Modules/Graphics/private/Canvas.cpp
Шурупов Илья Викторович b32b60d470 Give the colour popup wheel, square, RGB, HSV and HSL pages
The colour popup now has five pages like the reference panel: the
wheel, a saturation/value square with a hue strip, and RGB, HSV and HSL
sliders whose tracks show the colour they would pick. A footer holds
the old/new colour swatch (tapping the old half restores it), a hex
field and a Copy button. Grey colours keep their hue across pages.
On tablets the menu gains a Color submenu with the colour commands and
lightness presets, and Settings lists the Color menu.

Painter gains a linear gradient fill, Slider an optional gradient track
and Widgets a ColorSquare.
2026-10-18 01:36:19 +03:00

610 lines
No EOL
18 KiB
C++

#include "Window.hpp"
#include "Profiler.hpp"
#include "WindowContext.hpp"
#include "Graphics.hpp"
#include "RenderTargetRegistry.hpp"
#include <nanovg.h>
#include <nanovg_vk_api.h>
namespace tp {
class Canvas::Context {
public:
NVGcontext* vg{};
NVGcontext* chrome{};
Window* window{};
};
}
using namespace tp;
namespace {
const NVGcolor kWindowBaseColor = nvgRGBAf(0.118f, 0.122f, 0.133f, 1.0f);
const NVGcolor kWindowOutlineColor = nvgRGBAf(1.0f, 1.0f, 1.0f, 0.07f);
const NVGcolor kFocusedShadowColor = nvgRGBAf(0, 0, 0, 0.42f);
const NVGcolor kUnfocusedShadowColor = nvgRGBAf(0, 0, 0, 0.24f);
constexpr halnf kShadowFeatherFraction = 0.9f;
constexpr halnf kShadowOffsetY = 3;
}
Canvas::Canvas(Window* window) {
mContext = new Context();
mContext->window = window;
VulkanContext* vulkan = window->getContext()->vulkan;
VKNVGCreateInfo createInfo{};
createInfo.gpu = vulkan->physicalDevice();
createInfo.device = vulkan->device();
createInfo.renderpass = vulkan->renderPass();
createInfo.cmdBuffer = vulkan->commandBufferArray();
createInfo.currentFrame = vulkan->currentFrameSlot();
createInfo.swapchainImageCount = vulkan->framesInFlight();
mContext->vg = nvgCreateVkApi(createInfo, NVG_ANTIALIAS | NVG_STENCIL_STROKES, vulkan->graphicsQueue());
mContext->chrome = nvgCreateVkApi(createInfo, NVG_ANTIALIAS, vulkan->graphicsQueue());
if (nvgCreateFont(mContext->vg, "default", "rsc/Font.ttf") == -1) {
ASSERT(!"Cant create NVG font")
}
}
Canvas::~Canvas() {
mContext->window->getContext()->vulkan->waitIdle();
nvgDeleteVkApi(mContext->chrome);
nvgDeleteVkApi(mContext->vg);
delete mContext;
}
void Canvas::rect(RectF rec, const RGBA& col, halnf round) {
rec.pos += mOrigin;
nvgBeginPath(mContext->vg);
if (round == 0) {
nvgRect(mContext->vg, rec.x, rec.y, rec.z, rec.w);
} else {
nvgRoundedRect(mContext->vg, rec.x, rec.y, rec.z, rec.w, round);
}
nvgFillColor(mContext->vg, { col.r, col.g, col.b, col.a });
nvgFill(mContext->vg);
}
void Canvas::gradientRect(RectF rec, const RGBA& from, const RGBA& to, bool horizontal, halnf round) {
rec.pos += mOrigin;
auto vg = mContext->vg;
const halnf endX = horizontal ? rec.x + rec.z : rec.x;
const halnf endY = horizontal ? rec.y : rec.y + rec.w;
const NVGpaint paint =
nvgLinearGradient(vg, rec.x, rec.y, endX, endY, { from.r, from.g, from.b, from.a }, { to.r, to.g, to.b, to.a });
nvgBeginPath(vg);
if (round == 0) nvgRect(vg, rec.x, rec.y, rec.z, rec.w);
else nvgRoundedRect(vg, rec.x, rec.y, rec.z, rec.w, round);
nvgFillPaint(vg, paint);
nvgFill(vg);
}
void Canvas::debugCross(RectF rec, const RGBA& col) {
nvgBeginPath(mContext->vg);
nvgMoveTo(mContext->vg, rec.p1().x, rec.p1().y);
nvgLineTo(mContext->vg, rec.p3().x, rec.p3().y);
nvgMoveTo(mContext->vg, rec.p2().x, rec.p2().y);
nvgLineTo(mContext->vg, rec.p4().x, rec.p4().y);
