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// Copyright 2016 The Go Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
// Package vector provides a rasterizer for 2-D vector graphics.
package vector // import "golang.org/x/image/vector"
// The rasterizer's design follows
// https://medium.com/@raphlinus/inside-the-fastest-font-renderer-in-the-world-75ae5270c445
//
// Proof of concept code is in
// https://github.com/google/font-go
//
// See also:
// http://nothings.org/gamedev/rasterize/
// http://projects.tuxee.net/cl-vectors/section-the-cl-aa-algorithm
// https://people.gnome.org/~mathieu/libart/internals.html#INTERNALS-SCANLINE
import (
"image"
"image/draw"
"math"
"golang.org/x/image/math/f32"
)
func midPoint(p, q f32.Vec2) f32.Vec2 {
return f32.Vec2{
(p[0] + q[0]) * 0.5,
(p[1] + q[1]) * 0.5,
}
}
func lerp(t float32, p, q f32.Vec2) f32.Vec2 {
return f32.Vec2{
p[0] + t*(q[0]-p[0]),
p[1] + t*(q[1]-p[1]),
}
}
func clamp(i, width int32) uint {
if i < 0 {
return 0
}
if i < width {
return uint(i)
}
return uint(width)
}
// NewRasterizer returns a new Rasterizer whose rendered mask image is bounded
// by the given width and height.
func NewRasterizer(w, h int) *Rasterizer {
return &Rasterizer{
area: make([]float32, w*h),
size: image.Point{w, h},
}
}
// Raster is a 2-D vector graphics rasterizer.
type Rasterizer struct {
area []float32
size image.Point
first f32.Vec2
pen f32.Vec2
// DrawOp is the operator used for the Draw method.
//
// The zero value is draw.Over.
DrawOp draw.Op
// TODO: an exported field equivalent to the mask point in the
// draw.DrawMask function in the stdlib image/draw package?
}
// Reset resets a Rasterizer as if it was just returned by NewRasterizer.
//
// This includes setting z.DrawOp to draw.Over.
func (z *Rasterizer) Reset(w, h int) {
if n := w * h; n > cap(z.area) {
z.area = make([]float32, n)
} else {
z.area = z.area[:n]
for i := range z.area {
z.area[i] = 0
}
}
z.size = image.Point{w, h}
z.first = f32.Vec2{}
z.pen = f32.Vec2{}
z.DrawOp = draw.Over
}
// Size returns the width and height passed to NewRasterizer or Reset.
func (z *Rasterizer) Size() image.Point {
return z.size
}
// Bounds returns the rectangle from (0, 0) to the width and height passed to
// NewRasterizer or Reset.
func (z *Rasterizer) Bounds() image.Rectangle {
return image.Rectangle{Max: z.size}
}
// Pen returns the location of the path-drawing pen: the last argument to the
// most recent XxxTo call.
func (z *Rasterizer) Pen() f32.Vec2 {
return z.pen
}
// ClosePath closes the current path.
func (z *Rasterizer) ClosePath() {
z.LineTo(z.first)
}
// MoveTo starts a new path and moves the pen to a.
//
// The coordinates are allowed to be out of the Rasterizer's bounds.
func (z *Rasterizer) MoveTo(a f32.Vec2) {
z.first = a
z.pen = a
}
// LineTo adds a line segment, from the pen to b, and moves the pen to b.
//
// The coordinates are allowed to be out of the Rasterizer's bounds.
func (z *Rasterizer) LineTo(b f32.Vec2) {
// TODO: add a fixed point math implementation.
z.floatingLineTo(b)
}
// QuadTo adds a quadratic Bézier segment, from the pen via b to c, and moves
// the pen to c.
//
// The coordinates are allowed to be out of the Rasterizer's bounds.
func (z *Rasterizer) QuadTo(b, c f32.Vec2) {
// We make a linear approximation to the curve.
// http://lists.nongnu.org/archive/html/freetype-devel/2016-08/msg00080.html
// gives the rationale for this evenly spaced heuristic instead of a
// recursive de Casteljau approach:
//
// The reason for the subdivision by n is that I expect the "flatness"
// computation to be semi-expensive (it's done once rather than on each
// potential subdivision) and also because you'll often get fewer
// subdivisions. Taking a circular arc as a simplifying assumption (ie a
// spherical cow), where I get n, a recursive approach would get 2^⌈lg n⌉,
// which, if I haven't made any horrible mistakes, is expected to be 33%
// more in the limit.
a := z.pen
devx := a[0] - 2*b[0] + c[0]
devy := a[1] - 2*b[1] + c[1]
devsq := devx*devx + devy*devy
if devsq >= 0.333 {
const tol = 3
n := 1 + int(math.Sqrt(math.Sqrt(tol*float64(devsq))))
t, nInv := float32(0), 1/float32(n)
for i := 0; i < n-1; i++ {
t += nInv
z.LineTo(lerp(t, lerp(t, a, b), lerp(t, b, c)))
}
}
z.LineTo(c)
}
// TODO: CubeTo for cubic Béziers.
// Draw implements the Drawer interface from the standard library's image/draw
// package.
//
// The vector paths previously added via the XxxTo calls become the mask for
// drawing src onto dst.
func (z *Rasterizer) Draw(dst draw.Image, r image.Rectangle, src image.Image, sp image.Point) {
if src, ok := src.(*image.Uniform); ok {
_, _, _, srcA := src.RGBA()
switch dst := dst.(type) {
case *image.Alpha:
// Fast path for glyph rendering.
if srcA == 0xffff && z.DrawOp == draw.Src {
z.rasterizeDstAlphaSrcOpaqueOpSrc(dst, r)
return
}
}
}
println("TODO: the general case")
}
func (z *Rasterizer) rasterizeDstAlphaSrcOpaqueOpSrc(dst *image.Alpha, r image.Rectangle) {
// TODO: add SIMD implementations.
// TODO: add a fixed point math implementation.
// TODO: non-zero vs even-odd winding?
if r == dst.Bounds() && r == z.Bounds() {
floatingAccumulate(dst.Pix, z.area)
return
}
println("TODO: the general case")
}