Use premultiplied alpha for all colors + improve painting of thin lines

This commit is contained in:
Emil Ernerfeldt 2020-05-11 17:57:11 +02:00
parent 4fcea59929
commit 3860807e29
6 changed files with 130 additions and 48 deletions

View file

@ -48,6 +48,9 @@ Features:
* Simple text input
* Anti-aliased rendering of circles, rounded rectangles and lines.
## Conventions
* All coordinates are screen space coordinates, in locial "points" (which may consist of many physical pixels).
* All colors have premultiplied alpha
## Inspiration
The one and only [Dear ImGui](https://github.com/ocornut/imgui) is a great Immediate Mode GUI for C++ which works with many backends. That library revolutionized how I think about GUI code from something I hated to do to something I now like to do.

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@ -1,6 +1,7 @@
use serde_derive::{Deserialize, Serialize};
/// 0-255 `sRGBA`. TODO: rename `sRGBA` for clarity.
/// Uses premultiplied alpha.
#[derive(Clone, Copy, Debug, Default, Eq, Ord, PartialEq, PartialOrd, Deserialize, Serialize)]
pub struct Color {
pub r: u8,
@ -9,17 +10,6 @@ pub struct Color {
pub a: u8,
}
impl Color {
pub fn transparent(self) -> Color {
Color {
r: self.r,
g: self.g,
b: self.b,
a: 0,
}
}
}
pub const fn srgba(r: u8, g: u8, b: u8, a: u8) -> Color {
Color { r, g, b, a }
}
@ -33,15 +23,34 @@ pub const fn gray(l: u8, a: u8) -> Color {
}
}
pub const fn white(a: u8) -> Color {
pub const fn black(a: u8) -> Color {
Color {
r: 255,
g: 255,
b: 255,
r: 0,
g: 0,
b: 0,
a,
}
}
pub const fn white(a: u8) -> Color {
Color {
r: a,
g: a,
b: a,
a,
}
}
pub const fn additive_gray(l: u8) -> Color {
Color {
r: l,
g: l,
b: l,
a: 0,
}
}
pub const TRANSPARENT: Color = srgba(0, 0, 0, 0);
pub const BLACK: Color = srgba(0, 0, 0, 255);
pub const LIGHT_GRAY: Color = srgba(220, 220, 220, 255);
pub const WHITE: Color = srgba(255, 255, 255, 255);

