/* * Copyright 2011 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrPathUtils_DEFINED #define GrPathUtils_DEFINED #include "GrPoint.h" #include "SkRect.h" #include "SkPath.h" #include "SkTArray.h" class SkMatrix; /** * Utilities for evaluating paths. */ namespace GrPathUtils { SkScalar scaleToleranceToSrc(SkScalar devTol, const SkMatrix& viewM, const SkRect& pathBounds); /// Since we divide by tol if we're computing exact worst-case bounds, /// very small tolerances will be increased to gMinCurveTol. int worstCasePointCount(const SkPath&, int* subpaths, SkScalar tol); /// Since we divide by tol if we're computing exact worst-case bounds, /// very small tolerances will be increased to gMinCurveTol. uint32_t quadraticPointCount(const SkPoint points[], SkScalar tol); uint32_t generateQuadraticPoints(const SkPoint& p0, const SkPoint& p1, const SkPoint& p2, SkScalar tolSqd, SkPoint** points, uint32_t pointsLeft); /// Since we divide by tol if we're computing exact worst-case bounds, /// very small tolerances will be increased to gMinCurveTol. uint32_t cubicPointCount(const SkPoint points[], SkScalar tol); uint32_t generateCubicPoints(const SkPoint& p0, const SkPoint& p1, const SkPoint& p2, const SkPoint& p3, SkScalar tolSqd, SkPoint** points, uint32_t pointsLeft); // A 2x3 matrix that goes from the 2d space coordinates to UV space where // u^2-v = 0 specifies the quad. The matrix is determined by the control // points of the quadratic. class QuadUVMatrix { public: QuadUVMatrix() {}; // Initialize the matrix from the control pts QuadUVMatrix(const SkPoint controlPts[3]) { this->set(controlPts); } void set(const SkPoint controlPts[3]); /** * Applies the matrix to vertex positions to compute UV coords. This * has been templated so that the compiler can easliy unroll the loop * and reorder to avoid stalling for loads. The assumption is that a * path renderer will have a small fixed number of vertices that it * uploads for each quad. * * N is the number of vertices. * STRIDE is the size of each vertex. * UV_OFFSET is the offset of the UV values within each vertex. * vertices is a pointer to the first vertex. */ template void apply(const void* vertices) { intptr_t xyPtr = reinterpret_cast(vertices); intptr_t uvPtr = reinterpret_cast(vertices) + UV_OFFSET; float sx = fM[0]; float kx = fM[1]; float tx = fM[2]; float ky = fM[3]; float sy = fM[4]; float ty = fM[5]; for (int i = 0; i < N; ++i) { const SkPoint* xy = reinterpret_cast(xyPtr); SkPoint* uv = reinterpret_cast(uvPtr); uv->fX = sx * xy->fX + kx * xy->fY + tx; uv->fY = ky * xy->fX + sy * xy->fY + ty; xyPtr += STRIDE; uvPtr += STRIDE; } } private: float fM[6]; }; // Input is 3 control points and a weight for a bezier conic. Calculates the // three linear functionals (K,L,M) that represent the implicit equation of the // conic, K^2 - LM. // // Output: // K = (klm[0], klm[1], klm[2]) // L = (klm[3], klm[4], klm[5]) // M = (klm[6], klm[7], klm[8]) void getConicKLM(const SkPoint p[3], const SkScalar weight, SkScalar klm[9]); // Converts a cubic into a sequence of quads. If working in device space // use tolScale = 1, otherwise set based on stretchiness of the matrix. The // result is sets of 3 points in quads (TODO: share endpoints in returned // array) // When we approximate a cubic {a,b,c,d} with a quadratic we may have to // ensure that the new control point lies between the lines ab and cd. The // convex path renderer requires this. It starts with a path where all the // control points taken together form a convex polygon. It relies on this // property and the quadratic approximation of cubics step cannot alter it. // Setting constrainWithinTangents to true enforces this property. When this // is true the cubic must be simple and dir must specify the orientation of // the cubic. Otherwise, dir is ignored. void convertCubicToQuads(const SkPoint p[4], SkScalar tolScale, bool constrainWithinTangents, SkPath::Direction dir, SkTArray* quads); // Chops the cubic bezier passed in by src, at the double point (intersection point) // if the curve is a cubic loop. If it is a loop, there will be two parametric values for // the double point: ls and ms. We chop the cubic at these values if they are between 0 and 1. // Return value: // Value of 3: ls and ms are both between (0,1), and dst will contain the three cubics, // dst[0..3], dst[3..6], and dst[6..9] if dst is not NULL // Value of 2: Only one of ls and ms are between (0,1), and dst will contain the two cubics, // dst[0..3] and dst[3..6] if dst is not NULL // Value of 1: Neither ls or ms are between (0,1), and dst will contain the one original cubic, // dst[0..3] if dst is not NULL // // Optional KLM Calculation: // The function can also return the KLM linear functionals for the chopped cubic implicit form // of K^3 - LM. // It will calculate a single set of KLM values that can be shared by all sub cubics, except // for the subsection that is "the loop" the K and L values need to be negated. // Output: // klm: Holds the values for the linear functionals as: // K = (klm[0], klm[1], klm[2]) // L = (klm[3], klm[4], klm[5]) // M = (klm[6], klm[7], klm[8]) // klm_rev: These values are flags for the corresponding sub cubic saying whether or not // the K and L values need to be flipped. A value of -1.f means flip K and L and // a value of 1.f means do nothing. // *****DO NOT FLIP M, JUST K AND L***** // // Notice that the klm lines are calculated in the same space as the input control points. // If you transform the points the lines will also need to be transformed. This can be done // by mapping the lines with the inverse-transpose of the matrix used to map the points. int chopCubicAtLoopIntersection(const SkPoint src[4], SkPoint dst[10] = NULL, SkScalar klm[9] = NULL, SkScalar klm_rev[3] = NULL); // Input is p which holds the 4 control points of a non-rational cubic Bezier curve. // Output is the coefficients of the three linear functionals K, L, & M which // represent the implicit form of the cubic as f(x,y,w) = K^3 - LM. The w term // will always be 1. The output is stored in the array klm, where the values are: // K = (klm[0], klm[1], klm[2]) // L = (klm[3], klm[4], klm[5]) // M = (klm[6], klm[7], klm[8]) // // Notice that the klm lines are calculated in the same space as the input control points. // If you transform the points the lines will also need to be transformed. This can be done // by mapping the lines with the inverse-transpose of the matrix used to map the points. void getCubicKLM(const SkPoint p[4], SkScalar klm[9]); }; #endif