| // Copyright 2025 the Vello Authors |
| // SPDX-License-Identifier: Apache-2.0 OR MIT |
| |
| //! Applying clip paths using Vello CPU. |
| |
| use vello_cpu::Pixmap; |
| use vello_cpu::RenderContext; |
| use vello_cpu::color::palette::css::{BLUE, RED, WHITE}; |
| use vello_cpu::kurbo::{Circle, Rect, Shape}; |
| |
| fn main() { |
| // Clip-paths are a fundamental operation in 2D rendering and allow you |
| // to constrain the visible areas of all subsequently drawn paths to the |
| // shape of another area. Vello CPU has full support for them and actually |
| // provides 2 different ways of using them. Below, we will explore them |
| // and explain their difference and when to use which one. |
| |
| let mut ctx = RenderContext::new(200, 200); |
| |
| // Two example clip shapes. They have a small overlap in the center that forms |
| // an ellipse. |
| let clip_1 = Circle::new((75.0, 75.0), 50.0).to_path(0.1); |
| let clip_2 = Circle::new((125.0, 75.0), 50.0).to_path(0.1); |
| |
| // Method 1: Non-isolated clipping using the `push_clip_path` and |
| // `pop_clip_path` methods: |
| { |
| // Let's first create a white background. |
| ctx.set_paint(WHITE); |
| ctx.fill_rect(&Rect::new(0.0, 0.0, 200.0, 200.0)); |
| |
| // As mentioned, clip paths contain the area that will be affected by |
| // our drawing operations. By default, drawing operations will be |
| // visible on the whole width/height of the render context. |
| |
| // After this first `push_clip_path`, all drawing operations will be |
| // constrained to the area of the first circle. |
| ctx.push_clip_path(&clip_1.to_path(0.1)); |
| // Clip paths can be nested/stacked to arbitrary depths. By |
| // nesting clip paths, the drawing area will be further reduced to |
| // the _intersection_ of all clip paths that are currently in-place. |
| // Thus, after this second `push_clip_path` call, only the pixels |
| // that lie in the intersection of both circles will be painted. |
| ctx.push_clip_path(&clip_2.to_path(0.1)); |
| ctx.set_paint(RED); |
| // Even though the rectangle covers the whole viewport, only the parts |
| // that lie in the intersection of both circles will be painted. |
| ctx.fill_rect(&Rect::new(0.0, 0.0, 200.0, 200.0)); |
| // By popping a clip path, the top clip-path on the element (in this case |
| // `clip_2`) will be removed. Thus, only `clip_1` remains in-place. |
| ctx.pop_clip_path(); |
| ctx.set_paint(BLUE.with_alpha(0.2)); |
| // This rectangle will only be constrained by the area of `clip_1`. |
| ctx.fill_rect(&Rect::new(0.0, 0.0, 200.0, 200.0)); |
| |
| // This is optional. You don't strictly have to pop all clip paths |
| // currently in-place before rasterizing to the pixmap. |
| ctx.pop_clip_path(); |
| |
| ctx.flush(); |
| |
| save_pixmap(&ctx, "example_clipping1"); |
| } |
| |
| // Method 2: Isolated clipping using the `push_clip_layer` and `pop_layer` |
| // methods: |
| { |
| // Overall, this method works exactly the same as the previous |
| // one, just that the method calls are different. Instead of |
| // `push_clip_path`, we have `push_clip_layer`, and instead of |
| // `pop_clip_path`, we have `pop_clip_layer`. |
| |
| ctx.set_paint(WHITE); |
| ctx.fill_rect(&Rect::new(0.0, 0.0, 200.0, 200.0)); |
| |
| ctx.push_clip_layer(&clip_1.to_path(0.1)); |
| ctx.push_clip_layer(&clip_2.to_path(0.1)); |
| ctx.set_paint(RED); |
| ctx.fill_rect(&Rect::new(0.0, 0.0, 200.0, 200.0)); |
| ctx.pop_layer(); |
| ctx.set_paint(BLUE.with_alpha(0.2)); |
| ctx.fill_rect(&Rect::new(0.0, 0.0, 200.0, 200.0)); |
| |
| // Unlike the first method, THIS PART IS NOT OPTIONAL! Before |
| // rasterizing, you need to make sure that all previously pushed layers |
| // have been popped. Otherwise, the renderer will panic. |
| ctx.pop_layer(); |
| |
| ctx.flush(); |
| save_pixmap(&ctx, "example_clipping2"); |
| } |
| |
| // If you inspect the above results, you will see that they visually yield |
| // the same result. So what is their difference and when should you use |
| // which one? The answer should become clearer when explaining how they |
| // differ conceptually. |
| // When creating a clip path using `push_clip_path`, every subsequent drawing |
| // operation will conceptually be stencil-masked through the intersection |
| // of all currently active clip paths before being drawn onto the screen. |
| // On the other hand, doing `push_clip_layer` will actually push a whole |
| // new isolated layer, and once you call |
| // `pop_layer`, the layer _as a whole_ will be clipped to the bounds of the |
| // paths and composited back into the previous layer. |
| // |
| // Which one of these two methods you should use depend on the imaging model |
| // you are trying to reflect. For example, in SVG, each group with a clip-path |
| // automatically requires creating a new isolated layer. In this case, the |
| // isolated clipping method fits the imaging model better. On the other hand, |
| // in PDF for example, clip paths and layer isolation are two completely |
| // separate concepts. Therefore, it makes much more sense to use the |
| // `push_clip_path` method, since you don't want to introduce an isolated |
| // layer each time a new clip path is added. |
| // |
| // Finally, it is also worth mentioning that according to your experiments, |
| // non-isolated clipping is usually faster than isolated clipping, especially |
| // on the CPU. Therefore, if you are still in doubt, it is recommended |
| // that you simply use the non-isolated method. If necessary, you can easily |
| // just mix the two different methods as well. |
| // |
| // Another small note: Clip paths can actually be emulated using alpha |
| // masks (see the masking example), so strictly speaking you don't need |
| // to use the specialized clipping methods to create clip paths. However, |
| // the clipping methods are _much faster_ than masking, and you should |
| // therefore always prefer using those over masking. |
| } |
| |
| fn save_pixmap(ctx: &RenderContext, filename: &str) { |
| let mut pixmap = Pixmap::new(ctx.width(), ctx.height()); |
| ctx.render_to_pixmap(&mut pixmap); |
| let png = pixmap.into_png().unwrap(); |
| std::fs::write(format!("{filename}.png"), png).unwrap(); |
| } |