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structs.go
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structs.go
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package nanovgo
import (
"github.com/shibukawa/nanovgo/fontstashmini"
)
type nvgParams interface {
edgeAntiAlias() bool
renderCreate() error
renderCreateTexture(texType nvgTextureType, w, h int32, flags ImageFlags, data []byte) int32
renderDeleteTexture(image int32) error
renderUpdateTexture(image, x, y, w, h int32, data []byte) error
renderGetTextureSize(image int32) (int32, int32, error)
renderViewport(width, height int32)
renderCancel()
renderFlush()
renderFill(paint *Paint, scissor *nvgScissor, fringe float32, bounds [4]float32, paths []nvgPath)
renderStroke(paint *Paint, scissor *nvgScissor, fringe float32, strokeWidth float32, paths []nvgPath)
renderTriangles(paint *Paint, scissor *nvgScissor, vertexes []nvgVertex)
renderTriangleStrip(paint *Paint, scissor *nvgScissor, vertexes []nvgVertex)
renderDelete()
}
type nvgPoint struct {
x, y float32
dx, dy float32
len float32
dmx, dmy float32
flags nvgPointFlags
}
type nvgVertex struct {
x, y, u, v float32
}
func (vtx *nvgVertex) set(x, y, u, v float32) {
vtx.x = x
vtx.y = y
vtx.u = u
vtx.v = v
}
type nvgPath struct {
first int
count int
closed bool
nBevel int
fills []nvgVertex
strokes []nvgVertex
winding Winding
convex bool
}
type nvgScissor struct {
xform TransformMatrix
extent [2]float32
}
type nvgState struct {
fill, stroke Paint
strokeWidth float32
miterLimit float32
lineJoin LineCap
lineCap LineCap
alpha float32
xform TransformMatrix
scissor nvgScissor
fontSize float32
letterSpacing float32
lineHeight float32
fontBlur float32
textAlign Align
fontID int
}
func (s *nvgState) reset() {
s.fill.setPaintColor(RGBA(255, 255, 255, 255))
s.stroke.setPaintColor(RGBA(0, 0, 0, 255))
s.strokeWidth = 1.0
s.miterLimit = 10.0
s.lineCap = Butt
s.lineJoin = Miter
s.alpha = 1.0
s.xform = IdentityMatrix()
s.scissor.xform = IdentityMatrix()
s.scissor.xform[0] = 0.0
s.scissor.xform[3] = 0.0
s.scissor.extent[0] = -1.0
s.scissor.extent[1] = -1.0
s.fontSize = 16.0
s.letterSpacing = 0.0
s.lineHeight = 1.0
s.fontBlur = 0.0
s.textAlign = AlignLeft | AlignBaseline
s.fontID = fontstashmini.INVALID
}
func (s *nvgState) getFontScale() float32 {
return minF(quantize(s.xform.getAverageScale(), 0.01), 4.0)
}
type nvgPathCache struct {
points []nvgPoint
paths []nvgPath
vertexes []nvgVertex
bounds [4]float32
}
func (c *nvgPathCache) allocVertexes(n int) []nvgVertex {
offset := len(c.vertexes)
c.vertexes = append(c.vertexes, make([]nvgVertex, n)...)
