1.Mul(2).Sub(p0.Add(p2).Mul(.5))
p.QuadTo(ctl, p2)
}
}
// Arc is like ArcTo where f1 and f2 are relative to the current position.
func (p *Path) Arc(f1, f2 f32.Point, angle float32) {
f1 = f1.Add(p.pen)
f2 = f2.Add(p.pen)
p.ArcTo(f1, f2, angle)
}
// Cube records a cubic Bézier from the pen through
// two control points ending in to.
func (p *Path) Cube(ctrl0, ctrl1, to f32.Point) {
p.CubeTo(p.pen.Add(ctrl0), p.pen.Add(ctrl1), p.pen.Add(to))
}
// CubeTo records a cubic Bézier from the pen through
// two control points ending in to, with absolute coordinates.
func (p *Path) CubeTo(ctrl0, ctrl1, to f32.Point) {
if ctrl0 == p.pen && ctrl1 == p.pen && to == p.pen {
return
}
data := ops.WriteMulti(p.ops, scene.CommandSize+4)
bo := binary.LittleEndian
bo.PutUint32(data[0:], uint32(p.contour))
p.cmd(data[4:], scene.Cubic(p.pen, ctrl0, ctrl1, to))
p.pen = to
p.expand(ctrl0)
p.expand(ctrl1)
p.expand(to)
}
// Close closes the path contour.
func (p *Path) Close() {
if p.pen != p.start {
p.LineTo(p.start)
}
p.end()
}
// Stroke represents a stroked path.
type Stroke struct {
Path PathSpec
// Width of the stroked path.
Width float32
}
// Op returns a clip operation representing the stroke.
func (s Stroke) Op() Op {
return Op{
path: s.Path,
width: s.Width,
}
}
// Outline represents the area inside of a path, according to the
// non-zero winding rule.
type Outline struct {
Path PathSpec
}
// Op returns a clip operation representing the outline.
func (o Outline) Op() Op {
return Op{
path: o.Path,
outline: true,
}
}