nvgStrokeWidth(mContext->vg, 2);
nvgStrokeColor(mContext->vg, { col.r, col.g, col.b, col.a });
nvgStroke(mContext->vg);
// nvgFill(mContext->vg);
}
void Canvas::frame(RectF rec, const RGBA& col, halnf round) {
nvgBeginPath(mContext->vg);
nvgMoveTo(mContext->vg, rec.p1().x, rec.p1().y);
nvgLineTo(mContext->vg, rec.p2().x, rec.p2().y);
nvgLineTo(mContext->vg, rec.p3().x, rec.p3().y);
nvgLineTo(mContext->vg, rec.p4().x, rec.p4().y);
nvgLineTo(mContext->vg, rec.p1().x, rec.p1().y);
nvgStrokeWidth(mContext->vg, 2);
nvgStrokeColor(mContext->vg, { col.r, col.g, col.b, col.a });
nvgStroke(mContext->vg);
// nvgFill(mContext->vg);
}
void Canvas::outline(RectF rec, const RGBA& col, halnf round, halnf width) {
rec.pos += mOrigin;
const halnf inset = width / 2;
nvgBeginPath(mContext->vg);
nvgRoundedRect(
mContext->vg, rec.x + inset, rec.y + inset, rec.z - width, rec.w - width, round > inset ? round - inset : 0
);
nvgStrokeWidth(mContext->vg, width);
nvgStrokeColor(mContext->vg, { col.r, col.g, col.b, col.a });
nvgStroke(mContext->vg);
}
void Canvas::circleOutline(Vec2F pos, halnf size, const RGBA& col, halnf width) {
pos += mOrigin;
nvgBeginPath(mContext->vg);
nvgCircle(mContext->vg, pos.x, pos.y, size - width / 2);
nvgStrokeWidth(mContext->vg, width);
nvgStrokeColor(mContext->vg, { col.r, col.g, col.b, col.a });
nvgStroke(mContext->vg);
}
void Canvas::polyline(const Vec2F* points, int count, const RGBA& col, halnf width) {
if (count < 2) return;
nvgBeginPath(mContext->vg);
nvgMoveTo(mContext->vg, points[0].x + mOrigin.x, points[0].y + mOrigin.y);
for (int index = 1; index < count; index++) {
nvgLineTo(mContext->vg, points[index].x + mOrigin.x, points[index].y + mOrigin.y);
}
nvgLineCap(mContext->vg, NVG_ROUND);
nvgLineJoin(mContext->vg, NVG_ROUND);
nvgStrokeWidth(mContext->vg, width);
nvgStrokeColor(mContext->vg, { col.r, col.g, col.b, col.a });
nvgStroke(mContext->vg);
}
void Canvas::polygon(const Vec2F* points, int count, const RGBA& col) {
if (count < 3) return;
nvgBeginPath(mContext->vg);
nvgMoveTo(mContext->vg, points[0].x + mOrigin.x, points[0].y + mOrigin.y);
for (int index = 1; index < count; index++) {
nvgLineTo(mContext->vg, points[index].x + mOrigin.x, points[index].y + mOrigin.y);
}
nvgClosePath(mContext->vg);
nvgFillColor(mContext->vg, { col.r, col.g, col.b, col.a });
nvgFill(mContext->vg);
}
void Canvas::line(Vec2F start, Vec2F end, const RGBA& col, halnf thickness) {
start += mOrigin;
end += mOrigin;
nvgBeginPath(mContext->vg);
nvgFillColor(mContext->vg, { col.r, col.g, col.b, col.a });
nvgMoveTo(mContext->vg, start.x, start.y);
nvgLineTo(mContext->vg, end.x, end.y);
nvgStrokeWidth(mContext->vg, thickness);
nvgStrokeColor(mContext->vg, { col.r, col.g, col.b, col.a });
nvgStroke(mContext->vg);
}
void Canvas::circle(Vec2F pos, halnf size, const RGBA& col) {
pos += mOrigin;
nvgBeginPath(mContext->vg);
nvgCircle(mContext->vg, pos.x, pos.y, size);
nvgFillColor(mContext->vg, { col.r, col.g, col.b, col.a });
nvgFill(mContext->vg);
}
void Canvas::setOrigin(const Vec2F& origin) { mOrigin = origin; }
void Canvas::pushClamp(const RectF& rec) {
RectF intersection = rec;
if (mScissors.size()) {
mScissors.last().calcIntersection(rec, intersection);
}
nvgScissor(mContext->vg, intersection.x, intersection.y, intersection.z, intersection.w);
mScissors.append(intersection);
}
void Canvas::popClamp() {
DEBUG_ASSERT(mScissors.size());
mIsClamping = false;
mScissors.pop();
if (mScissors.size()) {
const auto& rec = mScissors.last();
nvgScissor(mContext->vg, rec.x, rec.y, rec.z, rec.w);
