diff options
author | Jim Van Verth <jvanverth@google.com> | 2018-06-08 15:13:25 -0400 |
---|---|---|
committer | Skia Commit-Bot <skia-commit-bot@chromium.org> | 2018-06-12 14:07:23 +0000 |
commit | 7deacf4833dcdb6c1101a18a2b46a8c516a96f9a (patch) | |
tree | eba46f2af80621cc0f89829764d56f245aa02f2a | |
parent | efd99cc92817710117db9924772943b8b78c2fe5 (diff) |
More shadow tessellation cleanup.
This change removes a lot of the unnecessary code that managed
coincident and collinear vertices and set the winding direction.
It also merges duplicate code when adding edges.
Bug: skia:7971
Change-Id: I0397db93c1075e332c5aeb9ca0343bcbd9bb70eb
Reviewed-on: https://skia-review.googlesource.com/133580
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Jim Van Verth <jvanverth@google.com>
-rwxr-xr-x | src/utils/SkShadowTessellator.cpp | 470 |
1 files changed, 171 insertions, 299 deletions
diff --git a/src/utils/SkShadowTessellator.cpp b/src/utils/SkShadowTessellator.cpp index 61b1e97062..08af4b78bb 100755 --- a/src/utils/SkShadowTessellator.cpp +++ b/src/utils/SkShadowTessellator.cpp @@ -77,8 +77,6 @@ protected: SkPoint3 fTransformedZParams; SkScalar fPartialDeterminants[3]; - // first two points - SkTDArray<SkPoint> fInitPoints; // temporary buffer SkTDArray<SkPoint> fPointBuffer; @@ -169,8 +167,6 @@ SkBaseShadowTessellator::SkBaseShadowTessellator(const SkPoint3& zPlaneParams, b , fIsConvex(true) , fDirection(1) , fPrevUmbraIndex(-1) { - fInitPoints.setReserve(3); - // child classes will set reserve for positions, colors and indices } @@ -262,6 +258,9 @@ void SkBaseShadowTessellator::finishPathPolygon() { if (fAreaSignFlips > 2) { fIsConvex = false; } + + // if area is positive, winding is ccw + fDirection = fArea > 0 ? -1 : 1; } // tesselation tolerance values, in device space pixels @@ -490,8 +489,10 @@ public: private: void computePathPolygon(const SkPath& path, const SkMatrix& ctm); - void handlePolyPoint(const SkPoint& p); - void addEdge(const SkVector& nextPoint, const SkVector& nextNormal); + void handlePolyPoint(const SkPoint& p, bool finalPoint); + void addEdge(const SkPoint& nextPoint, const SkVector& nextNormal, bool finalEdge); + void splitEdge(const SkPoint& nextPoint, const SkVector& insetNormal, + const SkPoint& penumbraPoint, const SkPoint& umbraPoint, SkColor umbraColor); static constexpr auto kMaxEdgeLenSqr = 20 * 20; static constexpr auto kInsetFactor = -0.5f; @@ -542,7 +543,8 @@ SkAmbientShadowTessellator::SkAmbientShadowTessellator(const SkPath& path, fIndices.setReserve(12 * path.countPoints()); this->computePathPolygon(path, ctm); - if (fPathPolygon.count() < 3) { + int polyCount = fPathPolygon.count(); + if (polyCount < 3) { return; } // TODO: add support for concave paths @@ -556,104 +558,49 @@ SkAmbientShadowTessellator::SkAmbientShadowTessellator(const SkPath& path, *fColors.push() = this->umbraColor(fTransformedHeightFunc(fCentroid)); } - for (int i = 0; i < fPathPolygon.count(); ++i) { - this->handlePolyPoint(fPathPolygon[i]); - } - - if (!this->indexCount()) { + // Initialize + SkVector normal; + if (!compute_normal(fPathPolygon[polyCount-1], fPathPolygon[0], fDirection, &normal)) { + // the polygon should be sanitized, so any issues at this point are unrecoverable return; } + fFirstPoint = fPathPolygon[polyCount - 1]; + fFirstVertexIndex = fPositions.count(); + SkScalar z = fTransformedHeightFunc(fFirstPoint); + fFirstOutset = normal; + fFirstOutset *= this->offset(z); - // Finish up - SkVector normal; - if (compute_normal(fPrevPoint, fFirstPoint, fDirection, &normal)) { - SkScalar z = fTransformedHeightFunc(fPrevPoint); - fRadius = this->offset(z); - SkVector scaledNormal(normal); - scaledNormal *= fRadius; - this->addArc(scaledNormal, true); - - // fix-up the last and first umbra points - SkVector inset = normal; - // adding to an average, so multiply by an additional half - inset *= 0.5f*kInsetFactor; - fPositions[fPrevUmbraIndex] += inset; - fPositions[fFirstVertexIndex] += inset; - // we multiply by another half because now we're adding to an average of an average - inset *= 0.5f; - if (fSplitPreviousEdge) { - fPositions[fPrevUmbraIndex - 2] += inset; - } - if (fSplitFirstEdge) { - fPositions[fFirstVertexIndex + 2] += inset; - } - - // set up for final edge - z = fTransformedHeightFunc(fFirstPoint); - normal *= this->offset(z); - - // make sure we don't end up with a sharp alpha edge along the quad diagonal - if (fColors[fPrevUmbraIndex] != fColors[fFirstVertexIndex] && - SkPointPriv::DistanceToSqd(fFirstPoint, fPositions[fPrevUmbraIndex]) > kMaxEdgeLenSqr) { - SkPoint centerPoint = fPositions[fPrevUmbraIndex] + fPositions[fFirstVertexIndex]; - centerPoint *= 0.5f; - *fPositions.push() = centerPoint; - *fColors.push() = SkPMLerp(fColors[fFirstVertexIndex], fColors[fPrevUmbraIndex], 128); - centerPoint = fPositions[fPositions.count()-2] + fPositions[fFirstVertexIndex+1]; - centerPoint *= 0.5f; - *fPositions.push() = centerPoint; - *fColors.push() = fPenumbraColor; - - if (fColors[fPrevUmbraIndex] > fColors[fPositions.count() - 2]) { - this->appendQuad(fPrevUmbraIndex, fPositions.count() - 3, - fPositions.count() - 2, fPositions.count() - 1); - } else { - this->appendQuad(fPositions.count() - 2, fPositions.count() - 1, - fPrevUmbraIndex, fPositions.count() - 3); - } - - // if transparent, add to center fan - if (fTransparent) { - *fIndices.push() = 0; - *fIndices.push() = fPrevUmbraIndex; - *fIndices.push() = fPositions.count() - 2; - } + fPrevOutset = fFirstOutset; + fPrevPoint = fFirstPoint; + fPrevUmbraIndex = fFirstVertexIndex; - fPrevUmbraIndex = fPositions.count() - 2; - } + // Add the first quad + *fPositions.push() = fFirstPoint; + *fColors.push() = this->umbraColor(z); + *fPositions.push() = fFirstPoint + fFirstOutset; + *fColors.push() = fPenumbraColor; - // final edge - *fPositions.push() = fFirstPoint + normal; - *fColors.push() = fPenumbraColor; + z = fTransformedHeightFunc(fPathPolygon[0]); + fRadius = this->offset(z); + fUmbraColor = this->umbraColor(z); + this->addEdge(fPathPolygon[0], normal, false); - if (fColors[fPrevUmbraIndex] > fColors[fFirstVertexIndex]) { - this->appendQuad(fPrevUmbraIndex, fPositions.count() - 2, - fFirstVertexIndex, fPositions.count() - 1); - } else { - this->appendQuad(fPositions.count() - 2, fPositions.count() - 1, - fPrevUmbraIndex, fFirstVertexIndex); - } - fPrevOutset = normal; + // Process the remaining points + for (int i = 1; i < fPathPolygon.count(); ++i) { + this->handlePolyPoint(fPathPolygon[i], i == fPathPolygon.count()-1); } + SkASSERT(this->indexCount()); - // finalize center fan - if (fTransparent) { - this->appendTriangle(0, fPrevUmbraIndex, fFirstVertexIndex); + // Final fan + SkASSERT(fPositions.count() >= 3); + if (this->addArc(fFirstOutset, false)) { + this->appendTriangle(fFirstVertexIndex, fPositions.count() - 1, fFirstVertexIndex + 1); + } else { + // arc is too small, set the first penumbra point to be the same position + // as the last one + fPositions[fFirstVertexIndex + 1] = fPositions[fPositions.count() - 1]; } - // final fan - if (fPositions.count() >= 3) { - fPrevUmbraIndex = fFirstVertexIndex; - fPrevPoint = fFirstPoint; - fRadius = this->offset(fTransformedHeightFunc(fPrevPoint)); - if (this->addArc(fFirstOutset, false)) { - this->appendTriangle(fFirstVertexIndex, fPositions.count() - 1, fFirstVertexIndex + 1); - } else { - // arc is too small, set the first penumbra point to be the same position - // as the last one - fPositions[fFirstVertexIndex + 1] = fPositions[fPositions.count() - 1]; - } - } fSucceeded = true; } @@ -689,57 +636,7 @@ void SkAmbientShadowTessellator::computePathPolygon(const SkPath& path, const Sk this->finishPathPolygon(); } -void SkAmbientShadowTessellator::handlePolyPoint(const SkPoint& p) { - // should have no coincident points - SkASSERT(fInitPoints.isEmpty() || !duplicate_pt(p, fInitPoints[fInitPoints.count() - 1])); - - if (fInitPoints.count() < 2) { - *fInitPoints.push() = p; - return; - } - - if (fInitPoints.count() == 2) { - // determine if cw or ccw - SkScalar perpDot = perp_dot(fInitPoints[0], fInitPoints[1], p); - // should not be collinear - SkASSERT(!SkScalarNearlyZero(perpDot)); - - // if perpDot > 0, winding is ccw - fDirection = (perpDot > 0) ? -1 : 1; - - // add first quad - SkVector normal; - if (!compute_normal(fInitPoints[0], fInitPoints[1], fDirection, &normal)) { - // first two points are incident, make the third point the second and continue - fInitPoints[1] = p; - return; - } - - fFirstPoint = fInitPoints[0]; - fFirstVertexIndex = fPositions.count(); - SkScalar z = fTransformedHeightFunc(fFirstPoint); - fFirstOutset = normal; - fFirstOutset *= this->offset(z); - - fPrevOutset = fFirstOutset; - fPrevPoint = fFirstPoint; - fPrevUmbraIndex = fFirstVertexIndex; - - *fPositions.push() = fFirstPoint; - *fColors.push() = this->umbraColor(z); - *fPositions.push() = fFirstPoint + fFirstOutset; - *fColors.push() = fPenumbraColor; - - // add the first quad - z = fTransformedHeightFunc(fInitPoints[1]); - fRadius = this->offset(z); - fUmbraColor = this->umbraColor(z); - this->addEdge(fInitPoints[1], normal); - - // to ensure we skip this block next time - *fInitPoints.push() = p; - } - +void SkAmbientShadowTessellator::handlePolyPoint(const SkPoint& p, bool finalPoint) { SkVector normal; if (compute_normal(fPrevPoint, p, fDirection, &normal)) { SkVector scaledNormal = normal; @@ -748,11 +645,12 @@ void SkAmbientShadowTessellator::handlePolyPoint(const SkPoint& p) { SkScalar z = fTransformedHeightFunc(p); fRadius = this->offset(z); fUmbraColor = this->umbraColor(z); - this->addEdge(p, normal); + this->addEdge(p, normal, finalPoint); } } -void SkAmbientShadowTessellator::addEdge(const SkPoint& nextPoint, const SkVector& nextNormal) { +void SkAmbientShadowTessellator::addEdge(const SkPoint& nextPoint, const SkVector& nextNormal, + bool finalEdge) { // We compute the inset in two stages: first we inset by half the current normal, // then on the next addEdge() we add half of the next normal to get an average of the two SkVector insetNormal = nextNormal; @@ -761,27 +659,78 @@ void SkAmbientShadowTessellator::addEdge(const SkPoint& nextPoint, const SkVecto // Adding the other half of the average for the previous edge fPositions[fPrevUmbraIndex] += insetNormal; - SkPoint umbraPoint = nextPoint + insetNormal; + SkPoint umbraPoint; + if (finalEdge) { + // Again, adding the other half of the average for the previous edge + fPositions[fFirstVertexIndex] += insetNormal; + // we multiply by another half because now we're adding to an average of an average + if (fSplitFirstEdge) { + fPositions[fFirstVertexIndex + 2] += insetNormal * 0.5f; + } + umbraPoint = fPositions[fFirstVertexIndex]; + } else { + umbraPoint = nextPoint + insetNormal; + } SkVector outsetNormal = nextNormal; outsetNormal *= fRadius; SkPoint penumbraPoint = nextPoint + outsetNormal; + // make sure we don't end up with a sharp alpha edge along the quad diagonal + this->splitEdge(nextPoint, insetNormal, penumbraPoint, umbraPoint, fUmbraColor); + + // add