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authorGravatar Brian Salomon <bsalomon@google.com>2017-02-06 15:47:44 -0500
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2017-02-07 15:03:48 +0000
commitaff27a23ad4b38851429066dbfb43cfa7199e37c (patch)
tree3f3f86564994c42e7b1f91cadfca03ae42d00300 /src/utils/SkShadowTessellator.cpp
parent1f8be689173bde68802a9ff53d9565b21805b854 (diff)
Use SkVertices for tessellated spot and ambient shadow rendering.
Change-Id: Ia81e7a771d345286533752708e4304c1ae3b97c9 Reviewed-on: https://skia-review.googlesource.com/8042 Reviewed-by: Robert Phillips <robertphillips@google.com> Commit-Queue: Stan Iliev <stani@google.com>
Diffstat (limited to 'src/utils/SkShadowTessellator.cpp')
-rwxr-xr-xsrc/utils/SkShadowTessellator.cpp129
1 files changed, 61 insertions, 68 deletions
diff --git a/src/utils/SkShadowTessellator.cpp b/src/utils/SkShadowTessellator.cpp
index b721f38110..79567ccf05 100755
--- a/src/utils/SkShadowTessellator.cpp
+++ b/src/utils/SkShadowTessellator.cpp
@@ -9,40 +9,50 @@
#include "SkColorPriv.h"
#include "SkGeometry.h"
#include "SkPath.h"
+#include "SkVertices.h"
#if SK_SUPPORT_GPU
#include "GrPathUtils.h"
#endif
-template <typename T> using UniqueArray = SkShadowVertices::UniqueArray<T>;
/**
* Base class
*/
-class SkShadowTessellator {
+class SkBaseShadowTessellator {
public:
- SkShadowTessellator(SkScalar radius, SkColor umbraColor,
- SkColor penumbraColor, bool transparent);
- virtual ~SkShadowTessellator() {}
-
- int vertexCount() const { return fPositions.count(); }
- int indexCount() const { return fIndices.count(); }
-
- bool succeeded() const { return fSucceeded; }
+ SkBaseShadowTessellator(SkScalar radius, SkColor umbraColor, SkColor penumbraColor,
+ bool transparent);
+ virtual ~SkBaseShadowTessellator() {}
- // The casts are needed to work around a, older GCC issue where the fact that the pointers are
- // T* and not const T* causes calls to a deleted unique_ptr constructor.
- UniqueArray<SkPoint> releasePositions() {
- return UniqueArray<SkPoint>(static_cast<const SkPoint*>(fPositions.release()));
- }
- UniqueArray<SkColor> releaseColors() {
- return UniqueArray<SkColor>(static_cast<const SkColor*>(fColors.release()));
- }
- UniqueArray<uint16_t> releaseIndices() {
- return UniqueArray<uint16_t>(static_cast<const uint16_t*>(fIndices.release()));
+ sk_sp<SkVertices> releaseVertices() {
+ if (!fSucceeded) {
+ return nullptr;
+ }
+ int vCount = this->vertexCount();
+ int iCount = this->indexCount();
+ // We copy here for two reasons: 1) To tighten up our arrays and 2) to get into memory
+ // allocated by new[] rather than malloc.
+ // TODO: If we know we're not caching then we should avoid this.