} else {
nvgResetScissor(mContext->vg);
}
}
const RectF& Canvas::getClampedArea() const { return mScissors.last(); }
void Canvas::text(const char* string, const RectF& aRec, halnf size, Align align, halnf marging, const RGBA& col) {
RectF rec = { aRec.x + marging, aRec.y + marging, aRec.z - marging * 2, aRec.w - marging * 2 };
rec.pos += mOrigin;
pushClamp(rec);
nvgFontSize(mContext->vg, size);
nvgFontFace(mContext->vg, "default");
nvgFillColor(mContext->vg, { col.r, col.g, col.b, col.a });
float centerX = rec.x;
float centerY = rec.y;
int alignNVG = 0;
if (((int1*) &align)[1] == 0x00) { // center x
alignNVG |= NVG_ALIGN_CENTER;
centerX += rec.z * 0.5f;
} else if (((int1*) &align)[1] == 0x01) { // left x
alignNVG |= NVG_ALIGN_LEFT;
} else if (((int1*) &align)[1] == 0x02) { // right x
alignNVG |= NVG_ALIGN_RIGHT;
centerX += rec.z;
}
if (((int1*) &align)[0] == 0x00) { // center y
alignNVG |= NVG_ALIGN_MIDDLE;
centerY += rec.w * 0.5f;
} else if (((int1*) &align)[0] == 0x01) { // top y
alignNVG |= NVG_ALIGN_TOP;
centerY += rec.w;
} else if (((int1*) &align)[0] == 0x02) { // bottom y
alignNVG |= NVG_ALIGN_BOTTOM;
}
nvgTextAlign(mContext->vg, alignNVG);
nvgText(mContext->vg, centerX, centerY, string, nullptr);
popClamp();
}
void Canvas::rotatedText(const char* string, Vec2F center, halnf size, halnf angle, const RGBA& col) {
center += mOrigin;
nvgSave(mContext->vg);
nvgTranslate(mContext->vg, center.x, center.y);
nvgRotate(mContext->vg, angle);
nvgFontSize(mContext->vg, size);
nvgFontFace(mContext->vg, "default");
nvgTextAlign(mContext->vg, NVG_ALIGN_CENTER | NVG_ALIGN_MIDDLE);
nvgFillColor(mContext->vg, { col.r, col.g, col.b, col.a });
nvgText(mContext->vg, 0, 0, string, nullptr);
nvgRestore(mContext->vg);
}
halnf Canvas::textWidth(const char* string, halnf size) {
nvgFontSize(mContext->vg, size);
nvgFontFace(mContext->vg, "default");
float bounds[4] = { 0, 0, 0, 0 };
nvgTextBounds(mContext->vg, 0, 0, string, nullptr, bounds);
return bounds[2] - bounds[0];
}
void Canvas::drawImage(RectF rec, ImageHandle* image, halnf angle, halnf alpha, halnf rounding) {
rec.pos += mOrigin;
auto imgPaint = nvgImagePattern(mContext->vg, rec.x, rec.y, rec.z, rec.w, angle, image->id, alpha);
nvgBeginPath(mContext->vg);
nvgRoundedRect(mContext->vg, rec.x, rec.y, rec.z, rec.w, rounding);
nvgFillPaint(mContext->vg, imgPaint);
nvgFill(mContext->vg);
}
Canvas::ImageHandle Canvas::createImageFromTextId(ualni id, Vec2F size) {
RenderTargetEntry entry;
if (!RenderTargetRegistry::resolve((uint32_t) id, entry)) {
return { 0 };
}
int image = nvgCreateImageFromVkImageApi(mContext->vg, entry.view, entry.sampler, entry.width, entry.height);
return { (ualni) image };
}
void Canvas::updateTextureID(ImageHandle handle, ualni id) {
RenderTargetEntry entry;
if (!RenderTargetRegistry::resolve((uint32_t) id, entry)) return;
nvgUpdateVkImageApi(mContext->vg, (int) handle.id, entry.view, entry.sampler, entry.width, entry.height);
}
Canvas::ImageHandle Canvas::createImageFromFile(const char* path) {
int image = nvgCreateImage(mContext->vg, path, 0);
return { (ualni) image };
}
Canvas::ImageHandle Canvas::createImageFromMemoryRGBA(int width, int height, const unsigned char* rgba) {
int image = nvgCreateImageRGBA(mContext->vg, width, height, 0, rgba);
return { (ualni) image };
}
void Canvas::updateImageRGBA(ImageHandle image, const unsigned char* rgba) {
if (image.id) nvgUpdateImage(mContext->vg, (int) image.id, rgba);
}
void Canvas::deleteImageHandle(ImageHandle image) {
if (image.id) {
