/* * Copyright 2015 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "GrTessellatingPathRenderer.h" #include "GrBatch.h" #include "GrBatchTarget.h" #include "GrBatchTest.h" #include "GrDefaultGeoProcFactory.h" #include "GrPathUtils.h" #include "GrVertices.h" #include "SkChunkAlloc.h" #include "SkGeometry.h" #include /* * This path renderer tessellates the path into triangles, uploads the triangles to a * vertex buffer, and renders them with a single draw call. It does not currently do * antialiasing, so it must be used in conjunction with multisampling. * * There are six stages to the algorithm: * * 1) Linearize the path contours into piecewise linear segments (path_to_contours()). * 2) Build a mesh of edges connecting the vertices (build_edges()). * 3) Sort the vertices in Y (and secondarily in X) (merge_sort()). * 4) Simplify the mesh by inserting new vertices at intersecting edges (simplify()). * 5) Tessellate the simplified mesh into monotone polygons (tessellate()). * 6) Triangulate the monotone polygons directly into a vertex buffer (polys_to_triangles()). * * The vertex sorting in step (3) is a merge sort, since it plays well with the linked list * of vertices (and the necessity of inserting new vertices on intersection). * * Stages (4) and (5) use an active edge list, which a list of all edges for which the * sweep line has crossed the top vertex, but not the bottom vertex. It's sorted * left-to-right based on the point where both edges are active (when both top vertices * have been seen, so the "lower" top vertex of the two). If the top vertices are equal * (shared), it's sorted based on the last point where both edges are active, so the * "upper" bottom vertex. * * The most complex step is the simplification (4). It's based on the Bentley-Ottman * line-sweep algorithm, but due to floating point inaccuracy, the intersection points are * not exact and may violate the mesh topology or active edge list ordering. We * accommodate this by adjusting the topology of the mesh and AEL to match the intersection * points. This occurs in three ways: * * A) Intersections may cause a shortened edge to no longer be ordered with respect to its * neighbouring edges at the top or bottom vertex. This is handled by merging the * edges (merge_collinear_edges()). * B) Intersections may cause an edge to violate the left-to-right ordering of the * active edge list. This is handled by splitting the neighbour edge on the * intersected vertex (cleanup_active_edges()). * C) Shortening an edge may cause an active edge to become inactive or an inactive edge * to become active. This is handled by removing or inserting the edge in the active * edge list (fix_active_state()). * * The tessellation steps (5) and (6) are based on "Triangulating Simple Polygons and * Equivalent Problems" (Fournier and Montuno); also a line-sweep algorithm. Note that it * currently uses a linked list for the active edge list, rather than a 2-3 tree as the * paper describes. The 2-3 tree gives O(lg N) lookups, but insertion and removal also * become O(lg N). In all the test cases, it was found that the cost of frequent O(lg N) * insertions and removals was greater than the cost of infrequent O(N) lookups with the * linked list implementation. With the latter, all removals are O(1), and most insertions * are O(1), since we know the adjacent edge in the active edge list based on the topology. * Only type 2 vertices (see paper) require the O(N) lookups, and these are much less * frequent. There may be other data structures worth investigating, however. * * Note that the orientation of the line sweep algorithms is determined by the aspect ratio of the * path bounds. When the path is taller than it is wide, we sort vertices based on increasing Y * coordinate, and secondarily by increasing X coordinate. When the path is wider than it is tall, * we sort by increasing X coordinate, but secondarily by *decreasing* Y coordinate. This is so * that the "left" and "right" orientation in the code remains correct (edges to the left are * increasing in Y; edges to the right are decreasing in Y). That is, the setting rotates 90 * degrees counterclockwise, rather that transposing. */ #define LOGGING_ENABLED 0 #define WIREFRAME 0 #if LOGGING_ENABLED #define LOG printf #else #define LOG(...) #endif #define ALLOC_NEW(Type, args, alloc) \ SkNEW_PLACEMENT_ARGS(alloc.allocThrow(sizeof(Type)), Type, args) namespace { struct Vertex; struct Edge; struct Poly; template void insert(T* t, T* prev, T* next, T** head, T** tail) { t->*Prev = prev; t->*Next = next; if (prev) { prev->*Next = t; } else if (head) { *head = t; } if (next) { next->*Prev = t; } else if (tail) { *tail = t; } } template void remove(T* t, T** head, T** tail) { if (t->*Prev) { t->*Prev->*Next = t->*Next; } else if (head) { *head = t->*Next; } if (t->*Next) { t->*Next->*Prev = t->*Prev; } else if (tail) { *tail = t->*Prev; } t->*Prev = t->*Next = NULL; } /** * Vertices are used in three ways: first, the path contours are converted into a * circularly-linked list of Vertices for each contour. After edge construction, the same Vertices * are re-ordered by the merge sort according to the sweep_lt comparator (usually, increasing * in Y) using the same fPrev/fNext pointers that were used for the contours, to avoid * reallocation. Finally, MonotonePolys are built containing a circularly-linked list of * Vertices. (Currently, those Vertices are newly-allocated for the MonotonePolys, since * an individual Vertex from the path mesh may belong to multiple * MonotonePolys, so the original Vertices cannot be re-used. */ struct Vertex { Vertex(const SkPoint& point) : fPoint(point), fPrev(NULL), fNext(NULL) , fFirstEdgeAbove(NULL), fLastEdgeAbove(NULL) , fFirstEdgeBelow(NULL), fLastEdgeBelow(NULL) , fProcessed(false) #if LOGGING_ENABLED , fID (-1.0f) #endif {} SkPoint fPoint; // Vertex position Vertex* fPrev; // Linked list of contours, then Y-sorted vertices. Vertex* fNext; // " Edge* fFirstEdgeAbove; // Linked list of edges above this vertex. Edge* fLastEdgeAbove; // " Edge* fFirstEdgeBelow; // Linked list of edges below this vertex. Edge* fLastEdgeBelow; // " bool fProcessed; // Has this vertex been seen in simplify()? #if LOGGING_ENABLED float fID; // Identifier used for logging. #endif }; /***************************************************************************************/ typedef bool (*CompareFunc)(const SkPoint& a, const SkPoint& b); struct Comparator { CompareFunc sweep_lt; CompareFunc sweep_gt; }; bool sweep_lt_horiz(const SkPoint& a, const SkPoint& b) { return a.fX == b.fX ? a.fY > b.fY : a.fX < b.fX; } bool sweep_lt_vert(const SkPoint& a, const SkPoint& b) { return a.fY == b.fY ? a.fX < b.fX : a.fY < b.fY; } bool sweep_gt_horiz(const SkPoint& a, const SkPoint& b) { return a.fX == b.fX ? a.fY < b.fY : a.fX > b.fX; } bool sweep_gt_vert(const SkPoint& a, const SkPoint& b) { return a.fY == b.fY ? a.fX > b.fX : a.fY > b.fY; } inline SkPoint* emit_vertex(Vertex* v, SkPoint* data) { *data++ = v->fPoint; return data; } SkPoint* emit_triangle(Vertex* v0, Vertex* v1, Vertex* v2, SkPoint* data) { #if WIREFRAME data = emit_vertex(v0, data); data = emit_vertex(v1, data); data = emit_vertex(v1, data); data = emit_vertex(v2, data); data = emit_vertex(v2, data); data = emit_vertex(v0, data); #else data = emit_vertex(v0, data); data = emit_vertex(v1, data); data = emit_vertex(v2, data); #endif return data; } struct EdgeList { EdgeList() : fHead(NULL), fTail(NULL) {} Edge* fHead; Edge* fTail; }; /** * An Edge joins a top Vertex to a bottom Vertex. Edge ordering for the list of "edges above" and * "edge below" a vertex as well as for the active edge list is handled by isLeftOf()/isRightOf(). * Note that an Edge will give occasionally dist() != 0 for its own endpoints (because floating * point). For speed, that case is only tested by the callers which require it (e.g., * cleanup_active_edges()). Edges