| /* | |
| * Copyright 2011 Google Inc. | |
| * | |
| * Use of this source code is governed by a BSD-style license that can be | |
| * found in the LICENSE file. | |
| */ | |
| #ifndef GrPathUtils_DEFINED | |
| #define GrPathUtils_DEFINED | |
| #include "include/core/SkPoint.h" | |
| #include "include/core/SkScalar.h" | |
| #include "include/private/SkTArray.h" | |
| #include <cstddef> | |
| #include <cstdint> | |
| class SkMatrix; | |
| enum class SkPathFirstDirection; | |
| struct SkRect; | |
| /** | |
| * Utilities for evaluating paths. | |
| */ | |
| namespace GrPathUtils { | |
| // When tessellating curved paths into linear segments, this defines the maximum distance in screen | |
| // space which a segment may deviate from the mathematically correct value. Above this value, the | |
| // segment will be subdivided. | |
| // This value was chosen to approximate the supersampling accuracy of the raster path (16 samples, | |
| // or one quarter pixel). | |
| static const SkScalar kDefaultTolerance = SkDoubleToScalar(0.25); | |
| // We guarantee that no quad or cubic will ever produce more than this many points | |
| static const int kMaxPointsPerCurve = 1 << 10; | |
| // Very small tolerances will be increased to a minimum threshold value, to avoid division problems | |
| // in subsequent math. | |
| SkScalar scaleToleranceToSrc(SkScalar devTol, | |
| const SkMatrix& viewM, | |
| const SkRect& pathBounds); | |
| // Returns the maximum number of vertices required when using a recursive chopping algorithm to | |
| // linearize the quadratic Bezier (e.g. generateQuadraticPoints below) to the given error tolerance. | |
| // This is a power of two and will not exceed kMaxPointsPerCurve. | |
| uint32_t quadraticPointCount(const SkPoint points[], SkScalar tol); | |
| // Returns the number of points actually written to 'points', will be <= to 'pointsLeft' | |
| uint32_t generateQuadraticPoints(const SkPoint& p0, | |
| const SkPoint& p1, | |
| const SkPoint& p2, | |
| SkScalar tolSqd, | |
| SkPoint** points, | |
| uint32_t pointsLeft); | |
| // Returns the maximum number of vertices required when using a recursive chopping algorithm to | |
| // linearize the cubic Bezier (e.g. generateQuadraticPoints below) to the given error tolerance. | |
| // This is a power of two and will not exceed kMaxPointsPerCurve. | |
| uint32_t cubicPointCount(const SkPoint points[], SkScalar tol); | |
| // Returns the number of points actually written to 'points', will be <= to 'pointsLeft' | |
| uint32_t generateCubicPoints(const SkPoint& p0, | |
| const SkPoint& p1, | |
| const SkPoint& p2, | |
| const SkPoint& p3, | |
| SkScalar tolSqd, | |
| SkPoint** points, | |
| uint32_t pointsLeft); | |
| // A 2x3 matrix that goes from the 2d space coordinates to UV space where u^2-v = 0 specifies the | |
| // quad. The matrix is determined by the control points of the quadratic. | |
| class QuadUVMatrix { | |
| public: | |
| QuadUVMatrix() {} | |
| // Initialize the matrix from the control pts | |
| QuadUVMatrix(const SkPoint controlPts[3]) { this->set(controlPts); } | |
| void set(const SkPoint controlPts[3]); | |
| /** | |
| * Applies the matrix to vertex positions to compute UV coords. | |
| * | |
| * vertices is a pointer to the first vertex. | |
| * vertexCount is the number of vertices. | |
| * stride is the size of each vertex. | |
| * uvOffset is the offset of the UV values within each vertex. | |
| */ | |
| void apply(void* vertices, int vertexCount, size_t stride, size_t uvOffset) const { | |
| intptr_t xyPtr = reinterpret_cast<intptr_t>(vertices); | |
| intptr_t uvPtr = reinterpret_cast<intptr_t>(vertices) + uvOffset; | |
| float sx = fM[0]; | |
| float kx = fM[1]; | |
| float tx = fM[2]; | |
| float ky = fM[3]; | |
| float sy = fM[4]; | |
| float ty = fM[5]; | |
| for (int i = 0; i < vertexCount; ++i) { | |
| const SkPoint* xy = reinterpret_cast<const SkPoint*>(xyPtr); | |
| SkPoint* uv = reinterpret_cast<SkPoint*>(uvPtr); | |
| uv->fX = sx * xy->fX + kx * xy->fY + tx; | |
| uv->fY = ky * xy->fX + sy * xy->fY + ty; | |
| xyPtr += stride; | |
| uvPtr += stride; | |
| } | |
| } | |
| private: | |
| float fM[6]; | |
| }; | |
| // Input is 3 control points and a weight for a bezier conic. Calculates the three linear | |
| // functionals (K,L,M) that represent the implicit equation of the conic, k^2 - lm. | |
| // | |
| // Output: klm holds the linear functionals K,L,M as row vectors: | |
| // | |
| // | ..K.. | | x | | k | | |
| // | ..L.. | * | y | == | l | | |
| // | ..M.. | | 1 | | m | | |
| // | |
| void getConicKLM(const SkPoint p[3], const SkScalar weight, SkMatrix* klm); | |
| // Converts a cubic into a sequence of quads. If working in device space use tolScale = 1, otherwise | |
| // set based on stretchiness of the matrix. The result is sets of 3 points in quads. This will | |
| // preserve the starting and ending tangent vectors (modulo FP precision). | |
| void convertCubicToQuads(const SkPoint p[4], | |
| SkScalar tolScale, | |
| skia_private::TArray<SkPoint, true>* quads); | |
| // When we approximate a cubic {a,b,c,d} with a quadratic we may have to ensure that the new control | |
| // point lies between the lines ab and cd. The convex path renderer requires this. It starts with a | |
| // path where all the control points taken together form a convex polygon. It relies on this | |
| // property and the quadratic approximation of cubics step cannot alter it. This variation enforces | |
| // this constraint. The cubic must be simple and dir must specify the orientation of the contour | |
| // containing the cubic. | |
| void convertCubicToQuadsConstrainToTangents(const SkPoint p[4], | |
| SkScalar tolScale, | |
| SkPathFirstDirection dir, | |
| skia_private::TArray<SkPoint, true>* quads); | |
| } // namespace GrPathUtils | |
| #endif |