Chromium Code Reviews| Index: src/gpu/GrTessellatingPathRenderer.cpp |
| diff --git a/src/gpu/GrTessellatingPathRenderer.cpp b/src/gpu/GrTessellatingPathRenderer.cpp |
| new file mode 100644 |
| index 0000000000000000000000000000000000000000..8cdb94747488d0fde0fe29fec98ed8a115af662d |
| --- /dev/null |
| +++ b/src/gpu/GrTessellatingPathRenderer.cpp |
| @@ -0,0 +1,1492 @@ |
| +/* |
| + * Copyright 2015 Google Inc. |
| + * |
| + * Use of this source code is governed by a BSD-style license that can be |
| + * found in the LICENSE file. |
| + */ |
| + |
| +#include "GrTessellatingPathRenderer.h" |
| + |
| +#include "GrDefaultGeoProcFactory.h" |
| +#include "GrPathUtils.h" |
| +#include "SkChunkAlloc.h" |
| +#include "SkGeometry.h" |
| + |
| +#include <stdio.h> |
| + |
| +/* |
| + * This path renderer tessellates the path into triangles, uploads the triangles to a |
| + * vertex buffer, and renders them with a single draw call. It does not currently do |
| + * antialiasing, so it must be used in conjunction with multisampling. |
| + * |
| + * There are six stages to the algorithm: |
| + * |
| + * 1) Linearize the path contours into piecewise linear segments (path_to_contours()). |
| + * 2) Build a mesh of edges connecting the vertices (build_edges()). |
| + * 3) Sort the vertices in Y (and secondarily in X) (merge_sort()). |
| + * 4) Simplify the mesh by inserting new vertices at intersecting edges (simplify()). |
| + * 5) Tessellate the simplified mesh into monotone polygons (tessellate()). |
| + * 6) Triangulate the monotone polygons directly into a vertex buffer (polys_to_triangles()). |
| + * |
| + * The vertex sorting in step (3) is a merge sort, since it plays well with the linked list |
| + * of vertices (and the necessity of inserting new vertices on intersection). |
| + * |
| + * Stages (4) and (5) use an active edge list, which a list of all edges for which the |
| + * sweep line has crossed the top vertex, but not the bottom vertex. It's sorted |
| + * left-to-right based on the point where both edges are active (when both top vertices |
| + * have been seen, so the "lower" top vertex of the two). If the top vertices are equal |
| + * (shared), it's sorted based on the last point where both edges are active, so the |
| + * "upper" bottom vertex. |
| + * |
| + * The most complex step is the simplification (4). It's based on the Bentley-Ottman |
| + * line-sweep algorithm, but due to floating point inaccuracy, the intersection points are |
| + * not exact and may violate the mesh topology or active edge list ordering. We |
| + * accommodate this by adjusting the topology of the mesh and AEL to match the intersection |
| + * points. This occurs in three ways: |
| + * |
| + * A) Intersections may cause a shortened edge to no longer be ordered with respect to its |
| + * neighbouring edges at the top or bottom vertex. This is handled by merging the |
| + * edges (merge_collinear_edges()). |
| + * B) Intersections may cause an edge to violate the left-to-right ordering of the |
| + * active edge list. This is handled by splitting the neighbour edge on the |
| + * intersected vertex (cleanup_active_edges()). |
| + * C) Shortening an edge may cause an active edge to become inactive or an inactive edge |
| + * to become active. This is handled by removing or inserting the edge in the active |
| + * edge list (fix_active_state()). |
| + * |
| + * The tessellation steps (5) and (6) are based on "Triangulating Simple Polygons and |
| + * Equivalent Problems" (Fournier and Montuno); also a line-sweep algorithm. Note that it |
| + * currently uses a linked list for the active edge list, rather than a 2-3 tree as the |
| + * paper describes. The 2-3 tree gives O(lg N) lookups, but insertion and removal also |
| + * become O(lg N). In all the test cases, it was found that the cost of frequent O(lg N) |
| + * insertions and removals was greater than the cost of infrequent O(N) lookups with the |
| + * linked list implementation. With the latter, all removals are O(1), and most insertions |
| + * are O(1), since we know the adjacent edge in the active edge list based on the topology. |
| + * Only type 2 vertices (see paper) require the O(N) lookups, and these are much less |
| + * frequent. There may be other data structures worth investigating, however. |
| + * |
| + * Note that there is a compile-time flag (SWEEP_IN_X) which changes the orientation of the |
| + * line sweep algorithms. When SWEEP_IN_X is unset, we sort vertices based on increasing |
| + * Y coordinate, and secondarily by increasing X coordinate. When SWEEP_IN_X is set, we sort by |
| + * increasing X coordinate, but secondarily by *decreasing* Y coordinate. This is so that the |
| + * "left" and "right" orientation in the code remains correct (edges to the left are increasing |
| + * in Y; edges to the right are decreasing in Y). That is, the setting rotates 90 degrees |
| + * counterclockwise, rather that transposing. |
| + * |
| + * The choice is arbitrary, but most test cases are wider than they are tall, so the |
| + * default is to sweep in X. In the future, we may want to make this a runtime parameter |
| + * and base it on the aspect ratio of the clip bounds. |
| + */ |
| +#define LOGGING_ENABLED 0 |
| +#define WIREFRAME 0 |
| +#define SWEEP_IN_X 1 |
| + |
| +#if LOGGING_ENABLED |
| +#define LOG printf |
| +#else |
| +#define LOG(...) |
| +#endif |
| + |
| +#define ALLOC_NEW(Type, args, alloc) \ |
| + SkNEW_PLACEMENT_ARGS(alloc.allocThrow(sizeof(Type)), Type, args) |
| + |
| +namespace { |
| + |
| +struct Vertex; |
| +struct Edge; |
| +struct Poly; |
| + |
| +template <class T, T* T::*Prev, T* T::*Next> |
| +void insert(T* t, T* prev, T* next, T** head, T** tail) |
| +{ |
|
reed1
2015/02/19 20:52:22
nit: Skia places { on the same line (unless things
Stephen White
2015/02/20 21:58:41
Done.
|
| + t->*Prev = prev; |
| + t->*Next = next; |
| + if (prev) { |
| + prev->*Next = t; |
| + } else if (head) { |
| + *head = t; |
| + } |
| + if (next) { |
| + next->*Prev = t; |
| + } else if (tail) { |
| + *tail = t; |
| + } |
| +} |
| + |
| +template <class T, T* T::*Prev, T* T::*Next> |
| +void remove(T* t, T** head, T** tail) |
| +{ |
| + if (t->*Prev) { |
| + t->*Prev->*Next = t->*Next; |
| + } else if (head) { |
| + *head = t->*Next; |
| + } |
| + if (t->*Next) { |
| + t->*Next->*Prev = t->*Prev; |
| + } else if (tail) { |
| + *tail = t->*Prev; |
| + } |
| + t->*Prev = t->*Next = NULL; |
| +} |
| + |
| +/** |
| + * Vertices are used in three ways: first, the path contours are converted into a |
| + * circularly-linked list of Vertices for each contour. After edge construction, the same Vertices |
| + * are re-ordered by the merge sort according to the operator< comparator (usually, increasing |
| + * in Y) using the same fPrev/fNext pointers that were used for the contours, to avoid |
| + * reallocation. Finally, MonotonePolys are built containing a circularly-linked list of |
| + * Vertices. (Currently, those Vertices are newly-allocated for the MonotonePolys, since |
| + * an individual Vertex from the path mesh may belong to multiple |
| + * MonotonePolys, so the original Vertices cannot be re-used. |
| + */ |
| + |
| +struct Vertex { |
| + Vertex(const SkPoint& point) |
| + : fPoint(point), fPrev(NULL), fNext(NULL) |
| + , fFirstEdgeAbove(NULL), fLastEdgeAbove(NULL) |
| + , fFirstEdgeBelow(NULL), fLastEdgeBelow(NULL) |
| + , fProcessed(false) |
| +#if LOGGING_ENABLED |
| + , fID (-1.0f) |
| +#endif |
| + {} |
| + SkPoint fPoint; // Vertex position |
| + Vertex* fPrev; // Linked list of contours, then Y-sorted vertices. |
| + Vertex* fNext; // " |
| + Edge* fFirstEdgeAbove; // Linked list of edges above this vertex. |
| + Edge* fLastEdgeAbove; // " |
| + Edge* fFirstEdgeBelow; // Linked list of edges below this vertex. |
| + Edge* fLastEdgeBelow; // " |
| + bool fProcessed; // Has this vertex been seen in simplify()? |
| +#if LOGGING_ENABLED |
| + float fID; // Identifier used for logging. |
| +#endif |
| +}; |
| + |
| +/***************************************************************************************/ |
| + |
| +bool operator<(const SkPoint& a, const SkPoint& b) { |
|
reed1
2015/02/19 20:52:22
Very hard to find the call-sites :) Can these just
Stephen White
2015/02/20 21:58:41
Done.
