summaryrefslogtreecommitdiffstats
path: root/vendor/golang.org/x/image/vector/vector.go
diff options
context:
space:
mode:
Diffstat (limited to 'vendor/golang.org/x/image/vector/vector.go')
-rw-r--r--vendor/golang.org/x/image/vector/vector.go228
1 files changed, 228 insertions, 0 deletions
diff --git a/vendor/golang.org/x/image/vector/vector.go b/vendor/golang.org/x/image/vector/vector.go
new file mode 100644
index 000000000..218e76489
--- /dev/null
+++ b/vendor/golang.org/x/image/vector/vector.go
@@ -0,0 +1,228 @@
+// 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) {
+ a := z.pen
+ devsq := devSquared(a, b, c)
+ 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
+ ab := lerp(t, a, b)
+ bc := lerp(t, b, c)
+ z.LineTo(lerp(t, ab, bc))
+ }
+ }
+ z.LineTo(c)
+}
+
+// CubeTo adds a cubic Bézier segment, from the pen via b and c to d, and moves
+// the pen to d.
+//
+// The coordinates are allowed to be out of the Rasterizer's bounds.
+func (z *Rasterizer) CubeTo(b, c, d f32.Vec2) {
+ a := z.pen
+ devsq := devSquared(a, b, d)
+ if devsqAlt := devSquared(a, c, d); devsq < devsqAlt {
+ devsq = devsqAlt
+ }
+ 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
+ ab := lerp(t, a, b)
+ bc := lerp(t, b, c)
+ cd := lerp(t, c, d)
+ abc := lerp(t, ab, bc)
+ bcd := lerp(t, bc, cd)
+ z.LineTo(lerp(t, abc, bcd))
+ }
+ }
+ z.LineTo(d)
+}
+
+// devSquared returns a measure of how curvy the sequnce a to b to c is. It
+// determines how many line segments will approximate a Bézier curve segment.
+//
+// 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.
+func devSquared(a, b, c f32.Vec2) float32 {
+ devx := a[0] - 2*b[0] + c[0]
+ devy := a[1] - 2*b[1] + c[1]
+ return devx*devx + devy*devy
+}
+
+// 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")
+}