| |
| /* |
| * 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 "GrMatrix.h" |
| #include "SkPath.h" |
| #include "SkTArray.h" |
| |
| /** |
| * Utilities for evaluating paths. |
| */ |
| namespace GrPathUtils { |
| GrScalar scaleToleranceToSrc(GrScalar devTol, |
| const GrMatrix& viewM, |
| const GrRect& pathBounds); |
| |
| /// Since we divide by tol if we're computing exact worst-case bounds, |
| /// very small tolerances will be increased to gMinCurveTol. |
| int worstCasePointCount(const SkPath&, |
| int* subpaths, |
| GrScalar tol); |
| |
| /// Since we divide by tol if we're computing exact worst-case bounds, |
| /// very small tolerances will be increased to gMinCurveTol. |
| uint32_t quadraticPointCount(const GrPoint points[], GrScalar tol); |
| |
| uint32_t generateQuadraticPoints(const GrPoint& p0, |
| const GrPoint& p1, |
| const GrPoint& p2, |
| GrScalar tolSqd, |
| GrPoint** points, |
| uint32_t pointsLeft); |
| |
| /// Since we divide by tol if we're computing exact worst-case bounds, |
| /// very small tolerances will be increased to gMinCurveTol. |
| uint32_t cubicPointCount(const GrPoint points[], GrScalar tol); |
| |
| uint32_t generateCubicPoints(const GrPoint& p0, |
| const GrPoint& p1, |
| const GrPoint& p2, |
| const GrPoint& p3, |
| GrScalar tolSqd, |
| GrPoint** 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 GrPoint controlPts[3]) { this->set(controlPts); } |
| void set(const GrPoint controlPts[3]); |
| |
| /** |
| * Applies the matrix to vertex positions to compute UV coords. This |
| * has been templated so that the compiler can easliy unroll the loop |
| * and reorder to avoid stalling for loads. The assumption is that a |
| * path renderer will have a small fixed number of vertices that it |
| * uploads for each quad. |
| * |
| * N is the number of vertices. |
| * STRIDE is the size of each vertex. |
| * UV_OFFSET is the offset of the UV values within each vertex. |
| * vertices is a pointer to the first vertex. |
| */ |
| template <int N, size_t STRIDE, size_t UV_OFFSET> |
| void apply(const void* vertices) { |
| intptr_t xyPtr = reinterpret_cast<intptr_t>(vertices); |
| intptr_t uvPtr = reinterpret_cast<intptr_t>(vertices) + UV_OFFSET; |
| 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 < N; ++i) { |
| const GrPoint* xy = reinterpret_cast<const GrPoint*>(xyPtr); |
| GrPoint* uv = reinterpret_cast<GrPoint*>(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]; |
| }; |
| |
| |
| // 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 (TODO: share endpoints in returned |
| // array) |
| // 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. |
| // Setting constrainWithinTangents to true enforces this property. When this |
| // is true the cubic must be simple and dir must specify the orientation of |
| // the cubic. Otherwise, dir is ignored. |
| void convertCubicToQuads(const GrPoint p[4], |
| SkScalar tolScale, |
| bool constrainWithinTangents, |
| SkPath::Direction dir, |
| SkTArray<SkPoint, true>* quads); |
| }; |
| #endif |