| /* | |
| * Copyright 2015 Google Inc. | |
| * | |
| * Use of this source code is governed by a BSD-style license that can be | |
| * found in the LICENSE file. | |
| * | |
| * Initial import from | |
| * skia:c2a399a74da523ec445f1202367764d04b5df2ec@src/gpu/ganesh/geometry/GrTriangulator.h | |
| * Last synced to | |
| * skia:fee7272f5bc258d2b4199c7ed133a72d996c0fb0@src/gpu/ganesh/geometry/GrTriangulator.cpp | |
| * | |
| * Copyright 2023 Rive | |
| */ | |
| #include "gr_triangulator.hpp" | |
| #include "rive/renderer/stack_vector.hpp" | |
| #include <algorithm> | |
| #if !defined(SK_ENABLE_OPTIMIZE_SIZE) | |
| #if TRIANGULATOR_LOGGING | |
| #define TESS_LOG printf | |
| #define DUMP_MESH(M) (M).dump() | |
| #else | |
| #define TESS_LOG(...) | |
| #define DUMP_MESH(M) | |
| #endif | |
| namespace rive | |
| { | |
| using EdgeType = GrTriangulator::EdgeType; | |
| using Vertex = GrTriangulator::Vertex; | |
| using VertexList = GrTriangulator::VertexList; | |
| using Line = GrTriangulator::Line; | |
| using Edge = GrTriangulator::Edge; | |
| using EdgeList = GrTriangulator::EdgeList; | |
| using Poly = GrTriangulator::Poly; | |
| using MonotonePoly = GrTriangulator::MonotonePoly; | |
| using Comparator = GrTriangulator::Comparator; | |
| static bool is_finite(Vec2D pt) | |
| { | |
| float accum = 0; | |
| accum *= pt.x; | |
| accum *= pt.y; | |
| // accum is either NaN or it is finite (zero). | |
| assert(0 == accum || std::isnan(accum)); | |
| // value==value will be true iff value is not NaN | |
| // TODO: is it faster to say !accum or accum==accum? | |
| return !std::isnan(accum); | |
| } | |
| template <class T, T* T::* Prev, T* T::* Next> | |
| static void list_insert(T* t, T* prev, T* next, T** head, T** tail) | |
| { | |
| t->*Prev = prev; | |
| t->*Next = next; | |
| if (prev) | |
| { | |
| prev->*Next = t; | |
| } | |
| else if (head) | |
| { | |
| *head = t; | |
| } | |
| if (next) | |
| { | |
| next->*Prev = t; | |
| } | |
| else if (tail) | |
| { | |
| *tail = t; | |
| } | |
| } | |
| template <class T, T* T::* Prev, T* T::* Next> | |
| static void list_remove(T* t, T** head, T** tail) | |
| { | |
| if (t->*Prev) | |
| { | |
| t->*Prev->*Next = t->*Next; | |
| } | |
| else if (head) | |
| { | |
| *head = t->*Next; | |
| } | |
| if (t->*Next) | |
| { | |
| t->*Next->*Prev = t->*Prev; | |
| } | |
| else if (tail) | |
| { | |
| *tail = t->*Prev; | |
| } | |
| t->*Prev = t->*Next = nullptr; | |
| } | |
| typedef bool (*CompareFunc)(const Vec2D& a, const Vec2D& b); | |
| static bool sweep_lt_horiz(const Vec2D& a, const Vec2D& b) | |
| { | |
| return a.x < b.x || (a.x == b.x && a.y > b.y); | |
| } | |
| static bool sweep_lt_vert(const Vec2D& a, const Vec2D& b) | |
| { | |
| return a.y < b.y || (a.y == b.y && a.x < b.x); | |
| } | |
| bool GrTriangulator::Comparator::sweep_lt(const Vec2D& a, const Vec2D& b) const | |
| { | |
| return fDirection == Direction::kHorizontal ? sweep_lt_horiz(a, b) | |
| : sweep_lt_vert(a, b); | |
| } | |
| template <typename Sink> | |
| static size_t emit_triangle(Vertex* v0, | |
| Vertex* v1, | |
| Vertex* v2, | |
| int16_t riveWeight, | |
| Sink* sink) | |
| { | |
| TESS_LOG("emit_triangle %g (%g, %g) %d\n", | |
| v0->fID, | |
| v0->fPoint.x, | |
| v0->fPoint.y, | |
| v0->fAlpha); | |
| TESS_LOG(" %g (%g, %g) %d\n", | |
| v1->fID, | |
| v1->fPoint.x, | |
| v1->fPoint.y, | |
| v1->fAlpha); | |
| TESS_LOG(" %g (%g, %g) %d\n", | |
| v2->fID, | |
| v2->fPoint.x, | |
| v2->fPoint.y, | |
| v2->fAlpha); | |
| sink->emitTriangle(v0->fPoint, v1->fPoint, v2->fPoint, riveWeight); | |
| return 3; | |
| } | |
| void GrTriangulator::VertexList::insert(Vertex* v, Vertex* prev, Vertex* next) | |
| { | |
| list_insert<Vertex, &Vertex::fPrev, &Vertex::fNext>(v, | |
| prev, | |
| next, | |
| &fHead, | |
| &fTail); | |
| } | |
| void GrTriangulator::VertexList::remove(Vertex* v) | |
| { | |
| list_remove<Vertex, &Vertex::fPrev, &Vertex::fNext>(v, &fHead, &fTail); | |
| } | |
| // Round to nearest quarter-pixel. This is used for screenspace tessellation. | |
| #if 0 | |
| static inline void round(Vec2D* p) | |
| { | |
| p->x = SkScalarRoundToScalar(p->x * 4.0f) * 0.25f; | |
| p->y = SkScalarRoundToScalar(p->y * 4.0f) * 0.25f; | |
| } | |
| #endif | |
| static inline float double_to_clamped_scalar(double d) | |
| { | |
| // Clamps large values to what's finitely representable when cast back to a | |
| // float. | |
| static const double kMaxLimit = (double)std::numeric_limits<float>::max(); | |
| // It's not perfect, but a using a value larger than float_min helps protect | |
| // from denormalized values and ill-conditions in intermediate calculations | |
| // on coordinates. | |
| static const double kNearZeroLimit = | |
| 16 * (double)std::numeric_limits<float>::min(); | |
| if (std::abs(d) < kNearZeroLimit) | |
| { | |
| d = 0.f; | |
| } | |
| return static_cast<float>(std::max(-kMaxLimit, std::min(d, kMaxLimit))); | |
| } | |
| #if 0 | |
| bool GrTriangulator::Line::intersect(const Line& other, Vec2D* point) const | |
| { | |
| double denom = fA * other.fB - fB * other.fA; | |
| if (denom == 0.0) | |
| { | |
| return false; | |
| } | |
| double scale = 1.0 / denom; | |
| point->x = double_to_clamped_scalar((fB * other.fC - other.fB * fC) * scale); | |
| point->y = double_to_clamped_scalar((other.fA * fC - fA * other.fC) * scale); | |
| round(point); | |
| return point->isFinite(); | |
| } | |
| #endif | |
| // If the edge's vertices differ by many orders of magnitude, the computed line | |
| // equation can have significant error in its distance and intersection tests. | |
| // To avoid this, we recursively subdivide long edges and effectively perform a | |
| // binary search to perform a more accurate intersection test. | |
| static bool edge_line_needs_recursion(const Vec2D& p0, const Vec2D& p1) | |
| { | |
| // ilogbf(0) returns an implementation-defined constant, but we are choosing | |
| // to saturate negative exponents to 0 for comparisons sake. We're only | |
| // trying to recurse on lines with very large coordinates. | |
| int expDiffX = std::abs((std::abs(p0.x) < 1.f ? 0 : std::ilogbf(p0.x)) - | |
| (std::abs(p1.x) < 1.f ? 0 : std::ilogbf(p1.x))); | |
| int expDiffY = std::abs((std::abs(p0.y) < 1.f ? 0 : std::ilogbf(p0.y)) - | |
| (std::abs(p1.y) < 1.f ? 0 : std::ilogbf(p1.y))); | |
| // Differ by more than 2^20, or roughly a factor of one million. | |
| return expDiffX > 20 || expDiffY > 20; | |
| } | |
| static bool recursive_edge_intersect(const Line& u, | |
| Vec2D u0, | |
| Vec2D u1, | |
| const Line& v, | |
| Vec2D v0, | |
| Vec2D v1, | |
| Vec2D* p, | |
| double* s, | |
| double* t) | |
| { | |
| // First check if the bounding boxes of [u0,u1] intersects [v0,v1]. If they | |
| // do not, then the two line segments cannot intersect in their domain (even | |
| // if the lines themselves might). | |
| // - don't use AABB::intersect since the vertices aren't sorted and | |
| // horiz/vertical lines | |
| // appear as empty rects, which then never "intersect" according to AABB. | |
| if (std::min(u0.x, u1.x) > std::max(v0.x, v1.x) || | |
| std::max(u0.x, u1.x) < std::min(v0.x, v1.x) || | |
| std::min(u0.y, u1.y) > std::max(v0.y, v1.y) || | |
| std::max(u0.y, u1.y) < std::min(v0.y, v1.y)) | |
| { | |
| return false; | |
| } | |
| // Compute intersection based on current segment vertices; if an | |
| // intersection is found but the vertices differ too much in magnitude, we | |
| // recurse using the midpoint of the segment to reject false positives. We | |
| // don't currently try to avoid false negatives (e.g. large magnitude line | |
| // reports no intersection but there is one). | |
| double denom = u.fA * v.fB - u.fB * v.fA; | |
| if (denom == 0.0) | |
| { | |
| return false; | |
| } | |
| double dx = static_cast<double>(v0.x) - u0.x; | |
| double dy = static_cast<double>(v0.y) - u0.y; | |
| double sNumer = dy * v.fB + dx * v.fA; | |
| double tNumer = dy * u.fB + dx * u.fA; | |
| // If (sNumer / denom) or (tNumer / denom) is not in [0..1], exit early. | |
| // This saves us doing the divide below unless absolutely necessary. | |
| if (denom > 0.0 | |
| ? (sNumer < 0.0 || sNumer > denom || tNumer < 0.0 || tNumer > denom) | |
| : (sNumer > 0.0 || sNumer < denom || tNumer > 0.0 || | |
| tNumer < denom)) | |
| { | |
| return false; | |
| } | |
| *s = sNumer / denom; | |
| *t = tNumer / denom; | |
| assert(*s >= 0.0 && *s <= 1.0 && *t >= 0.0 && *t <= 1.0); | |
| const bool uNeedsSplit = edge_line_needs_recursion(u0, u1); | |
| const bool vNeedsSplit = edge_line_needs_recursion(v0, v1); | |
| if (!uNeedsSplit && !vNeedsSplit) | |
| { | |
| p->x = double_to_clamped_scalar(u0.x - (*s) * u.fB); | |
| p->y = double_to_clamped_scalar(u0.y + (*s) * u.fA); | |
| return true; | |
| } | |
| else | |
| { | |
| double sScale = 1.0, sShift = 0.0; | |
| double tScale = 1.0, tShift = 0.0; | |
| if (uNeedsSplit) | |
| { | |
| Vec2D uM = {(float)(0.5 * u0.x + 0.5 * u1.x), | |
| (float)(0.5 * u0.y + 0.5 * u1.y)}; | |
| sScale = 0.5; | |
| if (*s >= 0.5) | |
| { | |
| u0 = uM; | |
| sShift = 0.5; | |
| } | |
| else | |
| { | |
| u1 = uM; | |
| } | |
| } | |
| if (vNeedsSplit) | |
| { | |
| Vec2D vM = {(float)(0.5 * v0.x + 0.5 * v1.x), | |
| (float)(0.5 * v0.y + 0.5 * v1.y)}; | |
| tScale = 0.5; | |
| if (*t >= 0.5) | |
| { | |
| v0 = vM; | |
| tShift = 0.5; | |
| } | |
| else | |
| { | |
| v1 = vM; | |
| } | |
| } | |
| // Just recompute both lines, even if only one was split; we're already | |
| // in a slow path. | |