next quad + int prevPenumbraIndex; + int currUmbraIndex; + if (finalEdge) { + prevPenumbraIndex = fPositions.count() - 1; + currUmbraIndex = fFirstVertexIndex; + } else { + prevPenumbraIndex = fPositions.count() - 1; + *fPositions.push() = umbraPoint; + *fColors.push() = fUmbraColor; + currUmbraIndex = fPositions.count() - 1; + } + + *fPositions.push() = penumbraPoint; + *fColors.push() = fPenumbraColor; + + // set triangularization to get best interpolation of color + if (fColors[fPrevUmbraIndex] > fUmbraColor) { + this->appendQuad(fPrevUmbraIndex, prevPenumbraIndex, + currUmbraIndex, fPositions.count() - 1); + } else { + this->appendQuad(currUmbraIndex, fPositions.count() - 1, + fPrevUmbraIndex, prevPenumbraIndex); + } + + // if transparent, add to center fan + if (fTransparent) { + this->appendTriangle(0, fPrevUmbraIndex, currUmbraIndex); + } + + fPrevUmbraIndex = currUmbraIndex; + fPrevPoint = nextPoint; + fPrevOutset = outsetNormal; +} + +void SkAmbientShadowTessellator::splitEdge(const SkPoint& nextPoint, const SkVector& insetNormal, + const SkPoint& penumbraPoint, const SkPoint& umbraPoint, + SkColor umbraColor) { // For split edges, we're adding an average of two averages, so we multiply by another half if (fSplitPreviousEdge) { - insetNormal *= 0.5f; - fPositions[fPrevUmbraIndex - 2] += insetNormal; + fPositions[fPrevUmbraIndex - 2] += insetNormal*SK_ScalarHalf; } // Split the edge to make sure we don't end up with a sharp alpha edge along the quad diagonal - if (fColors[fPrevUmbraIndex] != fUmbraColor && + if (fColors[fPrevUmbraIndex] != umbraColor && SkPointPriv::DistanceToSqd(nextPoint, fPositions[fPrevUmbraIndex]) > kMaxEdgeLenSqr) { // This is lacking 1/4 of the next inset -- we'll add it the next time we call addEdge() SkPoint centerPoint = fPositions[fPrevUmbraIndex] + umbraPoint; centerPoint *= 0.5f; *fPositions.push() = centerPoint; - *fColors.push() = SkPMLerp(fUmbraColor, fColors[fPrevUmbraIndex], 128); - centerPoint = fPositions[fPositions.count()-2] + penumbraPoint; + *fColors.push() = SkPMLerp(umbraColor, fColors[fPrevUmbraIndex], 128); + centerPoint = fPositions[fPositions.count() - 2] + penumbraPoint; centerPoint *= 0.5f; *fPositions.push() = centerPoint; *fColors.push() = fPenumbraColor; @@ -808,32 +757,9 @@ void SkAmbientShadowTessellator::addEdge(const SkPoint& nextPoint, const SkVecto } else { fSplitPreviousEdge = false; } - - // add next quad - *fPositions.push() = umbraPoint; - *fColors.push() = fUmbraColor; - *fPositions.push() = penumbraPoint; - *fColors.push() = fPenumbraColor; - - // set triangularization to get best interpolation of color - if (fColors[fPrevUmbraIndex] > fColors[fPositions.count() - 2]) { - this->appendQuad(fPrevUmbraIndex, fPositions.count() - 3, - fPositions.count() - 2, fPositions.count() - 1); - } else { - this->appendQuad(fPositions.count() - 2, fPositions.count() - 1, - fPrevUmbraIndex, fPositions.count() - 3); - } - - // if transparent, add to center fan - if (fTransparent) { - this->appendTriangle(0, fPrevUmbraIndex, fPositions.count() - 2); - } - - fPrevUmbraIndex = fPositions.count() - 2; - fPrevPoint = nextPoint; - fPrevOutset = outsetNormal; } + /////////////////////////////////////////////////////////////////////////////////////////////////// class SkSpotShadowTessellator : public SkBaseShadowTessellator { @@ -852,11 +778,11 @@ private: bool computeConvexShadow(SkScalar radius); bool computeConcaveShadow(SkScalar radius); - bool handlePolyPoint(const SkPoint& p); + bool handlePolyPoint(const SkPoint& p, bool lastPoint); void mapPoints(SkScalar scale, const SkVector& xlate, SkPoint* pts, int count); bool addInnerPoint(const