return c.vertexes[offset:]
}
func (c *nvgPathCache) clearPathCache() {
c.points = c.points[:0]
c.paths = c.paths[:0]
c.vertexes = c.vertexes[:0]
}
func (c *nvgPathCache) lastPath() *nvgPath {
if len(c.paths) > 0 {
return &c.paths[len(c.paths)-1]
}
return nil
}
func (c *nvgPathCache) addPath() {
c.paths = append(c.paths, nvgPath{first: len(c.points), winding: Solid})
}
func (c *nvgPathCache) lastPoint() *nvgPoint {
if len(c.points) > 0 {
return &c.points[len(c.points)-1]
}
return nil
}
func (c *nvgPathCache) addPoint(x, y float32, flags nvgPointFlags, distTol float32) {
path := c.lastPath()
if path.count > 0 && len(c.points) > 0 {
lastPoint := c.lastPoint()
if ptEquals(lastPoint.x, lastPoint.y, x, y, distTol) {
lastPoint.flags |= flags
return
}
}
c.points = append(c.points, nvgPoint{
x: x,
y: y,
dx: 0,
dy: 0,
len: 0,
dmx: 0,
dmy: 0,
flags: flags,
})
path.count++
}
func (c *nvgPathCache) closePath() {
path := c.lastPath()
if path != nil {
path.closed = true
}
}
func (c *nvgPathCache) pathWinding(winding Winding) {
path := c.lastPath()
if path != nil {
path.winding = winding
}
}
func (c *nvgPathCache) tesselateBezier(x1, y1, x2, y2, x3, y3, x4, y4 float32, level int, flags nvgPointFlags, tessTol, distTol float32) {
if level > 10 {
return
}
dx := x4 - x1
dy := y4 - y1
d2 := absF(((x2-x4)*dy - (y2-y4)*dx))
d3 := absF(((x3-x4)*dy - (y3-y4)*dx))
if (d2+d3)*(d2+d3) < tessTol*(dx*dx+dy*dy) {
c.addPoint(x4, y4, flags, distTol)
return
}
x12 := (x1 + x2) * 0.5
y12 := (y1 + y2) * 0.5
x23 := (x2 + x3) * 0.5
y23 := (y2 + y3) * 0.5
x34 := (x3 + x4) * 0.5
y34 := (y3 + y4) * 0.5
x123 := (x12 + x23) * 0.5
y123 := (y12 + y23) * 0.5
x234 := (x23 + x34) * 0.5
y234 := (y23 + y34) * 0.5
x1234 := (x123 + x234) * 0.5
y1234 := (y123 + y234) * 0.5
c.tesselateBezier(x1, y1, x12, y12, x123, y123, x1234, y1234, level+1, 0, tessTol, distTol)
c.tesselateBezier(x1234, y1234, x234, y234, x34, y34, x4, y4, level+1, flags, tessTol, distTol)
}
func (c *nvgPathCache) calculateJoins(w float32, lineJoin LineCap, miterLimit float32) {
var iw float32
if w > 0.0 {
iw = 1.0 / w
}
// Calculate which joins needs extra vertices to append, and gather vertex count.
for i := 0; i < len(c.paths); i++ {
path := &c.paths[i]
points := c.points[path.first:]
p0 := &points[path.count-1]
p1 := &points[0]
nLeft := 0
path.nBevel = 0
p1Index := 0
for j := 0; j < path.count; j++ {
dlx0 := p0.dy
dly0 := -p0.dx
dlx1 := p1.dy
dly1 := -p1.dx
// Calculate extrusions
p1.dmx = (dlx0 + dlx1) * 0.5
p1.dmy = (dly0 + dly1) * 0.5
dmr2 := p1.dmx*p1.dmx + p1.dmy*p1.dmy
if dmr2 > 0.000001 {
scale := minF(1.0/dmr2, 600.0)
p1.dmx *= scale
p1.dmy *= scale
}
// Clear flags, but keep the corner.
if p1.flags&nvgPtCORNER != 0 {
p1.flags = nvgPtCORNER
} else {
p1.flags = 0
}
// Keep track of left turns.
cross := p1.dx*p0.dy - p0.dx*p1.dy
if cross > 0.0 {
nLeft++
p1.flags |= nvgPtLEFT
}
// Calculate if we should use bevel or miter for inner join.
limit := maxF(1.0, minF(p0.len, p1.len)*iw)
if dmr2*limit*limit < 1.0 {
p1.flags |= nvgPrINNERBEVEL
}
// Check to see if the corner needs to be beveled.