|
| +#if SWEEP_IN_X |
| + return a.fX == b.fX ? a.fY > b.fY : a.fX < b.fX; |
| +#else |
| + return a.fY == b.fY ? a.fX < b.fX : a.fY < b.fY; |
| +#endif |
| +} |
| + |
| +bool operator>(const SkPoint& a, const SkPoint& b) { |
| +#if SWEEP_IN_X |
| + return a.fX == b.fX ? a.fY < b.fY : a.fX > b.fX; |
| +#else |
| + return a.fY == b.fY ? a.fX > b.fX : a.fY > b.fY; |
| +#endif |
| +} |
| + |
| +inline void* emit_vertex(Vertex* v, void* data) { |
| + SkPoint* d = static_cast<SkPoint*>(data); |
| + *d++ = v->fPoint; |
| + return d; |
| +} |
| + |
| +void* emit_triangle(Vertex* v0, Vertex* v1, Vertex* v2, void* data) { |
| +#if WIREFRAME |
| + data = emit_vertex(v0, data); |
| + data = emit_vertex(v1, data); |
| + data = emit_vertex(v1, data); |
| + data = emit_vertex(v2, data); |
| + data = emit_vertex(v2, data); |
| + data = emit_vertex(v0, data); |
| +#else |
| + data = emit_vertex(v0, data); |
| + data = emit_vertex(v1, data); |
| + data = emit_vertex(v2, data); |
| +#endif |
| + return data; |
| +} |
| + |
| +/** |
| + * An Edge joins a top Vertex to a bottom Vertex. Edge ordering for the list of "edges above" and |
| + * "edge below" a vertex as well as for the active edge list is handled by isLeftOf()/isRightOf(). |
| + * Note that an Edge will give occasionally dist() != 0 for its own endpoints (because floating |
| + * point). For speed, that case is only tested by the callers which require it (e.g., |
| + * cleanup_active_edges()). Edges also handle checking for intersection with other edges. |
| + * Currently, this converts the edges to the parametric form, in order to avoid doing a division |
| + * until an intersection has been confirmed. This is slightly slower in the "found" case, but |
| + * a lot faster in the "not found" case. |
| + */ |
| + |
| +struct Edge { |
| + Edge(Vertex* top, Vertex* bottom, int winding) |
| + : fWinding(winding) |
| + , fTop(top) |
| + , fBottom(bottom) |
| + , fLeft(NULL) |
| + , fRight(NULL) |
| + , fPrevEdgeAbove(NULL) |
| + , fNextEdgeAbove(NULL) |
| + , fPrevEdgeBelow(NULL) |
| + , fNextEdgeBelow(NULL) |
| + , fLeftPoly(NULL) |
| + , fRightPoly(NULL) { |
| + recompute(); |
| + } |
| + int fWinding; // 1 == edge goes downward; -1 = edge goes upward. |
| + Vertex* fTop; // The top vertex in vertex-sort-order (operator<(SkPoint)). |
| + Vertex* fBottom; // The bottom vertex in vertex-sort-order. |
| + Edge* fLeft; // The linked list of edges in the active edge list. |
| + Edge* fRight; // " |
| + Edge* fPrevEdgeAbove; // The linked list of edges in the bottom Vertex's "edges above". |
| + Edge* fNextEdgeAbove; // " |
| + Edge* fPrevEdgeBelow; // The linked list of edges in the top Vertex's "edges below". |
| + Edge* fNextEdgeBelow; // " |
| + Poly* fLeftPoly; // The Poly to the left of this edge, if any. |
| + Poly* fRightPoly; // The Poly to the right of this edge, if any. |
| + double fDX; // The line equation for this edge, in implicit form. |
| + double fDY; // fDY * x + fDX * y + fC = 0, for point (x, y) on the line. |
| + double fC; |
| + double dist(const SkPoint& p) const { |
| + return fDY * p.fX - fDX * p.fY + fC; |
| + } |
| + bool isRightOf(Vertex* v) const { |
| + return dist(v->fPoint) < 0.0; |
| + } |
| + bool isLeftOf(Vertex* v) const { |
| + return dist(v->fPoint) > 0.0; |
| + } |
| + void recompute() { |
| + fDX = static_cast<double>(fBottom->fPoint.fX) - fTop->fPoint.fX; |
| + fDY = static_cast<double>(fBottom->fPoint.fY) - fTop->fPoint.fY; |
| + fC = static_cast<double>(fTop->fPoint.fY) * fBottom->fPoint.fX - |
| + static_cast<double>(fTop->fPoint.fX) * fBottom->fPoint.fY; |
| + } |
| + bool intersect(const Edge& other, SkPoint* p) { |
| + LOG("intersecting %g -> %g with %g -> %g\n", |
| + fTop->fID, fBottom->fID, |
| + other.fTop->fID, other.fBottom->fID); |
| + if (fTop == other.fTop || fBottom == other.fBottom) { |
| + return false; |
| + } |
| + double denom = fDX * other.fDY - fDY * other.fDX; |
| + if (denom == 0.0) { |
| + return false; |
| + } |
| + double dx = static_cast<double>(fTop->fPoint.fX) - other.fTop->fPoint.fX; |
| + double dy = static_cast<double>(fTop->fPoint.fY) - other.fTop->fPoint.fY; |
| + double sNumer = dy * other.fDX - dx * other.fDY; |
| + double tNumer = dy * fDX - dx * fDY; |
| + if (denom > 0.0 ? (sNumer < 0.0 || sNumer > denom || tNumer < 0.0 || tNumer > denom) |
| + : (sNumer > 0.0 || sNumer < denom || tNumer > 0.0 || tNumer < denom)) { |
| + return false; |
| + } |
| + double s = sNumer / denom; |
| + p->fX = SkDoubleToScalar(fTop->fPoint.fX + s * fDX); |
| + p->fY = SkDoubleToScalar(fTop->fPoint.fY + s * fDY); |
| + return true; |
| + } |
| + bool isActive(Edge** activeEdges) const { |
| + return activeEdges && (fLeft || fRight || *activeEdges == this); |
| + } |
| +}; |
| + |
| +/***************************************************************************************/ |
| + |
| +struct Poly { |
| + Poly(int winding) |
| + : fWinding(winding) |
| + , fHead(NULL) |
| + , fTail(NULL) |
| + , fActive(NULL) |
| + , fNext(NULL) |
| + , fPartner(NULL) |
| + , fCount(0) |
| + { |
| +#if LOGGING_ENABLED |
| + static int gID = 0; |
| + fID = gID++; |
| + LOG("*** created Poly %d\n", fID); |
| +#endif |
| + } |
| + typedef enum { kNeither_Side, kLeft_Side, kRight_Side } Side; |
| + struct MonotonePoly { |
| + MonotonePoly() |
| + : fSide(kNeither_Side) |
| + , fHead(NULL) |
| + , fTail(NULL) |
| + , fPrev(NULL) |
| + , fNext(NULL) {} |
| + Side fSide; |
| + Vertex* fHead; |
| + Vertex* fTail; |
| + MonotonePoly* fPrev; |
| + MonotonePoly* fNext; |
| + bool addVertex(Vertex* v, Side side, SkChunkAlloc& alloc) { |
| + Vertex* newV = ALLOC_NEW(Vertex, (v->fPoint), alloc); |
| + bool done = false; |
| + if (fSide == kNeither_Side) { |
| + fSide = side; |
| + } else { |
| + done = side != fSide; |
| + } |
| + if (fHead == NULL) { |
| + fHead = fTail = newV; |
| + } else if (fSide == kRight_Side) { |
| + newV->fPrev = fTail; |
| + fTail->fNext = newV; |
| + fTail = newV; |
| + } else { |
| + newV->fNext = fHead; |
| + fHead->fPrev = newV; |
| + fHead = newV; |
| + } |
| + return done; |
| + } |
| + |
| + void* emit(void* data) { |
| + Vertex* first = fHead; |
| + Vertex* v = first->fNext; |
| + while (v != fTail) { |
| + SkASSERT(v && v->fPrev && v->fNext); |
| +#ifdef SK_DEBUG |
| + validate(); |
| +#endif |
| + Vertex* prev = v->fPrev; |
| + Vertex* curr = v; |
| + Vertex* next = v->fNext; |
| + double ax = static_cast<double>(curr->fPoint.fX) - prev->fPoint.fX; |
| + double ay = static_cast<double>(curr->fPoint.fY) - prev->fPoint.fY; |