nvgDeleteImage(mContext->vg, image.id);
}
}
void Canvas::drawBegin() {
const WindowFrame& frame = mContext->window->frame();
const Vec2F surfaceSize = frame.surfaceSize();
const Vec2F framebufferSize = mContext->window->getFramebufferSize();
const halnf devicePixelRatio = surfaceSize.x > 0 ? framebufferSize.x / surfaceSize.x : 1.0f;
nvgBeginFrame(mContext->vg, surfaceSize.x, surfaceSize.y, devicePixelRatio);
nvgTranslate(mContext->vg, frame.margin(), frame.margin());
fillWindowBase(frame);
}
void Canvas::drawEnd() {
TP_PROFILE_SCOPE("frame.ui_flush");
nvgEndFrame(mContext->vg);
}
void Canvas::drawWindowChrome() {
const WindowFrame& frame = mContext->window->frame();
if (!frame.hasShadow()) return;
const Vec2F surfaceSize = frame.surfaceSize();
const Vec2F framebufferSize = mContext->window->getFramebufferSize();
const halnf devicePixelRatio = surfaceSize.x > 0 ? framebufferSize.x / surfaceSize.x : 1.0f;
NVGcontext* chrome = mContext->chrome;
nvgBeginFrame(chrome, surfaceSize.x, surfaceSize.y, devicePixelRatio);
cutRoundedCorners(chrome, frame);
paintOutline(chrome, frame);
paintShadow(chrome, frame, mContext->window->isFocused());
nvgEndFrame(chrome);
}
void Canvas::fillWindowBase(const WindowFrame& frame) {
const Vec2F size = frame.contentSize();
nvgBeginPath(mContext->vg);
nvgRect(mContext->vg, 0, 0, size.x, size.y);
nvgFillColor(mContext->vg, kWindowBaseColor);
nvgFill(mContext->vg);
}
void Canvas::cutRoundedCorners(NVGcontext* vg, const WindowFrame& frame) {
const RectF content = frame.contentRect();
nvgSave(vg);
nvgGlobalCompositeOperation(vg, NVG_DESTINATION_OUT);
nvgBeginPath(vg);
nvgRect(vg, content.x, content.y, content.z, content.w);
nvgRoundedRect(vg, content.x, content.y, content.z, content.w, frame.cornerRadius());
nvgPathWinding(vg, NVG_HOLE);
nvgFillColor(vg, nvgRGBAf(0, 0, 0, 1));
nvgFill(vg);
nvgRestore(vg);
}
void Canvas::paintOutline(NVGcontext* vg, const WindowFrame& frame) {
const RectF content = frame.contentRect();
const halnf inset = 0.5f;
nvgBeginPath(vg);
nvgRoundedRect(
vg, content.x + inset, content.y + inset, content.z - inset * 2, content.w - inset * 2, frame.cornerRadius() - inset
);
nvgStrokeWidth(vg, 1);
nvgStrokeColor(vg, kWindowOutlineColor);
nvgStroke(vg);
}
void Canvas::paintShadow(NVGcontext* vg, const WindowFrame& frame, bool focused) {
const RectF content = frame.contentRect();
const Vec2F surface = frame.surfaceSize();
const halnf feather = frame.margin() * kShadowFeatherFraction;
const NVGcolor shadow = focused ? kFocusedShadowColor : kUnfocusedShadowColor;
const NVGpaint paint = nvgBoxGradient(
vg,
content.x,
content.y + kShadowOffsetY,
content.z,
content.w,
frame.cornerRadius(),
feather,
shadow,
nvgRGBAf(0, 0, 0, 0)
);
nvgSave(vg);
nvgGlobalCompositeOperation(vg, NVG_DESTINATION_OVER);
nvgBeginPath(vg);
nvgRect(vg, 0, 0, surface.x, surface.y);
nvgFillPaint(vg, paint);
nvgFill(vg);
nvgRestore(vg);
}
void Canvas::colorWheel(const RectF& rec, const ColorWheel& colorWheel) {
auto NVG = mContext->vg;
const auto sizeInner = 5.f;
const auto sizeOuter = 7.f;
float const x = rec.x + mOrigin.x;
float const y = rec.y + mOrigin.y;
float const w = rec.z;
float const h = rec.w;
const HSV& hsv = colorWheel.color;
float const hue = hsv.h / (NVG_PI * 2);
int i;
float r0, r1, ax, ay, bx, by, cx, cy, aeps, r;
NVGpaint paint;
nvgSave(mContext->vg);
cx = x + w * 0.5f;
cy = y + h * 0.5f;
r1 = (w < h ? w : h) * 0.5f - colorWheel.margin;
r0 = r1 - colorWheel.thickness;
aeps = 0.5f / r1; // half a pixel arc length in radians (2pi cancels out).
