2016-09-01 09:26:54 +02:00
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// Copyright 2016 The Go Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style
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// license that can be found in the LICENSE file.
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// Package vector provides a rasterizer for 2-D vector graphics.
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package vector // import "golang.org/x/image/vector"
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// The rasterizer's design follows
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// https://medium.com/@raphlinus/inside-the-fastest-font-renderer-in-the-world-75ae5270c445
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//
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// Proof of concept code is in
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// https://github.com/google/font-go
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//
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// See also:
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// http://nothings.org/gamedev/rasterize/
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// http://projects.tuxee.net/cl-vectors/section-the-cl-aa-algorithm
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// https://people.gnome.org/~mathieu/libart/internals.html#INTERNALS-SCANLINE
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import (
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"image"
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"image/draw"
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"math"
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"golang.org/x/image/math/f32"
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)
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func midPoint(p, q f32.Vec2) f32.Vec2 {
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return f32.Vec2{
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(p[0] + q[0]) * 0.5,
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(p[1] + q[1]) * 0.5,
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}
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}
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func lerp(t float32, p, q f32.Vec2) f32.Vec2 {
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return f32.Vec2{
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p[0] + t*(q[0]-p[0]),
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p[1] + t*(q[1]-p[1]),
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}
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}
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func clamp(i, width int32) uint {
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if i < 0 {
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return 0
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}
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if i < width {
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return uint(i)
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}
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return uint(width)
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}
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// NewRasterizer returns a new Rasterizer whose rendered mask image is bounded
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// by the given width and height.
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func NewRasterizer(w, h int) *Rasterizer {
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return &Rasterizer{
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area: make([]float32, w*h),
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size: image.Point{w, h},
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}
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}
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// Raster is a 2-D vector graphics rasterizer.
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type Rasterizer struct {
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area []float32
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size image.Point
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first f32.Vec2
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pen f32.Vec2
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// DrawOp is the operator used for the Draw method.
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//
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// The zero value is draw.Over.
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DrawOp draw.Op
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// TODO: an exported field equivalent to the mask point in the
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// draw.DrawMask function in the stdlib image/draw package?
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}
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// Reset resets a Rasterizer as if it was just returned by NewRasterizer.
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//
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// This includes setting z.DrawOp to draw.Over.
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func (z *Rasterizer) Reset(w, h int) {
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if n := w * h; n > cap(z.area) {
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z.area = make([]float32, n)
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} else {
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z.area = z.area[:n]
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for i := range z.area {
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z.area[i] = 0
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}
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}
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z.size = image.Point{w, h}
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z.first = f32.Vec2{}
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z.pen = f32.Vec2{}
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z.DrawOp = draw.Over
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}
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// Size returns the width and height passed to NewRasterizer or Reset.
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func (z *Rasterizer) Size() image.Point {
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return z.size
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}
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// Bounds returns the rectangle from (0, 0) to the width and height passed to
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// NewRasterizer or Reset.
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func (z *Rasterizer) Bounds() image.Rectangle {
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return image.Rectangle{Max: z.size}
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}
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// Pen returns the location of the path-drawing pen: the last argument to the
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// most recent XxxTo call.
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func (z *Rasterizer) Pen() f32.Vec2 {
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return z.pen
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}
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// ClosePath closes the current path.
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func (z *Rasterizer) ClosePath() {
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z.LineTo(z.first)
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}
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// MoveTo starts a new path and moves the pen to a.
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//
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// The coordinates are allowed to be out of the Rasterizer's bounds.
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func (z *Rasterizer) MoveTo(a f32.Vec2) {
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z.first = a
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z.pen = a
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}
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// LineTo adds a line segment, from the pen to b, and moves the pen to b.
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//
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// The coordinates are allowed to be out of the Rasterizer's bounds.
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func (z *Rasterizer) LineTo(b f32.Vec2) {
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// TODO: add a fixed point math implementation.
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z.floatingLineTo(b)
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}
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// QuadTo adds a quadratic Bézier segment, from the pen via b to c, and moves
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// the pen to c.
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//
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// The coordinates are allowed to be out of the Rasterizer's bounds.