| + double bx = static_cast<double>(next->fPoint.fX) - curr->fPoint.fX; |
| + double by = static_cast<double>(next->fPoint.fY) - curr->fPoint.fY; |
| + if (ax * by - ay * bx >= 0.0) { |
| + data = emit_triangle(prev, curr, next, data); |
| + v->fPrev->fNext = v->fNext; |
| + v->fNext->fPrev = v->fPrev; |
| + if (v->fPrev == first) { |
| + v = v->fNext; |
| + } else { |
| + v = v->fPrev; |
| + } |
| + } else { |
| + v = v->fNext; |
| + SkASSERT(v != fTail); |
| + } |
| + } |
| + return data; |
| + } |
| + |
| +#ifdef SK_DEBUG |
| + void validate() { |
| + int winding = fHead->fPoint < fTail->fPoint ? 1 : -1; |
| + Vertex* top = winding < 0 ? fTail : fHead; |
| + Vertex* bottom = winding < 0 ? fHead : fTail; |
| + Edge e(top, bottom, winding); |
| + for (Vertex* v = fHead->fNext; v != fTail; v = v->fNext) { |
| + if (fSide == kRight_Side) { |
| + SkASSERT(!e.isRightOf(v)); |
| + } else if (fSide == Poly::kLeft_Side) { |
| + SkASSERT(!e.isLeftOf(v)); |
| + } |
| + } |
| + } |
| +#endif |
| + }; |
| + Poly* addVertex(Vertex* v, Side side, SkChunkAlloc& alloc) { |
| + LOG("addVertex() to %d at %g (%g, %g), %s side\n", fID, v->fID, v->fPoint.fX, v->fPoint.fY, |
| + side == kLeft_Side ? "left" : side == kRight_Side ? "right" : "neither"); |
| + Poly* partner = fPartner; |
| + Poly* poly = this; |
| + if (partner) { |
| + fPartner = partner->fPartner = NULL; |
| + } |
| + if (!fActive) { |
| + fActive = ALLOC_NEW(MonotonePoly, (), alloc); |
| + } |
| + if (fActive->addVertex(v, side, alloc)) { |
| +#ifdef SK_DEBUG |
| + fActive->validate(); |
| +#endif |
| + if (fTail) { |
| + fActive->fPrev = fTail; |
| + fTail->fNext = fActive; |
| + fTail = fActive; |
| + } else { |
| + fHead = fTail = fActive; |
| + } |
| + if (partner) { |
| + partner->addVertex(v, side, alloc); |
| + poly = partner; |
| + } else { |
| + Vertex* prev = fActive->fSide == Poly::kLeft_Side ? |
| + fActive->fHead->fNext : fActive->fTail->fPrev; |
| + fActive = ALLOC_NEW(MonotonePoly, , alloc); |
| + fActive->addVertex(prev, Poly::kNeither_Side, alloc); |
| + fActive->addVertex(v, side, alloc); |
| + } |
| + } |
| + fCount++; |
| + return poly; |
| + } |
| + void end(Vertex* v, SkChunkAlloc& alloc) { |
| + LOG("end() %d at %g, %g\n", fID, v->fPoint.fX, v->fPoint.fY); |
| + if (fPartner) { |
| + fPartner = fPartner->fPartner = NULL; |
| + } |
| + addVertex(v, fActive->fSide == kLeft_Side ? kRight_Side : kLeft_Side, alloc); |
| + } |
| + void* emit(void *data) { |
| + if (fCount < 3) { |
| + return data; |
| + } |
| + LOG("emit() %d, size %d\n", fID, fCount); |
| + for (MonotonePoly* m = fHead; m != NULL; m = m->fNext) { |
| + data = m->emit(data); |
| + } |
| + return data; |
| + } |
| + int fWinding; |
| + MonotonePoly* fHead; |
| + MonotonePoly* fTail; |
| + MonotonePoly* fActive; |
| + Poly* fNext; |
| + Poly* fPartner; |
| + int fCount; |
| +#if LOGGING_ENABLED |
| + int fID; |
| +#endif |
| +}; |
| + |
| +/***************************************************************************************/ |
| + |
| +bool coincident(const SkPoint& a, const SkPoint& b) { |
| + return a == b; |
| +} |
| + |
| +Poly* new_poly(Poly** head, Vertex* v, int winding, SkChunkAlloc& alloc) { |
| + Poly* poly = ALLOC_NEW(Poly, (winding), alloc); |
| + poly->addVertex(v, Poly::kNeither_Side, alloc); |
| + poly->fNext = *head; |
| + *head = poly; |
| + return poly; |
| +} |
| + |
| +#ifdef SK_DEBUG |
| +void validate_edges(Edge* head) { |
| + for (Edge* e = head; e != NULL; e = e->fRight) { |
| + SkASSERT(e->fTop != e->fBottom); |
| + if (e->fLeft) { |
| + SkASSERT(e->fLeft->fRight == e); |
| + if (e->fTop->fPoint > e->fLeft->fTop->fPoint) { |
| + SkASSERT(e->fLeft->isLeftOf(e->fTop)); |
| + } |
| + if (e->fBottom->fPoint < e->fLeft->fBottom->fPoint) { |
| + SkASSERT(e->fLeft->isLeftOf(e->fBottom)); |
| + } |
| + } else { |
| + SkASSERT(e == head); |
| + } |
| + if (e->fRight) { |
| + SkASSERT(e->fRight->fLeft == e); |
| + if (e->fTop->fPoint > e->fRight->fTop->fPoint) { |
| + SkASSERT(e->fRight->isRightOf(e->fTop)); |
| + } |
| + if (e->fBottom->fPoint < e->fRight->fBottom->fPoint) { |
| + SkASSERT(e->fRight->isRightOf(e->fBottom)); |
| + } |
| + } |
| + } |
| +} |
| + |
| +void validate_connectivity(Vertex* v) { |
| + for (Edge* e = v->fFirstEdgeAbove; e != NULL; e = e->fNextEdgeAbove) { |
| + SkASSERT(e->fBottom == v); |
| + if (e->fPrevEdgeAbove) { |
| + SkASSERT(e->fPrevEdgeAbove->fNextEdgeAbove == e); |
| + SkASSERT(e->fPrevEdgeAbove->isLeftOf(e->fTop)); |
| + } else { |
| + SkASSERT(e == v->fFirstEdgeAbove); |
| + } |
| + if (e->fNextEdgeAbove) { |
| + SkASSERT(e->fNextEdgeAbove->fPrevEdgeAbove == e); |
| + SkASSERT(e->fNextEdgeAbove->isRightOf(e->fTop)); |
| + } else { |
| + SkASSERT(e == v->fLastEdgeAbove); |
| + } |
| + } |
| + for (Edge* e = v->fFirstEdgeBelow; e != NULL; e = e->fNextEdgeBelow) { |
| + SkASSERT(e->fTop == v); |
| + if (e->fPrevEdgeBelow) { |
| + SkASSERT(e->fPrevEdgeBelow->fNextEdgeBelow == e); |
| + SkASSERT(e->fPrevEdgeBelow->isLeftOf(e->fBottom)); |
| + } else { |
| + SkASSERT(e == v->fFirstEdgeBelow); |
| + } |
| + if (e->fNextEdgeBelow) { |
| + SkASSERT(e->fNextEdgeBelow->fPrevEdgeBelow == e); |
| + SkASSERT(e->fNextEdgeBelow->isRightOf(e->fBottom)); |
| + } else { |
| + SkASSERT(e == v->fLastEdgeBelow); |
| + } |
| + } |
| +} |
| +#endif |
| + |
| +Vertex* append_point_to_contour(const SkPoint& p, Vertex* prev, Vertex** head, |
| + SkChunkAlloc& alloc) { |
| + Vertex* v = ALLOC_NEW(Vertex, (p), alloc); |
| +#if LOGGING_ENABLED |
| + static float gID = 0.0f; |
| + v->fID = gID++; |
| +#endif |
| + if (prev) { |
| + prev->fNext = v; |
| + v->fPrev = prev; |
| + } else { |
| + *head = v; |
| + } |
| + return v; |
| +} |
| + |
| +Vertex* generate_quadratic_points(const SkPoint& p0, |
| + const SkPoint& p1, |
| + const SkPoint& p2, |
| + SkScalar tolSqd, |
| + Vertex* prev, |
| + Vertex** head, |
| + int pointsLeft, |
| + SkChunkAlloc& alloc) { |
| + SkScalar d = p1.distanceToLineSegmentBetweenSqd(p0, p2); |
| + if (pointsLeft < 2 || d < tolSqd || !SkScalarIsFinite(d)) { |
| + return append_point_to_contour(p2, prev, head, alloc); |
| + } |
| + |
| + SkPoint q[] = { |
| + { SkScalarAve(p0.fX, p1.fX), SkScalarAve(p0.fY, p1.fY) }, |
| + { SkScalarAve(p1.fX, p2.fX), SkScalarAve(p1.fY, p2.fY) }, |
| + }; |
| + SkPoint r = { SkScalarAve(q[0].fX, q[1].fX), SkScalarAve(q[0].fY, q[1].fY) }; |
| + |
| + pointsLeft >>= 1; |
| + prev = generate_quadratic_points(p0, q[0], r, tolSqd, prev, head, pointsLeft, alloc); |
| + prev = generate_quadratic_points(r, q[1], p2, tolSqd, prev, head, pointsLeft, alloc); |