also handle checking for intersection with other edges. * Currently, this converts the edges to the parametric form, in order to avoid doing a division * until an intersection has been confirmed. This is slightly slower in the "found" case, but * a lot faster in the "not found" case. * * The coefficients of the line equation stored in double precision to avoid catastrphic * cancellation in the isLeftOf() and isRightOf() checks. Using doubles ensures that the result is * correct in float, since it's a polynomial of degree 2. The intersect() function, being * degree 5, is still subject to catastrophic cancellation. We deal with that by assuming its * output may be incorrect, and adjusting the mesh topology to match (see comment at the top of * this file). */ struct Edge { Edge(Vertex* top, Vertex* bottom, int winding) : fWinding(winding) , fTop(top) , fBottom(bottom) , fLeft(NULL) , fRight(NULL) , fPrevEdgeAbove(NULL) , fNextEdgeAbove(NULL) , fPrevEdgeBelow(NULL) , fNextEdgeBelow(NULL) , fLeftPoly(NULL) , fRightPoly(NULL) { recompute(); } int fWinding; // 1 == edge goes downward; -1 = edge goes upward. Vertex* fTop; // The top vertex in vertex-sort-order (sweep_lt). Vertex* fBottom; // The bottom vertex in vertex-sort-order. Edge* fLeft; // The linked list of edges in the active edge list. Edge* fRight; // " Edge* fPrevEdgeAbove; // The linked list of edges in the bottom Vertex's "edges above". Edge* fNextEdgeAbove; // " Edge* fPrevEdgeBelow; // The linked list of edges in the top Vertex's "edges below". Edge* fNextEdgeBelow; // " Poly* fLeftPoly; // The Poly to the left of this edge, if any. Poly* fRightPoly; // The Poly to the right of this edge, if any. double fDX; // The line equation for this edge, in implicit form. double fDY; // fDY * x + fDX * y + fC = 0, for point (x, y) on the line. double fC; double dist(const SkPoint& p) const { return fDY * p.fX - fDX * p.fY + fC; } bool isRightOf(Vertex* v) const { return dist(v->fPoint) < 0.0; } bool isLeftOf(Vertex* v) const { return dist(v->fPoint) > 0.0; } void recompute() { fDX = static_cast(fBottom->fPoint.fX) - fTop->fPoint.fX; fDY = static_cast(fBottom->fPoint.fY) - fTop->fPoint.fY; fC = static_cast(fTop->fPoint.fY) * fBottom->fPoint.fX - static_cast(fTop->fPoint.fX) * fBottom->fPoint.fY; } bool intersect(const Edge& other, SkPoint* p) { LOG("intersecting %g -> %g with %g -> %g\n", fTop->fID, fBottom->fID, other.fTop->fID, other.fBottom->fID); if (fTop == other.fTop || fBottom == other.fBottom) { return false; } double denom = fDX * other.fDY - fDY * other.fDX; if (denom == 0.0) { return false; } double dx = static_cast(fTop->fPoint.fX) - other.fTop->fPoint.fX; double dy = static_cast(fTop->fPoint.fY) - other.fTop->fPoint.fY; double sNumer = dy * other.fDX - dx * other.fDY; double tNumer = dy * fDX - dx * fDY; // If (sNumer / denom) or (tNumer / denom) is not in [0..1], exit early. // This saves us doing the divide below unless absolutely necessary. if (denom > 0.0 ? (sNumer < 0.0 || sNumer > denom || tNumer < 0.0 || tNumer > denom) : (sNumer > 0.0 || sNumer < denom || tNumer > 0.0 || tNumer < denom)) { return false; } double s = sNumer / denom; SkASSERT(s >= 0.0 && s <= 1.0); p->fX = SkDoubleToScalar(fTop->fPoint.fX + s * fDX); p->fY = SkDoubleToScalar(fTop->fPoint.fY + s * fDY); return true; } bool isActive(EdgeList* activeEdges) const { return activeEdges && (fLeft || fRight || activeEdges->fHead == this); } }; /***************************************************************************************/ struct Poly { Poly(int winding) : fWinding(winding) , fHead(NULL) , fTail(NULL) , fActive(NULL) , fNext(NULL) , fPartner(NULL) , fCount(0) { #if LOGGING_ENABLED static int gID = 0; fID = gID++; LOG("*** created Poly %d\n", fID); #endif } typedef enum { kNeither_Side, kLeft_Side, kRight_Side } Side; struct MonotonePoly { MonotonePoly() : fSide(kNeither_Side) , fHead(NULL) , fTail(NULL) , fPrev(NULL) , fNext(NULL) {} Side