| if (recursive_edge_intersect(Line(u0, u1), | |
| u0, | |
| u1, | |
| Line(v0, v1), | |
| v0, | |
| v1, | |
| p, | |
| s, | |
| t)) | |
| { | |
| // Adjust s and t back to full range | |
| *s = sScale * (*s) + sShift; | |
| *t = tScale * (*t) + tShift; | |
| return true; | |
| } | |
| else | |
| { | |
| // False positive | |
| return false; | |
| } | |
| } | |
| } | |
| bool GrTriangulator::Edge::intersect(const Edge& other, | |
| Vec2D* p, | |
| uint8_t* alpha) const | |
| { | |
| TESS_LOG("intersecting %g -> %g with %g -> %g\n", | |
| fTop->fID, | |
| fBottom->fID, | |
| other.fTop->fID, | |
| other.fBottom->fID); | |
| if (fTop == other.fTop || fBottom == other.fBottom || | |
| fTop == other.fBottom || fBottom == other.fTop) | |
| { | |
| // If the two edges share a vertex by construction, they have already | |
| // been split and shouldn't be considered "intersecting" anymore. | |
| return false; | |
| } | |
| double s, t; // needed to interpolate vertex alpha | |
| const bool intersects = recursive_edge_intersect(fLine, | |
| fTop->fPoint, | |
| fBottom->fPoint, | |
| other.fLine, | |
| other.fTop->fPoint, | |
| other.fBottom->fPoint, | |
| p, | |
| &s, | |
| &t); | |
| if (!intersects) | |
| { | |
| return false; | |
| } | |
| if (alpha) | |
| { | |
| if (fType == EdgeType::kInner || other.fType == EdgeType::kInner) | |
| { | |
| // If the intersection is on any interior edge, it needs to stay | |
| // fully opaque or later triangulation could leech transparency into | |
| // the inner fill region. | |
| *alpha = 255; | |
| } | |
| else if (fType == EdgeType::kOuter && other.fType == EdgeType::kOuter) | |
| { | |
| // Trivially, the intersection will be fully transparent since since | |
| // it is by construction on the outer edge. | |
| *alpha = 0; | |
| } | |
| else | |
| { | |
| // Could be two connectors crossing, or a connector crossing an | |
| // outer edge. Take the max interpolated alpha | |
| assert(fType == EdgeType::kConnector || | |
| other.fType == EdgeType::kConnector); | |
| *alpha = std::max((1.0 - s) * fTop->fAlpha + s * fBottom->fAlpha, | |
| (1.0 - t) * other.fTop->fAlpha + | |
| t * other.fBottom->fAlpha); | |
| } | |
| } | |
| return true; | |
| } | |
| void GrTriangulator::EdgeList::insert(Edge* edge, Edge* prev, Edge* next) | |
| { | |
| list_insert<Edge, &Edge::fLeft, &Edge::fRight>(edge, | |
| prev, | |
| next, | |
| &fHead, | |
| &fTail); | |
| } | |
| bool GrTriangulator::EdgeList::remove(Edge* edge) | |
| { | |
| TESS_LOG("removing edge %g -> %g\n", edge->fTop->fID, edge->fBottom->fID); | |
| // assert(this->contains(edge)); // Leave this here for future debugging. | |
| if (!this->contains(edge)) | |
| { | |
| return false; | |
| } | |
| list_remove<Edge, &Edge::fLeft, &Edge::fRight>(edge, &fHead, &fTail); | |
| return true; | |
| } | |
| void GrTriangulator::MonotonePoly::addEdge(Edge* edge) | |
| { | |
| if (fSide == Side::kRight) | |
| { | |
| assert(!edge->fUsedInRightPoly); | |
| list_insert<Edge, &Edge::fRightPolyPrev, &Edge::fRightPolyNext>( | |
| edge, | |
| fLastEdge, | |
| nullptr, | |
| &fFirstEdge, | |
| &fLastEdge); | |
| edge->fUsedInRightPoly = true; | |
| } | |
| else | |
| { | |
| assert(!edge->fUsedInLeftPoly); | |
| list_insert<Edge, &Edge::fLeftPolyPrev, &Edge::fLeftPolyNext>( | |
| edge, | |
| fLastEdge, | |
| nullptr, | |
| &fFirstEdge, | |
| &fLastEdge); | |
| edge->fUsedInLeftPoly = true; | |
| } | |
| } | |
| template <typename Sink> | |
| size_t GrTriangulator::emitMonotonePoly(const MonotonePoly* monotonePoly, | |
| bool negateWinding, | |
| gpu::WindingFaces windingFaces, | |
| Sink* sink) const | |
| { | |
| // GrTriangulator and Rive unfortunately have opposite winding senses. | |
| int16_t riveWeight = -monotonePoly->fWinding; | |
| assert(riveWeight != 0); | |
| if (negateWinding) | |
| { | |
| riveWeight = -riveWeight; | |
| } | |
| if ((riveWeight < 0 && | |
| !enums::is_flag_set(windingFaces, gpu::WindingFaces::negative)) || | |
| (riveWeight >= 0 && | |
| !enums::is_flag_set(windingFaces, gpu::WindingFaces::positive))) | |
| { | |
| return 0; | |
| } | |
| Edge* e = monotonePoly->fFirstEdge; | |
| VertexList vertices; | |
| vertices.append(e->fTop); | |
| int count = 1; | |
| while (e != nullptr) | |
| { | |
| if (Side::kRight == monotonePoly->fSide) | |
| { | |
| vertices.append(e->fBottom); | |
| e = e->fRightPolyNext; | |
| } | |
| else | |
| { | |
| vertices.prepend(e->fBottom); | |
| e = e->fLeftPolyNext; | |
| } | |
| count++; | |
| } | |
| Vertex* first = vertices.fHead; | |
| Vertex* v = first->fNext; | |
| size_t vertexCount = 0; | |
| while (v != vertices.fTail) | |
| { | |
| assert(v && v->fPrev && v->fNext); | |
| Vertex* prev = v->fPrev; | |
| Vertex* curr = v; | |
| Vertex* next = v->fNext; | |
| if (count == 3) | |
| { | |
| vertexCount += emitTriangle(prev, curr, next, riveWeight, sink); | |
| break; | |
| } | |
| double ax = static_cast<double>(curr->fPoint.x) - prev->fPoint.x; | |
| double ay = static_cast<double>(curr->fPoint.y) - prev->fPoint.y; | |
| double bx = static_cast<double>(next->fPoint.x) - curr->fPoint.x; | |
| double by = static_cast<double>(next->fPoint.y) - curr->fPoint.y; | |
| if (ax * by - ay * bx >= 0.0) | |
| { | |
| vertexCount += emitTriangle(prev, curr, next, riveWeight, sink); | |
| v->fPrev->fNext = v->fNext; | |
| v->fNext->fPrev = v->fPrev; | |
| count--; | |
| if (v->fPrev == first) | |
| { | |
| v = v->fNext; | |
| } | |
| else | |
| { | |
| v = v->fPrev; | |
| } | |
| } | |
| else | |
| { | |
| v = v->fNext; | |
| } | |
| } | |
| return vertexCount; | |
| } | |
| template <typename Sink> | |
| size_t GrTriangulator::emitTriangle(Vertex* prev, | |
| Vertex* curr, | |
| Vertex* next, | |
| int16_t riveWeight, | |
| Sink* sink) const | |
| { | |
| return emit_triangle(prev, curr, next, riveWeight, sink); | |
| } | |
| GrTriangulator::Poly::Poly(Vertex* v, int winding) : | |
| fFirstVertex(v), | |
| fWinding(winding), | |
| fHead(nullptr), | |
| fTail(nullptr), | |
| fNext(nullptr), | |
| fPartner(nullptr), | |
| fCount(0) | |
| { | |
| #if TRIANGULATOR_LOGGING | |
| static int gID = 0; | |
| fID = gID++; | |
| TESS_LOG("*** created Poly %d\n", fID); | |
| #endif | |
| } | |
| Poly* GrTriangulator::Poly::addEdge(Edge* e, Side side, GrTriangulator* tri) | |
| { | |
| TESS_LOG("addEdge (%g -> %g) to poly %d, %s side\n", | |
| e->fTop->fID, | |
| e->fBottom->fID, | |
| fID, | |
| side == Side::kLeft ? "left" : "right"); | |
| Poly* partner = fPartner; | |
| Poly* poly = this; | |
| if (side == Side::kRight) | |
| { | |
| if (e->fUsedInRightPoly) | |
| { | |
| return this; | |
| } | |
| } | |
| else | |
| { | |
| if (e->fUsedInLeftPoly) | |
| { | |
| return this; | |
| } | |
| } | |
| if (partner) | |
| { | |
| fPartner = partner->fPartner = nullptr; | |
| } | |
| if (!fTail) | |
| { | |
| fHead = fTail = tri->allocateMonotonePoly(e, side, fWinding); | |
| fCount += 2; | |
| } | |
| else if (e->fBottom == fTail->fLastEdge->fBottom) | |
| { | |
| return poly; | |
| } | |
| else if (side == fTail->fSide) | |
| { | |
| fTail->addEdge(e); | |
| fCount++; | |
| } | |
| else | |
| { | |
| e = tri->allocateEdge(fTail->fLastEdge->fBottom, | |
| e->fBottom, | |
| 1, | |
| EdgeType::kInner); | |
| fTail->addEdge(e); | |
| fCount++; | |
| if (partner) | |
| { | |
| partner->addEdge(e, side, tri); | |
| poly = partner; | |
| } | |
| else | |
| { | |
| MonotonePoly* m = tri->allocateMonotonePoly(e, side, fWinding); | |
| m->fPrev = fTail; | |
| fTail->fNext = m; | |
| fTail = m; | |
| } | |
| } | |
| return poly; | |
| } | |
| template <typename Sink> | |
| size_t GrTriangulator::emitPoly(const Poly* poly, | |
| bool negateWinding, | |
| gpu::WindingFaces windingFaces, | |
| Sink* sink) const | |
| { | |
| if (poly->fCount < 3) | |
| { | |
| return 0; | |
| } | |
| TESS_LOG("emit() %d, size %d\n", poly->fID, poly->fCount); | |
| size_t vertexCount = 0; | |
| for (MonotonePoly* m = poly->fHead; m != nullptr; m = m->fNext) | |
| { | |
| vertexCount += emitMonotonePoly(m, negateWinding, windingFaces, sink); | |
| } | |
| return vertexCount; | |
| } | |
| static bool coincident(const Vec2D& a, const Vec2D& b) { return a == b; } | |
| Poly* GrTriangulator::makePoly(Poly** head, Vertex* v, int winding) const | |
| { | |
| Poly* poly = fAlloc->make<Poly>(v, winding); | |
| poly->fNext = *head; | |
| *head = poly; | |
| return poly; | |
| } | |
| void GrTriangulator::appendPointToContour(const Vec2D& p, | |
| VertexList* contour) const | |
| { | |
| Vertex* v = fAlloc->make<Vertex>(p, 255); | |
| #if TRIANGULATOR_LOGGING | |
| static float gID = 0.0f; | |
| v->fID = gID++; | |
| #endif | |
| contour->append(v); | |
| } | |
| #if 0 | |
| static float quad_error_at(const Vec2D pts[3], float t, float u) | |
| { | |
| SkQuadCoeff quad(pts); | |
| Vec2D p0 = to_point(quad.eval(t - 0.5f * u)); | |
| Vec2D mid = to_point(quad.eval(t)); | |
| Vec2D p1 = to_point(quad.eval(t + 0.5f * u)); | |
| if (!p0.isFinite() || !mid.isFinite() || !p1.isFinite()) | |
| { | |
| return 0; | |
| } | |
| return SkPointPriv::DistanceToLineSegmentBetweenSqd(mid, p0, p1); | |
| } | |
| void GrTriangulator::appendQuadraticToContour(const Vec2D pts[3], | |
| float toleranceSqd, | |
| VertexList* contour) const | |
| { | |
| SkQuadCoeff quad(pts); | |
| skvx::float2 aa = quad.fA * quad.fA; | |
| float denom = 2.0f * (aa[0] + aa[1]); | |
| skvx::float2 ab = quad.fA * quad.fB; | |
| float t = denom ? (-ab[0] - ab[1]) / denom : 0.0f; | |
| int nPoints = 1; | |
| float u = 1.0f; | |
