Use premultiplied alpha for all colors + improve painting of thin lines
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4fcea59929
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3860807e29
6 changed files with 130 additions and 48 deletions
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@ -48,6 +48,9 @@ Features:
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* Simple text input
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* Anti-aliased rendering of circles, rounded rectangles and lines.
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## Conventions
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* All coordinates are screen space coordinates, in locial "points" (which may consist of many physical pixels).
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* All colors have premultiplied alpha
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## Inspiration
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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 @@
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use serde_derive::{Deserialize, Serialize};
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/// 0-255 `sRGBA`. TODO: rename `sRGBA` for clarity.
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/// Uses premultiplied alpha.
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#[derive(Clone, Copy, Debug, Default, Eq, Ord, PartialEq, PartialOrd, Deserialize, Serialize)]
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pub struct Color {
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pub r: u8,
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@ -9,17 +10,6 @@ pub struct Color {
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pub a: u8,
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}
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impl Color {
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pub fn transparent(self) -> Color {
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Color {
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r: self.r,
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g: self.g,
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b: self.b,
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a: 0,
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}
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}
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}
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pub const fn srgba(r: u8, g: u8, b: u8, a: u8) -> Color {
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Color { r, g, b, a }
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}
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@ -33,15 +23,34 @@ pub const fn gray(l: u8, a: u8) -> Color {
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}
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}
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pub const fn white(a: u8) -> Color {
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pub const fn black(a: u8) -> Color {
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Color {
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r: 255,
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g: 255,
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b: 255,
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r: 0,
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g: 0,
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b: 0,
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a,
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}
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}
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pub const fn white(a: u8) -> Color {
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Color {
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r: a,
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g: a,
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b: a,
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a,
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}
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}
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pub const fn additive_gray(l: u8) -> Color {
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Color {
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r: l,
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g: l,
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b: l,
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a: 0,
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}
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}
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pub const TRANSPARENT: Color = srgba(0, 0, 0, 0);
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pub const BLACK: Color = srgba(0, 0, 0, 255);
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pub const LIGHT_GRAY: Color = srgba(220, 220, 220, 255);
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pub const WHITE: Color = srgba(255, 255, 255, 255);
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@ -2,7 +2,7 @@
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/// Outputs render info in a format suitable for e.g. OpenGL.
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use crate::{
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color::{srgba, Color},
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color::{self, srgba, Color},
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fonts::Fonts,
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math::*,
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types::PaintCmd,
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@ -17,7 +17,7 @@ pub struct Vertex {
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pub pos: Pos2,
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/// Texel indices into the texture
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pub uv: (u16, u16),
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/// sRGBA
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/// sRGBA, premultiplied alpha
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pub color: Color,
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}
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@ -255,6 +255,7 @@ use self::PathType::{Closed, Open};
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#[derive(Clone, Copy)]
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pub struct MesherOptions {
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pub anti_alias: bool,
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/// Size of a pixel in points, e.g. 0.5
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pub aa_size: f32,
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pub debug_paint_clip_rects: bool,
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}
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@ -270,6 +271,10 @@ impl Default for MesherOptions {
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}
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pub fn fill_closed_path(mesh: &mut Mesh, options: MesherOptions, path: &[PathPoint], color: Color) {
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if color == color::TRANSPARENT {
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return;
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}
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let n = path.len() as u32;
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let vert = |pos, color| Vertex {
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pos,
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@ -277,7 +282,7 @@ pub fn fill_closed_path(mesh: &mut Mesh, options: MesherOptions, path: &[PathPoi
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color,
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};
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if options.anti_alias {
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let color_outer = color.transparent();
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let color_outer = color::TRANSPARENT;
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let idx_inner = mesh.vertices.len() as u32;
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let idx_outer = idx_inner + 1;
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for i in 2..n {
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@ -311,8 +316,11 @@ pub fn paint_path(
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color: Color,
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width: f32,
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) {
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if color == color::TRANSPARENT {
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return;
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}
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let n = path.len() as u32;
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let hw = width / 2.0;
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let idx = mesh.vertices.len() as u32;
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let vert = |pos, color| Vertex {
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@ -322,18 +330,27 @@ pub fn paint_path(
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};
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if options.anti_alias {
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let color_outer = color.transparent();
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let thin_line = width <= 1.0;
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let mut color_inner = color;
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let color_inner = color;
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let color_outer = color::TRANSPARENT;
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let thin_line = width <= options.aa_size;
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if thin_line {
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/*
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We paint the line using three edges: outer, inner, outer.
