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authorGravatar Jim Van Verth <jvanverth@google.com>2018-06-08 15:13:25 -0400
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2018-06-12 14:07:23 +0000
commit7deacf4833dcdb6c1101a18a2b46a8c516a96f9a (patch)
treeeba46f2af80621cc0f89829764d56f245aa02f2a /src/utils
parentefd99cc92817710117db9924772943b8b78c2fe5 (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>
Diffstat (limited to 'src/utils')
-rwxr-xr-xsrc/utils/SkShadowTessellator.cpp470
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