| /* |
| * Copyright 2022 Rive |
| * Copyright 2015 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "gm.hpp" |
| #include "gmutils.hpp" |
| #include "rive/renderer.hpp" |
| |
| using namespace rivegm; |
| using namespace rive; |
| |
| namespace |
| { |
| |
| // Concave test |
| void test_concave(Renderer* canvas, const Paint& paint) |
| { |
| canvas->translate(0, 0); |
| canvas->drawPath( |
| PathBuilder::Polygon({{20, 20}, {80, 20}, {30, 30}, {20, 80}}, false), |
| paint); |
| } |
| |
| // Reverse concave test |
| void test_reverse_concave(Renderer* canvas, const Paint& paint) |
| { |
| canvas->save(); |
| canvas->translate(100, 0); |
| canvas->drawPath( |
| PathBuilder::Polygon({{20, 20}, {20, 80}, {30, 30}, {80, 20}}, false), |
| paint); |
| canvas->restore(); |
| } |
| |
| // Bowtie (intersection) |
| void test_bowtie(Renderer* canvas, const Paint& paint) |
| { |
| canvas->save(); |
| canvas->translate(200, 0); |
| canvas->drawPath( |
| PathBuilder::Polygon({{20, 20}, {80, 80}, {80, 20}, {20, 80}}, false), |
| paint); |
| canvas->restore(); |
| } |
| |
| // "fake" bowtie (concave, but no intersection) |
| void test_fake_bowtie(Renderer* canvas, const Paint& paint) |
| { |
| canvas->save(); |
| canvas->translate(300, 0); |
| canvas->drawPath( |
| PathBuilder::Polygon( |
| {{20, 20}, {50, 40}, {80, 20}, {80, 80}, {50, 60}, {20, 80}}, |
| false), |
| paint); |
| canvas->restore(); |
| } |
| |
| // Bowtie with a smaller right hand lobe. The outer vertex of the left hand |
| // lobe intrudes into the interior of the right hand lobe. |
| void test_intruding_vertex(Renderer* canvas, const Paint& paint) |
| { |
| canvas->save(); |
| canvas->translate(400, 0); |
| canvas->drawPath( |
| PathBuilder::Polygon( |
| {{20, 20}, {50, 50}, {68, 20}, {68, 80}, {50, 50}, {20, 80}}, |
| false, |
| FillRule::nonZero), |
| paint); |
| canvas->restore(); |
| } |
| |
| // A shape with an edge that becomes inverted on AA stroking and that also |
| // contains a repeated start/end vertex. |
| void test_inversion_repeat_vertex(Renderer* canvas, const Paint& paint) |
| { |
| canvas->save(); |
| canvas->translate(400, 100); |
| const std::vector<Vec2D> pts = { |
| {80, 50}, |
| {40, 80}, |
| {60, 20}, |
| {20, 20}, |
| {39.99f, 80}, |
| {80, 50}, |
| }; |
| canvas->drawPath(PathBuilder::Polygon(pts, false, FillRule::nonZero), |
| paint); |
| canvas->restore(); |
| } |
| |
| // Fish test (intersection/concave) |
| void test_fish(Renderer* canvas, const Paint& paint) |
| { |
| canvas->save(); |
| canvas->translate(0, 100); |
| canvas->drawPath( |
| PathBuilder::Polygon( |
| {{20, 20}, {80, 80}, {70, 50}, {80, 20}, {20, 80}, {0, 50}}, |
| false, |
| FillRule::nonZero), |
| paint); |
| canvas->restore(); |
| } |
| |
| // Overlapping "Fast-forward" icon: tests coincidence of inner and outer |
| // vertices generated by intersection. |
| void test_fast_forward(Renderer* canvas, const Paint& paint) |
| { |
| canvas->save(); |
| canvas->translate(100, 100); |
| auto path = PathBuilder() |
| .addPolygon({{20, 20}, {60, 50}, {20, 80}}, false) |
| .addPolygon({{40, 20}, {40, 80}, {80, 50}}, false) |
| .detach(); |
| canvas->drawPath(path, paint); |
| canvas->restore(); |
| } |
| |
| // Square polygon with a square hole. |
| void test_hole(Renderer* canvas, const Paint& paint) |
| { |
| canvas->save(); |