for (i = 0; i < 6; i++) {
float a0 = (float) i / 6.0f * NVG_PI * 2.0f - aeps;
float a1 = (float) (i + 1.0f) / 6.0f * NVG_PI * 2.0f + aeps;
nvgBeginPath(NVG);
nvgArc(NVG, cx, cy, r0, a0, a1, NVG_CW);
nvgArc(NVG, cx, cy, r1, a1, a0, NVG_CCW);
nvgClosePath(NVG);
ax = cx + cosf(a0) * (r0 + r1) * 0.5f;
ay = cy + sinf(a0) * (r0 + r1) * 0.5f;
bx = cx + cosf(a1) * (r0 + r1) * 0.5f;
by = cy + sinf(a1) * (r0 + r1) * 0.5f;
paint = nvgLinearGradient(
NVG, ax, ay, bx, by, nvgHSLA(a0 / (NVG_PI * 2), 1.0f, 0.55f, 255), nvgHSLA(a1 / (NVG_PI * 2), 1.0f, 0.55f, 255)
);
nvgFillPaint(NVG, paint);
nvgFill(NVG);
}
nvgBeginPath(NVG);
nvgCircle(NVG, cx, cy, r0 - 0.5f);
nvgCircle(NVG, cx, cy, r1 + 0.5f);
nvgStrokeColor(NVG, nvgRGBA(0, 0, 0, 64));
nvgStrokeWidth(NVG, 1.0f);
nvgStroke(NVG);
// Selector
nvgSave(NVG);
nvgTranslate(NVG, cx, cy);
nvgRotate(NVG, hue * NVG_PI * 2);
// Marker on
nvgStrokeWidth(NVG, 2.0f);
nvgBeginPath(NVG);
nvgRect(NVG, r0 - 1, -3, r1 - r0 + 2, 6);
nvgStrokeColor(NVG, nvgRGBA(255, 255, 255, 192));
nvgStroke(NVG);
paint = nvgBoxGradient(NVG, r0 - 3, -5, r1 - r0 + 6, 10, 2, 4, nvgRGBA(0, 0, 0, 128), nvgRGBA(0, 0, 0, 0));
nvgBeginPath(NVG);
nvgRect(NVG, r0 - 2 - 10, -4 - 10, r1 - r0 + 4 + 20, 8 + 20);
nvgRect(NVG, r0 - 2, -4, r1 - r0 + 4, 8);
nvgPathWinding(NVG, NVG_HOLE);
nvgFillPaint(NVG, paint);
nvgFill(NVG);
// Center triangle
r = r0 - 6;
ax = cosf(120.0f / 180.0f * NVG_PI) * r;
ay = sinf(120.0f / 180.0f * NVG_PI) * r;
bx = cosf(-120.0f / 180.0f * NVG_PI) * r;
by = sinf(-120.0f / 180.0f * NVG_PI) * r;
nvgBeginPath(NVG);
nvgMoveTo(NVG, r, 0);
nvgLineTo(NVG, ax, ay);
nvgLineTo(NVG, bx, by);
nvgClosePath(NVG);
paint = nvgLinearGradient(NVG, r, 0, ax, ay, nvgHSLA(hue, 1.0f, 0.5f, 255), nvgRGBA(255, 255, 255, 255));
nvgFillPaint(NVG, paint);
nvgFill(NVG);
paint = nvgLinearGradient(NVG, (r + ax) * 0.5f, (0 + ay) * 0.5f, bx, by, nvgRGBA(0, 0, 0, 0), nvgRGBA(0, 0, 0, 255));
nvgFillPaint(NVG, paint);
nvgFill(NVG);
nvgStrokeColor(NVG, nvgRGBA(0, 0, 0, 64));
nvgStroke(NVG);
// Select circle on triangle
float yt = hsv.v * hsv.s;
float xt = hsv.v - 0.5 * yt;
ay = sinf(120.0f / 180.0f * NVG_PI) * r * (-1.0f + xt * 2.0f);
ax = cosf(120.0f / 180.0f * NVG_PI) * r * (1.0f - yt * 3.f);
nvgStrokeWidth(NVG, 2.0f);
nvgBeginPath(NVG);