SkPoint& pathPoint, int* currUmbraIndex); - void addEdge(const SkVector& nextPoint, const SkVector& nextNormal); + void addEdge(const SkVector& nextPoint, const SkVector& nextNormal, bool lastEdge); void addToClip(const SkVector& nextPoint); SkScalar offset(SkScalar z) { @@ -1212,69 +1138,64 @@ bool SkSpotShadowTessellator::computeConvexShadow(SkScalar radius) { *fColors.push() = fUmbraColor; } fCurrUmbraPoint = 0; - for (int i = 0; i < fPathPolygon.count(); ++i) { - if (!this->handlePolyPoint(fPathPolygon[i])) { - return false; - } - } - if (!this->indexCount()) { + // initial setup + // add first quad + int polyCount = fPathPolygon.count(); + if (!compute_normal(fPathPolygon[polyCount-1], fPathPolygon[0], fDirection, &fFirstOutset)) { + // polygon should be sanitized by this point, so this is unrecoverable return false; } - // finish up the final verts - SkVector normal; - if (compute_normal(fPrevPoint, fFirstPoint, fDirection, &normal)) { - normal *= fRadius; - this->addArc(normal, true); + fFirstOutset *= fRadius; + fFirstPoint = fPathPolygon[polyCount - 1]; + fFirstVertexIndex = fPositions.count(); + fPrevOutset = fFirstOutset; + fPrevPoint = fFirstPoint; + fPrevUmbraIndex = -1; - // add to center fan - if (fTransparent) { - this->appendTriangle(0, fPrevUmbraIndex, fFirstVertexIndex); - // or to clip ring - } else { - if (fFirstUmbraOutside) { - this->appendTriangle(fPrevUmbraIndex, fFirstVertexIndex, fFirstVertexIndex + 1); - if (fPrevUmbraOutside) { - // fill out quad - this->appendTriangle(fPrevUmbraIndex, fFirstVertexIndex + 1, - fPrevUmbraIndex + 1); - } - } else if (fPrevUmbraOutside) { - // add tri - this->appendTriangle(fPrevUmbraIndex, fFirstVertexIndex, fPrevUmbraIndex + 1); - } - } + this->addInnerPoint(fFirstPoint, &fPrevUmbraIndex); - // add final edge - *fPositions.push() = fFirstPoint + normal; - *fColors.push() = fPenumbraColor; + if (!fTransparent) { + SkPoint clipPoint; + bool isOutside = this->clipUmbraPoint(fPositions[fFirstVertexIndex], + fCentroid, &clipPoint); + if (isOutside) { + *fPositions.push() = clipPoint; + *fColors.push() = fUmbraColor; + } + fPrevUmbraOutside = isOutside; + fFirstUmbraOutside = isOutside; + } - this->appendQuad(fPrevUmbraIndex, fPositions.count() - 2, - fFirstVertexIndex, fPositions.count() - 1); + SkPoint newPoint = fFirstPoint + fFirstOutset; + *fPositions.push() = newPoint; + *fColors.push() = fPenumbraColor; + this->addEdge(fPathPolygon[0], fFirstOutset, false); - fPrevOutset = normal; + for (int i = 1; i < polyCount; ++i) { + if (!this->handlePolyPoint(fPathPolygon[i], i == polyCount-1)) { + return false; + } } + SkASSERT(this->indexCount()); // final fan - if (fPositions.count() >= 3) { - fPrevUmbraIndex = fFirstVertexIndex; - fPrevPoint = fFirstPoint; - if (this->addArc(fFirstOutset, false)) { - if (fFirstUmbraOutside) { - this->appendTriangle(fFirstVertexIndex, fPositions.count() - 1, - fFirstVertexIndex + 2); - } else { - this->appendTriangle(fFirstVertexIndex, fPositions.count() - 1, - fFirstVertexIndex + 1); - } + SkASSERT(fPositions.count() >= 3); + if (this->addArc(fFirstOutset, false)) { + if (fFirstUmbraOutside) { + this->appendTriangle(fFirstVertexIndex, fPositions.count() - 1, + fFirstVertexIndex + 2); } else { - // no arc added, fix up by setting first penumbra point position to last one - if (fFirstUmbraOutside) { - fPositions[fFirstVertexIndex + 2] = fPositions[fPositions.count() - 1]; - } else { - fPositions[fFirstVertexIndex + 1] = fPositions[fPositions.count() - 1]; - } + this->appendTriangle(fFirstVertexIndex, fPositions.count() - 1, + fFirstVertexIndex + 1); + } + } else { + // no arc added, fix up by setting first penumbra point position