| // Test possible subdivision values only at the point of maximum curvature. | |
| // If it passes the flatness metric there, it'll pass everywhere. | |
| while (nPoints < GrPathUtils::kMaxPointsPerCurve) | |
| { | |
| u = 1.0f / nPoints; | |
| if (quad_error_at(pts, t, u) < toleranceSqd) | |
| { | |
| break; | |
| } | |
| nPoints++; | |
| } | |
| for (int j = 1; j <= nPoints; j++) | |
| { | |
| this->appendPointToContour(to_point(quad.eval(j * u)), contour); | |
| } | |
| } | |
| void GrTriangulator::generateCubicPoints(const Vec2D& p0, | |
| const Vec2D& p1, | |
| const Vec2D& p2, | |
| const Vec2D& p3, | |
| float tolSqd, | |
| VertexList* contour, | |
| int pointsLeft) const | |
| { | |
| float d1 = SkPointPriv::DistanceToLineSegmentBetweenSqd(p1, p0, p3); | |
| float d2 = SkPointPriv::DistanceToLineSegmentBetweenSqd(p2, p0, p3); | |
| if (pointsLeft < 2 || (d1 < tolSqd && d2 < tolSqd) || !SkIsFinite(d1, d2)) | |
| { | |
| this->appendPointToContour(p3, contour); | |
| return; | |
| } | |
| const Vec2D q[] = {{SkScalarAve(p0.x, p1.x), SkScalarAve(p0.y, p1.y)}, | |
| {SkScalarAve(p1.x, p2.x), SkScalarAve(p1.y, p2.y)}, | |
| {SkScalarAve(p2.x, p3.x), SkScalarAve(p2.y, p3.y)}}; | |
| const Vec2D r[] = {{SkScalarAve(q[0].x, q[1].x), SkScalarAve(q[0].y, q[1].y)}, | |
| {SkScalarAve(q[1].x, q[2].x), SkScalarAve(q[1].y, q[2].y)}}; | |
| const Vec2D s = {SkScalarAve(r[0].x, r[1].x), SkScalarAve(r[0].y, r[1].y)}; | |
| pointsLeft >>= 1; | |
| this->generateCubicPoints(p0, q[0], r[0], s, tolSqd, contour, pointsLeft); | |
| this->generateCubicPoints(s, r[1], q[2], p3, tolSqd, contour, pointsLeft); | |
| } | |
| #endif | |
| // Stage 1: convert the input path to a set of linear contours (linked list of | |
| // Vertices). | |
| void GrTriangulator::pathToContours(const RawPath& path, | |
| float tolerance, | |
| const AABB& clipBounds, | |
| VertexList* contours, | |
| bool* isLinear) const | |
| { | |
| #if 0 | |
| float toleranceSqd = tolerance * tolerance; | |
| Vec2D pts[4]; | |
| #endif | |
| *isLinear = true; | |
| VertexList* contour = contours; | |
| #if 0 | |
| RawPath::Iter iter(fPath, false); | |
| if (path.isInverseFillType()) | |
| { | |
| Vec2D quad[4]; | |
| clipBounds.toQuad(quad); | |
| for (int i = 3; i >= 0; i--) | |
| { | |
| this->appendPointToContour(quad[i], contours); | |
| } | |
| contour++; | |
| } | |
| SkAutoConicToQuads converter; | |
| #endif | |
| for (const auto [verb, pts] : path) | |
| { | |
| switch (verb) | |
| { | |
| #if 0 | |
| case SkPath::kConic_Verb: | |
| { | |
| *isLinear = false; | |
| if (toleranceSqd == 0) | |
| { | |
| this->appendPointToContour(pts[2], contour); | |
| break; | |
| } | |
| float weight = iter.conicWeight(); | |
| const Vec2D* quadPts = converter.computeQuads(pts, weight, toleranceSqd); | |
| for (int i = 0; i < converter.countQuads(); ++i) | |
| { | |
| this->appendQuadraticToContour(quadPts, toleranceSqd, contour); | |
| quadPts += 2; | |
| } | |
| break; | |
| } | |
| #endif | |
| case PathVerb::move: | |
| if (contour->fHead) | |
| { | |
| contour++; | |
| } | |
| if (is_finite(pts[0])) | |
| { | |
| this->appendPointToContour(pts[0], contour); | |
| } | |
| break; | |
| case PathVerb::line: | |
| { | |
| if (is_finite(pts[1])) | |
| { | |
| this->appendPointToContour(pts[1], contour); | |
| } | |
| break; | |
| } | |
| case PathVerb::quad: | |
| { | |
| #if 0 | |
| *isLinear = false; | |
| if (toleranceSqd == 0) | |
| { | |
| this->appendPointToContour(pts[2], contour); | |
| break; | |
| } | |
| this->appendQuadraticToContour(pts, toleranceSqd, contour); | |
| #else | |
| // RIVE edit: We only triangulate the interior polygon, so just | |
| // draw a flat line from the beginning to the end of the | |
| // quadratic. | |
| if (is_finite(pts[2])) | |
| { | |
| this->appendPointToContour(pts[2], contour); | |
| } | |
| #endif | |
| break; | |
| } | |
| case PathVerb::cubic: | |
| { | |
| #if 0 | |
| *isLinear = false; | |
| if (toleranceSqd == 0) | |
| { | |
| this->appendPointToContour(pts[3], contour); | |
| break; | |
| } | |
| int pointsLeft = GrPathUtils::cubicPointCount(pts, tolerance); | |
| this->generateCubicPoints(pts[0], | |
| pts[1], | |
| pts[2], | |
| pts[3], | |
| toleranceSqd, | |
| contour, | |
| pointsLeft); | |
| #else | |
| // RIVE edit: We only triangulate the interior polygon, so just | |
| // draw a flat line from the beginning to the end of the cubic. | |
| if (is_finite(pts[3])) | |
| { | |
| this->appendPointToContour(pts[3], contour); | |
| } | |
| #endif | |
| break; | |
| } | |
| case PathVerb::close: | |
| break; | |
| } | |
| } | |
| } | |
| static inline bool apply_fill_type(FillRule fillRule, int winding) | |
| { | |
| switch (fillRule) | |
| { | |
| // Clockwise triangulates the same as nonZero because clockwise still | |
| // uses the backward ones for borrowed coverage. | |
| case FillRule::nonZero: | |
| case FillRule::clockwise: | |
| return winding != 0; | |
| case FillRule::evenOdd: | |
| return (winding & 1) != 0; | |
| } | |
| RIVE_UNREACHABLE(); | |
| } | |
| static inline bool apply_fill_type(FillRule fillType, const Poly* poly) | |
| { | |
| return poly && apply_fill_type(fillType, poly->fWinding); | |
| } | |
| MonotonePoly* GrTriangulator::allocateMonotonePoly(Edge* edge, | |
| Side side, | |
| int winding) | |
| { | |
| ++fNumMonotonePolys; | |
| return fAlloc->make<MonotonePoly>(edge, side, winding); | |
| } | |
| Edge* GrTriangulator::allocateEdge(Vertex* top, | |
| Vertex* bottom, | |
| int winding, | |
| EdgeType type) | |
| { | |
| ++fNumEdges; | |
| return fAlloc->make<Edge>(top, bottom, winding, type); | |
| } | |
| Edge* GrTriangulator::makeEdge(Vertex* prev, | |
| Vertex* next, | |
| EdgeType type, | |
| const Comparator& c) | |
| { | |
| assert(prev->fPoint != next->fPoint); | |
| int winding = c.sweep_lt(prev->fPoint, next->fPoint) ? 1 : -1; | |
| Vertex* top = winding < 0 ? next : prev; | |
| Vertex* bottom = winding < 0 ? prev : next; | |
| return this->allocateEdge(top, bottom, winding, type); | |
| } | |
| bool EdgeList::insert(Edge* edge, Edge* prev) | |
| { | |
| TESS_LOG("inserting edge %g -> %g\n", edge->fTop->fID, edge->fBottom->fID); | |
| // assert(!this->contains(edge)); // Leave this here for debugging. | |
| if (this->contains(edge)) | |
| { | |
| return false; | |
| } | |
| Edge* next = prev ? prev->fRight : fHead; | |
| this->insert(edge, prev, next); | |
| return true; | |
| } | |
| void GrTriangulator::FindEnclosingEdges(const Vertex& v, | |
| const EdgeList& edges, | |
| Edge** left, | |
| Edge** right) | |
| { | |
| if (v.fFirstEdgeAbove && v.fLastEdgeAbove) | |
| { | |
| *left = v.fFirstEdgeAbove->fLeft; | |
| *right = v.fLastEdgeAbove->fRight; | |
| return; | |
| } | |
| Edge* next = nullptr; | |
| Edge* prev; | |
| for (prev = edges.fTail; prev != nullptr; prev = prev->fLeft) | |
| { | |
| if (prev->isLeftOf(v)) | |
| { | |
| break; | |
| } | |
| next = prev; | |
| } | |
| *left = prev; | |
| *right = next; | |
| } | |
| void GrTriangulator::Edge::insertAbove(Vertex* v, const Comparator& c) | |
| { | |
| if (fTop->fPoint == fBottom->fPoint || | |
| c.sweep_lt(fBottom->fPoint, fTop->fPoint)) | |
| { | |
| return; | |
| } | |
| TESS_LOG("insert edge (%g -> %g) above vertex %g\n", | |
| fTop->fID, | |
| fBottom->fID, | |
| v->fID); | |
| Edge* prev = nullptr; | |
| Edge* next; | |
| for (next = v->fFirstEdgeAbove; next; next = next->fNextEdgeAbove) | |
| { | |
| if (next->isRightOf(*fTop)) | |
| { | |
| break; | |
| } | |
| prev = next; | |
| } | |
| list_insert<Edge, &Edge::fPrevEdgeAbove, &Edge::fNextEdgeAbove>( | |
| this, | |
| prev, | |
| next, | |
| &v->fFirstEdgeAbove, | |
| &v->fLastEdgeAbove); | |
| } | |
| void GrTriangulator::Edge::insertBelow(Vertex* v, const Comparator& c) | |
| { | |
| if (fTop->fPoint == fBottom->fPoint || | |
| c.sweep_lt(fBottom->fPoint, fTop->fPoint)) | |
| { | |
| return; | |
| } | |
| TESS_LOG("insert edge (%g -> %g) below vertex %g\n", | |
| fTop->fID, | |
| fBottom->fID, | |
| v->fID); | |
| Edge* prev = nullptr; | |
| Edge* next; | |
| for (next = v->fFirstEdgeBelow; next; next = next->fNextEdgeBelow) | |
| { | |
| if (next->isRightOf(*fBottom)) | |
| { | |
| break; | |
| } | |
| prev = next; | |
| } | |
| list_insert<Edge, &Edge::fPrevEdgeBelow, &Edge::fNextEdgeBelow>( | |
| this, | |
| prev, | |
| next, | |
| &v->fFirstEdgeBelow, | |
| &v->fLastEdgeBelow); | |
| } | |
| static void remove_edge_above(Edge* edge) | |
| { | |
| assert(edge->fTop && edge->fBottom); | |
| TESS_LOG("removing edge (%g -> %g) above vertex %g\n", | |
| edge->fTop->fID, | |
| edge->fBottom->fID, | |
| edge->fBottom->fID); | |
| list_remove<Edge, &Edge::fPrevEdgeAbove, &Edge::fNextEdgeAbove>( | |
| edge, | |
| &edge->fBottom->fFirstEdgeAbove, | |
| &edge->fBottom->fLastEdgeAbove); | |
| } | |
| static void remove_edge_below(Edge* edge) | |
| { | |
| assert(edge->fTop && edge->fBottom); | |
| TESS_LOG("removing edge (%g -> %g) below vertex %g\n", | |
| edge->fTop->fID, | |
| edge->fBottom->fID, | |
| edge->fTop->fID); | |
| list_remove<Edge, &Edge::fPrevEdgeBelow, &Edge::fNextEdgeBelow>( | |
| edge, | |
| &edge->fTop->fFirstEdgeBelow, | |
| &edge->fTop->fLastEdgeBelow); | |
| } | |
| void GrTriangulator::Edge::disconnect() | |
| { | |
| remove_edge_above(this); | |
| remove_edge_below(this); | |
| } | |
| static bool rewind(EdgeList* activeEdges, | |
| Vertex** current, | |
| Vertex* dst, | |
| const Comparator& c) | |
| { | |
| if (!current || *current == dst || | |