| + return prev; |
| +} |
| + |
| +Vertex* generate_cubic_points(const SkPoint& p0, |
| + const SkPoint& p1, |
| + const SkPoint& p2, |
| + const SkPoint& p3, |
| + SkScalar tolSqd, |
| + Vertex* prev, |
| + Vertex** head, |
| + int pointsLeft, |
| + SkChunkAlloc& alloc) { |
| + SkScalar d1 = p1.distanceToLineSegmentBetweenSqd(p0, p3); |
| + SkScalar d2 = p2.distanceToLineSegmentBetweenSqd(p0, p3); |
| + if (pointsLeft < 2 || (d1 < tolSqd && d2 < tolSqd) || !SkScalarIsFinite(d1) || !SkScalarIsFinite(d2)) { |
| + return append_point_to_contour(p3, prev, head, alloc); |
| + } |
| + SkPoint q[] = { |
| + { SkScalarAve(p0.fX, p1.fX), SkScalarAve(p0.fY, p1.fY) }, |
| + { SkScalarAve(p1.fX, p2.fX), SkScalarAve(p1.fY, p2.fY) }, |
| + { SkScalarAve(p2.fX, p3.fX), SkScalarAve(p2.fY, p3.fY) } |
| + }; |
| + SkPoint r[] = { |
| + { SkScalarAve(q[0].fX, q[1].fX), SkScalarAve(q[0].fY, q[1].fY) }, |
| + { SkScalarAve(q[1].fX, q[2].fX), SkScalarAve(q[1].fY, q[2].fY) } |
| + }; |
| + SkPoint s = { SkScalarAve(r[0].fX, r[1].fX), SkScalarAve(r[0].fY, r[1].fY) }; |
| + pointsLeft >>= 1; |
| + prev = generate_cubic_points(p0, q[0], r[0], s, tolSqd, prev, head, pointsLeft, alloc); |
| + prev = generate_cubic_points(s, r[1], q[2], p3, tolSqd, prev, head, pointsLeft, alloc); |
| + return prev; |
| +} |
| + |
| +// Stage 1: convert the input path to a set of linear contours (linked list of Vertices). |
| + |
| +void path_to_contours(const SkPath& path, SkScalar tolerance, const SkRect& clipBounds, |
| + Vertex** contours, SkChunkAlloc& alloc) { |
| + |
| + SkScalar toleranceSqd = tolerance * tolerance; |
| + |
| + SkPoint pts[4]; |
| + bool done = false; |
| + SkPath::Iter iter(path, false); |
| + Vertex* prev = NULL; |
| + Vertex* head = NULL; |
| + if (path.isInverseFillType()) { |
| + SkPoint quad[4]; |
| + clipBounds.toQuad(quad); |
| + for (int i = 3; i >= 0; i--) { |
| + prev = append_point_to_contour(quad[i], prev, &head, alloc); |
| + } |
| + head->fPrev = prev; |
| + prev->fNext = head; |
| + *contours++ = head; |
| + head = prev = NULL; |
| + } |
| + while (!done) { |
| + SkPath::Verb verb = iter.next(pts); |
| + switch (verb) { |
| + case SkPath::kConic_Verb: { |
| + SkScalar weight = iter.conicWeight(); |
| + SkAutoConicToQuads converter; |
|
reed1
2015/02/19 20:52:22
I think you can hoist this outside of the loop/swi
Stephen White
2015/02/20 21:58:41
Done.
|
| + const SkPoint* quadPts = converter.computeQuads(pts, weight, toleranceSqd); |
| + for (int i = 0; i < converter.countQuads(); ++i) { |
| + int pointsLeft = GrPathUtils::quadraticPointCount(quadPts, toleranceSqd); |
| + prev = generate_quadratic_points(quadPts[0], quadPts[1], quadPts[2], |
| + toleranceSqd, prev, &head, pointsLeft, alloc); |
| + quadPts += 2; |
| + } |
| + break; |
| + } |
| + case SkPath::kMove_Verb: |
| + if (head) { |
| + head->fPrev = prev; |
| + prev->fNext = head; |
| + *contours++ = head; |
| + } |
| + head = prev = NULL; |
| + prev = append_point_to_contour(pts[0], prev, &head, alloc); |
| + break; |
| + case SkPath::kLine_Verb: { |
| + prev = append_point_to_contour(pts[1], prev, &head, alloc); |
| + break; |
| + } |
| + case SkPath::kQuad_Verb: { |
| + int pointsLeft = GrPathUtils::quadraticPointCount(pts, toleranceSqd); |
| + prev = generate_quadratic_points(pts[0], pts[1], pts[2], toleranceSqd, prev, |
| + &head, pointsLeft, alloc); |
| + break; |
| + } |
| + case SkPath::kCubic_Verb: { |
| + int pointsLeft = GrPathUtils::cubicPointCount(pts, toleranceSqd); |
| + prev = generate_cubic_points(pts[0], pts[1], pts[2], pts[3], |
| + toleranceSqd, prev, &head, pointsLeft, alloc); |
| + break; |
| + } |
| + case SkPath::kClose_Verb: |
| + if (head) { |
| + head->fPrev = prev; |
| + prev->fNext = head; |
| + *contours++ = head; |
| + } |
| + head = prev = NULL; |
| + break; |
| + case SkPath::kDone_Verb: |
| + if (head) { |
| + head->fPrev = prev; |
| + prev->fNext = head; |
| + *contours++ = head; |
| + } |
| + done = true; |
| + break; |
| + } |
| + } |
| +} |
| + |
| +inline bool apply_fill_type(SkPath::FillType fillType, int winding) { |
| + switch (fillType) { |
| + case SkPath::kWinding_FillType: |
| + return winding != 0; |
| + case SkPath::kEvenOdd_FillType: |
| + return (winding & 1) != 0; |
| + case SkPath::kInverseWinding_FillType: |
| + return winding == 1; |
| + case SkPath::kInverseEvenOdd_FillType: |
| + return (winding & 1) == 1; |
| + default: |
| + SkASSERT(false); |
| + return false; |
| + } |
| +} |
| + |
| +Edge* new_edge(Vertex* prev, Vertex* next, SkChunkAlloc& alloc) { |
| + int winding = prev->fPoint < next->fPoint ? 1 : -1; |
| + Vertex* top = winding < 0 ? next : prev; |
| + Vertex* bottom = winding < 0 ? prev : next; |
| + return ALLOC_NEW(Edge, (top, bottom, winding), alloc); |
| +} |
| + |
| +void remove_edge(Edge* edge, Edge** head) { |
| + LOG("removing edge %g -> %g\n", edge->fTop->fID, edge->fBottom->fID); |
| + SkASSERT(edge->isActive(head)); |
| + remove<Edge, &Edge::fLeft, &Edge::fRight>(edge, head, NULL); |
| +} |
| + |
| +void insert_edge(Edge* edge, Edge* prev, Edge** head) { |
| + LOG("inserting edge %g -> %g\n", edge->fTop->fID, edge->fBottom->fID); |
| + SkASSERT(!edge->isActive(head)); |
| + Edge* next = prev ? prev->fRight : *head; |
| + insert<Edge, &Edge::fLeft, &Edge::fRight>(edge, prev, next, head, NULL); |
| +} |
| + |
| +void find_enclosing_edges(Vertex* v, Edge* head, Edge** left, Edge** right) { |
| + if (v->fFirstEdgeAbove) { |
| + *left = v->fFirstEdgeAbove->fLeft; |
| + *right = v->fLastEdgeAbove->fRight; |
| + return; |
| + } |
| + Edge* prev = NULL; |
| + Edge* next; |
| + for (next = head; next != NULL; next = next->fRight) { |
| + if (next->isRightOf(v)) { |
| + break; |
| + } |
| + prev = next; |
| + } |
| + *left = prev; |
| + *right = next; |
| + return; |
| +} |
| + |
| +void find_enclosing_edges(Edge* edge, Edge* head, Edge** left, Edge** right) { |
| + Edge* prev = NULL; |
| + Edge* next; |
| + for (next = head; next != NULL; next = next->fRight) { |
| + if ((edge->fTop->fPoint > next->fTop->fPoint && next->isRightOf(edge->fTop)) || |
| + (next->fTop->fPoint > edge->fTop->fPoint && edge->isLeftOf(next->fTop)) || |
| + (edge->fBottom->fPoint < next->fBottom->fPoint && next->isRightOf(edge->fBottom)) || |
| + (next->fBottom->fPoint < edge->fBottom->fPoint && edge->isLeftOf(next->fBottom))) { |
| + break; |
| + } |
| + prev = next; |
| + } |
| + *left = prev; |
| + *right = next; |
| + return; |
| +} |
| + |
| +void fix_active_state(Edge* edge, Edge** activeEdges) { |
