/* * 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 "GrMatrix.h" #include "SkPath.h" #include "SkTArray.h" /** * Utilities for evaluating paths. */ namespace GrPathUtils { GrScalar scaleToleranceToSrc(GrScalar devTol, const GrMatrix& viewM, const GrRect& 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, GrScalar 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 GrPoint points[], GrScalar tol); uint32_t generateQuadraticPoints(const GrPoint& p0, const GrPoint& p1, const GrPoint& p2, GrScalar tolSqd, GrPoint** 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 GrPoint points[], GrScalar tol); uint32_t generateCubicPoints(const GrPoint& p0, const GrPoint& p1, const GrPoint& p2, const GrPoint& p3, GrScalar tolSqd, GrPoint** 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 GrPoint controlPts[3]) { this->set(controlPts); } void set(const GrPoint 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 GrPoint* xy = reinterpret_cast(xyPtr); GrPoint* 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]; }; // 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 GrPoint p[4], SkScalar tolScale, bool constrainWithinTangents, SkPath::Direction dir, SkTArray* quads); }; #endif