| /* |
| * Copyright 2020 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #ifndef GrAATriangulator_DEFINED |
| #define GrAATriangulator_DEFINED |
| |
| #include "src/gpu/GrTriangulator.h" |
| |
| // Triangulates the given path in device space with a mesh of alpha ramps for antialiasing. |
| class GrAATriangulator : private GrTriangulator { |
| public: |
| static int PathToAATriangles(const SkPath& path, SkScalar tolerance, const SkRect& clipBounds, |
| GrEagerVertexAllocator* vertexAllocator) { |
| SkArenaAlloc alloc(kArenaDefaultChunkSize); |
| GrAATriangulator aaTriangulator(path, &alloc); |
| aaTriangulator.fRoundVerticesToQuarterPixel = true; |
| aaTriangulator.fEmitCoverage = true; |
| bool isLinear; |
| Poly* polys = aaTriangulator.pathToPolys(tolerance, clipBounds, &isLinear); |
| return aaTriangulator.polysToAATriangles(polys, vertexAllocator); |
| } |
| |
| // Structs used by GrAATriangulator internals. |
| struct SSEdge; |
| struct EventList; |
| struct Event { |
| Event(SSEdge* edge, const SkPoint& point, uint8_t alpha) |
| : fEdge(edge), fPoint(point), fAlpha(alpha) {} |
| SSEdge* fEdge; |
| SkPoint fPoint; |
| uint8_t fAlpha; |
| void apply(VertexList* mesh, const Comparator&, EventList* events, const GrAATriangulator*); |
| }; |
| struct EventComparator { |
| enum class Op { kLessThan, kGreaterThan }; |
| EventComparator(Op op) : fOp(op) {} |
| bool operator() (Event* const &e1, Event* const &e2) { |
| return fOp == Op::kLessThan ? e1->fAlpha < e2->fAlpha |
| : e1->fAlpha > e2->fAlpha; |
| } |
| Op fOp; |
| }; |
| |
| private: |
| GrAATriangulator(const SkPath& path, SkArenaAlloc* alloc) : GrTriangulator(path, alloc) {} |
| |
| // For screenspace antialiasing, the algorithm is modified as follows: |
| // |
| // Run steps 1-5 above to produce polygons. |
| // 5b) Apply fill rules to extract boundary contours from the polygons: |
| void extractBoundary(EdgeList* boundary, Edge* e) const; |
| void extractBoundaries(const VertexList& inMesh, VertexList* innerVertices, |
| const Comparator&) const; |
| |
| // 5c) Simplify boundaries to remove "pointy" vertices that cause inversions: |
| void simplifyBoundary(EdgeList* boundary, const Comparator&) const; |
| |
| // 5d) Displace edges by half a pixel inward and outward along their normals. Intersect to find |
| // new vertices, and set zero alpha on the exterior and one alpha on the interior. Build a |
| // new antialiased mesh from those vertices: |
| void strokeBoundary(EdgeList* boundary, VertexList* innerMesh, const Comparator&) const; |
| |
| // Run steps 3-6 above on the new mesh, and produce antialiased triangles. |
| Poly* tessellate(const VertexList& mesh, const Comparator&) const override; |
| int polysToAATriangles(Poly*, GrEagerVertexAllocator*) const; |
| |
| // Additional helpers and driver functions. |
| void makeEvent(SSEdge*, EventList* events) const; |
| void makeEvent(SSEdge*, Vertex* v, SSEdge* other, Vertex* dest, EventList* events, |
| const Comparator&) const; |
| void connectPartners(VertexList* mesh, const Comparator&) const; |
| void removeNonBoundaryEdges(const VertexList& mesh) const; |
| void connectSSEdge(Vertex* v, Vertex* dest, const Comparator&) const; |
| bool collapseOverlapRegions(VertexList* mesh, const Comparator&, EventComparator comp) const; |
| |
| // FIXME: fOuterMesh should be plumbed through function parameters instead. |
| mutable VertexList fOuterMesh; |
| }; |
| |
| #endif |