| + if (edge->isActive(activeEdges)) { |
| + if (edge->fBottom->fProcessed || !edge->fTop->fProcessed) { |
| + remove_edge(edge, activeEdges); |
| + } |
| + } else if (edge->fTop->fProcessed && !edge->fBottom->fProcessed) { |
| + Edge* left; |
| + Edge* right; |
| + find_enclosing_edges(edge, *activeEdges, &left, &right); |
| + insert_edge(edge, left, activeEdges); |
| + } |
| +} |
| + |
| +void insert_edge_above(Edge* edge, Vertex* v) { |
| + if (edge->fTop->fPoint == edge->fBottom->fPoint || |
| + edge->fTop->fPoint > edge->fBottom->fPoint) { |
| + SkASSERT(false); |
| + return; |
| + } |
| + LOG("insert edge (%g -> %g) above vertex %g\n", edge->fTop->fID, edge->fBottom->fID, v->fID); |
| + Edge* prev = NULL; |
| + Edge* next; |
| + for (next = v->fFirstEdgeAbove; next; next = next->fNextEdgeAbove) { |
| + if (next->isRightOf(edge->fTop)) { |
| + break; |
| + } |
| + prev = next; |
| + } |
| + insert<Edge, &Edge::fPrevEdgeAbove, &Edge::fNextEdgeAbove>( |
| + edge, prev, next, &v->fFirstEdgeAbove, &v->fLastEdgeAbove); |
| +} |
| + |
| +void insert_edge_below(Edge* edge, Vertex* v) { |
| + if (edge->fTop->fPoint == edge->fBottom->fPoint || |
| + edge->fTop->fPoint > edge->fBottom->fPoint) { |
| + SkASSERT(false); |
| + return; |
| + } |
| + LOG("insert edge (%g -> %g) below vertex %g\n", edge->fTop->fID, edge->fBottom->fID, v->fID); |
| + Edge* prev = NULL; |
| + Edge* next; |
| + for (next = v->fFirstEdgeBelow; next; next = next->fNextEdgeBelow) { |
| + if (next->isRightOf(edge->fBottom)) { |
| + break; |
| + } |
| + prev = next; |
| + } |
| + insert<Edge, &Edge::fPrevEdgeBelow, &Edge::fNextEdgeBelow>( |
| + edge, prev, next, &v->fFirstEdgeBelow, &v->fLastEdgeBelow); |
| +} |
| + |
| +void remove_edge_above(Edge* edge) { |
| + LOG("removing edge (%g -> %g) above vertex %g\n", edge->fTop->fID, edge->fBottom->fID, |
| + edge->fBottom->fID); |
| + remove<Edge, &Edge::fPrevEdgeAbove, &Edge::fNextEdgeAbove>( |
| + edge, &edge->fBottom->fFirstEdgeAbove, &edge->fBottom->fLastEdgeAbove); |
| +} |
| + |
| +void remove_edge_below(Edge* edge) { |
| + LOG("removing edge (%g -> %g) below vertex %g\n", edge->fTop->fID, edge->fBottom->fID, |
| + edge->fTop->fID); |
| + remove<Edge, &Edge::fPrevEdgeBelow, &Edge::fNextEdgeBelow>( |
| + edge, &edge->fTop->fFirstEdgeBelow, &edge->fTop->fLastEdgeBelow); |
| +} |
| + |
| +void erase_edge_if_zero_winding(Edge* edge, Edge** head) { |
| + if (edge->fWinding != 0) { |
| + return; |
| + } |
| + LOG("erasing edge (%g -> %g)\n", edge->fTop->fID, edge->fBottom->fID); |
| + remove_edge_above(edge); |
| + remove_edge_below(edge); |
| + if (edge->isActive(head)) { |
| + remove_edge(edge, head); |
| + } |
| +} |
| + |
| +void merge_collinear_edges(Edge* edge, Edge** activeEdges); |
| + |
| +void set_top(Edge* edge, Vertex* v, Edge** activeEdges) { |
| + remove_edge_below(edge); |
| + edge->fTop = v; |
| + edge->recompute(); |
| + insert_edge_below(edge, v); |
| + fix_active_state(edge, activeEdges); |
| + merge_collinear_edges(edge, activeEdges); |
| +} |
| + |
| +void set_bottom(Edge* edge, Vertex* v, Edge** activeEdges) { |
| + remove_edge_above(edge); |
| + edge->fBottom = v; |
| + edge->recompute(); |
| + insert_edge_above(edge, v); |
| + fix_active_state(edge, activeEdges); |
| + merge_collinear_edges(edge, activeEdges); |
| +} |
| + |
| +void merge_edges_above(Edge* edge, Edge* other, Edge** activeEdges) { |
| + if (coincident(edge->fTop->fPoint, other->fTop->fPoint)) { |
| + LOG("merging coincident above edges (%g, %g) -> (%g, %g)\n", |
| + edge->fTop->fPoint.fX, edge->fTop->fPoint.fY, |
| + edge->fBottom->fPoint.fX, edge->fBottom->fPoint.fY); |
| + other->fWinding += edge->fWinding; |
| + erase_edge_if_zero_winding(other, activeEdges); |
| + edge->fWinding = 0; |
| + erase_edge_if_zero_winding(edge, activeEdges); |
| + } else if (edge->fTop->fPoint < other->fTop->fPoint) { |
| + other->fWinding += edge->fWinding; |
| + erase_edge_if_zero_winding(other, activeEdges); |
| + set_bottom(edge, other->fTop, activeEdges); |
| + } else { |
| + edge->fWinding += other->fWinding; |
| + erase_edge_if_zero_winding(edge, activeEdges); |
| + set_bottom(other, edge->fTop, activeEdges); |
| + } |
| +} |
| + |
| +void merge_edges_below(Edge* edge, Edge* other, Edge** activeEdges) { |
| + if (coincident(edge->fBottom->fPoint, other->fBottom->fPoint)) { |
| + LOG("merging coincident below edges (%g, %g) -> (%g, %g)\n", |
| + edge->fTop->fPoint.fX, edge->fTop->fPoint.fY, |
| + edge->fBottom->fPoint.fX, edge->fBottom->fPoint.fY); |
| + other->fWinding += edge->fWinding; |
| + erase_edge_if_zero_winding(other, activeEdges); |
| + edge->fWinding = 0; |
| + erase_edge_if_zero_winding(edge, activeEdges); |
| + } else if (edge->fBottom->fPoint < other->fBottom->fPoint) { |
| + edge->fWinding += other->fWinding; |
| + erase_edge_if_zero_winding(edge, activeEdges); |
| + set_top(other, edge->fBottom, activeEdges); |
| + } else { |
| + other->fWinding += edge->fWinding; |
| + erase_edge_if_zero_winding(other, activeEdges); |
| + set_top(edge, other->fBottom, activeEdges); |
| + } |
| +} |
| + |
| +void merge_collinear_edges(Edge* edge, Edge** activeEdges) { |
| + if (edge->fPrevEdgeAbove && (edge->fTop == edge->fPrevEdgeAbove->fTop || |
| + !edge->fPrevEdgeAbove->isLeftOf(edge->fTop))) { |
| + merge_edges_above(edge, edge->fPrevEdgeAbove, activeEdges); |
| + } else if (edge->fNextEdgeAbove && (edge->fTop == edge->fNextEdgeAbove->fTop || |
| + !edge->isLeftOf(edge->fNextEdgeAbove->fTop))) { |
| + merge_edges_above(edge, edge->fNextEdgeAbove, activeEdges); |
| + } |
| + if (edge->fPrevEdgeBelow && (edge->fBottom == edge->fPrevEdgeBelow->fBottom || |
| + !edge->fPrevEdgeBelow->isLeftOf(edge->fBottom))) { |
| + merge_edges_below(edge, edge->fPrevEdgeBelow, activeEdges); |
| + } else if (edge->fNextEdgeBelow && (edge->fBottom == edge->fNextEdgeBelow->fBottom || |
| + !edge->isLeftOf(edge->fNextEdgeBelow->fBottom))) { |
| + merge_edges_below(edge, edge->fNextEdgeBelow, activeEdges); |
| + } |
| +} |
| + |
| +void split_edge(Edge* edge, Vertex* v, Edge** activeEdges, SkChunkAlloc& alloc); |
| + |
| +void cleanup_active_edges(Edge* edge, Edge** activeEdges, SkChunkAlloc& alloc) { |
| + Vertex* top = edge->fTop; |
| + Vertex* bottom = edge->fBottom; |
| + if (edge->fLeft) { |
| + Vertex* leftTop = edge->fLeft->fTop; |
| + Vertex* leftBottom = edge->fLeft->fBottom; |
| + if (top->fPoint > leftTop->fPoint && !edge->fLeft->isLeftOf(top)) { |
| + split_edge(edge->fLeft, edge->fTop, activeEdges, alloc); |