+ SkPoint* positions = new SkPoint[vCount];
+ SkColor* colors = new SkColor[vCount];
+ uint16_t* indices = new uint16_t[iCount];
+ memcpy(positions, fPositions.begin(), sizeof(SkPoint) * vCount);
+ memcpy(colors, fColors.begin(), sizeof(SkColor) * vCount);
+ memcpy(indices, fIndices.begin(), sizeof(uint16_t) * iCount);
+ return SkVertices::MakeIndexed(SkCanvas::kTriangles_VertexMode,
+ std::unique_ptr<const SkPoint[]>(positions),
+ std::unique_ptr<const SkColor[]>(colors),
+ nullptr,
+ vCount,
+ std::unique_ptr<const uint16_t[]>(indices),
+ iCount);
}
protected:
+ int vertexCount() const { return fPositions.count(); }
+ int indexCount() const { return fIndices.count(); }
+
virtual void handleLine(const SkPoint& p) = 0;
void handleLine(const SkMatrix& m, SkPoint* p);
@@ -112,17 +122,16 @@ static void compute_radial_steps(const SkVector& v1, const SkVector& v2, SkScala
*n = SkScalarFloorToInt(steps);
}
-SkShadowTessellator::SkShadowTessellator(SkScalar radius, SkColor umbraColor,
- SkColor penumbraColor, bool transparent)
- : fFirstVertex(-1)
- , fSucceeded(false)
- , fTransparent(transparent)
- , fUmbraColor(umbraColor)
- , fPenumbraColor(penumbraColor)
- , fRadius(radius)
- , fDirection(1)
- , fPrevUmbraIndex(-1) {
-
+SkBaseShadowTessellator::SkBaseShadowTessellator(SkScalar radius, SkColor umbraColor,
+ SkColor penumbraColor, bool transparent)
+ : fFirstVertex(-1)
+ , fSucceeded(false)
+ , fTransparent(transparent)
+ , fUmbraColor(umbraColor)
+ , fPenumbraColor(penumbraColor)
+ , fRadius(radius)
+ , fDirection(1)
+ , fPrevUmbraIndex(-1) {
fInitPoints.setReserve(3);
// child classes will set reserve for positions, colors and indices
@@ -133,12 +142,12 @@ static const SkScalar kQuadTolerance = 0.2f;
static const SkScalar kCubicTolerance = 0.2f;
static const SkScalar kConicTolerance = 0.5f;
-void SkShadowTessellator::handleLine(const SkMatrix& m, SkPoint* p) {
+void SkBaseShadowTessellator::handleLine(const SkMatrix& m, SkPoint* p) {
m.mapPoints(p, 1);
this->handleLine(*p);
}
-void SkShadowTessellator::handleQuad(const SkPoint pts[3]) {
+void SkBaseShadowTessellator::handleQuad(const SkPoint pts[3]) {
#if SK_SUPPORT_GPU
// TODO: Pull PathUtils out of Ganesh?
int maxCount = GrPathUtils::quadraticPointCount(pts, kQuadTolerance);
@@ -157,12 +166,12 @@ void SkShadowTessellator::handleQuad(const SkPoint pts[3]) {
#endif
}
-void SkShadowTessellator::handleQuad(const SkMatrix& m, SkPoint pts[3]) {
+void SkBaseShadowTessellator::handleQuad(const SkMatrix& m, SkPoint pts[3]) {
m.mapPoints(pts, 3);
this->handleQuad(pts);
}
-void SkShadowTessellator::handleCubic(const SkMatrix& m, SkPoint pts[4]) {
+void SkBaseShadowTessellator::handleCubic(const SkMatrix& m, SkPoint pts[4]) {
m.mapPoints(pts, 4);
#if SK_SUPPORT_GPU
// TODO: Pull PathUtils out of Ganesh?
@@ -183,7 +192,7 @@ void SkShadowTessellator::handleCubic(const SkMatrix& m, SkPoint pts[4]) {
#endif
}
-void SkShadowTessellator::handleConic(const SkMatrix& m, SkPoint pts[3], SkScalar w) {
+void SkBaseShadowTessellator::handleConic(const SkMatrix& m, SkPoint pts[3], SkScalar w) {
m.mapPoints(pts, 3);
SkAutoConicToQuads quadder;
const SkPoint* quads = quadder.computeQuads(pts, w, kConicTolerance);
@@ -200,7 +209,7 @@ void SkShadowTessellator::handleConic(const SkMatrix& m, SkPoint pts[3], SkScala
}
}
-void SkShadowTessellator::addArc(const SkVector& nextNormal) {
+void SkBaseShadowTessellator::addArc(const SkVector& nextNormal) {
// fill in fan from previous quad
SkScalar rotSin, rotCos;
int numSteps;
@@ -220,8 +229,8 @@ void SkShadowTessellator::addArc(const SkVector& nextNormal) {
}
}
-void SkShadowTessellator::finishArcAndAddEdge(const SkPoint& nextPoint,
- const SkVector& nextNormal) {