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. o i o outer, inner, outer
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. |---| aa_size (pixel width)
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*/
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// Fade out as it gets thinner:
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color_inner.a = (f32::from(color_inner.a) * width).round() as u8;
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}
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// TODO: line caps ?
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let mut i0 = n - 1;
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for i1 in 0..n {
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let connect_with_previous = path_type == PathType::Closed || i1 > 0;
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if thin_line {
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let color_inner = mul_color(color_inner, width / options.aa_size);
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if color_inner == color::TRANSPARENT {
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return;
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}
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let mut i0 = n - 1;
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for i1 in 0..n {
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let connect_with_previous = path_type == PathType::Closed || i1 > 0;
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let p1 = &path[i1 as usize];
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let p = p1.pos;
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let n = p1.normal;
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@ -350,17 +367,33 @@ pub fn paint_path(
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mesh.triangle(idx + 3 * i0 + 1, idx + 3 * i0 + 2, idx + 3 * i1 + 1);
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mesh.triangle(idx + 3 * i0 + 2, idx + 3 * i1 + 1, idx + 3 * i1 + 2);
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}
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} else {
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let hw = (width - options.aa_size) * 0.5;
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i0 = i1;
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}
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} else {
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// TODO: line caps for really thick lines?
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/*
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We paint the line using four edges: outer, inner, inner, outer
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. o i p i o outer, inner, point, inner, outer
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. |---| aa_size (pixel width)
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. |--------------| width
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. |---------| outer_rad
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. |-----| inner_rad
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*/
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let mut i0 = n - 1;
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for i1 in 0..n {
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let connect_with_previous = path_type == PathType::Closed || i1 > 0;
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let inner_rad = 0.5 * (width - options.aa_size);
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let outer_rad = 0.5 * (width + options.aa_size);
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let p1 = &path[i1 as usize];
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let p = p1.pos;
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let n = p1.normal;
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mesh.vertices
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.push(vert(p + n * (hw + options.aa_size), color_outer));
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mesh.vertices.push(vert(p + n * (hw + 0.0), color_inner));
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mesh.vertices.push(vert(p - n * (hw + 0.0), color_inner));
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mesh.vertices
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.push(vert(p - n * (hw + options.aa_size), color_outer));
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mesh.vertices.push(vert(p + n * outer_rad, color_outer));
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mesh.vertices.push(vert(p + n * inner_rad, color_inner));
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mesh.vertices.push(vert(p - n * inner_rad, color_inner));
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mesh.vertices.push(vert(p - n * outer_rad, color_outer));
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if connect_with_previous {
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mesh.triangle(idx + 4 * i0 + 0, idx + 4 * i0 + 1, idx + 4 * i1 + 0);
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@ -372,8 +405,8 @@ pub fn paint_path(
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mesh.triangle(idx + 4 * i0 + 2, idx + 4 * i0 + 3, idx + 4 * i1 + 2);
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mesh.triangle(idx + 4 * i0 + 3, idx + 4 * i1 + 2, idx + 4 * i1 + 3);
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}
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i0 = i1;
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}
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i0 = i1;
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}
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} else {
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let last_index = if path_type == Closed { n } else { n - 1 };
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@ -390,13 +423,39 @@ pub fn paint_path(
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);
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}
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for p in path {
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mesh.vertices.push(vert(p.pos + hw * p.normal, color));
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mesh.vertices.push(vert(p.pos - hw * p.normal, color));
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let thin_line = width <= options.aa_size;
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if thin_line {
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// Fade out thin lines rather than making them thinner
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let radius = options.aa_size / 2.0;
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let color = mul_color(color, width / options.aa_size);
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if color == color::TRANSPARENT {
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return;
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}
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for p in path {
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mesh.vertices.push(vert(p.pos + radius * p.normal, color));
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mesh.vertices.push(vert(p.pos - radius * p.normal, color));
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}
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} else {
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let radius = width / 2.0;
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for p in path {