| + } else if (leftTop->fPoint > top->fPoint && !edge->isRightOf(leftTop)) { |
| + split_edge(edge, leftTop, activeEdges, alloc); |
| + } else if (bottom->fPoint < leftBottom->fPoint && !edge->fLeft->isLeftOf(bottom)) { |
| + split_edge(edge->fLeft, bottom, activeEdges, alloc); |
| + } else if (leftBottom->fPoint < bottom->fPoint && !edge->isRightOf(leftBottom)) { |
| + split_edge(edge, leftBottom, activeEdges, alloc); |
| + } |
| + } |
| + if (edge->fRight) { |
| + Vertex* rightTop = edge->fRight->fTop; |
| + Vertex* rightBottom = edge->fRight->fBottom; |
| + if (top->fPoint > rightTop->fPoint && !edge->fRight->isRightOf(top)) { |
| + split_edge(edge->fRight, top, activeEdges, alloc); |
| + } else if (rightTop->fPoint > top->fPoint && !edge->isLeftOf(rightTop)) { |
| + split_edge(edge, rightTop, activeEdges, alloc); |
| + } else if (bottom->fPoint < rightBottom->fPoint && !edge->fRight->isRightOf(bottom)) { |
| + split_edge(edge->fRight, bottom, activeEdges, alloc); |
| + } else if (rightBottom->fPoint < bottom->fPoint && !edge->isLeftOf(rightBottom)) { |
| + split_edge(edge, rightBottom, activeEdges, alloc); |
| + } |
| + } |
| +} |
| + |
| +void split_edge(Edge* edge, Vertex* v, Edge** activeEdges, SkChunkAlloc& alloc) { |
| + LOG("splitting edge (%g -> %g) at vertex %g (%g, %g)\n", |
| + edge->fTop->fID, edge->fBottom->fID, |
| + v->fID, v->fPoint.fX, v->fPoint.fY); |
| + Edge* newEdge = ALLOC_NEW(Edge, (v, edge->fBottom, edge->fWinding), alloc); |
| + insert_edge_below(newEdge, v); |
| + insert_edge_above(newEdge, edge->fBottom); |
| + set_bottom(edge, v, activeEdges); |
| + cleanup_active_edges(edge, activeEdges, alloc); |
| + fix_active_state(newEdge, activeEdges); |
| + merge_collinear_edges(newEdge, activeEdges); |
| +} |
| + |
| +void merge_vertices(Vertex* src, Vertex* dst, Vertex** head, SkChunkAlloc& alloc) { |
| + LOG("found coincident verts at %g, %g; merging %g into %g\n", src->fPoint.fX, src->fPoint.fY, |
| + src->fID, dst->fID); |
| + for (Edge* edge = src->fFirstEdgeAbove; edge;) { |
| + Edge* next = edge->fNextEdgeAbove; |
| + set_bottom(edge, dst, NULL); |
| + edge = next; |
| + } |
| + for (Edge* edge = src->fFirstEdgeBelow; edge;) { |
| + Edge* next = edge->fNextEdgeBelow; |
| + set_top(edge, dst, NULL); |
| + edge = next; |
| + } |
| + remove<Vertex, &Vertex::fPrev, &Vertex::fNext>(src, head, NULL); |
| +} |
| + |
| +Vertex* check_for_intersection(Edge* edge, Edge* other, Edge** activeEdges, SkChunkAlloc& alloc) { |
| + SkPoint p; |
| + if (!edge || !other) { |
| + return NULL; |
| + } |
| + if (edge->intersect(*other, &p)) { |
| + Vertex* v; |
| + LOG("found intersection, pt is %g, %g\n", p.fX, p.fY); |
| + if (p == edge->fTop->fPoint || p < edge->fTop->fPoint) { |
| + split_edge(other, edge->fTop, activeEdges, alloc); |
| + v = edge->fTop; |
| + } else if (p == edge->fBottom->fPoint || p > edge->fBottom->fPoint) { |
| + split_edge(other, edge->fBottom, activeEdges, alloc); |
| + v = edge->fBottom; |
| + } else if (p == other->fTop->fPoint || p < other->fTop->fPoint) { |
| + split_edge(edge, other->fTop, activeEdges, alloc); |
| + v = other->fTop; |
| + } else if (p == other->fBottom->fPoint || p > other->fBottom->fPoint) { |
| + split_edge(edge, other->fBottom, activeEdges, alloc); |
| + v = other->fBottom; |
| + } else { |
| + Vertex* nextV = edge->fTop; |
| + while (p < nextV->fPoint) { |
| + nextV = nextV->fPrev; |
| + } |
| + while (nextV->fPoint < p) { |
| + nextV = nextV->fNext; |
| + } |
| + Vertex* prevV = nextV->fPrev; |
| + if (coincident(prevV->fPoint, p)) { |
| + v = prevV; |
| + } else if (coincident(nextV->fPoint, p)) { |
| + v = nextV; |
| + } else { |
| + v = ALLOC_NEW(Vertex, (p), alloc); |
| + LOG("inserting between %g (%g, %g) and %g (%g, %g)\n", |
| + prevV->fID, prevV->fPoint.fX, prevV->fPoint.fY, |
| + nextV->fID, nextV->fPoint.fX, nextV->fPoint.fY); |
| +#if LOGGING_ENABLED |
| + v->fID = (nextV->fID + prevV->fID) * 0.5f; |
| +#endif |
| + v->fPrev = prevV; |
| + v->fNext = nextV; |
| + prevV->fNext = v; |
| + nextV->fPrev = v; |
| + } |
| + split_edge(edge, v, activeEdges, alloc); |
| + split_edge(other, v, activeEdges, alloc); |
| + } |
| +#ifdef SK_DEBUG |
| + validate_connectivity(v); |
| +#endif |
| + return v; |
| + } |
| + return NULL; |
| +} |
| + |
| +void sanitize_contours(Vertex** contours, int contourCnt) { |
| + for (int i = 0; i < contourCnt; ++i) { |
| + SkASSERT(contours[i]); |
| + for (Vertex* v = contours[i];;) { |
| + if (coincident(v->fPrev->fPoint, v->fPoint)) { |
| + LOG("vertex %g,%g coincident; removing\n", v->fPoint.fX, v->fPoint.fY); |
| + if (v->fPrev == v) { |
| + contours[i] = NULL; |
| + break; |
| + } |
| + v->fPrev->fNext = v->fNext; |
| + v->fNext->fPrev = v->fPrev; |
| + if (contours[i] == v) { |
| + contours[i] = v->fNext; |
| + } |
| + v = v->fPrev; |
| + } else { |
| + v = v->fNext; |
| + if (v == contours[i]) break; |
| + } |
| + } |
| + } |
| +} |
| + |
| +void merge_coincident_vertices(Vertex** vertices, SkChunkAlloc& alloc) { |
| + for (Vertex* v = (*vertices)->fNext; v != NULL; v = v->fNext) { |
| + if (v->fPoint < v->fPrev->fPoint) { |
| + v->fPoint = v->fPrev->fPoint; |
| + } |
| + if (coincident(v->fPrev->fPoint, v->fPoint)) { |
| + merge_vertices(v->fPrev, v, vertices, alloc); |
| + } |
| + } |
| +} |
| + |
| +// Stage 2: convert the contours to a mesh of edges connecting the vertices. |
| + |
| +Vertex* build_edges(Vertex** contours, int contourCnt, SkChunkAlloc& alloc) { |
| + Vertex* vertices = NULL; |
| + Vertex* prev = NULL; |
| + for (int i = 0; i < contourCnt; ++i) { |
| + for (Vertex* v = contours[i]; v != NULL;) { |
| + Vertex* vNext = v->fNext; |
| + Edge* edge = new_edge(v->fPrev, v, alloc); |
| + if (edge->fWinding > 0) { |
| + insert_edge_below(edge, v->fPrev); |
| + insert_edge_above(edge, v); |
| + } else { |
| + insert_edge_below(edge, v); |
| + insert_edge_above(edge, v->fPrev); |
| + } |
| + merge_collinear_edges(edge, NULL); |
| + if (prev) { |
| + prev->fNext = v; |
| + v->fPrev = prev; |
| + } else { |
| + vertices = v; |
| + } |
| + prev = v; |
| + v = vNext; |
| + if (v == contours[i]) break; |
| + } |
| + } |
| + if (prev) { |
| + prev->fNext = vertices->fPrev = NULL; |
| + } |
| + return vertices; |
| +} |
| + |
| +// Stage 3: sort the vertices by increasing Y (or X if SWEEP_IN_X is on). |
| + |
| +Vertex* sorted_merge(Vertex* a, Vertex* b); |
| + |
| +void front_back_split(Vertex* v, Vertex** pFront, Vertex** pBack) |
| +{ |
|
reed1
2015/02/19 20:52:22
nit: Skia places { on the same line as the definit
Stephen White
2015/02/20 21:58:41
Done.