| c.sweep_lt((*current)->fPoint, dst->fPoint)) | |
| { | |
| return true; | |
| } | |
| Vertex* v = *current; | |
| TESS_LOG("rewinding active edges from vertex %g to vertex %g\n", | |
| v->fID, | |
| dst->fID); | |
| while (v != dst) | |
| { | |
| v = v->fPrev; | |
| for (Edge* e = v->fFirstEdgeBelow; e; e = e->fNextEdgeBelow) | |
| { | |
| if (!activeEdges->remove(e)) | |
| { | |
| return false; | |
| } | |
| } | |
| Edge* leftEdge = v->fLeftEnclosingEdge; | |
| for (Edge* e = v->fFirstEdgeAbove; e; e = e->fNextEdgeAbove) | |
| { | |
| if (!e) | |
| { | |
| return false; | |
| } | |
| if (!activeEdges->insert(e, leftEdge)) | |
| { | |
| return false; | |
| } | |
| leftEdge = e; | |
| Vertex* top = e->fTop; | |
| if (!top || | |
| (top->fLeftEnclosingEdge && | |
| !top->fLeftEnclosingEdge->hasTopAndBottom()) || | |
| (top->fRightEnclosingEdge && | |
| !top->fRightEnclosingEdge->hasTopAndBottom())) | |
| { | |
| return false; | |
| } | |
| if (c.sweep_lt(top->fPoint, dst->fPoint) && | |
| ((top->fLeftEnclosingEdge && | |
| !top->fLeftEnclosingEdge->isLeftOf(*top)) || | |
| (top->fRightEnclosingEdge && | |
| !top->fRightEnclosingEdge->isRightOf(*top)))) | |
| { | |
| dst = top; | |
| } | |
| } | |
| } | |
| *current = v; | |
| return true; | |
| } | |
| static bool rewind_if_necessary(Edge* edge, | |
| EdgeList* activeEdges, | |
| Vertex** current, | |
| const Comparator& c) | |
| { | |
| if (!activeEdges || !current) | |
| { | |
| return true; | |
| } | |
| if (!edge) | |
| { | |
| return false; | |
| } | |
| Vertex* top = edge->fTop; | |
| Vertex* bottom = edge->fBottom; | |
| if (edge->fLeft) | |
| { | |
| Vertex* leftTop = edge->fLeft->fTop; | |
| Vertex* leftBottom = edge->fLeft->fBottom; | |
| if (leftTop && leftBottom) | |
| { | |
| if (c.sweep_lt(leftTop->fPoint, top->fPoint) && | |
| !edge->fLeft->isLeftOf(*top)) | |
| { | |
| if (!rewind(activeEdges, current, leftTop, c)) | |
| { | |
| return false; | |
| } | |
| } | |
| else if (c.sweep_lt(top->fPoint, leftTop->fPoint) && | |
| !edge->isRightOf(*leftTop)) | |
| { | |
| if (!rewind(activeEdges, current, top, c)) | |
| { | |
| return false; | |
| } | |
| } | |
| else if (c.sweep_lt(bottom->fPoint, leftBottom->fPoint) && | |
| !edge->fLeft->isLeftOf(*bottom)) | |
| { | |
| if (!rewind(activeEdges, current, leftTop, c)) | |
| { | |
| return false; | |
| } | |
| } | |
| else if (c.sweep_lt(leftBottom->fPoint, bottom->fPoint) && | |
| !edge->isRightOf(*leftBottom)) | |
| { | |
| if (!rewind(activeEdges, current, top, c)) | |
| { | |
| return false; | |
| } | |
| } | |
| } | |
| } | |
| if (edge->fRight) | |
| { | |
| Vertex* rightTop = edge->fRight->fTop; | |
| Vertex* rightBottom = edge->fRight->fBottom; | |
| if (rightTop && rightBottom) | |
| { | |
| if (c.sweep_lt(rightTop->fPoint, top->fPoint) && | |
| !edge->fRight->isRightOf(*top)) | |
| { | |
| if (!rewind(activeEdges, current, rightTop, c)) | |
| { | |
| return false; | |
| } | |
| } | |
| else if (c.sweep_lt(top->fPoint, rightTop->fPoint) && | |
| !edge->isLeftOf(*rightTop)) | |
| { | |
| if (!rewind(activeEdges, current, top, c)) | |
| { | |
| return false; | |
| } | |
| } | |
| else if (c.sweep_lt(bottom->fPoint, rightBottom->fPoint) && | |
| !edge->fRight->isRightOf(*bottom)) | |
| { | |
| if (!rewind(activeEdges, current, rightTop, c)) | |
| { | |
| return false; | |
| } | |
| } | |
| else if (c.sweep_lt(rightBottom->fPoint, bottom->fPoint) && | |
| !edge->isLeftOf(*rightBottom)) | |
| { | |
| if (!rewind(activeEdges, current, top, c)) | |
| { | |
| return false; | |
| } | |
| } | |
| } | |
| } | |
| return true; | |
| } | |
| bool GrTriangulator::setTop(Edge* edge, | |
| Vertex* v, | |
| EdgeList* activeEdges, | |
| Vertex** current, | |
| const Comparator& c) const | |
| { | |
| remove_edge_below(edge); | |
| if (fCollectBreadcrumbTriangles) | |
| { | |
| fBreadcrumbList.append(fAlloc, | |
| edge->fTop->fPoint, | |
| edge->fBottom->fPoint, | |
| v->fPoint, | |
| edge->fWinding); | |
| } | |
| edge->fTop = v; | |
| edge->recompute(); | |
| edge->insertBelow(v, c); | |
| if (!rewind_if_necessary(edge, activeEdges, current, c)) | |
| { | |
| return false; | |
| } | |
| return this->mergeCollinearEdges(edge, activeEdges, current, c); | |
| } | |
| bool GrTriangulator::setBottom(Edge* edge, | |
| Vertex* v, | |
| EdgeList* activeEdges, | |
| Vertex** current, | |
| const Comparator& c) const | |
| { | |
| remove_edge_above(edge); | |
| if (fCollectBreadcrumbTriangles) | |
| { | |
| fBreadcrumbList.append(fAlloc, | |
| edge->fTop->fPoint, | |
| edge->fBottom->fPoint, | |
| v->fPoint, | |
| edge->fWinding); | |
| } | |
| edge->fBottom = v; | |
| edge->recompute(); | |
| edge->insertAbove(v, c); | |
| if (!rewind_if_necessary(edge, activeEdges, current, c)) | |
| { | |
| return false; | |
| } | |
| return this->mergeCollinearEdges(edge, activeEdges, current, c); | |
| } | |
| /* | |
| * NOTE: Also used in mergeEdgesBelow(). | |
| * Merges two adjacent, collinear edges. Two main cases: | |
| * | |
| * 1. Coincident endpoints: if the edges share the exact same top/bottom vertex, | |
| * one edge's winding is absorbed into the other. The now-unused "zombie" | |
| * edge is fully disconnected and also explicitly removed from activeEdges, to | |
| * prevent state corruption that can lead to null-pointer dereferences | |
| * (b/419397557, b/421959607). | |
| * | |
| * 2. Non-coincident (overlapping) endpoints: one edge is shortened in place to | |
| * meet the other's endpoint. This is fragile -- it relies on the stability | |
| * of the floating-point geometric comparisons (isLeftOf, etc.) to succeed on | |
| * pathological coordinates. | |
| */ | |
| bool GrTriangulator::mergeEdgesAbove(Edge* edge, | |
| Edge* other, | |
| EdgeList* activeEdges, | |
| Vertex** current, | |
| const Comparator& c) const | |
| { | |
| if (!edge || !other) | |
| { | |
| return false; | |
| } | |
| if (coincident(edge->fTop->fPoint, other->fTop->fPoint)) | |
| { | |
| TESS_LOG("merging coincident above edges (%g, %g) -> (%g, %g)\n", | |
| edge->fTop->fPoint.x, | |
| edge->fTop->fPoint.y, | |
| edge->fBottom->fPoint.x, | |
| edge->fBottom->fPoint.y); | |
| if (!rewind(activeEdges, current, edge->fTop, c)) | |
| { | |
| return false; | |
| } | |
| other->fWinding += edge->fWinding; | |
| edge->disconnect(); | |
| if (activeEdges) | |
| { | |
| activeEdges->remove(edge); | |
| } | |
| edge->fTop = edge->fBottom = nullptr; | |
| } | |
| else if (c.sweep_lt(edge->fTop->fPoint, other->fTop->fPoint)) | |
| { | |
| if (!rewind(activeEdges, current, edge->fTop, c)) | |
| { | |
| return false; | |
| } | |
| other->fWinding += edge->fWinding; | |
| if (!this->setBottom(edge, other->fTop, activeEdges, current, c)) | |
| { | |
| return false; | |
| } | |
| } | |
| else | |
| { | |
| if (!rewind(activeEdges, current, other->fTop, c)) | |
| { | |
| return false; | |
| } | |
| edge->fWinding += other->fWinding; | |
| if (!this->setBottom(other, edge->fTop, activeEdges, current, c)) | |
| { | |
| return false; | |
| } | |
| } | |
| return true; | |
| } | |
| // NOTE: See mergeEdgesAbove() comment. | |
| bool GrTriangulator::mergeEdgesBelow(Edge* edge, | |
| Edge* other, | |
| EdgeList* activeEdges, | |
| Vertex** current, | |
| const Comparator& c) const | |
| { | |
| if (!edge || !other) | |
| { | |
| return false; | |
| } | |
| if (coincident(edge->fBottom->fPoint, other->fBottom->fPoint)) | |
| { | |
| TESS_LOG("merging coincident below edges (%g, %g) -> (%g, %g)\n", | |
| edge->fTop->fPoint.x, | |
| edge->fTop->fPoint.y, | |
| edge->fBottom->fPoint.x, | |
| edge->fBottom->fPoint.y); | |
| if (!rewind(activeEdges, current, edge->fTop, c)) | |
| { | |
| return false; | |
| } | |
| other->fWinding += edge->fWinding; | |
| edge->disconnect(); | |
| if (activeEdges) | |
| { | |
| activeEdges->remove(edge); | |
| } | |
| edge->fTop = edge->fBottom = nullptr; | |
| } | |
| else if (c.sweep_lt(edge->fBottom->fPoint, other->fBottom->fPoint)) | |
| { | |
| if (!rewind(activeEdges, current, other->fTop, c)) | |
| { | |
| return false; | |
| } | |
| edge->fWinding += other->fWinding; | |
| if (!this->setTop(other, edge->fBottom, activeEdges, current, c)) | |
| { | |
| return false; | |
| } | |
| } | |
| else | |
| { | |
| if (!rewind(activeEdges, current, edge->fTop, c)) | |
| { | |
| return false; | |
| } | |
| other->fWinding += edge->fWinding; | |
| if (!this->setTop(edge, other->fBottom, activeEdges, current, c)) | |
| { | |
| return false; | |
| } | |
| } | |
| return true; | |
| } | |
| static bool top_collinear(Edge* left, Edge* right) | |
| { | |
| if (!left || !right) | |
| { | |
| return false; | |
| } | |
| return left->fTop->fPoint == right->fTop->fPoint || | |
| !left->isLeftOf(*right->fTop) || !right->isRightOf(*left->fTop); | |
| } | |
| static bool bottom_collinear(Edge* left, Edge* right) | |
| { | |
| if (!left || !right) | |
| { | |
| return false; | |
| } | |
| return left->fBottom->fPoint == right->fBottom->fPoint || | |
| !left->isLeftOf(*right->fBottom) || | |
| !right->isRightOf(*left->fBottom); | |
| } | |
| // How deep of a stack of mergeCollinearEdges() we'll accept. | |
| static constexpr int kMaxMergeCollinearCalls = 64; | |
| bool GrTriangulator::mergeCollinearEdges(Edge* edge, | |
| EdgeList* activeEdges, | |
| Vertex** current, | |
| const Comparator& c) const | |
| { | |
| // Stack is unreasonably deep. | |
| if (++fMergeCollinearStackCount > kMaxMergeCollinearCalls) | |
| { | |
| return false; | |
| } | |
| for (;;) | |
| { | |