nvgCircle(NVG, ax, ay, sizeInner);
nvgStrokeColor(NVG, nvgRGBA(255, 255, 255, 192));
nvgStroke(NVG);
paint = nvgRadialGradient(NVG, ax, ay, 7, 9, nvgRGBA(0, 0, 0, 64), nvgRGBA(0, 0, 0, 0));
nvgBeginPath(NVG);
nvgRect(NVG, ax - 20, ay - 20, 40, 40);
nvgCircle(NVG, ax, ay, sizeOuter);
nvgPathWinding(NVG, NVG_HOLE);
nvgFillPaint(NVG, paint);
nvgFill(NVG);
nvgRestore(NVG);
nvgRestore(NVG);
}
void Canvas::ColorWheel::fromPoint(const tp::RectF& area, const tp::Vec2F& crs) {
auto wheel_rec = area;
wheel_rec.pos += margin;
wheel_rec.size -= margin * 2;
auto center = wheel_rec.pos + wheel_rec.size / 2.f;
auto edge = min(wheel_rec.size.x, wheel_rec.size.y);
wheel_rec.pos = center - edge / 2.f;
wheel_rec.size = edge;
HSV hsv = color;
auto pos = crs - center;
auto r = (crs - center).length();
if (r < edge / 2.f) {
if (r > edge / 2.f - thickness) {
auto angle = halnf(atan2(pos.y, pos.x));
angle = halnf(angle > 0 ? angle : PI * 2 + angle);
angle = clamp(angle, 0.f, halnf(PI * 2));
hsv.h = angle;
} else {
pos.y *= -1;
pos /= (edge / 2.f) - thickness - 10;
auto angle = PI * 2 - hsv.h - PI / 2;
if (angle < 0) {
angle += PI * 2;
}
auto sin = halnf(::sin(-angle));
auto cos = halnf(::cos(-angle));
auto sv_pos = Vec2F{ pos.x * cos - pos.y * sin, pos.x * sin + pos.y * cos };
auto sv_angle = halnf(atan2(sv_pos.x, sv_pos.y));
sv_angle = halnf(sv_angle > 0 ? sv_angle : PI * 2 + sv_angle);
sv_angle = clamp(sv_angle, 0.f, halnf(PI * 2));
auto p1 = Vec2F(0, 1);
auto p2 = Vec2F(::cos(PI / 6), -::sin(PI / 6));
auto p3 = Vec2F{ -p2.x, p2.y };
Vec2F intersection = sv_pos;
if (sv_angle < PI / 3 * 2) {
if (intersectLines2D({ 0, 0 }, sv_pos, p1, p2, &intersection)) {
sv_pos = intersection;
}
} else if (sv_angle < PI / 3 * 4) {
if (intersectLines2D({ 0, 0 }, sv_pos, p3, p2, &intersection)) {
sv_pos = intersection;
}
} else {
if (intersectLines2D({ 0, 0 }, sv_pos, p1, p3, &intersection)) {
sv_pos = intersection;
}
}
sv_pos.y = halnf((sv_pos.y + 1 / 2.f) * 2 / 3.f * 1.0);
sv_pos.x = halnf(sv_pos.x * 2 / sqrt(3) * 1.0);
sv_pos.x = (sv_pos.x + 1.f) / 2;
sv_pos.x = clamp(sv_pos.x, 0.f, 1.f);
sv_pos.y = clamp(sv_pos.y, 0.f, 1.f);
auto v = sv_pos.y * 0.5f + sv_pos.x;
auto s = sv_pos.y / v;
hsv.v = clamp(v, 0.001f, 0.999f);
hsv.s = clamp(s, 0.001f, 0.999f);
}
}
color = hsv;
}