| /* | |
| * 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/SkRect.h" | |
| #include "include/private/SkTArray.h" | |
| #include "src/core/SkGeometry.h" | |
| #include "src/core/SkPathPriv.h" | |
| #include "src/gpu/GrVertexWriter.h" | |
| #include "src/gpu/GrVx.h" | |
| class SkMatrix; | |
| /** | |
| * 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, | |
| SkTArray<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, | |
| SkTArray<SkPoint, true>* quads); | |
| // Converts the given line to a cubic bezier. | |
| // NOTE: This method interpolates at 1/3 and 2/3, but if suitable in context, the cubic | |
| // {p0, p0, p1, p1} may also work. | |
| inline void writeLineAsCubic(SkPoint startPt, SkPoint endPt, GrVertexWriter* writer) { | |
| using grvx::float2, skvx::bit_pun; | |
| float2 p0 = bit_pun<float2>(startPt); | |
| float2 p1 = bit_pun<float2>(endPt); | |
| float2 v = (p1 - p0) * (1/3.f); | |
| writer->write(p0, p0 + v, p1 - v, p1); | |
| } | |
| // Converts the given quadratic bezier to a cubic. | |
| inline void writeQuadAsCubic(const SkPoint p[3], GrVertexWriter* writer) { | |
| using grvx::float2, skvx::bit_pun; | |
| float2 p0 = bit_pun<float2>(p[0]); | |
| float2 p1 = bit_pun<float2>(p[1]); | |
| float2 p2 = bit_pun<float2>(p[2]); | |
| float2 c = p1 * (2/3.f); | |
| writer->write(p0, grvx::fast_madd<2>(p0, 1/3.f, c), grvx::fast_madd<2>(p2, 1/3.f, c), p2); | |
| } | |
| inline void convertQuadToCubic(const SkPoint p[3], SkPoint out[4]) { | |
| GrVertexWriter writer(out); | |
| writeQuadAsCubic(p, &writer); | |
| } | |
| // Finds 0, 1, or 2 T values at which to chop the given curve in order to guarantee the resulting | |
| // cubics are convex and rotate no more than 180 degrees. | |
| // | |
| // - If the cubic is "serpentine", then the T values are any inflection points in [0 < T < 1]. | |
| // - If the cubic is linear, then the T values are any 180-degree cusp points in [0 < T < 1]. | |
| // - Otherwise the T value is the point at which rotation reaches 180 degrees, iff in [0 < T < 1]. | |
| // | |
| // 'areCusps' is set to true if the chop point occurred at a cusp (within tolerance), or if the chop | |
| // point(s) occurred at 180-degree turnaround points on a degenerate flat line. | |
| int findCubicConvex180Chops(const SkPoint[], float T[2], bool* areCusps); | |
| // Returns true if the given conic (or quadratic) has a cusp point. The w value is not necessary in | |
| // determining this. If there is a cusp, it can be found at the midtangent. | |
| inline bool conicHasCusp(const SkPoint p[3]) { | |
| SkVector a = p[1] - p[0]; | |
| SkVector b = p[2] - p[1]; | |
| // A conic of any class can only have a cusp if it is a degenerate flat line with a 180 degree | |
| // turnarund. To detect this, the beginning and ending tangents must be parallel | |
| // (a.cross(b) == 0) and pointing in opposite directions (a.dot(b) < 0). | |
| return a.cross(b) == 0 && a.dot(b) < 0; | |
| } | |
| } // namespace GrPathUtils | |
| #endif |