| if (top_collinear(edge->fPrevEdgeAbove, edge)) | |
| { | |
| if (!this->mergeEdgesAbove(edge->fPrevEdgeAbove, | |
| edge, | |
| activeEdges, | |
| current, | |
| c)) | |
| { | |
| return false; | |
| } | |
| } | |
| else if (top_collinear(edge, edge->fNextEdgeAbove)) | |
| { | |
| if (!this->mergeEdgesAbove(edge->fNextEdgeAbove, | |
| edge, | |
| activeEdges, | |
| current, | |
| c)) | |
| { | |
| return false; | |
| } | |
| } | |
| else if (bottom_collinear(edge->fPrevEdgeBelow, edge)) | |
| { | |
| if (!this->mergeEdgesBelow(edge->fPrevEdgeBelow, | |
| edge, | |
| activeEdges, | |
| current, | |
| c)) | |
| { | |
| return false; | |
| } | |
| } | |
| else if (bottom_collinear(edge, edge->fNextEdgeBelow)) | |
| { | |
| if (!this->mergeEdgesBelow(edge->fNextEdgeBelow, | |
| edge, | |
| activeEdges, | |
| current, | |
| c)) | |
| { | |
| return false; | |
| } | |
| } | |
| else | |
| { | |
| break; | |
| } | |
| } | |
| assert(!top_collinear(edge->fPrevEdgeAbove, edge)); | |
| assert(!top_collinear(edge, edge->fNextEdgeAbove)); | |
| assert(!bottom_collinear(edge->fPrevEdgeBelow, edge)); | |
| assert(!bottom_collinear(edge, edge->fNextEdgeBelow)); | |
| return true; | |
| } | |
| GrTriangulator::BoolFail GrTriangulator::splitEdge(Edge* edge, | |
| Vertex* v, | |
| EdgeList* activeEdges, | |
| Vertex** current, | |
| const Comparator& c) | |
| { | |
| if (!edge->fTop || !edge->fBottom || v == edge->fTop || v == edge->fBottom) | |
| { | |
| return BoolFail::kFalse; | |
| } | |
| TESS_LOG("splitting edge (%g -> %g) at vertex %g (%g, %g)\n", | |
| edge->fTop->fID, | |
| edge->fBottom->fID, | |
| v->fID, | |
| v->fPoint.x, | |
| v->fPoint.y); | |
| Vertex* top; | |
| Vertex* bottom; | |
| int winding = edge->fWinding; | |
| // Theoretically, and ideally, the edge betwee p0 and p1 is being split by | |
| // v, and v is "between" the segment end points according to c. This is | |
| // equivalent to p0 < v < p1. Unfortunately, if v was clamped/rounded this | |
| // relation doesn't always hold. | |
| if (c.sweep_lt(v->fPoint, edge->fTop->fPoint)) | |
| { | |
| // Actually "v < p0 < p1": update 'edge' to be v->p1 and add v->p0. We | |
| // flip the winding on the new edge so that it winds as if it were | |
| // p0->v. | |
| top = v; | |
| bottom = edge->fTop; | |
| winding *= -1; | |
| if (!this->setTop(edge, v, activeEdges, current, c)) | |
| { | |
| return BoolFail::kFail; | |
| } | |
| } | |
| else if (c.sweep_lt(edge->fBottom->fPoint, v->fPoint)) | |
| { | |
| // Actually "p0 < p1 < v": update 'edge' to be p0->v and add p1->v. We | |
| // flip the winding on the new edge so that it winds as if it were | |
| // v->p1. | |
| top = edge->fBottom; | |
| bottom = v; | |
| winding *= -1; | |
| if (!this->setBottom(edge, v, activeEdges, current, c)) | |
| { | |
| return BoolFail::kFail; | |
| } | |
| } | |
| else | |
| { | |
| // The ideal case, "p0 < v < p1": update 'edge' to be p0->v and add | |
| // v->p1. Original winding is valid for both edges. | |
| top = v; | |
| bottom = edge->fBottom; | |
| if (!this->setBottom(edge, v, activeEdges, current, c)) | |
| { | |
| return BoolFail::kFail; | |
| } | |
| } | |
| Edge* newEdge = this->allocateEdge(top, bottom, winding, edge->fType); | |
| newEdge->insertBelow(top, c); | |
| newEdge->insertAbove(bottom, c); | |
| fMergeCollinearStackCount = 0; | |
| if (!this->mergeCollinearEdges(newEdge, activeEdges, current, c)) | |
| { | |
| return BoolFail::kFail; | |
| } | |
| return BoolFail::kTrue; | |
| } | |
| GrTriangulator::BoolFail GrTriangulator::intersectEdgePair( | |
| Edge* left, | |
| Edge* right, | |
| EdgeList* activeEdges, | |
| Vertex** current, | |
| const Comparator& c) | |
| { | |
| if (!left->fTop || !left->fBottom || !right->fTop || !right->fBottom) | |
| { | |
| return BoolFail::kFalse; | |
| } | |
| if (left->fTop == right->fTop || left->fBottom == right->fBottom) | |
| { | |
| return BoolFail::kFalse; | |
| } | |
| // Check if the lines intersect as determined by isLeftOf and isRightOf, | |
| // since that is the source of ground truth. It may suggest an intersection | |
| // even if Edge::intersect() did not have the precision to check it. In this | |
| // case we are explicitly correcting the edge topology to match the | |
| // sided-ness checks. | |
| Edge* split = nullptr; | |
| Vertex* splitAt = nullptr; | |
| if (c.sweep_lt(left->fTop->fPoint, right->fTop->fPoint)) | |
| { | |
| if (!left->isLeftOf(*right->fTop)) | |
| { | |
| split = left; | |
| splitAt = right->fTop; | |
| } | |
| } | |
| else | |
| { | |
| if (!right->isRightOf(*left->fTop)) | |
| { | |
| split = right; | |
| splitAt = left->fTop; | |
| } | |
| } | |
| if (c.sweep_lt(right->fBottom->fPoint, left->fBottom->fPoint)) | |
| { | |
| if (!left->isLeftOf(*right->fBottom)) | |
| { | |
| split = left; | |
| splitAt = right->fBottom; | |
| } | |
| } | |
| else | |
| { | |
| if (!right->isRightOf(*left->fBottom)) | |
| { | |
| split = right; | |
| splitAt = left->fBottom; | |
| } | |
| } | |
| if (!split) | |
| { | |
| return BoolFail::kFalse; | |
| } | |
| // Rewind to the top of the edge that is "moving" since this topology | |
| // correction can change the geometry of the split edge. | |
| if (!rewind(activeEdges, current, split->fTop, c)) | |
| { | |
| return BoolFail::kFail; | |
| } | |
| return this->splitEdge(split, splitAt, activeEdges, current, c); | |
| } | |
| Edge* GrTriangulator::makeConnectingEdge(Vertex* prev, | |
| Vertex* next, | |
| EdgeType type, | |
| const Comparator& c, | |
| int windingScale) | |
| { | |
| if (!prev || !next || prev->fPoint == next->fPoint) | |
| { | |
| return nullptr; | |
| } | |
| Edge* edge = this->makeEdge(prev, next, type, c); | |
| edge->insertBelow(edge->fTop, c); | |
| edge->insertAbove(edge->fBottom, c); | |
| edge->fWinding *= windingScale; | |
| fMergeCollinearStackCount = 0; | |
| this->mergeCollinearEdges(edge, nullptr, nullptr, c); | |
| return edge; | |
| } | |
| void GrTriangulator::mergeVertices(Vertex* src, | |
| Vertex* dst, | |
| VertexList* mesh, | |
| const Comparator& c) const | |
| { | |
| TESS_LOG("found coincident verts at %g, %g; merging %g into %g\n", | |
| src->fPoint.x, | |
| src->fPoint.y, | |
| src->fID, | |
| dst->fID); | |
| dst->fAlpha = std::max(src->fAlpha, dst->fAlpha); | |
| if (src->fPartner) | |
| { | |
| src->fPartner->fPartner = dst; | |
| } | |
| // setBottom()/setTop() call mergeCollinearEdges(), which can recurse, so | |
| // clear the stack count before each. | |
| while (Edge* edge = src->fFirstEdgeAbove) | |
| { | |
| fMergeCollinearStackCount = 0; | |
| std::ignore = this->setBottom(edge, dst, nullptr, nullptr, c); | |
| } | |
| while (Edge* edge = src->fFirstEdgeBelow) | |
| { | |
| fMergeCollinearStackCount = 0; | |
| std::ignore = this->setTop(edge, dst, nullptr, nullptr, c); | |
| } | |
| mesh->remove(src); | |
| dst->fSynthetic = true; | |
| } | |
| Vertex* GrTriangulator::makeSortedVertex(const Vec2D& p, | |
| uint8_t alpha, | |
| VertexList* mesh, | |
| Vertex* reference, | |
| const Comparator& c) const | |
| { | |
| Vertex* prevV = reference; | |
| while (prevV && c.sweep_lt(p, prevV->fPoint)) | |
| { | |
| prevV = prevV->fPrev; | |
| } | |
| Vertex* nextV = prevV ? prevV->fNext : mesh->fHead; | |
| while (nextV && c.sweep_lt(nextV->fPoint, p)) | |
| { | |
| prevV = nextV; | |
| nextV = nextV->fNext; | |
| } | |
| Vertex* v; | |
| if (prevV && coincident(prevV->fPoint, p)) | |
| { | |
| v = prevV; | |
| } | |
| else if (nextV && coincident(nextV->fPoint, p)) | |
| { | |
| v = nextV; | |
| } | |
| else | |
| { | |
| v = fAlloc->make<Vertex>(p, alpha); | |
| #if TRIANGULATOR_LOGGING | |
| if (!prevV) | |
| { | |
| v->fID = mesh->fHead->fID - 1.0f; | |
| } | |
| else if (!nextV) | |
| { | |
| v->fID = mesh->fTail->fID + 1.0f; | |
| } | |
| else | |
| { | |
| v->fID = (prevV->fID + nextV->fID) * 0.5f; | |
| } | |
| #endif | |
| mesh->insert(v, prevV, nextV); | |
| } | |
| return v; | |
| } | |
| // Clamps x and y coordinates independently, so the returned point will lie | |
| // within the bounding box formed by the corners of 'min' and 'max' (although | |
| // min/max here refer to the ordering imposed by 'c'). | |
| static Vec2D clamp(Vec2D p, Vec2D min, Vec2D max, const Comparator& c) | |
| { | |
| if (c.fDirection == Comparator::Direction::kHorizontal) | |
| { | |
| // With horizontal sorting, we know min.x <= max.x, but there's no | |
| // relation between Y components unless min.x == max.x. | |
| return {std::clamp(p.x, min.x, max.x), | |
| min.y < max.y ? std::clamp(p.y, min.y, max.y) | |
| : std::clamp(p.y, max.y, min.y)}; | |
| } | |
| else | |
| { | |
| // And with vertical sorting, we know Y's relation but not necessarily | |
| // X's. | |
| return {min.x < max.x ? std::clamp(p.x, min.x, max.x) | |
| : std::clamp(p.x, max.x, min.x), | |
| std::clamp(p.y, min.y, max.y)}; | |
| } | |
| } | |
| #if 0 | |
| void GrTriangulator::computeBisector(Edge* edge1, Edge* edge2, Vertex* v) const | |
| { | |
| assert(fEmitCoverage); // Edge-AA only! | |
| Line line1 = edge1->fLine; | |
| Line line2 = edge2->fLine; | |
| line1.normalize(); | |
| line2.normalize(); | |
| double cosAngle = line1.fA * line2.fA + line1.fB * line2.fB; | |
| if (cosAngle > 0.999) | |
| { | |
| return; | |
| } | |
| line1.fC += edge1->fWinding > 0 ? -1 : 1; | |
| line2.fC += edge2->fWinding > 0 ? -1 : 1; | |
| Vec2D p; | |
| if (line1.intersect(line2, &p)) | |
| { | |
| uint8_t alpha = edge1->fType == EdgeType::kOuter ? 255 : 0; | |