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mesh.vertices.push(vert(p.pos + radius * p.normal, color));
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mesh.vertices.push(vert(p.pos - radius * p.normal, color));
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}
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}
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}
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}
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fn mul_color(color: Color, factor: f32) -> Color {
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// TODO: sRGBA correct fading
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debug_assert!(0.0 <= factor && factor <= 1.0);
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Color {
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r: (f32::from(color.r) * factor).round() as u8,
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g: (f32::from(color.g) * factor).round() as u8,
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b: (f32::from(color.b) * factor).round() as u8,
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a: (f32::from(color.a) * factor).round() as u8,
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}
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}
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// ----------------------------------------------------------------------------
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/// path: only used to reuse memory
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@ -210,7 +210,7 @@ impl Style {
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ui.add(Slider::f32(&mut self.button_padding.y, 0.0..=20.0).text("button_padding.y").precision(0));
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ui.add(Slider::f32(&mut self.clickable_diameter, 0.0..=60.0).text("clickable_diameter").precision(0));
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ui.add(Slider::f32(&mut self.start_icon_width, 0.0..=60.0).text("start_icon_width").precision(0));
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ui.add(Slider::f32(&mut self.line_width, 0.0..=10.0).text("line_width").precision(0));
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ui.add(Slider::f32(&mut self.line_width, 0.0..=10.0).text("line_width").precision(1));
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ui.add(Slider::f32(&mut self.animation_time, 0.0..=1.0).text("animation_time").precision(2));
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}
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}
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@ -64,7 +64,7 @@ impl Painter {
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if (v_pos.y > v_clip_rect.w) { discard; }
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f_color = v_color;
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f_color.rgb = linear_from_srgb(f_color.rgb);
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f_color.a *= texture(u_sampler, v_tc).r;
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f_color *= texture(u_sampler, v_tc).r;
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}
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"
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},
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@ -118,7 +118,7 @@ impl Painter {
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if (v_pos.y > v_clip_rect.w) { discard; }
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gl_FragColor = v_color;
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gl_FragColor.rgb = linear_from_srgb(gl_FragColor.rgb);
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gl_FragColor.a *= texture2D(u_sampler, v_tc).r;
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gl_FragColor *= texture2D(u_sampler, v_tc).r;
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}
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",
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},
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if (v_pos.y > v_clip_rect.w) { discard; }
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gl_FragColor = v_color;
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gl_FragColor.rgb = linear_from_srgb(gl_FragColor.rgb);
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gl_FragColor.a *= texture2D(u_sampler, v_tc).r;
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gl_FragColor *= texture2D(u_sampler, v_tc).r;
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}
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",
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},
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u_sampler: &self.texture,
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};
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// Emilib outputs colors with premultiplied alpha:
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let blend_func = glium::BlendingFunction::Addition {
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source: glium::LinearBlendingFactor::One,
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destination: glium::LinearBlendingFactor::OneMinusSourceAlpha,
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};
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let blend = glium::Blend {
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color: blend_func,
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alpha: blend_func,
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..Default::default()
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};
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let params = glium::DrawParameters {
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blend: glium::Blend::alpha_blending(),
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blend,
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..Default::default()
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};
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@ -97,7 +97,7 @@ impl Painter {
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if (v_pos.x > v_clip_rect.z) { discard; }
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if (v_pos.y > v_clip_rect.w) { discard; }
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gl_FragColor = v_color;
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gl_FragColor.a *= texture2D(u_sampler, v_tc).a;
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gl_FragColor *= texture2D(u_sampler, v_tc).a;
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}
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"#,
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)?;
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@ -163,7 +163,7 @@ impl Painter {
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let gl = &self.gl;
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gl.enable(Gl::BLEND);
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gl.blend_func(Gl::SRC_ALPHA, Gl::ONE_MINUS_SRC_ALPHA);
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gl.blend_func(Gl::ONE, Gl::ONE_MINUS_SRC_ALPHA); // premultiplied alpha
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gl.use_program(Some(&self.program));
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gl.active_texture(Gl::TEXTURE0);
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gl.bind_texture(Gl::TEXTURE_2D, Some(&self.texture));
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