| canvas->translate(200, 100); |
| auto path = PathBuilder() |
| .addPolygon({{20, 20}, {80, 20}, {80, 80}, {20, 80}}, false) |
| .addPolygon({{30, 30}, {30, 70}, {70, 70}, {70, 30}}, false) |
| .detach(); |
| canvas->drawPath(path, paint); |
| canvas->restore(); |
| } |
| |
| // Star test (self-intersecting) |
| void test_star(Renderer* canvas, const Paint& paint) |
| { |
| canvas->save(); |
| canvas->translate(300, 100); |
| canvas->drawPath( |
| PathBuilder::Polygon({{30, 20}, {50, 80}, {70, 20}, {20, 57}, {80, 57}}, |
| false), |
| paint); |
| canvas->restore(); |
| } |
| |
| // Exercise a case where the intersection is below a bottom edge. |
| void test_twist(Renderer* canvas, const Paint& paint) |
| { |
| canvas->save(); |
| canvas->translate(420, 220); |
| canvas->scale(10, 10); |
| const std::vector<Vec2D> pts = { |
| {0.5f, 6}, |
| {5.8070392608642578125f, 6.4612660408020019531f}, |
| {-2.9186885356903076172f, 2.811046600341796875f}, |
| {0.49999994039535522461f, -1.4124038219451904297f}, |
| }; |
| canvas->drawPath(PathBuilder::Polygon(pts, false), paint); |
| canvas->restore(); |
| } |
| |
| // Stairstep with repeated vert (intersection) |
| void test_stairstep(Renderer* canvas, const Paint& paint) |
| { |
| canvas->save(); |
| canvas->translate(0, 200); |
| canvas->drawPath( |
| PathBuilder::Polygon( |
| {{50, 50}, {50, 20}, {80, 20}, {50, 50}, {20, 50}, {20, 80}}, |
| false), |
| paint); |
| canvas->restore(); |
| } |
| |
| void test_stairstep2(Renderer* canvas, const Paint& paint) |
| { |
| canvas->save(); |
| canvas->translate(100, 200); |
| canvas->drawPath( |
| PathBuilder::Polygon({{20, 60}, {35, 80}, {50, 60}, {65, 80}, {80, 60}}, |
| false), |
| paint); |
| canvas->restore(); |
| } |
| |
| // Overlapping segments |
| void test_overlapping(Renderer* canvas, const Paint& paint) |
| { |
| canvas->save(); |
| canvas->translate(200, 200); |
| canvas->drawPath( |
| PathBuilder::Polygon({{20, 80}, {80, 80}, {80, 20}, {80, 30}}, false), |
| paint); |
| canvas->restore(); |
| } |
| |
| // Two "island" triangles inside a containing rect. |
| // This exercises the partnering code in the tessellator. |
| void test_partners(Renderer* canvas, const Paint& paint) |
| { |
| canvas->save(); |
| canvas->translate(300, 200); |
| auto path = PathBuilder() |
| .addPolygon({{20, 80}, {80, 80}, {80, 20}, {20, 20}}, false) |
| .addPolygon({{30, 30}, {45, 50}, {30, 70}}, false) |
| .addPolygon({{70, 30}, {70, 70}, {55, 50}}, false) |
| .detach(); |
| canvas->drawPath(path, paint); |
| canvas->restore(); |
| } |
| |
| // A split edge causes one half to be merged to zero winding (destroyed). |
| // Test that the other half of the split doesn't also get zero winding. |
| void test_winding_merged_to_zero(Renderer* canvas, const Paint& paint) |
| { |
| PathBuilder path; |
| canvas->save(); |
| canvas->translate(400, 350); |
| path.moveTo(20, 80); |
| path.moveTo(70, -0.000001f); |
| path.lineTo(70, 0.0); |
| path.lineTo(60, -30.0); |
| path.lineTo(40, 20.0); |
| path.moveTo(50, 50.0); |
| path.lineTo(50, -50.0); |
| path.lineTo(10, 50.0); |
| canvas->drawPath(path.detach(), paint); |
| canvas->restore(); |
| } |
| |
| // Monotone test 1 (point in the middle) |
| void test_monotone_1(Renderer* canvas, const Paint& paint) |
| { |
| PathBuilder path; |
| canvas->save(); |