| v->fPartner = fAlloc->make<Vertex>(p, alpha); | |
| TESS_LOG("computed bisector (%g,%g) alpha %d for vertex %g\n", p.x, p.y, alpha, v->fID); | |
| } | |
| } | |
| #endif | |
| GrTriangulator::BoolFail GrTriangulator::checkForIntersection( | |
| Edge* left, | |
| Edge* right, | |
| EdgeList* activeEdges, | |
| Vertex** current, | |
| VertexList* mesh, | |
| const Comparator& c) | |
| { | |
| if (!left || !right) | |
| { | |
| return BoolFail::kFalse; | |
| } | |
| Vec2D p; | |
| uint8_t alpha; | |
| // If we are going to call intersect, then there must be tops and bottoms. | |
| if (!left->fTop || !left->fBottom || !right->fTop || !right->fBottom) | |
| { | |
| return BoolFail::kFail; | |
| } | |
| if (left->intersect(*right, &p, &alpha) && is_finite(p)) | |
| { | |
| Vertex* v; | |
| TESS_LOG("found intersection, pt is %g, %g\n", p.x, p.y); | |
| Vertex* top = *current; | |
| // If the intersection point is above the current vertex, rewind to the | |
| // vertex above the intersection. | |
| while (top && c.sweep_lt(p, top->fPoint)) | |
| { | |
| top = top->fPrev; | |
| } | |
| // Always clamp the intersection to lie between the vertices of each | |
| // segment, since in theory that's where the intersection is, but in | |
| // reality, floating point error may have computed an intersection | |
| // beyond a vertex's component(s). | |
| p = clamp(p, left->fTop->fPoint, left->fBottom->fPoint, c); | |
| p = clamp(p, right->fTop->fPoint, right->fBottom->fPoint, c); | |
| if (coincident(p, left->fTop->fPoint)) | |
| { | |
| v = left->fTop; | |
| } | |
| else if (coincident(p, left->fBottom->fPoint)) | |
| { | |
| v = left->fBottom; | |
| } | |
| else if (coincident(p, right->fTop->fPoint)) | |
| { | |
| v = right->fTop; | |
| } | |
| else if (coincident(p, right->fBottom->fPoint)) | |
| { | |
| v = right->fBottom; | |
| } | |
| else | |
| { | |
| v = this->makeSortedVertex(p, alpha, mesh, top, c); | |
| #if 0 | |
| if (left->fTop->fPartner) | |
| { | |
| assert(fEmitCoverage); // Edge-AA only! | |
| v->fSynthetic = true; | |
| this->computeBisector(left, right, v); | |
| } | |
| #endif | |
| } | |
| if (!rewind(activeEdges, current, top ? top : v, c)) | |
| { | |
| return BoolFail::kFail; | |
| } | |
| if (this->splitEdge(left, v, activeEdges, current, c) == | |
| BoolFail::kFail) | |
| { | |
| return BoolFail::kFail; | |
| } | |
| if (this->splitEdge(right, v, activeEdges, current, c) == | |
| BoolFail::kFail) | |
| { | |
| return BoolFail::kFail; | |
| } | |
| v->fAlpha = std::max(v->fAlpha, alpha); | |
| return BoolFail::kTrue; | |
| } | |
| return this->intersectEdgePair(left, right, activeEdges, current, c); | |
| } | |
| void GrTriangulator::sanitizeContours(VertexList* contours, | |
| int contourCnt) const | |
| { | |
| for (VertexList* contour = contours; contourCnt > 0; | |
| --contourCnt, ++contour) | |
| { | |
| if (contour->fHead == nullptr) | |
| { | |
| continue; // empty | |
| } | |
| Vertex* prev = contour->fTail; | |
| prev->fPoint.x = double_to_clamped_scalar((double)prev->fPoint.x); | |
| prev->fPoint.y = double_to_clamped_scalar((double)prev->fPoint.y); | |
| #if 0 | |
| if (fRoundVerticesToQuarterPixel) | |
| { | |
| round(&prev->fPoint); | |
| } | |
| #endif | |
| for (Vertex* v = contour->fHead; v;) | |
| { | |
| v->fPoint.x = double_to_clamped_scalar((double)v->fPoint.x); | |
| v->fPoint.y = double_to_clamped_scalar((double)v->fPoint.y); | |
| #if 0 | |
| if (fRoundVerticesToQuarterPixel) | |
| { | |
| round(&v->fPoint); | |
| } | |
| #endif | |
| Vertex* next = v->fNext; | |
| Vertex* nextWrap = next ? next : contour->fHead; | |
| if (coincident(prev->fPoint, v->fPoint)) | |
| { | |
| TESS_LOG("vertex %g,%g coincident; removing\n", | |
| v->fPoint.x, | |
| v->fPoint.y); | |
| contour->remove(v); | |
| } | |
| else if (!is_finite(v->fPoint)) | |
| { | |
| TESS_LOG("vertex %g,%g non-finite; removing\n", | |
| v->fPoint.x, | |
| v->fPoint.y); | |
| contour->remove(v); | |
| } | |
| else if (!fPreserveCollinearVertices && | |
| Line(prev->fPoint, nextWrap->fPoint).dist(v->fPoint) == | |
| 0.0) | |
| { | |
| TESS_LOG("vertex %g,%g collinear; removing\n", | |
| v->fPoint.x, | |
| v->fPoint.y); | |
| contour->remove(v); | |
| } | |
| else | |
| { | |
| prev = v; | |
| } | |
| v = next; | |
| } | |
| } | |
| } | |
| bool GrTriangulator::mergeCoincidentVertices(VertexList* mesh, | |
| const Comparator& c) const | |
| { | |
| if (!mesh->fHead) | |
| { | |
| return false; | |
| } | |
| bool merged = false; | |
| for (Vertex* v = mesh->fHead->fNext; v;) | |
| { | |
| Vertex* next = v->fNext; | |
| if (c.sweep_lt(v->fPoint, v->fPrev->fPoint)) | |
| { | |
| v->fPoint = v->fPrev->fPoint; | |
| } | |
| if (coincident(v->fPrev->fPoint, v->fPoint)) | |
| { | |
| this->mergeVertices(v, v->fPrev, mesh, c); | |
| merged = true; | |
| } | |
| v = next; | |
| } | |
| return merged; | |
| } | |
| // Stage 2: convert the contours to a mesh of edges connecting the vertices. | |
| void GrTriangulator::buildEdges(VertexList* contours, | |
| int contourCnt, | |
| VertexList* mesh, | |
| const Comparator& c) | |
| { | |
| for (VertexList* contour = contours; contourCnt > 0; | |
| --contourCnt, ++contour) | |
| { | |
| Vertex* prev = contour->fTail; | |
| for (Vertex* v = contour->fHead; v;) | |
| { | |
| Vertex* next = v->fNext; | |
| this->makeConnectingEdge(prev, v, EdgeType::kInner, c); | |
| mesh->append(v); | |
| prev = v; | |
| v = next; | |
| } | |
| } | |
| } | |
| template <CompareFunc sweep_lt> | |
| static void sorted_merge(VertexList* front, | |
| VertexList* back, | |
| VertexList* result) | |
| { | |
| Vertex* a = front->fHead; | |
| Vertex* b = back->fHead; | |
| while (a && b) | |
| { | |
| if (sweep_lt(a->fPoint, b->fPoint)) | |
| { | |
| front->remove(a); | |
| result->append(a); | |
| a = front->fHead; | |
| } | |
| else | |
| { | |
| back->remove(b); | |
| result->append(b); | |
| b = back->fHead; | |
| } | |
| } | |
| result->append(*front); | |
| result->append(*back); | |
| } | |
| void GrTriangulator::SortedMerge(VertexList* front, | |
| VertexList* back, | |
| VertexList* result, | |
| const Comparator& c) | |
| { | |
| if (c.fDirection == Comparator::Direction::kHorizontal) | |
| { | |
| sorted_merge<sweep_lt_horiz>(front, back, result); | |
| } | |
| else | |
| { | |
| sorted_merge<sweep_lt_vert>(front, back, result); | |
| } | |
| #if TRIANGULATOR_LOGGING | |
| float id = 0.0f; | |
| for (Vertex* v = result->fHead; v; v = v->fNext) | |
| { | |
| v->fID = id++; | |
| } | |
| #endif | |
| } | |
| // Stage 3: sort the vertices by increasing sweep direction. | |
| template <CompareFunc sweep_lt> static void merge_sort(VertexList* vertices) | |
| { | |
| Vertex* slow = vertices->fHead; | |
| if (!slow) | |
| { | |
| return; | |
| } | |
| Vertex* fast = slow->fNext; | |
| if (!fast) | |
| { | |
| return; | |
| } | |
| do | |
| { | |
| fast = fast->fNext; | |
| if (fast) | |
| { | |
| fast = fast->fNext; | |
| slow = slow->fNext; | |
| } | |
| } while (fast); | |
| VertexList front(vertices->fHead, slow); | |
| VertexList back(slow->fNext, vertices->fTail); | |
| front.fTail->fNext = back.fHead->fPrev = nullptr; | |
| merge_sort<sweep_lt>(&front); | |
| merge_sort<sweep_lt>(&back); | |
| vertices->fHead = vertices->fTail = nullptr; | |
| sorted_merge<sweep_lt>(&front, &back, vertices); | |
| } | |
| #if TRIANGULATOR_LOGGING | |
| void VertexList::dump() const | |
| { | |
| for (Vertex* v = fHead; v; v = v->fNext) | |
| { | |
| TESS_LOG("vertex %g (%g, %g) alpha %d", | |
| v->fID, | |
| v->fPoint.x, | |
| v->fPoint.y, | |
| v->fAlpha); | |
| if (Vertex* p = v->fPartner) | |
| { | |
| TESS_LOG(", partner %g (%g, %g) alpha %d\n", | |
| p->fID, | |
| p->fPoint.x, | |
| p->fPoint.y, | |
| p->fAlpha); | |
| } | |
| else | |
| { | |
| TESS_LOG(", null partner\n"); | |
| } | |
| for (Edge* e = v->fFirstEdgeAbove; e; e = e->fNextEdgeAbove) | |
| { | |
| TESS_LOG(" edge %g -> %g, winding %d\n", | |
| e->fTop->fID, | |
| e->fBottom->fID, | |
| e->fWinding); | |
| } | |
| for (Edge* e = v->fFirstEdgeBelow; e; e = e->fNextEdgeBelow) | |
| { | |
| TESS_LOG(" edge %g -> %g, winding %d\n", | |
| e->fTop->fID, | |
| e->fBottom->fID, | |
| e->fWinding); | |
| } | |
| } | |
| } | |
| #endif | |
| #ifdef SK_DEBUG | |
| static void validate_edge_pair(Edge* left, Edge* right, const Comparator& c) | |
| { | |
| if (!left || !right) | |
| { | |
| return; | |
| } | |
| if (left->fTop == right->fTop) | |
| { | |
| assert(left->isLeftOf(*right->fBottom)); | |
| assert(right->isRightOf(*left->fBottom)); | |
| } | |
| else if (c.sweep_lt(left->fTop->fPoint, right->fTop->fPoint)) | |
| { | |
| assert(left->isLeftOf(*right->fTop)); | |
| } | |
| else | |
| { | |
| assert(right->isRightOf(*left->fTop)); | |
| } | |
| if (left->fBottom == right->fBottom) | |
| { | |
| assert(left->isLeftOf(*right->fTop)); | |
| assert(right->isRightOf(*left->fTop)); | |
| } | |
| else if (c.sweep_lt(right->fBottom->fPoint, left->fBottom->fPoint)) | |
| { | |
| assert(left->isLeftOf(*right->fBottom)); | |
| } | |
| else | |
| { | |
| assert(right->isRightOf(*left->fBottom)); | |
| } | |
| } | |
| static void validate_edge_list(EdgeList* edges, const Comparator& c) | |
| { | |
| Edge* left = edges->fHead; | |
| if (!left) | |
| { | |
| return; | |
| } | |
| for (Edge* right = left->fRight; right; right = right->fRight) | |
| { | |
| validate_edge_pair(left, right, c); | |
| left = right; | |
| } | |
| } | |
| #endif | |
| // Stage 4: Simplify the mesh by inserting new vertices at intersecting edges. | |