+void SkBaseShadowTessellator::finishArcAndAddEdge(const SkPoint& nextPoint,
+ const SkVector& nextNormal) {
// close out previous arc
*fPositions.push() = fPrevPoint + nextNormal;
*fColors.push() = fPenumbraColor;
@@ -235,7 +244,7 @@ void SkShadowTessellator::finishArcAndAddEdge(const SkPoint& nextPoint,
//////////////////////////////////////////////////////////////////////////////////////////////////
-class SkAmbientShadowTessellator : public SkShadowTessellator {
+class SkAmbientShadowTessellator : public SkBaseShadowTessellator {
public:
SkAmbientShadowTessellator(const SkPath& path, const SkMatrix& ctm,
SkScalar radius, SkColor umbraColor,
@@ -247,7 +256,7 @@ private:
int fCentroidCount;
- typedef SkShadowTessellator INHERITED;
+ typedef SkBaseShadowTessellator INHERITED;
};
SkAmbientShadowTessellator::SkAmbientShadowTessellator(const SkPath& path,
@@ -435,7 +444,7 @@ void SkAmbientShadowTessellator::addEdge(const SkPoint& nextPoint, const SkVecto
///////////////////////////////////////////////////////////////////////////////////////////////////
-class SkSpotShadowTessellator : public SkShadowTessellator {
+class SkSpotShadowTessellator : public SkBaseShadowTessellator {
public:
SkSpotShadowTessellator(const SkPath& path, const SkMatrix& ctm,
SkScalar scale, const SkVector& translate,
@@ -463,7 +472,7 @@ private:
bool fFirstUmbraOutside;
bool fValidUmbra;
- typedef SkShadowTessellator INHERITED;
+ typedef SkBaseShadowTessellator INHERITED;
};
SkSpotShadowTessellator::SkSpotShadowTessellator(const SkPath& path, const SkMatrix& ctm,
@@ -475,7 +484,6 @@ SkSpotShadowTessellator::SkSpotShadowTessellator(const SkPath& path, const SkMat
, fPrevUmbraOutside(false)
, fFirstUmbraOutside(false)
, fValidUmbra(true) {
-
// TODO: calculate these better
// Penumbra ring: 3*numPts
// Umbra ring: numPts
@@ -948,33 +956,18 @@ void SkSpotShadowTessellator::addEdge(const SkPoint& nextPoint, const SkVector&
///////////////////////////////////////////////////////////////////////////////////////////////////
-sk_sp<SkShadowVertices> SkShadowVertices::MakeAmbient(const SkPath& path, const SkMatrix& ctm,
- SkScalar radius, SkColor umbra,
- SkColor penumbra, bool transparent) {
+sk_sp<SkVertices> SkShadowTessellator::MakeAmbient(const SkPath& path, const SkMatrix& ctm,
+ SkScalar radius, SkColor umbra, SkColor penumbra,
+ bool transparent) {
SkAmbientShadowTessellator ambientTess(path, ctm, radius, umbra, penumbra, transparent);
- if (!ambientTess.succeeded()) {
- return nullptr;
- }
- int vcount = ambientTess.vertexCount();
- int icount = ambientTess.indexCount();
- return sk_sp<SkShadowVertices>(new SkShadowVertices(ambientTess.releasePositions(),
- ambientTess.releaseColors(),
- ambientTess.releaseIndices(), vcount,
- icount));
+ return ambientTess.releaseVertices();
}
-sk_sp<SkShadowVertices> SkShadowVertices::MakeSpot(const SkPath& path, const SkMatrix& ctm,
- SkScalar scale, const SkVector& translate,
- SkScalar radius, SkColor umbraColor,
- SkColor penumbraColor, bool transparent) {
+sk_sp<SkVertices> SkShadowTessellator::MakeSpot(const SkPath& path, const SkMatrix& ctm,
+ SkScalar scale, const SkVector& translate,
+ SkScalar radius, SkColor umbraColor,
+ SkColor penumbraColor, bool transparent) {
SkSpotShadowTessellator spotTess(path, ctm, scale, translate, radius, umbraColor,
penumbraColor, transparent);
- if (!spotTess.succeeded()) {
- return nullptr;
- }
- int vcount = spotTess.vertexCount();
- int icount = spotTess.indexCount();
- return sk_sp<SkShadowVertices>(new SkShadowVertices(spotTess.releasePositions(),
- spotTess.releaseColors(),
- spotTess.releaseIndices(), vcount, icount));
+ return spotTess.releaseVertices();
}