|
| + Vertex* fast; |
| + Vertex* slow; |
| + if (!v || !v->fNext) { |
| + *pFront = v; |
| + *pBack = NULL; |
| + } else { |
| + slow = v; |
| + fast = v->fNext; |
| + |
| + while (fast != NULL) { |
| + fast = fast->fNext; |
| + if (fast != NULL) { |
| + slow = slow->fNext; |
| + fast = fast->fNext; |
| + } |
| + } |
| + |
| + *pFront = v; |
| + *pBack = slow->fNext; |
| + slow->fNext->fPrev = NULL; |
| + slow->fNext = NULL; |
| + } |
| +} |
| + |
| +void merge_sort(Vertex** head) |
| +{ |
| + if (!*head || !(*head)->fNext) { |
| + return; |
| + } |
| + |
| + Vertex* a; |
| + Vertex* b; |
| + front_back_split(*head, &a, &b); |
| + |
| + merge_sort(&a); |
| + merge_sort(&b); |
| + |
| + *head = sorted_merge(a, b); |
| +} |
| + |
| +Vertex* sorted_merge(Vertex* a, Vertex* b) |
| +{ |
| + if (!a) { |
| + return b; |
| + } else if (!b) { |
| + return a; |
| + } |
| + |
| + Vertex* result = NULL; |
| + |
| + if (a->fPoint < b->fPoint) { |
| + result = a; |
| + result->fNext = sorted_merge(a->fNext, b); |
| + } else { |
| + result = b; |
| + result->fNext = sorted_merge(a, b->fNext); |
| + } |
| + result->fNext->fPrev = result; |
| + return result; |
| +} |
| + |
| +// Stage 4: Simplify the mesh by inserting new vertices at intersecting edges. |
| + |
| +void simplify(Vertex* vertices, SkChunkAlloc& alloc) { |
| + LOG("simplifying complex polygons\n"); |
| + Edge* activeEdges = NULL; |
| + for (Vertex* v = vertices; v != NULL; v = v->fNext) { |
| + if (!v->fFirstEdgeAbove && !v->fFirstEdgeBelow) { |
| + continue; |
| + } |
| +#if LOGGING_ENABLED |
| + LOG("\nvertex %g: (%g,%g)\n", v->fID, v->fPoint.fX, v->fPoint.fY); |
| +#endif |
| +#ifdef SK_DEBUG |
| + validate_connectivity(v); |
| +#endif |
| + Edge* leftEnclosingEdge = NULL; |
| + Edge* rightEnclosingEdge = NULL; |
| + bool restartChecks; |
| + do { |
| + restartChecks = false; |
| + find_enclosing_edges(v, activeEdges, &leftEnclosingEdge, &rightEnclosingEdge); |
| + if (v->fFirstEdgeBelow) { |
| + for (Edge* edge = v->fFirstEdgeBelow; edge != NULL; edge = edge->fNextEdgeBelow) { |
| + if (check_for_intersection(edge, leftEnclosingEdge, &activeEdges, alloc)) { |
| + restartChecks = true; |
| + break; |
| + } |
| + if (check_for_intersection(edge, rightEnclosingEdge, &activeEdges, alloc)) { |
| + restartChecks = true; |
| + break; |
| + } |
| + } |
| + } else { |
| + if (Vertex* pv = check_for_intersection(leftEnclosingEdge, rightEnclosingEdge, |
| + &activeEdges, alloc)) { |
| + if (pv->fPoint < v->fPoint) { |
| + v = pv; |
| + } |
| + restartChecks = true; |
| + } |
| + |
| + } |
| + } while (restartChecks); |
| + SkASSERT(!leftEnclosingEdge || leftEnclosingEdge->isLeftOf(v)); |
| + SkASSERT(!rightEnclosingEdge || rightEnclosingEdge->isRightOf(v)); |
| +#ifdef SK_DEBUG |
| + validate_edges(activeEdges); |
| +#endif |
| + for (Edge* e = v->fFirstEdgeAbove; e; e = e->fNextEdgeAbove) { |
| + remove_edge(e, &activeEdges); |
| + } |
| + Edge* leftEdge = leftEnclosingEdge; |
| + for (Edge* e = v->fFirstEdgeBelow; e; e = e->fNextEdgeBelow) { |
| + insert_edge(e, leftEdge, &activeEdges); |
| + leftEdge = e; |
| + } |
| + v->fProcessed = true; |
| + } |
| +} |
| + |
| +// Stage 5: Tessellate the simplified mesh into monotone polygons. |
| + |
| +Poly* tessellate(Vertex* vertices, SkChunkAlloc& alloc) { |
| + LOG("tessellating simple polygons\n"); |
| + Edge* activeEdges = NULL; |
| + Poly* polys = NULL; |
| + for (Vertex* v = vertices; v != NULL; v = v->fNext) { |
| + if (!v->fFirstEdgeAbove && !v->fFirstEdgeBelow) { |
| + continue; |
| + } |
| +#if LOGGING_ENABLED |
| + LOG("\nvertex %g: (%g,%g)\n", v->fID, v->fPoint.fX, v->fPoint.fY); |
| +#endif |
| +#ifdef SK_DEBUG |
| + validate_connectivity(v); |
| +#endif |
| + Edge* leftEnclosingEdge = NULL; |
| + Edge* rightEnclosingEdge = NULL; |
| + find_enclosing_edges(v, activeEdges, &leftEnclosingEdge, &rightEnclosingEdge); |
| + SkASSERT(!leftEnclosingEdge || leftEnclosingEdge->isLeftOf(v)); |
| + SkASSERT(!rightEnclosingEdge || rightEnclosingEdge->isRightOf(v)); |
| +#ifdef SK_DEBUG |
| + validate_edges(activeEdges); |
| +#endif |
| + Poly* leftPoly = NULL; |
| + Poly* rightPoly = NULL; |
| + if (v->fFirstEdgeAbove) { |
| + leftPoly = v->fFirstEdgeAbove->fLeftPoly; |
| + rightPoly = v->fLastEdgeAbove->fRightPoly; |
| + } else { |
| + leftPoly = leftEnclosingEdge ? leftEnclosingEdge->fRightPoly : NULL; |
| + rightPoly = rightEnclosingEdge ? rightEnclosingEdge->fLeftPoly : NULL; |
| + } |
| +#if LOGGING_ENABLED |
| + LOG("edges above:\n"); |
| + for (Edge* e = v->fFirstEdgeAbove; e; e = e->fNextEdgeAbove) { |
| + LOG("%g -> %g, lpoly %d, rpoly %d\n", e->fTop->fID, e->fBottom->fID, |
| + e->fLeftPoly ? e->fLeftPoly->fID : -1, e->fRightPoly ? e->fRightPoly->fID : -1); |
| + } |
| + LOG("edges below:\n"); |
| + for (Edge* e = v->fFirstEdgeBelow; e; e = e->fNextEdgeBelow) { |
| + LOG("%g -> %g, lpoly %d, rpoly %d\n", e->fTop->fID, e->fBottom->fID, |
| + e->fLeftPoly ? e->fLeftPoly->fID : -1, e->fRightPoly ? e->fRightPoly->fID : -1); |
| + } |
| +#endif |
| + if (v->fFirstEdgeAbove) { |
| + if (leftPoly) { |
| + leftPoly = leftPoly->addVertex(v, Poly::kRight_Side, alloc); |
| + } |
| + if (rightPoly) { |
| + rightPoly = rightPoly->addVertex(v, Poly::kLeft_Side, alloc); |
| + } |
| + for (Edge* e = v->fFirstEdgeAbove; e != v->fLastEdgeAbove; e = e->fNextEdgeAbove) { |
| + Edge* leftEdge = e; |
| + Edge* rightEdge = e->fNextEdgeAbove; |
| + SkASSERT(rightEdge->isRightOf(leftEdge->fTop)); |
| + remove_edge(leftEdge, &activeEdges); |
| + if (leftEdge->fRightPoly) { |
| + leftEdge->fRightPoly->end(v, alloc); |
| + } |
| + if (rightEdge->fLeftPoly && rightEdge->fLeftPoly != leftEdge->fRightPoly) { |
| + rightEdge->fLeftPoly->end(v, alloc); |
| + } |
| + } |
| + remove_edge(v->fLastEdgeAbove, &activeEdges); |
| + if (!v->fFirstEdgeBelow) { |
| + if (leftPoly && rightPoly && leftPoly != rightPoly) { |
| + SkASSERT(leftPoly->fPartner == NULL && rightPoly->fPartner == NULL); |
| + rightPoly->fPartner = leftPoly; |
| + leftPoly->fPartner = rightPoly; |
| + } |
| + } |
| + } |
| + if (v->fFirstEdgeBelow) { |
| + if (!v->fFirstEdgeAbove) { |
| + if (leftPoly && leftPoly == rightPoly) { |
| + // Split the poly. |
| + if (leftPoly->fActive->fSide == Poly::kLeft_Side) { |
| + leftPoly = new_poly(&polys, leftEnclosingEdge->fTop, leftPoly->fWinding, |
| + alloc); |
| + leftPoly->addVertex(v, Poly::kRight_Side, alloc); |
| + rightPoly->addVertex(v, Poly::kLeft_Side, alloc); |
| + leftEnclosingEdge->fRightPoly = leftPoly; |
| + } else { |
| + rightPoly = new_poly(&polys, rightEnclosingEdge->fTop, rightPoly->fWinding, |
| + alloc); |