fSide; Vertex* fHead; Vertex* fTail; MonotonePoly* fPrev; MonotonePoly* fNext; bool addVertex(Vertex* v, Side side, SkChunkAlloc& alloc) { Vertex* newV = ALLOC_NEW(Vertex, (v->fPoint), alloc); bool done = false; if (fSide == kNeither_Side) { fSide = side; } else { done = side != fSide; } if (fHead == NULL) { fHead = fTail = newV; } else if (fSide == kRight_Side) { newV->fPrev = fTail; fTail->fNext = newV; fTail = newV; } else { newV->fNext = fHead; fHead->fPrev = newV; fHead = newV; } return done; } SkPoint* emit(SkPoint* data) { Vertex* first = fHead; Vertex* v = first->fNext; while (v != fTail) { SkASSERT(v && v->fPrev && v->fNext); Vertex* prev = v->fPrev; Vertex* curr = v; Vertex* next = v->fNext; double ax = static_cast(curr->fPoint.fX) - prev->fPoint.fX; double ay = static_cast(curr->fPoint.fY) - prev->fPoint.fY; double bx = static_cast(next->fPoint.fX) - curr->fPoint.fX; double by = static_cast(next->fPoint.fY) - curr->fPoint.fY; if (ax * by - ay * bx >= 0.0) { data = emit_triangle(prev, curr, next, data); v->fPrev->fNext = v->fNext; v->fNext->fPrev = v->fPrev; if (v->fPrev == first) { v = v->fNext; } else { v = v->fPrev; } } else { v = v->fNext; } } return data; } }; Poly* addVertex(Vertex* v, Side side, SkChunkAlloc& alloc) { LOG("addVertex() to %d at %g (%g, %g), %s side\n", fID, v->fID, v->fPoint.fX, v->fPoint.fY, side == kLeft_Side ? "left" : side == kRight_Side ? "right" : "neither"); Poly* partner = fPartner; Poly* poly = this; if (partner) { fPartner = partner->fPartner = NULL; } if (!fActive) { fActive = ALLOC_NEW(MonotonePoly, (), alloc); } if (fActive->addVertex(v, side, alloc)) { if (fTail) { fActive->fPrev = fTail; fTail->fNext = fActive; fTail = fActive; } else { fHead = fTail = fActive; } if (partner) { partner->addVertex(v, side, alloc); poly = partner; } else { Vertex* prev = fActive->fSide == Poly::kLeft_Side ? fActive->fHead->fNext : fActive->fTail->fPrev; fActive = ALLOC_NEW(MonotonePoly, , alloc); fActive->addVertex(prev, Poly::kNeither_Side, alloc); fActive->addVertex(v, side, alloc); } } fCount++; return poly; } void end(Vertex* v, SkChunkAlloc& alloc) { LOG("end() %d at %g, %g\n", fID, v->fPoint.fX, v->fPoint.fY); if (fPartner) { fPartner = fPartner->fPartner = NULL; } addVertex(v, fActive->fSide == kLeft_Side ? kRight_Side : kLeft_Side, alloc); } SkPoint* emit(SkPoint *data) { if (fCount < 3) { return data; } LOG("emit() %d, size %d\n", fID, fCount); for (MonotonePoly* m = fHead; m != NULL; m = m->fNext) { data = m->emit(data); } return data; } int fWinding; MonotonePoly* fHead; MonotonePoly* fTail; MonotonePoly* fActive; Poly* fNext; Poly* fPartner; int fCount; #if LOGGING_ENABLED int fID; #endif }; /***************************************************************************************/ bool coincident(const SkPoint& a, const SkPoint& b) { return a == b; } Poly* new_poly(Poly** head, Vertex* v, int winding, SkChunkAlloc& alloc) { Poly* poly = ALLOC_NEW(Poly, (winding), alloc); poly->addVertex(v, Poly::kNeither_Side, alloc); poly->fNext = *head; *head = poly; return poly; } Vertex* append_point_to_contour(const SkPoint& p, Vertex* prev, Vertex** head, SkChunkAlloc& alloc) { Vertex* v = ALLOC_NEW(Vertex, (p), alloc); #if LOGGING_ENABLED static float gID = 0.0f; v->fID = gID++; #endif if (prev) { prev->fNext = v; v->fPrev = prev; } else { *head = v; } return v; } Vertex* generate_quadratic_points(const SkPoint& p0, const SkPoint& p1, const SkPoint& p2, SkScalar tolSqd, Vertex* prev, Vertex** head, int pointsLeft, SkChunkAlloc& alloc) { SkScalar d = p1.distanceToLineSegmentBetweenSqd(p0, p2); if (pointsLeft < 2 || d < tolSqd || !SkScalarIsFinite(d)) { return append_point_to_contour(p2, prev, head, alloc); } const SkPoint q[] = { { SkScalarAve(p0.fX, p1.fX), SkScalarAve(p0.fY, p1.fY) }, { SkScalarAve(p1.fX, p2.fX), SkScalarAve(p1.fY, p2.fY) }, }; const SkPoint r = { SkScalarAve(q[0].fX, q[1].fX), SkScalarAve(q[0].fY, q[1].fY) }; pointsLeft >>= 1; prev = generate_quadratic_points(p0, q[0], r, tolSqd, prev, head, pointsLeft, alloc); prev = generate_quadratic_points(r, q[1], p2, tolSqd, prev, head, pointsLeft, alloc); return prev; } Vertex* generate_cubic_points(const SkPoint& p0, const SkPoint& p1, const SkPoint& p2, const SkPoint& p3, SkScalar tolSqd, Vertex* prev, Vertex** head, int pointsLeft, SkChunkAlloc& alloc) { SkScalar d1 = p1.distanceToLineSegmentBetweenSqd(p0, p3); SkScalar d2 = p2.distanceToLineSegmentBetweenSqd(p0, p3); if (pointsLeft < 2 || (d1 < tolSqd && d2 < tolSqd) || !SkScalarIsFinite(d1) || !SkScalarIsFinite(d2)) { return append_point_to_contour(p3, prev, head, alloc); } const SkPoint q[] = { { SkScalarAve(p0.fX, p1.fX), SkScalarAve(p0.fY, p1.fY) }, { SkScalarAve(p1.fX, p2.fX), SkScalarAve(p1.fY, p2.fY) }, { SkScalarAve(p2.fX, p3.fX), SkScalarAve(p2.fY, p3.fY) } }; const SkPoint r[] = { { SkScalarAve(q[0].fX, q[1].fX), SkScalarAve(q[0].fY, q[1].fY) }, { SkScalarAve(q[1].fX, q[2].fX), SkScalarAve(q[1].fY, q[2].fY) } }; const SkPoint s = { SkScalarAve(r[0].fX, r[1].fX), SkScalarAve(r[0].fY, r[1].fY) }; pointsLeft >>= 1; prev = generate_cubic_points(p0, q[0], r[0], s, tolSqd, prev, head, pointsLeft, alloc); prev = generate_cubic_points(s, r[1], q[2], p3, tolSqd, prev, head, pointsLeft, alloc); return prev; } // Stage 1: convert the input path to a set of linear contours (linked list of Vertices). void path_to_contours(const SkPath& path, SkScalar tolerance, const SkRect& clipBounds, Vertex** contours, SkChunkAlloc& alloc) { SkScalar toleranceSqd = tolerance * tolerance; SkPoint pts[4]; bool done = false; SkPath::Iter iter(path, false); Vertex* prev = NULL; Vertex* head = NULL; if (path.isInverseFillType()) { SkPoint quad[4]; clipBounds.toQuad(quad); for (int i = 3; i >= 0; i--) { prev = append_point_to_contour(quad[i], prev, &head, alloc); } head->fPrev = prev; prev->fNext = head; *contours++ = head; head = prev = NULL; } SkAutoConicToQuads converter; while (!done) { SkPath::Verb verb = iter.next(pts); switch (verb) { case SkPath::kConic_Verb: { SkScalar weight = iter.conicWeight(); const SkPoint* quadPts = converter.computeQuads(pts, weight, toleranceSqd); for (int i = 0; i < converter.countQuads(); ++i) { int pointsLeft = GrPathUtils::quadraticPointCount(quadPts, tolerance); prev = generate_quadratic_points(quadPts[0], quadPts[1], quadPts[2], toleranceSqd, prev, &head, pointsLeft, alloc); quadPts += 2; } break; } case SkPath::kMove_Verb: if (head) { head->fPrev = prev; prev->fNext = head; *contours++ = head; } head = prev = NULL; prev = append_point_to_contour(pts[0], prev, &head, alloc); break; case SkPath::kLine_Verb: { prev = append_point_to_contour(pts[1], prev, &head, alloc); break; } case SkPath::kQuad_Verb: { int pointsLeft = GrPathUtils::quadraticPointCount(pts, tolerance); prev = generate_quadratic_points(pts[0], pts[1], pts[2], toleranceSqd, prev, &head, pointsLeft, alloc); break; } case SkPath::kCubic_Verb: { int pointsLeft = GrPathUtils::cubicPointCount(pts, tolerance); prev = generate_cubic_points(pts[0], pts[1], pts[2], pts[3], toleranceSqd, prev, &head, pointsLeft, alloc); break; } case SkPath::kClose_Verb: if (head) { head->fPrev = prev; prev->fNext = head; *contours++ = head; } head = prev = NULL; break; case SkPath::kDone_Verb: if (head) { head->fPrev = prev; prev->fNext = head; *contours++ = head; } done = true; break; } } } inline bool apply_fill_type(SkPath::FillType fillType, int winding) { switch (fillType) { case SkPath::kWinding_FillType: return winding != 0; case SkPath::kEvenOdd_FillType: return (winding & 1) != 0; case SkPath::kInverseWinding_FillType: return winding == 1; case SkPath::kInverseEvenOdd_FillType: return (winding & 1) == 1; default: SkASSERT(false); return false; } } Edge* new_edge(Vertex* prev, Vertex* next, SkChunkAlloc& alloc, Comparator& c) { int winding = c.sweep_lt(prev->fPoint, next->fPoint) ? 