/* * 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/base/SkTArray.h" #include #include 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(vertices); intptr_t uvPtr = reinterpret_cast(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(xyPtr); SkPoint* uv = reinterpret_cast(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* 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* quads); } // namespace GrPathUtils #endif