| + rightPoly->addVertex(v, Poly::kLeft_Side, alloc); |
| + leftPoly->addVertex(v, Poly::kRight_Side, alloc); |
| + rightEnclosingEdge->fLeftPoly = rightPoly; |
| + } |
| + } else { |
| + if (leftPoly) { |
| + leftPoly = leftPoly->addVertex(v, Poly::kRight_Side, alloc); |
| + } |
| + if (rightPoly) { |
| + rightPoly = rightPoly->addVertex(v, Poly::kLeft_Side, alloc); |
| + } |
| + } |
| + } |
| + Edge* leftEdge = v->fFirstEdgeBelow; |
| + leftEdge->fLeftPoly = leftPoly; |
| + insert_edge(leftEdge, leftEnclosingEdge, &activeEdges); |
| + for (Edge* rightEdge = leftEdge->fNextEdgeBelow; rightEdge; |
| + rightEdge = rightEdge->fNextEdgeBelow) { |
| + insert_edge(rightEdge, leftEdge, &activeEdges); |
| + int winding = leftEdge->fLeftPoly ? leftEdge->fLeftPoly->fWinding : 0; |
| + winding += leftEdge->fWinding; |
| + if (winding != 0) { |
| + Poly* poly = new_poly(&polys, v, winding, alloc); |
| + leftEdge->fRightPoly = rightEdge->fLeftPoly = poly; |
| + } |
| + leftEdge = rightEdge; |
| + } |
| + v->fLastEdgeBelow->fRightPoly = rightPoly; |
| + } |
| +#ifdef SK_DEBUG |
| + validate_edges(activeEdges); |
| +#endif |
| +#if LOGGING_ENABLED |
| + LOG("\nactive edges:\n"); |
| + for (Edge* e = activeEdges; e != NULL; e = e->fRight) { |
| + LOG("%g -> %g, lpoly %d, rpoly %d\n", e->fTop->fID, e->fBottom->fID, |
| + e->fLeftPoly ? e->fLeftPoly->fID : -1, e->fRightPoly ? e->fRightPoly->fID : -1); |
| + } |
| +#endif |
| + } |
| + return polys; |
| +} |
| + |
| +// This is a driver function which calls stages 2-5 in turn. |
| + |
| +Poly* contours_to_polys(Vertex** contours, int contourCnt, SkChunkAlloc& alloc) { |
| +#if LOGGING_ENABLED |
| + for (int i = 0; i < contourCnt; ++i) { |
| + Vertex* v = contours[i]; |
| + SkASSERT(v); |
| + LOG("path.moveTo(%20.20g, %20.20g);\n", v->fPoint.fX, v->fPoint.fY); |
| + for (v = v->fNext; v != contours[i]; v = v->fNext) { |
| + LOG("path.lineTo(%20.20g, %20.20g);\n", v->fPoint.fX, v->fPoint.fY); |
| + } |
| + } |
| +#endif |
| + sanitize_contours(contours, contourCnt); |
| + Vertex* vertices = build_edges(contours, contourCnt, alloc); |
| + if (!vertices) { |
| + return NULL; |
| + } |
| + |
| + // Sort vertices in Y (secondarily in X). |
| + merge_sort(&vertices); |
| + merge_coincident_vertices(&vertices, alloc); |
| +#if LOGGING_ENABLED |
| + for (Vertex* v = vertices; v != NULL; v = v->fNext) { |
| + static float gID = 0.0f; |
| + v->fID = gID++; |
| + } |
| +#endif |
| + simplify(vertices, alloc); |
| + return tessellate(vertices, alloc); |
| +} |
| + |
| +// Stage 6: Triangulate the monotone polygons into a vertex buffer. |
| + |
| +void* polys_to_triangles(Poly* polys, SkPath::FillType fillType, void* data) { |
| + void* d = data; |
| + for (Poly* poly = polys; poly; poly = poly->fNext) { |
| + if (apply_fill_type(fillType, poly->fWinding)) { |
| + d = poly->emit(d); |
| + } |
| + } |
| + return d; |
| +} |
| + |
| +}; |
| + |
| +GrTessellatingPathRenderer::GrTessellatingPathRenderer() { |
| +} |
| + |
| +GrPathRenderer::StencilSupport GrTessellatingPathRenderer::onGetStencilSupport( |
| + const GrDrawTarget*, |
| + const GrPipelineBuilder*, |
| + const SkPath&, |
| + const SkStrokeRec&) const { |
| + return GrPathRenderer::kNoSupport_StencilSupport; |
| +} |
| + |
| +bool GrTessellatingPathRenderer::canDrawPath(const GrDrawTarget* target, |
| + const GrPipelineBuilder* pipelineBuilder, |
| + const SkMatrix& viewMatrix, |
| + const SkPath& path, |
| + const SkStrokeRec& stroke, |
| + bool antiAlias) const { |
| + // This path renderer can draw all fill styles, but does not do antialiasing. It can do convex |
| + // and concave paths, but we'll leave the convex ones to simpler algorithms. |
| + return stroke.isFillStyle() && !antiAlias && !path.isConvex(); |
| +} |
| + |
| +bool GrTessellatingPathRenderer::onDrawPath(GrDrawTarget* target, |
| + GrPipelineBuilder* pipelineBuilder, |
| + GrColor color, |
| + const SkMatrix& viewM, |
| + const SkPath& path, |
| + const SkStrokeRec& stroke, |
| + bool antiAlias) { |
| + SkASSERT(!antiAlias); |
| + const GrRenderTarget* rt = pipelineBuilder->getRenderTarget(); |
| + if (NULL == rt) { |
| + return false; |
| + } |
| + |
| + SkScalar tol = GrPathUtils::scaleToleranceToSrc(SK_Scalar1, viewM, path.getBounds()); |
| + |
| + int contourCnt; |
| + int maxPts = GrPathUtils::worstCasePointCount(path, &contourCnt, tol); |
| + if (maxPts <= 0) { |
| + return false; |
| + } |
| + if (maxPts > ((int)SK_MaxU16 + 1)) { |
| + SkDebugf("Path not rendered, too many verts (%d)\n", maxPts); |
| + return false; |
| + } |
| + SkPath::FillType fillType = path.getFillType(); |
| + if (SkPath::IsInverseFillType(fillType)) { |
| + contourCnt++; |
| + } |
| + |
| + LOG("got %d pts, %d contours\n", maxPts, contourCnt); |
| + |
| + SkAutoTDeleteArray<Vertex*> contours(SkNEW_ARRAY(Vertex *, contourCnt)); |
| + |
| + // For the initial size of the chunk allocator, estimate based on the point count: |
| + // one vertex per point for the initial passes, plus two for the vertices in the |
| + // resulting Polys, since the same point may end up in two Polys. Assume minimal |
| + // connectivity of one Edge per Vertex (will grow for intersections). |
| + SkChunkAlloc alloc(maxPts * (3 * sizeof(Vertex) + sizeof(Edge))); |
| + SkIRect clipBounds; |
| + target->getClip()->getConservativeBounds(rt, &clipBounds); |
| + path_to_contours(path, tol, SkRect::Make(clipBounds), contours.get(), alloc); |
| + Poly* polys; |
| + uint32_t flags = GrDefaultGeoProcFactory::kPosition_GPType; |
| + polys = contours_to_polys(contours.get(), contourCnt, alloc); |
| + SkAutoTUnref<const GrGeometryProcessor> gp( |
| + GrDefaultGeoProcFactory::Create(flags, color, viewM, SkMatrix::I())); |
| + int count = 0; |
| + for (Poly* poly = polys; poly; poly = poly->fNext) { |
| + if (apply_fill_type(fillType, poly->fWinding) && poly->fCount >= 3) { |
| + count += (poly->fCount - 2) * (WIREFRAME ? 6 : 3); |
| + } |
| + } |
| + |
| + int stride = gp->getVertexStride(); |
| + GrDrawTarget::AutoReleaseGeometry arg; |
| + if (!arg.set(target, count, stride, 0)) { |
| + return false; |
| + } |
| + LOG("emitting %d verts\n", count); |
| + void* end = polys_to_triangles(polys, fillType, arg.vertices()); |
| + int actualCount = (static_cast<char*>(end) - static_cast<char*>(arg.vertices())) / stride; |
| + LOG("actual count: %d\n", actualCount); |
| + SkASSERT(actualCount <= count); |
| + |
| + GrPrimitiveType primitiveType = WIREFRAME ? kLines_GrPrimitiveType |
| + : kTriangles_GrPrimitiveType; |
| + target->drawNonIndexed(pipelineBuilder, gp, primitiveType, 0, actualCount); |
| + |
| + return true; |
| +} |