to last one + if (fFirstUmbraOutside) { + fPositions[fFirstVertexIndex + 2] = fPositions[fPositions.count() - 1]; + } else { + fPositions[fFirstVertexIndex + 1] = fPositions[fPositions.count() - 1]; } } @@ -1445,71 +1366,12 @@ void SkSpotShadowTessellator::mapPoints(SkScalar scale, const SkVector& xlate, } } -bool SkSpotShadowTessellator::handlePolyPoint(const SkPoint& p) { - if (fInitPoints.count() < 2) { - *fInitPoints.push() = p; - return true; - } - - if (fInitPoints.count() == 2) { - // determine if cw or ccw - SkScalar perpDot = perp_dot(fInitPoints[0], fInitPoints[1], p); - // shouldn't be any collinear points - SkASSERT(!SkScalarNearlyZero(perpDot)); - - // if perpDot > 0, winding is ccw - fDirection = (perpDot > 0) ? -1 : 1; - - // add first quad - if (!compute_normal(fInitPoints[0], fInitPoints[1], fDirection, &fFirstOutset)) { - // first two points are incident, make the third point the second and continue - fInitPoints[1] = p; - return true; - } - - fFirstOutset *= fRadius; - fFirstPoint = fInitPoints[0]; - fFirstVertexIndex = fPositions.count(); - fPrevOutset = fFirstOutset; - fPrevPoint = fFirstPoint; - fPrevUmbraIndex = -1; - - this->addInnerPoint(fFirstPoint, &fPrevUmbraIndex); - - if (!fTransparent) { - SkPoint clipPoint; - bool isOutside = this->clipUmbraPoint(fPositions[fFirstVertexIndex], - fCentroid, &clipPoint); - if (isOutside) { - *fPositions.push() = clipPoint; - *fColors.push() = fUmbraColor; - } - fPrevUmbraOutside = isOutside; - fFirstUmbraOutside = isOutside; - } - - SkPoint newPoint = fFirstPoint + fFirstOutset; - *fPositions.push() = newPoint; - *fColors.push() = fPenumbraColor; - this->addEdge(fInitPoints[1], fFirstOutset); - - // to ensure we skip this block next time - *fInitPoints.push() = p; - } - - // if concave, abort - SkScalar perpDot = perp_dot(fInitPoints[1], fInitPoints[2], p); - if (fDirection*perpDot > 0) { - return false; - } - +bool SkSpotShadowTessellator::handlePolyPoint(const SkPoint& p, bool lastPoint) { SkVector normal; if (compute_normal(fPrevPoint, p, fDirection, &normal)) { normal *= fRadius; this->addArc(normal, true); - this->addEdge(p, normal); - fInitPoints[1] = fInitPoints[2]; - fInitPoints[2] = p; + this->addEdge(p, normal, lastPoint); } return true; @@ -1545,10 +1407,18 @@ bool SkSpotShadowTessellator::addInnerPoint(const SkPoint& pathPoint, int* currU } } -void SkSpotShadowTessellator::addEdge(const SkPoint& nextPoint, const SkVector& nextNormal) { +void SkSpotShadowTessellator::addEdge(const SkPoint& nextPoint, const SkVector& nextNormal, + bool lastEdge) { // add next umbra point int currUmbraIndex; - bool duplicate = this->addInnerPoint(nextPoint, &currUmbraIndex); + bool duplicate; + if (lastEdge) { + duplicate = false; + currUmbraIndex = fFirstVertexIndex; + fPrevPoint = nextPoint; + } else { + duplicate = this->addInnerPoint(nextPoint, &currUmbraIndex); + } int prevPenumbraIndex = duplicate || (currUmbraIndex == fFirstVertexIndex) ? fPositions.count()-1 : fPositions.count()-2; @@ -1559,12 +1429,14 @@ void SkSpotShadowTessellator::addEdge(const SkPoint& nextPoint, const SkVector& // otherwise add to clip ring } else { SkPoint clipPoint; - bool isOutside = this->clipUmbraPoint(fPositions[currUmbraIndex], fCentroid, - &clipPoint); - + bool isOutside = lastEdge ? fFirstUmbraOutside + : this->clipUmbraPoint(fPositions[currUmbraIndex], fCentroid, + &clipPoint); if (isOutside) { - *fPositions.push() = clipPoint; - *fColors.push() = fUmbraColor; + if (!lastEdge) { + *fPositions.push() = clipPoint; + *fColors.push() = fUmbraColor; + } this->appendTriangle(fPrevUmbraIndex, currUmbraIndex, currUmbraIndex + 1); if (fPrevUmbraOutside) { // fill out quad |