if p1.flags&nvgPtCORNER != 0 {
if dmr2*miterLimit*miterLimit < 1.0 || lineJoin == Bevel || lineJoin == Round {
p1.flags |= nvgPtBEVEL
}
}
if p1.flags&(nvgPtBEVEL|nvgPrINNERBEVEL) != 0 {
path.nBevel++
}
p1Index++
p0 = p1
if len(points) != p1Index {
p1 = &points[p1Index]
}
}
path.convex = (nLeft == path.count)
}
}
func (c *nvgPathCache) expandStroke(w float32, lineCap, lineJoin LineCap, miterLimit, fringeWidth, tessTol float32) {
aa := fringeWidth
// Calculate divisions per half circle.
nCap := curveDivs(w, PI, tessTol)
c.calculateJoins(w, lineJoin, miterLimit)
// Calculate max vertex usage.
countVertex := 0
for i := 0; i < len(c.paths); i++ {
path := &c.paths[i]
if lineJoin == Round {
countVertex += (path.count + path.nBevel*(nCap+2) + 1) * 2 // plus one for loop
} else {
countVertex += (path.count + path.nBevel*5 + 1) * 2 // plus one for loop
}
if !path.closed {
// space for caps
if lineCap == Round {
countVertex += (nCap*2 + 2) * 2
} else {
countVertex += (3 + 3) * 2
}
}
}
dst := c.allocVertexes(countVertex)
for i := 0; i < len(c.paths); i++ {
path := &c.paths[i]
points := c.points[path.first:]
path.fills = path.fills[:0]
// Calculate fringe or stroke
index := 0
var p0, p1 *nvgPoint
var s, e, p1Index int
if path.closed {
// Looping
p0 = &points[path.count-1]
p1 = &points[0]
s = 0
e = path.count
p1Index = 0
} else {
// Add cap
p0 = &points[0]
p1 = &points[1]
s = 1
e = path.count - 1
p1Index = 1
dx := p1.x - p0.x
dy := p1.y - p0.y
_, dx, dy = normalize(dx, dy)
switch lineCap {
case Butt:
index = buttCapStart(dst, index, p0, dx, dy, w, -aa*0.5, aa)
case Square:
index = buttCapStart(dst, index, p0, dx, dy, w, w-aa, aa)
case Round:
index = roundCapStart(dst, index, p0, dx, dy, w, nCap, aa)
}
}
for j := s; j < e; j++ {
if p1.flags&(nvgPtBEVEL|nvgPrINNERBEVEL) != 0 {
if lineJoin == Round {
index = roundJoin(dst, index, p0, p1, w, w, 0, 1, nCap, aa)
} else {
index = bevelJoin(dst, index, p0, p1, w, w, 0, 1, aa)
}
} else {
(&dst[index]).set(p1.x+p1.dmx*w, p1.y+p1.dmy*w, 0, 1)
(&dst[index+1]).set(p1.x-p1.dmx*w, p1.y-p1.dmy*w, 1, 1)
index += 2
}
p1Index++
p0 = p1
if len(points) != p1Index {
p1 = &points[p1Index]
}
}
if path.closed {
(&dst[index]).set(dst[0].x, dst[0].y, 0, 1)
(&dst[index+1]).set(dst[1].x, dst[1].y, 1, 1)
index += 2
} else {
dx := p1.x - p0.x
dy := p1.y - p0.y
_, dx, dy = normalize(dx, dy)
switch lineCap {
case Butt:
index = buttCapEnd(dst, index, p1, dx, dy, w, -aa*0.5, aa)
case Square:
index = buttCapEnd(dst, index, p1, dx, dy, w, w-aa, aa)
case Round:
index = roundCapEnd(dst, index, p1, dx, dy, w, nCap, aa)
}
}
path.strokes = dst[0:index]
dst = dst[index:]
}
}
func (c *nvgPathCache) expandFill(w float32, lineJoin LineCap, miterLimit, fringeWidth float32) {
aa := fringeWidth
fringe := w > 0.0
// Calculate max vertex usage.