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func (z *Rasterizer) QuadTo(b, c f32.Vec2) {
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a := z.pen
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2016-09-05 11:50:44 +02:00
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devsq := devSquared(a, b, c)
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2016-09-01 09:26:54 +02:00
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if devsq >= 0.333 {
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const tol = 3
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n := 1 + int(math.Sqrt(math.Sqrt(tol*float64(devsq))))
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t, nInv := float32(0), 1/float32(n)
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for i := 0; i < n-1; i++ {
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t += nInv
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2016-09-05 11:50:44 +02:00
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ab := lerp(t, a, b)
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bc := lerp(t, b, c)
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z.LineTo(lerp(t, ab, bc))
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2016-09-01 09:26:54 +02:00
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}
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}
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z.LineTo(c)
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}
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2016-09-05 11:50:44 +02:00
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// CubeTo adds a cubic Bézier segment, from the pen via b and c to d, and moves
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// the pen to d.
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//
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// The coordinates are allowed to be out of the Rasterizer's bounds.
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func (z *Rasterizer) CubeTo(b, c, d f32.Vec2) {
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a := z.pen
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devsq := devSquared(a, b, d)
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if devsqAlt := devSquared(a, c, d); devsq < devsqAlt {
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devsq = devsqAlt
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}
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if devsq >= 0.333 {
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const tol = 3
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n := 1 + int(math.Sqrt(math.Sqrt(tol*float64(devsq))))
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t, nInv := float32(0), 1/float32(n)
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for i := 0; i < n-1; i++ {
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t += nInv
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ab := lerp(t, a, b)
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bc := lerp(t, b, c)
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cd := lerp(t, c, d)
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abc := lerp(t, ab, bc)
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bcd := lerp(t, bc, cd)
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z.LineTo(lerp(t, abc, bcd))
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}
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}
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z.LineTo(d)
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}
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// devSquared returns a measure of how curvy the sequnce a to b to c is. It
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// determines how many line segments will approximate a Bézier curve segment.
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//
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// http://lists.nongnu.org/archive/html/freetype-devel/2016-08/msg00080.html
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// gives the rationale for this evenly spaced heuristic instead of a recursive
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// de Casteljau approach:
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//
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// The reason for the subdivision by n is that I expect the "flatness"
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// computation to be semi-expensive (it's done once rather than on each
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// potential subdivision) and also because you'll often get fewer subdivisions.
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// Taking a circular arc as a simplifying assumption (ie a spherical cow),
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// where I get n, a recursive approach would get 2^⌈lg n⌉, which, if I haven't
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// made any horrible mistakes, is expected to be 33% more in the limit.
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func devSquared(a, b, c f32.Vec2) float32 {
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devx := a[0] - 2*b[0] + c[0]
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devy := a[1] - 2*b[1] + c[1]
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return devx*devx + devy*devy
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}
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2016-09-01 09:26:54 +02:00
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// Draw implements the Drawer interface from the standard library's image/draw
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// package.
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//
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// The vector paths previously added via the XxxTo calls become the mask for
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// drawing src onto dst.
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func (z *Rasterizer) Draw(dst draw.Image, r image.Rectangle, src image.Image, sp image.Point) {
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if src, ok := src.(*image.Uniform); ok {
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_, _, _, srcA := src.RGBA()
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switch dst := dst.(type) {
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case *image.Alpha:
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// Fast path for glyph rendering.
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2016-09-21 14:15:02 +02:00
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if srcA == 0xffff {
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if z.DrawOp == draw.Over {
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z.rasterizeDstAlphaSrcOpaqueOpOver(dst, r)
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} else {
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z.rasterizeDstAlphaSrcOpaqueOpSrc(dst, r)
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}
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2016-09-01 09:26:54 +02:00
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return
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}
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}
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}
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println("TODO: the general case")
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}
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func (z *Rasterizer) rasterizeDstAlphaSrcOpaqueOpSrc(dst *image.Alpha, r image.Rectangle) {
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// TODO: add SIMD implementations.
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// TODO: add a fixed point math implementation.
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// TODO: non-zero vs even-odd winding?
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if r == dst.Bounds() && r == z.Bounds() {
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2016-09-21 14:15:02 +02:00
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floatingAccumulateOpSrc(dst.Pix, z.area)
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return
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}
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println("TODO: the general case")
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}
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func (z *Rasterizer) rasterizeDstAlphaSrcOpaqueOpOver(dst *image.Alpha, r image.Rectangle) {
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// TODO: add SIMD implementations.
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// TODO: add a fixed point math implementation.
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// TODO: non-zero vs even-odd winding?
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if r == dst.Bounds() && r == z.Bounds() {
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floatingAccumulateOpOver(dst.Pix, z.area)
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2016-09-01 09:26:54 +02:00
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return
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}
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println("TODO: the general case")
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}
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