1 : -1; Vertex* top = winding < 0 ? next : prev; Vertex* bottom = winding < 0 ? prev : next; return ALLOC_NEW(Edge, (top, bottom, winding), alloc); } void remove_edge(Edge* edge, EdgeList* edges) { LOG("removing edge %g -> %g\n", edge->fTop->fID, edge->fBottom->fID); SkASSERT(edge->isActive(edges)); remove(edge, &edges->fHead, &edges->fTail); } void insert_edge(Edge* edge, Edge* prev, EdgeList* edges) { LOG("inserting edge %g -> %g\n", edge->fTop->fID, edge->fBottom->fID); SkASSERT(!edge->isActive(edges)); Edge* next = prev ? prev->fRight : edges->fHead; insert(edge, prev, next, &edges->fHead, &edges->fTail); } void find_enclosing_edges(Vertex* v, EdgeList* edges, Edge** left, Edge** right) { if (v->fFirstEdgeAbove) { *left = v->fFirstEdgeAbove->fLeft; *right = v->fLastEdgeAbove->fRight; return; } Edge* next = NULL; Edge* prev; for (prev = edges->fTail; prev != NULL; prev = prev->fLeft) { if (prev->isLeftOf(v)) { break; } next = prev; } *left = prev; *right = next; return; } void find_enclosing_edges(Edge* edge, EdgeList* edges, Comparator& c, Edge** left, Edge** right) { Edge* prev = NULL; Edge* next; for (next = edges->fHead; next != NULL; next = next->fRight) { if ((c.sweep_gt(edge->fTop->fPoint, next->fTop->fPoint) && next->isRightOf(edge->fTop)) || (c.sweep_gt(next->fTop->fPoint, edge->fTop->fPoint) && edge->isLeftOf(next->fTop)) || (c.sweep_lt(edge->fBottom->fPoint, next->fBottom->fPoint) && next->isRightOf(edge->fBottom)) || (c.sweep_lt(next->fBottom->fPoint, edge->fBottom->fPoint) && edge->isLeftOf(next->fBottom))) { break; } prev = next; } *left = prev; *right = next; return; } void fix_active_state(Edge* edge, EdgeList* activeEdges, Comparator& c) { if (edge->isActive(activeEdges)) { if (edge->fBottom->fProcessed || !edge->fTop->fProcessed) { remove_edge(edge, activeEdges); } } else if (edge->fTop->fProcessed && !edge->fBottom->fProcessed) { Edge* left; Edge* right; find_enclosing_edges(edge, activeEdges, c, &left, &right); insert_edge(edge, left, activeEdges); } } void insert_edge_above(Edge* edge, Vertex* v, Comparator& c) { if (edge->fTop->fPoint == edge->fBottom->fPoint || c.sweep_gt(edge->fTop->fPoint, edge->fBottom->fPoint)) { return; } LOG("insert edge (%g -> %g) above vertex %g\n", edge->fTop->fID, edge->fBottom->fID, v->fID); Edge* prev = NULL; Edge* next; for (next = v->fFirstEdgeAbove; next; next = next->fNextEdgeAbove) { if (next->isRightOf(edge->fTop)) { break; } prev = next; } insert( edge, prev, next, &v->fFirstEdgeAbove, &v->fLastEdgeAbove); } void insert_edge_below(Edge* edge, Vertex* v, Comparator& c) { if (edge->fTop->fPoint == edge->fBottom->fPoint || c.sweep_gt(edge->fTop->fPoint, edge->fBottom->fPoint)) { return; } LOG("insert edge (%g -> %g) below vertex %g\n", edge->fTop->fID, edge->fBottom->fID, v->fID); Edge* prev = NULL; Edge* next; for (next = v->fFirstEdgeBelow; next; next = next->fNextEdgeBelow) { if (next->isRightOf(edge->fBottom)) { break; } prev = next; } insert( edge, prev, next, &v->fFirstEdgeBelow, &v->fLastEdgeBelow); } void remove_edge_above(Edge* edge) { LOG("removing edge (%g -> %g) above vertex %g\n", edge->fTop->fID, edge->fBottom->fID, edge->fBottom->fID); remove( edge, &edge->fBottom->fFirstEdgeAbove, &edge->fBottom->fLastEdgeAbove); } void remove_edge_below(Edge* edge) { LOG("removing edge (%g -> %g) below vertex %g\n", edge->fTop->fID, edge->fBottom->fID, edge->fTop->fID); remove( edge, &edge->fTop->fFirstEdgeBelow, &edge->fTop->fLastEdgeBelow); } void erase_edge_if_zero_winding(Edge* edge, EdgeList* edges) { if (edge->fWinding != 0) { return; } LOG("erasing edge (%g -> %g)\n", edge->fTop->fID, edge->fBottom->fID); remove_edge_above(edge); remove_edge_below(edge); if (edge->isActive(edges)) { remove_edge(edge, edges); } } void merge_collinear_edges(Edge* edge, EdgeList* activeEdges, Comparator& c); void set_top(Edge* edge, Vertex* v, EdgeList* activeEdges, Comparator& c) { remove_edge_below(edge); edge->fTop = v; edge->recompute(); insert_edge_below(edge, v, c); fix_active_state(edge, activeEdges, c); merge_collinear_edges(edge, activeEdges, c); } void