| canvas->translate(0, 300); |
| path.moveTo(20, 20); |
| path.quadTo(20, 50, 80, 50); |
| path.quadTo(20, 50, 20, 80); |
| canvas->drawPath(path.detach(), paint); |
| canvas->restore(); |
| } |
| |
| // Monotone test 2 (point at the top) |
| void test_monotone_2(Renderer* canvas, const Paint& paint) |
| { |
| PathBuilder path; |
| canvas->save(); |
| canvas->translate(100, 300); |
| path.moveTo(20, 20); |
| path.lineTo(80, 30); |
| path.quadTo(20, 20, 20, 80); |
| canvas->drawPath(path.detach(), paint); |
| canvas->restore(); |
| } |
| |
| // Monotone test 3 (point at the bottom) |
| void test_monotone_3(Renderer* canvas, const Paint& paint) |
| { |
| PathBuilder path; |
| canvas->save(); |
| canvas->translate(200, 300); |
| path.moveTo(20, 80); |
| path.lineTo(80, 70); |
| path.quadTo(20, 80, 20, 20); |
| canvas->drawPath(path.detach(), paint); |
| canvas->restore(); |
| } |
| |
| // Monotone test 4 (merging of two monotones) |
| void test_monotone_4(Renderer* canvas, const Paint& paint) |
| { |
| PathBuilder path; |
| canvas->save(); |
| canvas->translate(300, 300); |
| path.moveTo(80, 25); |
| path.lineTo(50, 39); |
| path.lineTo(20, 25); |
| path.lineTo(40, 45); |
| path.lineTo(70, 50); |
| path.lineTo(80, 80); |
| canvas->drawPath(path.detach(), paint); |
| canvas->restore(); |
| } |
| |
| // Monotone test 5 (aborted merging of two monotones) |
| void test_monotone_5(Renderer* canvas, const Paint& paint) |
| { |
| PathBuilder path; |
| canvas->save(); |
| canvas->translate(0, 400); |
| path.moveTo(50, 20); |
| path.lineTo(80, 80); |
| path.lineTo(50, 50); |
| path.lineTo(20, 80); |
| canvas->drawPath(path.detach(), paint); |
| canvas->restore(); |
| } |
| // Degenerate intersection test |
| void test_degenerate(Renderer* canvas, const Paint& paint) |
| { |
| PathBuilder path; |
| canvas->save(); |
| canvas->translate(100, 400); |
| path.moveTo(50, 20); |
| path.lineTo(70, 30); |
| path.lineTo(20, 50); |
| path.moveTo(50, 20); |
| path.lineTo(80, 80); |
| path.lineTo(50, 80); |
| canvas->drawPath(path.detach(), paint); |
| canvas->restore(); |
| } |
| // Two triangles with a coincident edge. |
| void test_coincident_edge(Renderer* canvas, const Paint& paint) |
| { |
| PathBuilder path; |
| canvas->save(); |
| canvas->translate(200, 400); |
| |
| path.moveTo(80, 20); |
| path.lineTo(80, 80); |
| path.lineTo(20, 80); |
| |
| path.moveTo(20, 20); |
| path.lineTo(80, 80); |
| path.lineTo(20, 80); |
| |
| canvas->drawPath(path.detach(), paint); |
| canvas->restore(); |
| } |
| // Bowtie with a coincident triangle (one triangle vertex coincident with the |
| // bowtie's intersection). |
| void test_bowtie_coincident_triangle(Renderer* canvas, const Paint& paint) |
| { |
| PathBuilder path; |
| canvas->save(); |
| canvas->translate(300, 400); |
| path.moveTo(20, 20); |
| path.lineTo(80, 80); |
| path.lineTo(80, 20); |
| path.lineTo(20, 80); |
| path.moveTo(50, 50); |
| path.lineTo(80, 20); |
| path.lineTo(80, 80); |
| canvas->drawPath(path.detach(), paint); |
| canvas->restore(); |
| } |
| |
| // Collinear outer boundary edges. In the edge-AA codepath, this creates an |
| // overlap region which contains a boundary edge. It can't be removed, but it |
| // must have the correct winding. |
| void test_collinear_outer_boundary_edge(Renderer* canvas, const Paint& paint) |
| { |
| PathBuilder path; |