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@ -2,7 +2,7 @@
/// Outputs render info in a format suitable for e.g. OpenGL.
use crate::{
color::{srgba, Color},
color::{self, srgba, Color},
fonts::Fonts,
math::*,
types::PaintCmd,
@ -17,7 +17,7 @@ pub struct Vertex {
pub pos: Pos2,
/// Texel indices into the texture
pub uv: (u16, u16),
/// sRGBA
/// sRGBA, premultiplied alpha
pub color: Color,
}
@ -255,6 +255,7 @@ use self::PathType::{Closed, Open};
#[derive(Clone, Copy)]
pub struct MesherOptions {
pub anti_alias: bool,
/// Size of a pixel in points, e.g. 0.5
pub aa_size: f32,
pub debug_paint_clip_rects: bool,
}
@ -270,6 +271,10 @@ impl Default for MesherOptions {
}
pub fn fill_closed_path(mesh: &mut Mesh, options: MesherOptions, path: &[PathPoint], color: Color) {
if color == color::TRANSPARENT {
return;
}
let n = path.len() as u32;
let vert = |pos, color| Vertex {
pos,
@ -277,7 +282,7 @@ pub fn fill_closed_path(mesh: &mut Mesh, options: MesherOptions, path: &[PathPoi
color,
};
if options.anti_alias {
let color_outer = color.transparent();
let color_outer = color::TRANSPARENT;
let idx_inner = mesh.vertices.len() as u32;
let idx_outer = idx_inner + 1;
for i in 2..n {
@ -311,8 +316,11 @@ pub fn paint_path(
color: Color,
width: f32,
) {
if color == color::TRANSPARENT {
return;
}
let n = path.len() as u32;
let hw = width / 2.0;
let idx = mesh.vertices.len() as u32;
let vert = |pos, color| Vertex {
@ -322,18 +330,27 @@ pub fn paint_path(
};
if options.anti_alias {
let color_outer = color.transparent();
let thin_line = width <= 1.0;
let mut color_inner = color;
let color_inner = color;
let color_outer = color::TRANSPARENT;
let thin_line = width <= options.aa_size;
if thin_line {
/*
We paint the line using three edges: outer, inner, outer.
. o i o outer, inner, outer
. |---| aa_size (pixel width)
*/
// Fade out as it gets thinner:
color_inner.a = (f32::from(color_inner.a) * width).round() as u8;
}
// TODO: line caps ?
let mut i0 = n - 1;
for i1 in 0..n {
let connect_with_previous = path_type == PathType::Closed || i1 > 0;
if thin_line {
let color_inner = mul_color(color_inner, width / options.aa_size);
if color_inner == color::TRANSPARENT {
return;
}
let mut i0 = n - 1;
for i1 in 0..n {
let connect_with_previous = path_type == PathType::Closed || i1 > 0;
let p1 = &path[i1 as usize];
let p = p1.pos;
let n = p1.normal;
@ -350,17 +367,33 @@ pub fn paint_path(
mesh.triangle(idx + 3 * i0 + 1, idx + 3 * i0 + 2, idx + 3 * i1 + 1);
mesh.triangle(idx + 3 * i0 + 2, idx + 3 * i1 + 1, idx + 3 * i1 + 2);
}
} else {
let hw = (width - options.aa_size) * 0.5;
i0 = i1;
}
} else {
// TODO: line caps for really thick lines?
/*
We paint the line using four edges: outer, inner, inner, outer
. o i p i o outer, inner, point, inner, outer
. |---| aa_size (pixel width)
. |--------------| width
. |---------| outer_rad
. |-----| inner_rad
*/
let mut i0 = n - 1;
for i1 in 0..n {
let connect_with_previous = path_type == PathType::Closed || i1 > 0;
let inner_rad = 0.5 * (width - options.aa_size);
let outer_rad = 0.5 * (width + options.aa_size);
let p1 = &path[i1 as usize];
let p = p1.pos;
let n = p1.normal;
mesh.vertices
.push(vert(p + n * (hw + options.aa_size), color_outer));
mesh.vertices.push(vert(p + n * (hw + 0.0), color_inner));
mesh.vertices.push(vert(p - n * (hw + 0.0), color_inner));
mesh.vertices
.push(vert(p - n * (hw + options.aa_size), color_outer));
mesh.vertices.push(vert(p + n * outer_rad, color_outer));
mesh.vertices.push(vert(p + n * inner_rad, color_inner));
mesh.vertices.push(vert(p - n * inner_rad, color_inner));
mesh.vertices.push(vert(p - n * outer_rad, color_outer));
if connect_with_previous {
mesh.triangle(idx + 4 * i0 + 0, idx + 4 * i0 + 1, idx + 4 * i1 + 0);
@ -372,8 +405,8 @@ pub fn paint_path(
mesh.triangle(idx + 4 * i0 + 2, idx + 4 * i0 + 3, idx + 4 * i1 + 2);
mesh.triangle(idx + 4 * i0 + 3, idx + 4 * i1 + 2, idx + 4 * i1 + 3);
}
i0 = i1;
}
i0 = i1;
}
} else {
let last_index = if path_type == Closed { n } else { n - 1 };
@ -390,13 +423,39 @@ pub fn paint_path(
);
}
for p in path {
mesh.vertices.push(vert(p.pos + hw * p.normal, color));
mesh.vertices.push(vert(p.pos - hw * p.normal, color));
let thin_line = width <= options.aa_size;
if thin_line {
// Fade out thin lines rather than making them thinner
let radius = options.aa_size / 2.0;
let color = mul_color(color, width / options.aa_size);
if color == color::TRANSPARENT {
return;
}
for p in path {
mesh.vertices.push(vert(p.pos + radius * p.normal, color));
mesh.vertices.push(vert(p.pos - radius * p.normal, color));
}
} else {
let radius = width / 2.0;
for p in path {
mesh.vertices.push(vert(p.pos + radius * p.normal, color));
mesh.vertices.push(vert(p.pos - radius * p.normal, color));
}
}
}
}
fn mul_color(color: Color, factor: f32) -> Color {
// TODO: sRGBA correct fading
debug_assert!(0.0 <= factor && factor <= 1.0);
Color {
r: (f32::from(color.r) * factor).round() as u8,
g: (f32::from(color.g) * factor).round() as u8,
b: (f32::from(color.b) * factor).round() as u8,
a: (f32::from(color.a) * factor).round() as u8,
}
}
// ----------------------------------------------------------------------------
/// path: only used to reuse memory