c.calculateJoins(w, lineJoin, miterLimit)
countVertex := 0
for i := 0; i < len(c.paths); i++ {
path := &c.paths[i]
countVertex += path.count + path.nBevel + 1
if fringe {
countVertex += (path.count + path.nBevel*5 + 1) * 2 // plus one for loop
}
}
dst := c.allocVertexes(countVertex)
convex := len(c.paths) == 1 && c.paths[0].convex
for i := 0; i < len(c.paths); i++ {
path := &c.paths[i]
points := c.points[path.first:]
// Calculate shape vertices.
wOff := 0.5 * aa
index := 0
if fringe {
p0 := &points[path.count-1]
p1 := &points[0]
p1Index := 0
for j := 0; j < path.count; j++ {
if p1.flags&nvgPtBEVEL != 0 {
dlx0 := p0.dy
dly0 := -p0.dx
dlx1 := p1.dy
dly1 := -p1.dx
if p1.flags&nvgPtLEFT != 0 {
lx := p1.x + p1.dmx*wOff
ly := p1.y + p1.dmy*wOff
(&dst[index]).set(lx, ly, 0.5, 1)
index++
} else {
lx0 := p1.x + dlx0*wOff
ly0 := p1.y + dly0*wOff
lx1 := p1.x + dlx1*wOff
ly1 := p1.y + dly1*wOff
(&dst[index]).set(lx0, ly0, 0.5, 1)
(&dst[index+1]).set(lx1, ly1, 0.5, 1)
index += 2
}
} else {
lx := p1.x + p1.dmx*wOff
ly := p1.y + p1.dmy*wOff
(&dst[index]).set(lx, ly, 0.5, 1)
index++
}
p1Index++
p0 = p1
if len(points) != p1Index {
p1 = &points[p1Index]
}
}
} else {
for j := 0; j < path.count; j++ {
point := &points[j]
(&dst[index]).set(point.x, point.y, 0.5, 1)
index++
}
}
path.fills = dst[0:index]
dst = dst[index:]
// Calculate fringe
if fringe {
lw := w + wOff
rw := w - wOff
var lu float32
var ru float32 = 1.0
// Create only half a fringe for convex shapes so that
// the shape can be rendered without stenciling.
if convex {
lw = wOff // This should generate the same vertex as fill inset above.
lu = 0.5 // Set outline fade at middle.
}
p0 := &points[path.count-1]
p1 := &points[0]
p1Index := 0
index := 0
// Looping
for j := 0; j < path.count; j++ {
if p1.flags&(nvgPtBEVEL|nvgPrINNERBEVEL) != 0 {
index = bevelJoin(dst, index, p0, p1, lw, rw, lu, ru, fringeWidth)
} else {
(&dst[index]).set(p1.x+(p1.dmx*lw), p1.y+(p1.dmy*lw), lu, 1)
(&dst[index+1]).set(p1.x+(p1.dmx*lw), p1.y+(p1.dmy*lw), lu, 1)
index += 2
}
p1Index++
p0 = p1
if len(points) != p1Index {
p1 = &points[p1Index]
}
}
// Loop it
(&dst[index]).set(dst[0].x, dst[0].y, lu, 1)
(&dst[index+1]).set(dst[1].x, dst[1].y, ru, 1)
index += 2
path.strokes = dst[0:index]
dst = dst[index:]
} else {
path.strokes = path.strokes[:0]
}
}
}
// GlyphPosition keeps glyph location information
type GlyphPosition struct {
Index int // Position of the glyph in the input string.
Runes []rune
X float32 // The x-coordinate of the logical glyph position.
MinX, MaxX float32 // The bounds of the glyph shape.
}
// TextRow keeps row geometry information
type TextRow struct {
Runes []rune // The input string.
StartIndex int // Index to the input text where the row starts.
EndIndex int // Index to the input text where the row ends (one past the last character).
NextIndex int // Index to the beginning of the next row.
Width float32 // Logical width of the row.
MinX, MaxX float32 // Actual bounds of the row. Logical with and bounds can differ because of kerning and some parts over extending.
}