| canvas->save(); |
| canvas->translate(400, 400); |
| path.moveTo(20, 20); |
| path.lineTo(20, 50); |
| path.lineTo(50, 50); |
| path.moveTo(80, 50); |
| path.lineTo(50, 50); |
| path.lineTo(80, 20); |
| canvas->drawPath(path.detach(), paint); |
| canvas->restore(); |
| } |
| |
| // Coincident edges (big ones first, coincident vert on top). |
| void test_coincident_edges_1(Renderer* canvas, const Paint& paint) |
| { |
| PathBuilder path; |
| canvas->save(); |
| canvas->translate(0, 500); |
| path.moveTo(20, 20); |
| path.lineTo(80, 80); |
| path.lineTo(20, 80); |
| path.moveTo(20, 20); |
| path.lineTo(50, 50); |
| path.lineTo(20, 50); |
| canvas->drawPath(path.detach(), paint); |
| canvas->restore(); |
| } |
| // Coincident edges (small ones first, coincident vert on top). |
| void test_coincident_edges_2(Renderer* canvas, const Paint& paint) |
| { |
| PathBuilder path; |
| canvas->save(); |
| canvas->translate(100, 500); |
| path.moveTo(20, 20); |
| path.lineTo(50, 50); |
| path.lineTo(20, 50); |
| path.moveTo(20, 20); |
| path.lineTo(80, 80); |
| path.lineTo(20, 80); |
| canvas->drawPath(path.detach(), paint); |
| canvas->restore(); |
| } |
| // Coincident edges (small ones first, coincident vert on bottom). |
| void test_coincident_edges_3(Renderer* canvas, const Paint& paint) |
| { |
| PathBuilder path; |
| canvas->save(); |
| canvas->translate(200, 500); |
| path.moveTo(20, 80); |
| path.lineTo(20, 50); |
| path.lineTo(50, 50); |
| path.moveTo(20, 80); |
| path.lineTo(20, 20); |
| path.lineTo(80, 20); |
| canvas->drawPath(path.detach(), paint); |
| canvas->restore(); |
| } |
| // Coincident edges (big ones first, coincident vert on bottom). |
| void test_coincident_edges_4(Renderer* canvas, const Paint& paint) |
| { |
| PathBuilder path; |
| canvas->save(); |
| canvas->translate(300, 500); |
| path.moveTo(20, 80); |
| path.lineTo(20, 20); |
| path.lineTo(80, 20); |
| path.moveTo(20, 80); |
| path.lineTo(20, 50); |
| path.lineTo(50, 50); |
| canvas->drawPath(path.detach(), paint); |
| canvas->restore(); |
| } |
| |
| } // namespace |
| |
| DEF_SIMPLE_GM(concavepaths, 500, 600, canvas) |
| { |
| Paint paint; |
| paint->style(RenderPaintStyle::fill); |
| |
| test_concave(canvas, paint); |
| test_reverse_concave(canvas, paint); |
| test_bowtie(canvas, paint); |
| test_fake_bowtie(canvas, paint); |
| test_intruding_vertex(canvas, paint); |
| test_fish(canvas, paint); |
| test_fast_forward(canvas, paint); |
| test_hole(canvas, paint); |
| test_star(canvas, paint); |
| test_twist(canvas, paint); |
| test_inversion_repeat_vertex(canvas, paint); |
| test_stairstep(canvas, paint); |
| test_stairstep2(canvas, paint); |
| test_overlapping(canvas, paint); |
| test_partners(canvas, paint); |
| test_winding_merged_to_zero(canvas, paint); |
| test_monotone_1(canvas, paint); |
| test_monotone_2(canvas, paint); |
| test_monotone_3(canvas, paint); |
| test_monotone_4(canvas, paint); |
| test_monotone_5(canvas, paint); |
| test_degenerate(canvas, paint); |
| test_coincident_edge(canvas, paint); |
| test_bowtie_coincident_triangle(canvas, paint); |
| test_collinear_outer_boundary_edge(canvas, paint); |
| test_coincident_edges_1(canvas, paint); |
| test_coincident_edges_2(canvas, paint); |
| test_coincident_edges_3(canvas, paint); |
| test_coincident_edges_4(canvas, paint); |
| } |