View file

@ -210,7 +210,7 @@ impl Style {
ui.add(Slider::f32(&mut self.button_padding.y, 0.0..=20.0).text("button_padding.y").precision(0));
ui.add(Slider::f32(&mut self.clickable_diameter, 0.0..=60.0).text("clickable_diameter").precision(0));
ui.add(Slider::f32(&mut self.start_icon_width, 0.0..=60.0).text("start_icon_width").precision(0));
ui.add(Slider::f32(&mut self.line_width, 0.0..=10.0).text("line_width").precision(0));
ui.add(Slider::f32(&mut self.line_width, 0.0..=10.0).text("line_width").precision(1));
ui.add(Slider::f32(&mut self.animation_time, 0.0..=1.0).text("animation_time").precision(2));
}
}

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@ -64,7 +64,7 @@ impl Painter {
if (v_pos.y > v_clip_rect.w) { discard; }
f_color = v_color;
f_color.rgb = linear_from_srgb(f_color.rgb);
f_color.a *= texture(u_sampler, v_tc).r;
f_color *= texture(u_sampler, v_tc).r;
}
"
},
@ -118,7 +118,7 @@ impl Painter {
if (v_pos.y > v_clip_rect.w) { discard; }
gl_FragColor = v_color;
gl_FragColor.rgb = linear_from_srgb(gl_FragColor.rgb);
gl_FragColor.a *= texture2D(u_sampler, v_tc).r;
gl_FragColor *= texture2D(u_sampler, v_tc).r;
}
",
},
@ -172,7 +172,7 @@ impl Painter {
if (v_pos.y > v_clip_rect.w) { discard; }
gl_FragColor = v_color;
gl_FragColor.rgb = linear_from_srgb(gl_FragColor.rgb);
gl_FragColor.a *= texture2D(u_sampler, v_tc).r;
gl_FragColor *= texture2D(u_sampler, v_tc).r;
}
",
},
@ -274,8 +274,19 @@ impl Painter {
u_sampler: &self.texture,
};
// Emilib outputs colors with premultiplied alpha:
let blend_func = glium::BlendingFunction::Addition {
source: glium::LinearBlendingFactor::One,
destination: glium::LinearBlendingFactor::OneMinusSourceAlpha,
};
let blend = glium::Blend {
color: blend_func,
alpha: blend_func,
..Default::default()
};
let params = glium::DrawParameters {
blend: glium::Blend::alpha_blending(),
blend,
..Default::default()
};

View file

@ -97,7 +97,7 @@ impl Painter {
if (v_pos.x > v_clip_rect.z) { discard; }
if (v_pos.y > v_clip_rect.w) { discard; }
gl_FragColor = v_color;
gl_FragColor.a *= texture2D(u_sampler, v_tc).a;
gl_FragColor *= texture2D(u_sampler, v_tc).a;
}
"#,
)?;
@ -163,7 +163,7 @@ impl Painter {
let gl = &self.gl;
gl.enable(Gl::BLEND);
gl.blend_func(Gl::SRC_ALPHA, Gl::ONE_MINUS_SRC_ALPHA);
gl.blend_func(Gl::ONE, Gl::ONE_MINUS_SRC_ALPHA); // premultiplied alpha
gl.use_program(Some(&self.program));
gl.active_texture(Gl::TEXTURE0);
gl.bind_texture(Gl::TEXTURE_2D, Some(&self.texture));