| GrTriangulator::SimplifyResult GrTriangulator::simplify(VertexList* mesh, | |
| const Comparator& c) | |
| { | |
| TESS_LOG("simplifying complex polygons\n"); | |
| int initialNumEdges = fNumEdges; | |
| int initialNumVertices = 0; | |
| for (Vertex* v = mesh->fHead; v != nullptr; v = v->fNext) | |
| { | |
| ++initialNumVertices; | |
| } | |
| int numSelfIntersections = 0; | |
| EdgeList activeEdges; | |
| auto result = SimplifyResult::kAlreadySimple; | |
| int numVisitedVertices = 0; | |
| for (Vertex* v = mesh->fHead; v != nullptr; v = v->fNext) | |
| { | |
| ++numVisitedVertices; | |
| if (!v->isConnected()) | |
| { | |
| continue; | |
| } | |
| // The max increase across all skps, svgs and gms with only the | |
| // triangulating and SW path renderers enabled and with the | |
| // triangulator's maxVerbCount set to the Chrome value is 17x. | |
| if (fNumEdges > 170 * initialNumEdges) | |
| { | |
| return SimplifyResult::kFailed; | |
| } | |
| if (numVisitedVertices > 170 * initialNumVertices) | |
| { | |
| return SimplifyResult::kFailed; | |
| } | |
| Edge* leftEnclosingEdge; | |
| Edge* rightEnclosingEdge; | |
| bool restartChecks; | |
| do | |
| { | |
| TESS_LOG("\nvertex %g: (%g,%g), alpha %d\n", | |
| v->fID, | |
| v->fPoint.x, | |
| v->fPoint.y, | |
| v->fAlpha); | |
| restartChecks = false; | |
| FindEnclosingEdges(*v, | |
| activeEdges, | |
| &leftEnclosingEdge, | |
| &rightEnclosingEdge); | |
| v->fLeftEnclosingEdge = leftEnclosingEdge; | |
| v->fRightEnclosingEdge = rightEnclosingEdge; | |
| if (v->fFirstEdgeBelow) | |
| { | |
| for (Edge* edge = v->fFirstEdgeBelow; edge; | |
| edge = edge->fNextEdgeBelow) | |
| { | |
| BoolFail l = this->checkForIntersection(leftEnclosingEdge, | |
| edge, | |
| &activeEdges, | |
| &v, | |
| mesh, | |
| c); | |
| if (l == BoolFail::kFail) | |
| { | |
| return SimplifyResult::kFailed; | |
| } | |
| if (l == BoolFail::kFalse) | |
| { | |
| BoolFail r = | |
| this->checkForIntersection(edge, | |
| rightEnclosingEdge, | |
| &activeEdges, | |
| &v, | |
| mesh, | |
| c); | |
| if (r == BoolFail::kFail) | |
| { | |
| return SimplifyResult::kFailed; | |
| } | |
| if (r == BoolFail::kFalse) | |
| { | |
| // Neither l and r are both false. | |
| continue; | |
| } | |
| } | |
| // Either l or r are true. | |
| result = SimplifyResult::kFoundSelfIntersection; | |
| restartChecks = true; | |
| ++numSelfIntersections; | |
| break; | |
| } // for | |
| } | |
| else | |
| { | |
| BoolFail bf = this->checkForIntersection(leftEnclosingEdge, | |
| rightEnclosingEdge, | |
| &activeEdges, | |
| &v, | |
| mesh, | |
| c); | |
| if (bf == BoolFail::kFail) | |
| { | |
| return SimplifyResult::kFailed; | |
| } | |
| if (bf == BoolFail::kTrue) | |
| { | |
| result = SimplifyResult::kFoundSelfIntersection; | |
| restartChecks = true; | |
| ++numSelfIntersections; | |
| } | |
| } | |
| // In pathological cases, a path can intersect itself millions of | |
| // times. After 500,000 self-intersections are found, reject the | |
| // path. | |
| if (numSelfIntersections > 500000) | |
| { | |
| return SimplifyResult::kFailed; | |
| } | |
| } while (restartChecks); | |
| #ifdef SK_DEBUG | |
| validate_edge_list(&activeEdges, c); | |
| #endif | |
| for (Edge* e = v->fFirstEdgeAbove; e; e = e->fNextEdgeAbove) | |
| { | |
| if (!activeEdges.remove(e)) | |
| { | |
| return SimplifyResult::kFailed; | |
| } | |
| } | |
| Edge* leftEdge = leftEnclosingEdge; | |
| for (Edge* e = v->fFirstEdgeBelow; e; e = e->fNextEdgeBelow) | |
| { | |
| activeEdges.insert(e, leftEdge); | |
| leftEdge = e; | |
| } | |
| } | |
| assert(!activeEdges.fHead && !activeEdges.fTail); | |
| return result; | |
| } | |
| // Stage 5: Tessellate the simplified mesh into monotone polygons. | |
| std::tuple<Poly*, bool> GrTriangulator::tessellate(const VertexList& vertices, | |
| const Comparator&) | |
| { | |
| TESS_LOG("\ntessellating simple polygons\n"); | |
| EdgeList activeEdges; | |
| Poly* polys = nullptr; | |
| for (Vertex* v = vertices.fHead; v != nullptr; v = v->fNext) | |
| { | |
| if (!v->isConnected()) | |
| { | |
| continue; | |
| } | |
| #if TRIANGULATOR_LOGGING | |
| TESS_LOG("\nvertex %g: (%g,%g), alpha %d\n", | |
| v->fID, | |
| v->fPoint.x, | |
| v->fPoint.y, | |
| v->fAlpha); | |
| #endif | |
| Edge* leftEnclosingEdge; | |
| Edge* rightEnclosingEdge; | |
| FindEnclosingEdges(*v, | |
| activeEdges, | |
| &leftEnclosingEdge, | |
| &rightEnclosingEdge); | |
| Poly* leftPoly; | |
| Poly* rightPoly; | |
| if (v->fFirstEdgeAbove) | |
| { | |
| leftPoly = v->fFirstEdgeAbove->fLeftPoly; | |
| rightPoly = v->fLastEdgeAbove->fRightPoly; | |
| } | |
| else | |
| { | |
| leftPoly = | |
| leftEnclosingEdge ? leftEnclosingEdge->fRightPoly : nullptr; | |
| rightPoly = | |
| rightEnclosingEdge ? rightEnclosingEdge->fLeftPoly : nullptr; | |
| } | |
| #if TRIANGULATOR_LOGGING | |
| TESS_LOG("edges above:\n"); | |
| for (Edge* e = v->fFirstEdgeAbove; e; e = e->fNextEdgeAbove) | |
| { | |
| TESS_LOG("%g -> %g, lpoly %d, rpoly %d\n", | |
| e->fTop->fID, | |
| e->fBottom->fID, | |
| e->fLeftPoly ? e->fLeftPoly->fID : -1, | |
| e->fRightPoly ? e->fRightPoly->fID : -1); | |
| } | |
| TESS_LOG("edges below:\n"); | |
| for (Edge* e = v->fFirstEdgeBelow; e; e = e->fNextEdgeBelow) | |
| { | |
| TESS_LOG("%g -> %g, lpoly %d, rpoly %d\n", | |
| e->fTop->fID, | |
| e->fBottom->fID, | |
| e->fLeftPoly ? e->fLeftPoly->fID : -1, | |
| e->fRightPoly ? e->fRightPoly->fID : -1); | |
| } | |
| #endif | |
| if (v->fFirstEdgeAbove) | |
| { | |
| if (leftPoly) | |
| { | |
| leftPoly = | |
| leftPoly->addEdge(v->fFirstEdgeAbove, Side::kRight, this); | |
| } | |
| if (rightPoly) | |
| { | |
| rightPoly = | |
| rightPoly->addEdge(v->fLastEdgeAbove, Side::kLeft, this); | |
| } | |
| for (Edge* e = v->fFirstEdgeAbove; e != v->fLastEdgeAbove; | |
| e = e->fNextEdgeAbove) | |
| { | |
| Edge* rightEdge = e->fNextEdgeAbove; | |
| activeEdges.remove(e); | |
| if (e->fRightPoly) | |
| { | |
| e->fRightPoly->addEdge(e, Side::kLeft, this); | |
| } | |
| if (rightEdge->fLeftPoly && | |
| rightEdge->fLeftPoly != e->fRightPoly) | |
| { | |
| rightEdge->fLeftPoly->addEdge(e, Side::kRight, this); | |
| } | |
| } | |
| activeEdges.remove(v->fLastEdgeAbove); | |
| if (!v->fFirstEdgeBelow) | |
| { | |
| if (leftPoly && rightPoly && leftPoly != rightPoly) | |
| { | |
| assert(leftPoly->fPartner == nullptr && | |
| rightPoly->fPartner == nullptr); | |
| rightPoly->fPartner = leftPoly; | |
| leftPoly->fPartner = rightPoly; | |
| } | |
| } | |
| } | |
| if (v->fFirstEdgeBelow) | |
| { | |
| if (!v->fFirstEdgeAbove) | |
| { | |
| if (leftPoly && rightPoly) | |
| { | |
| if (leftPoly == rightPoly) | |
| { | |
| if (leftPoly->fTail && | |
| leftPoly->fTail->fSide == Side::kLeft) | |
| { | |
| leftPoly = this->makePoly(&polys, | |
| leftPoly->lastVertex(), | |
| leftPoly->fWinding); | |
| leftEnclosingEdge->fRightPoly = leftPoly; | |
| } | |
| else | |
| { | |
| rightPoly = this->makePoly(&polys, | |
| rightPoly->lastVertex(), | |
| rightPoly->fWinding); | |
| rightEnclosingEdge->fLeftPoly = rightPoly; | |
| } | |
| } | |
| Edge* join = this->allocateEdge(leftPoly->lastVertex(), | |
| v, | |
| 1, | |
| EdgeType::kInner); | |
| leftPoly = leftPoly->addEdge(join, Side::kRight, this); | |
| rightPoly = rightPoly->addEdge(join, Side::kLeft, this); | |
| } | |
| } | |
| Edge* leftEdge = v->fFirstEdgeBelow; | |
| leftEdge->fLeftPoly = leftPoly; | |
| activeEdges.insert(leftEdge, leftEnclosingEdge); | |
| for (Edge* rightEdge = leftEdge->fNextEdgeBelow; rightEdge; | |
| rightEdge = rightEdge->fNextEdgeBelow) | |
| { | |
| activeEdges.insert(rightEdge, leftEdge); | |
| int winding = | |
| leftEdge->fLeftPoly ? leftEdge->fLeftPoly->fWinding : 0; | |
| winding += leftEdge->fWinding; | |
| if (winding != 0) | |
| { | |
| Poly* poly = this->makePoly(&polys, v, winding); | |
| leftEdge->fRightPoly = rightEdge->fLeftPoly = poly; | |
| } | |
| leftEdge = rightEdge; | |
| } | |
| v->fLastEdgeBelow->fRightPoly = rightPoly; | |
| } | |
| #if TRIANGULATOR_LOGGING | |
| TESS_LOG("\nactive edges:\n"); | |
| for (Edge* e = activeEdges.fHead; e != nullptr; e = e->fRight) | |
| { | |
| TESS_LOG("%g -> %g, lpoly %d, rpoly %d\n", | |
| e->fTop->fID, | |
| e->fBottom->fID, | |
| e->fLeftPoly ? e->fLeftPoly->fID : -1, | |
| e->fRightPoly ? e->fRightPoly->fID : -1); | |
| } | |
| #endif | |
| } | |
| return {polys, true}; | |
| } | |
| // This is a driver function that calls stages 2-5 in turn. | |
| void GrTriangulator::contoursToMesh(VertexList* contours, | |
| int contourCnt, | |
| VertexList* mesh, | |
| const Comparator& c) | |
| { | |
| #if TRIANGULATOR_LOGGING | |
| for (int i = 0; i < contourCnt; ++i) | |
| { | |
| Vertex* v = contours[i].fHead; | |
| assert(v); | |
| TESS_LOG("path.moveTo(%20.20g, %20.20g);\n", v->fPoint.x, v->fPoint.y); | |
| for (v = v->fNext; v; v = v->fNext) | |
| { | |
| TESS_LOG("path.lineTo(%20.20g, %20.20g);\n", | |
| v->fPoint.x, | |
| v->fPoint.y); | |
| } | |
| } | |
| #endif | |
| this->sanitizeContours(contours, contourCnt); | |
| this->buildEdges(contours, contourCnt, mesh, c); | |
| } | |
| void GrTriangulator::SortMesh(VertexList* vertices, const Comparator& c) | |
| { | |
| if (!vertices || !vertices->fHead) | |
| { | |
| return; | |
| } | |
| // Sort vertices in Y (secondarily in X). | |
| if (c.fDirection == Comparator::Direction::kHorizontal) | |
| { | |
| merge_sort<sweep_lt_horiz>(vertices); | |
| } | |
| else | |
| { | |
| merge_sort<sweep_lt_vert>(vertices); | |
| } | |
