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Merge pull request #1001 from vancluever/vancluever-powerline-half-circles
Powerline: Add half-circle rendering
This commit is contained in:
@ -148,6 +148,8 @@ const Kind = enum {
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// Powerline fonts
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0xE0B0,
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0xE0B4,
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0xE0B6,
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0xE0B2,
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0xE0B8,
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0xE0BA,
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@ -56,7 +56,7 @@ pub fn renderGlyph(
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defer canvas.deinit(alloc);
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// Perform the actual drawing
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try self.draw(&canvas, cp);
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try self.draw(alloc, &canvas, cp);
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// Write the drawing to the atlas
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const region = try canvas.writeAtlas(alloc, atlas);
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@ -77,7 +77,7 @@ pub fn renderGlyph(
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};
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}
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fn draw(self: Powerline, canvas: *font.sprite.Canvas, cp: u32) !void {
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fn draw(self: Powerline, alloc: Allocator, canvas: *font.sprite.Canvas, cp: u32) !void {
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switch (cp) {
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// Hard dividers and triangles
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0xE0B0,
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@ -88,6 +88,11 @@ fn draw(self: Powerline, canvas: *font.sprite.Canvas, cp: u32) !void {
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0xE0BE,
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=> try self.draw_wedge_triangle(canvas, cp),
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// Half-circles
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0xE0B4,
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0xE0B6,
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=> try self.draw_half_circle(alloc, canvas, cp),
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else => return error.InvalidCodepoint,
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}
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}
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@ -168,6 +173,156 @@ fn draw_wedge_triangle(self: Powerline, canvas: *font.sprite.Canvas, cp: u32) !v
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}, .on);
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}
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fn draw_half_circle(self: Powerline, alloc: Allocator, canvas: *font.sprite.Canvas, cp: u32) !void {
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const supersample = 4;
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// We make a canvas big enough for the whole circle, with the supersample
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// applied.
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const width = self.width * 2 * supersample;
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const height = self.height * supersample;
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// We set a minimum super-sampled canvas to assert on. The minimum cell
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// size is 1x3px, and this looked safe in empirical testing.
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std.debug.assert(width >= 8); // 1 * 2 * 4
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std.debug.assert(height >= 12); // 3 * 4
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const center_x = width / 2 - 1;
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const center_y = height / 2 - 1;
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// Our radius.
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const radius = @min(width, height) / 2;
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// Pre-allocate a matrix to plot the points on.
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const cap = height * width;
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var points = try alloc.alloc(u8, cap);
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defer alloc.free(points);
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@memset(points, 0);
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{
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// Using a midpoint algorithm.
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// As explained on https://yurichev.com/news/20220322_circle/ and
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// other sites
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var x: i32 = @intCast(radius);
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var y: i32 = 0;
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var radius_err: i32 = 0;
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const cx: i32 = @intCast(center_x);
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const cy: i32 = @intCast(center_y);
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while (x >= y) {
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// Right side
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const x1 = @max(0, cx + x);
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const y1 = @max(0, cy + y);
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const x2 = @max(0, cx + x);
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const y2 = @max(0, cy - y);
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const x3 = @max(0, cx + y);
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const y3 = @max(0, cy + x);
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const x4 = @max(0, cx + y);
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const y4 = @max(0, cy - x);
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// Left side
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const x5 = @max(0, cx - x);
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const y5 = @max(0, cy + y);
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const x6 = @max(0, cx - x);
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const y6 = @max(0, cy - y);
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const x7 = @max(0, cx - y);
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const y7 = @max(0, cy + x);
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const x8 = @max(0, cx - y);
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const y8 = @max(0, cy - x);
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// Points
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const p1 = y1 * width + x1;
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const p2 = y2 * width + x2;
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const p3 = y3 * width + x3;
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const p4 = y4 * width + x4;
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const p5 = y5 * width + x5;
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const p6 = y6 * width + x6;
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const p7 = y7 * width + x7;
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const p8 = y8 * width + x8;
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// Set the points in the matrix, ignore any out of bounds
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if (p1 < cap) points[p1] = 0xFF;
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if (p2 < cap) points[p2] = 0xFF;
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if (p3 < cap) points[p3] = 0xFF;
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if (p4 < cap) points[p4] = 0xFF;
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if (p5 < cap) points[p5] = 0xFF;
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if (p6 < cap) points[p6] = 0xFF;
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if (p7 < cap) points[p7] = 0xFF;
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if (p8 < cap) points[p8] = 0xFF;
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// Calculate next pixels based on midpoint bounds
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y += 1;
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radius_err += 2 * y + 1;
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if (radius_err > 0) {
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x -= 1;
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radius_err -= 2 * x + 1;
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}
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}
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}
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// Fill
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{
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const u_height: u32 = @intCast(height);
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const u_width: u32 = @intCast(width);
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for (0..u_height) |yf| {
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for (0..u_width) |left| {
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// Count forward from the left to the first filled pixel
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if (points[yf * u_width + left] != 0) {
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// Count back to our left point from the right to the first
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// filled pixel on the other side.
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var right: usize = u_width - 1;
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while (right > left) : (right -= 1) {
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if (points[yf * u_width + right] != 0) {
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break;
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}
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}
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// Start filling 1 index after the left and go until we hit
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// the right; this will be a no-op if the line length is <
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// 3 as both left and right will have already been filled.
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const start = yf * u_width + left;
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const end = yf * u_width + right;
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if (end - start >= 3) {
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for (start + 1..end) |idx| {
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points[idx] = 0xFF;
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}
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}
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}
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}
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}
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}
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// Now that we have our points, we need to "split" our matrix on the x
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// axis for the downsample.
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{
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// The side of the circle we're drawing
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const offset_j: u32 = if (cp == 0xE0B4) center_x + 1 else 0;
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for (0..self.height) |r| {
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for (0..self.width) |c| {
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var total: u32 = 0;
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for (0..supersample) |i| {
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for (0..supersample) |j| {
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const idx = (r * supersample + i) * width + (c * supersample + j + offset_j);
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total += points[idx];
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}
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}
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const average = @as(u8, @intCast(@min(total / (supersample * supersample), 0xFF)));
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canvas.rect(
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.{
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.x = @intCast(c),
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.y = @intCast(r),
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.width = 1,
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.height = 1,
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},
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@as(font.sprite.Color, @enumFromInt(average)),
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);
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}
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}
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}
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}
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test "all" {
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const testing = std.testing;
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const alloc = testing.allocator;
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@ -179,6 +334,8 @@ test "all" {
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0xE0BA,
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0xE0BC,
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0xE0BE,
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0xE0B4,
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0xE0B6,
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};
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for (cps) |cp| {
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var atlas_greyscale = try font.Atlas.init(alloc, 512, .greyscale);
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