| #if TRIANGULATOR_LOGGING | |
| for (Vertex* v = vertices->fHead; v != nullptr; v = v->fNext) | |
| { | |
| static float gID = 0.0f; | |
| v->fID = gID++; | |
| } | |
| #endif | |
| } | |
| std::tuple<Poly*, bool> GrTriangulator::contoursToPolys(VertexList* contours, | |
| int contourCnt) | |
| { | |
| Comparator c(fDirection); | |
| VertexList mesh; | |
| this->contoursToMesh(contours, contourCnt, &mesh, c); | |
| TESS_LOG("\ninitial mesh:\n"); | |
| DUMP_MESH(mesh); | |
| SortMesh(&mesh, c); | |
| TESS_LOG("\nsorted mesh:\n"); | |
| DUMP_MESH(mesh); | |
| this->mergeCoincidentVertices(&mesh, c); | |
| TESS_LOG("\nsorted+merged mesh:\n"); | |
| DUMP_MESH(mesh); | |
| auto result = this->simplify(&mesh, c); | |
| if (result == SimplifyResult::kFailed) | |
| { | |
| return {nullptr, false}; | |
| } | |
| TESS_LOG("\nsimplified mesh:\n"); | |
| DUMP_MESH(mesh); | |
| return this->tessellate(mesh, c); | |
| } | |
| // Stage 6: Triangulate the monotone polygons into a vertex buffer. | |
| template <typename Sink> | |
| size_t GrTriangulator::polysToTriangles(Poly* polys, | |
| FillRule overrideFillType, | |
| bool negateWinding, | |
| gpu::WindingFaces windingFaces, | |
| Sink* sink) const | |
| { | |
| size_t vertexCount = 0; | |
| for (Poly* poly = polys; poly; poly = poly->fNext) | |
| { | |
| if (apply_fill_type(overrideFillType, poly)) | |
| { | |
| vertexCount += emitPoly(poly, negateWinding, windingFaces, sink); | |
| } | |
| } | |
| return vertexCount; | |
| } | |
| static int get_contour_count(const RawPath& path, float tolerance) | |
| { | |
| // We could theoretically be more aggressive about not counting empty | |
| // contours, but we need to actually match the exact number of contour | |
| // linked lists the tessellator will create later on. | |
| int contourCnt = 1; | |
| bool hasPoints = false; | |
| bool first = true; | |
| for (auto [verb, pts] : path) | |
| { | |
| switch (verb) | |
| { | |
| case PathVerb::move: | |
| if (!first) | |
| { | |
| ++contourCnt; | |
| } | |
| [[fallthrough]]; | |
| case PathVerb::line: | |
| case PathVerb::quad: | |
| case PathVerb::cubic: | |
| hasPoints = true; | |
| break; | |
| default: | |
| break; | |
| } | |
| first = false; | |
| } | |
| if (!hasPoints) | |
| { | |
| return 0; | |
| } | |
| return contourCnt; | |
| } | |
| std::tuple<Poly*, bool> GrTriangulator::pathToPolys(const RawPath& path, | |
| float tolerance, | |
| const AABB& clipBounds, | |
| bool* isLinear) | |
| { | |
| int contourCnt = get_contour_count(path, tolerance); | |
| if (contourCnt <= 0) | |
| { | |
| *isLinear = true; | |
| return {nullptr, true}; | |
| } | |
| #if 0 | |
| if (SkPathFillType_IsInverse(fPath.getFillType())) | |
| { | |
| contourCnt++; | |
| } | |
| #endif | |
| std::unique_ptr<VertexList[]> contours(new VertexList[contourCnt]); | |
| this->pathToContours(path, tolerance, clipBounds, contours.get(), isLinear); | |
| return this->contoursToPolys(contours.get(), contourCnt); | |
| } | |
| int64_t GrTriangulator::CountPoints(Poly* polys, FillRule overrideFillType) | |
| { | |
| int64_t count = 0; | |
| for (Poly* poly = polys; poly; poly = poly->fNext) | |
| { | |
| if (apply_fill_type(overrideFillType, poly) && poly->fCount >= 3) | |
| { | |
| count += (poly->fCount - 2) * (TRIANGULATOR_WIREFRAME ? 6 : 3); | |
| } | |
| } | |
| return count; | |
| } | |
| // Stage 6: Triangulate the monotone polygons into a vertex buffer. | |
| size_t GrTriangulator::countMaxTriangleVertices(Poly* polys, | |
| FillRule fillRule) const | |
| { | |
| return math::lossless_numeric_cast<size_t>(CountPoints(polys, fillRule)); | |
| } | |
| size_t GrTriangulator::polysToTriangles( | |
| Poly* polys, | |
| uint64_t maxVertexCount, | |
| FillRule fillRule, | |
| uint16_t pathID, | |
| bool reverseTriangles, | |
| bool negateWinding, | |
| gpu::WindingFaces windingFaces, | |
| gpu::WriteOnlyMappedMemory<gpu::TriangleVertex>* mappedMemory) const | |
| { | |
| if (0 == maxVertexCount || | |
| maxVertexCount > std::numeric_limits<int32_t>::max()) | |
| { | |
| return 0; | |
| } | |
| // Emits triangulations into Rive's mapped triangle vertex buffer. | |
| class TriangleVertexBufferSink | |
| { | |
| public: | |
| TriangleVertexBufferSink( | |
| uint16_t pathID, | |
| bool reverseTriangles, | |
| gpu::WriteOnlyMappedMemory<gpu::TriangleVertex>* mappedMemory) : | |
| m_pathID(pathID), | |
| m_reverseTriangles(reverseTriangles), | |
| m_mappedMemory(mappedMemory) | |
| {} | |
| void emitTriangle(Vec2D a, Vec2D b, Vec2D c, int16_t riveWeight) | |
| { | |
| if (m_reverseTriangles) | |
| { | |
| std::swap(a, c); | |
| } | |
| m_mappedMemory->emplace_back(a, riveWeight, m_pathID); | |
| m_mappedMemory->emplace_back(b, riveWeight, m_pathID); | |
| m_mappedMemory->emplace_back(c, riveWeight, m_pathID); | |
| } | |
| private: | |
| const uint16_t m_pathID; | |
| const bool m_reverseTriangles; | |
| gpu::WriteOnlyMappedMemory<gpu::TriangleVertex>* const m_mappedMemory; | |
| }; | |
| TriangleVertexBufferSink sink(pathID, reverseTriangles, mappedMemory); | |
| size_t actualCount = | |
| polysToTriangles(polys, fillRule, negateWinding, windingFaces, &sink); | |
| assert(actualCount <= maxVertexCount); | |
| return actualCount; | |
| } | |
| size_t GrTriangulator::polysToRetrofitCubicPatches( | |
| Poly* polys, | |
| FillRule fillRule, | |
| gpu::WindingFaces windingFaces, | |
| const RetrofitCubicPatchEmitter& emitPatch) const | |
| { | |
| // Accumulates edge-adjacent, equally-wound triangles into 3-triangle strips | |
| // that we emit in patches instead of 1 at a time, roughly halving the patch | |
| // count. | |
| class BufferedTriStripSink | |
| { | |
| public: | |
| BufferedTriStripSink(const RetrofitCubicPatchEmitter& emitPatch) : | |
| m_emitPatch(emitPatch) | |
| {} | |
| void emitTriangle(Vec2D a, Vec2D b, Vec2D c, int16_t riveWeight) | |
| { | |
| if (a == b || a == c || b == c || riveWeight == 0) | |
| { | |
| return; | |
| } | |
| if (!tryMerge(a, b, c, riveWeight)) | |
| { | |
| flush(); | |
| reset(a, b, c, riveWeight); | |
| } | |
| } | |
| // Emits the buffered polygon (if any) as abs(weight) properly-wound | |
| // patches. | |
| void flush() | |
| { | |
| if (m_corners.size() != 0) | |
| { | |
| // The triangulator is designed to emit all triangles clockwise, | |
| // and rely on the "weight" attribute. Stencil relies on actual | |
| // triangle winding to know whether to increment or decrement, | |
| // so reverse negative-weight polygons. | |
| if (m_weight < 0) | |
| { | |
| std::reverse(m_corners.begin(), m_corners.end()); | |
| } | |
| // Convert the polygon vertices to strip ordering. | |
| // (Rotate the first 3 left by 1 position, yielding | |
| // {v1,v2,v0,v3,v4}). | |
| std::rotate(m_corners.begin(), | |
| m_corners.begin() + 1, | |
| m_corners.begin() + 3); | |
| // Stencil can't incr/decr by a variable amount, so emit | |
| // abs(m_weight) patches instead. | |
| size_t numPatches = std::abs(m_weight); | |
| for (size_t i = 0; i < numPatches; ++i) | |
| { | |
| m_emitPatch(m_corners.data(), m_corners.size()); | |
| } | |
| m_emittedPatchCount += numPatches; | |
| m_corners.clear(); | |
| } | |
| } | |
| // Total patches emitted across all flushes. | |
| size_t emittedPatchCount() const { return m_emittedPatchCount; } | |
| private: | |
| // Start a fresh polygon from a single triangle. | |
| void reset(Vec2D a, Vec2D b, Vec2D c, int16_t weight) | |
| { | |
| m_corners.clear(); | |
| m_corners.push_back(a); | |
| m_corners.push_back(b); | |
| m_corners.push_back(c); | |
| m_weight = weight; | |
| } | |
| // Merges a triangle if it fits in the patch, has the same winding, and | |
| // shares an edge with any side of the polygon. | |
| // Returns false if it can't, in which case the caller flushes and | |
| // starts a new polygon. | |
| bool tryMerge(Vec2D a, Vec2D b, Vec2D c, int16_t weight) | |
| { | |
| if (m_corners.size() == 0 || weight != m_weight || | |
| m_corners.size() >= 5) | |
| { | |
| return false; | |
| } | |
| // Compare each triangle edge against each edge of the buffered | |
| // polygon, searching for a match. | |
| Vec2D tri[3] = {a, b, c}; | |
| for (int e = 0; e < 3; ++e) | |
| { | |
| Vec2D e0 = tri[e], e1 = tri[(e + 1) % 3], | |
| opp = tri[(e + 2) % 3]; | |
| for (uint32_t i = 0; i < m_corners.size(); ++i) | |
| { | |
| Vec2D c0 = m_corners[i]; | |
| Vec2D c1 = m_corners[i + 1 == m_corners.size() ? 0 : i + 1]; | |
| if (e0 == c1 && e1 == c0) | |
| { | |
| // Match! Insert opp between c0 and c1. | |
| m_corners.insert(i + 1, opp); | |
| return true; | |
| } | |
| else | |
| { | |
| // Not a match. Since the buffered triangles all wind in | |
| // the same direction, and since the triangulator | |
| // guarantees no overlap, a matching edge will always be | |
| // (e0,e1)<->(c1,c0). | |
| assert(e0 != c0 || e1 != c1); | |
| } | |
| } | |
| } | |
| return false; | |
| } | |
| // Buffered polygon that we are attempting to emit as a strip of 3 | |
| // triangles instead of a single one. | |
| StackVector<Vec2D, 5> m_corners; | |
| int16_t m_weight = 0; | |
| const RetrofitCubicPatchEmitter& m_emitPatch; | |
| size_t m_emittedPatchCount = 0; | |
| }; | |
| BufferedTriStripSink sink(emitPatch); | |
| polysToTriangles(polys, | |
| fillRule, | |
| /*negateWinding=*/false, | |
| windingFaces, | |
| &sink); | |
| sink.flush(); // Flush the final buffered polygon (if any). | |
| return sink.emittedPatchCount(); | |
| } | |
| } // namespace rive | |
| #endif // SK_ENABLE_OPTIMIZE_SIZE |