set_bottom(Edge* edge, Vertex* v, EdgeList* activeEdges, Comparator& c) { remove_edge_above(edge); edge->fBottom = v; edge->recompute(); insert_edge_above(edge, v, c); fix_active_state(edge, activeEdges, c); merge_collinear_edges(edge, activeEdges, c); } void merge_edges_above(Edge* edge, Edge* other, EdgeList* activeEdges, Comparator& c) { if (coincident(edge->fTop->fPoint, other->fTop->fPoint)) { LOG("merging coincident above edges (%g, %g) -> (%g, %g)\n", edge->fTop->fPoint.fX, edge->fTop->fPoint.fY, edge->fBottom->fPoint.fX, edge->fBottom->fPoint.fY); other->fWinding += edge->fWinding; erase_edge_if_zero_winding(other, activeEdges); edge->fWinding = 0; erase_edge_if_zero_winding(edge, activeEdges); } else if (c.sweep_lt(edge->fTop->fPoint, other->fTop->fPoint)) { other->fWinding += edge->fWinding; erase_edge_if_zero_winding(other, activeEdges); set_bottom(edge, other->fTop, activeEdges, c); } else { edge->fWinding += other->fWinding; erase_edge_if_zero_winding(edge, activeEdges); set_bottom(other, edge->fTop, activeEdges, c); } } void merge_edges_below(Edge* edge, Edge* other, EdgeList* activeEdges, Comparator& c) { if (coincident(edge->fBottom->fPoint, other->fBottom->fPoint)) { LOG("merging coincident below edges (%g, %g) -> (%g, %g)\n", edge->fTop->fPoint.fX, edge->fTop->fPoint.fY, edge->fBottom->fPoint.fX, edge->fBottom->fPoint.fY); other->fWinding += edge->fWinding; erase_edge_if_zero_winding(other, activeEdges); edge->fWinding = 0; erase_edge_if_zero_winding(edge, activeEdges); } else if (c.sweep_lt(edge->fBottom->fPoint, other->fBottom->fPoint)) { edge->fWinding += other->fWinding; erase_edge_if_zero_winding(edge, activeEdges); set_top(other, edge->fBottom, activeEdges, c); } else { other->fWinding += edge->fWinding; erase_edge_if_zero_winding(other, activeEdges); set_top(edge, other->fBottom, activeEdges, c); } } void merge_collinear_edges(Edge* edge, EdgeList* activeEdges, Comparator& c) { if (edge->fPrevEdgeAbove && (edge->fTop == edge->fPrevEdgeAbove->fTop || !edge->fPrevEdgeAbove->isLeftOf(edge->fTop))) { merge_edges_above(edge, edge->fPrevEdgeAbove, activeEdges, c); } else if (edge->fNextEdgeAbove && (edge->fTop == edge->fNextEdgeAbove->fTop || !edge->isLeftOf(edge->fNextEdgeAbove->fTop))) { merge_edges_above(edge, edge->fNextEdgeAbove, activeEdges, c); } if (edge->fPrevEdgeBelow && (edge->fBottom == edge->fPrevEdgeBelow->fBottom || !edge->fPrevEdgeBelow->isLeftOf(edge->fBottom))) { merge_edges_below(edge, edge->fPrevEdgeBelow, activeEdges, c); } else if (edge->fNextEdgeBelow && (edge->fBottom == edge->fNextEdgeBelow->fBottom || !edge->isLeftOf(edge->fNextEdgeBelow->fBottom))) { merge_edges_below(edge, edge->fNextEdgeBelow, activeEdges, c); } } void split_edge(Edge* edge, Vertex* v, EdgeList* activeEdges, Comparator& c, SkChunkAlloc& alloc); void cleanup_active_edges(Edge* edge, EdgeList* activeEdges, Comparator& c, SkChunkAlloc& alloc) { Vertex* top = edge->fTop; Vertex* bottom = edge->fBottom; if (edge->fLeft) { Vertex* leftTop = edge->fLeft->fTop; Vertex* leftBottom = edge->fLeft->fBottom; if (c.sweep_gt(top->fPoint, leftTop->fPoint) && !edge->fLeft->isLeftOf(top)) { split_edge(edge->fLeft, edge->fTop, activeEdges, c, alloc); } else if (c.sweep_gt(leftTop->fPoint, top->fPoint) && !edge->isRightOf(leftTop)) { split_edge(edge, leftTop, activeEdges, c, alloc); } else if (c.sweep_lt(bottom->fPoint, leftBottom->fPoint) && !edge->fLeft->isLeftOf(bottom)) { split_edge(edge->fLeft, bottom, activeEdges, c, alloc); } else if (c.sweep_lt(leftBottom->fPoint, bottom->fPoint) && !edge->isRightOf(leftBottom)) { split_edge(edge, leftBottom, activeEdges, c, alloc); } } if (edge->fRight) { Vertex* rightTop = edge->fRight->fTop; Vertex* rightBottom = edge->fRight->fBottom; if (c.sweep_gt(top->fPoint, rightTop->fPoint) && !edge->fRight->isRightOf(top)) { split_edge(edge->fRight, top, activeEdges, c, alloc); } else if (c.sweep_gt(rightTop->fPoint, top->fPoint) && !edge->isLeftOf(rightTop)) { split_edge(edge, rightTop, activeEdges, c, alloc); } else if (c.sweep_lt(bottom->fPoint, rightBottom->fPoint) && !edge->fRight->isRightOf(bottom)) { split_edge(edge->fRight, bottom, activeEdges, c, alloc); } else if (c.sweep_lt(rightBottom->fPoint, bottom->fPoint) && !edge->isLeftOf(rightBottom)) { split_edge(edge, rightBottom, activeEdges, c, alloc); } } } void split_edge(Edge* edge, Vertex* v, EdgeList* activeEdges, Comparator& c, SkChunkAlloc& alloc) { LOG("splitting edge (%g -> %g) at vertex %g (%g, %g)\n", edge->fTop->fID, edge->fBottom->fID, v->fID, v->fPoint.fX, v->fPoint.fY); if (c.sweep_lt(v->fPoint, edge->fTop->fPoint)) { set_top(edge, v, activeEdges, c); } else if (c.sweep_gt(v->fPoint, edge->fBottom->fPoint)) { set_bottom(edge, v, activeEdges, c); } else { Edge* newEdge = ALLOC_NEW(Edge, (v, edge->fBottom, edge->fWinding), alloc); insert_edge_below(newEdge, v, c); insert_edge_above(newEdge, edge->fBottom, c); set_bottom(edge, v, activeEdges, c); cleanup_active_edges(edge, activeEdges, c, alloc); fix_active_state(newEdge, activeEdges, c); merge_collinear_edges(newEdge, activeEdges, c); } } void merge_vertices(Vertex* src, Vertex* dst, Vertex** head, Comparator& c, SkChunkAlloc& alloc) { LOG("found coincident verts at %g, %g; merging %g into %g\n", src->fPoint.fX, src->fPoint.fY, src->fID, dst->fID); for (Edge* edge = src->fFirstEdgeAbove; edge;) { Edge* next = edge->fNextEdgeAbove; set_bottom(edge, dst, NULL, c); edge = next; } for (Edge* edge = src->fFirstEdgeBelow; edge;) { Edge* next = edge->fNextEdgeBelow; set_top(edge, dst, NULL, c); edge = next; } remove(src, head, NULL); } Vertex* check_for_intersection(Edge* edge, Edge* other, EdgeList* activeEdges, Comparator& c, SkChunkAlloc& alloc) { SkPoint p; if (!edge || !other) { return NULL; } if (edge->intersect(*other, &p)) { Vertex* v; LOG("found intersection, pt is %g, %g\n", p.fX, p.fY); if (p == edge->fTop->fPoint || c.sweep_lt(p, edge->fTop->fPoint)) { split_edge(other, edge->fTop, activeEdges, c, alloc); v = edge->fTop; } else if (p == edge->fBottom->fPoint || c.sweep_gt(p, edge->fBottom->fPoint)) { split_edge(other, edge->fBottom, activeEdges, c, alloc); v = edge->fBottom; } else if (p == other->fTop->fPoint || c.sweep_lt(p, other->fTop->fPoint)) { split_edge(edge, other->fTop, activeEdges, c, alloc); v = other->fTop; } else if (p == other->fBottom->fPoint || c.sweep_gt(p, other->fBottom->fPoint)) { split_edge(edge, other->fBottom, activeEdges, c, alloc); v = other->fBottom; } else { Vertex* nextV = edge->fTop; while (c.sweep_lt(p, nextV->fPoint)) { nextV = nextV->fPrev; } while (c.sweep_lt(nextV->fPoint, p)) { nextV = nextV->fNext; } Vertex* prevV = nextV->fPrev; if (coincident(prevV->fPoint, p)) { v = prevV; } else if (coincident(nextV->fPoint, p)) { v = nextV; } else { v = ALLOC_NEW(Vertex, (p), alloc); LOG("inserting between %g (%g, %g) and %g (%g, %g)\n", prevV->fID, prevV->fPoint.fX, prevV->fPoint.fY, nextV->fID, nextV->fPoint.fX, nextV->fPoint.fY); #if LOGGING_ENABLED v->fID = (nextV->fID + prevV->fID) * 0.5f; #endif v->fPrev = prevV; v->fNext = nextV; prevV->fNext = v; nextV->fPrev = v; } split_edge(edge, v, activeEdges, c, alloc); split_edge(other, v, activeEdges, c, alloc); } return v; } return NULL; } void sanitize_contours(Vertex** contours, int contourCnt) { for (int i = 0; i < contourCnt; ++i) { SkASSERT(contours[i]); for (Vertex* v = contours[i];;) { if (coincident(v->fPrev->fPoint, v->fPoint)) { LOG("vertex %g,%g coincident; removing\n", v->fPoint.fX, v->fPoint.fY); if (v->fPrev == v) { contours[i] = NULL; break; } v->fPrev->fNext = v->fNext; v->fNext->fPrev = v->fPrev; if (contours[i] == v) { contours[i] = v->fNext; } v = v->fPrev; } else { v = v->fNext; if (v == contours[i]) break; } } } } void merge_coincident_vertices(Vertex** vertices, Comparator& c, SkChunkAlloc& alloc) { for (Vertex* v = (*vertices)->fNext; v != NULL; v = v->fNext) { if (c.sweep_lt(v->fPoint, v->fPrev->fPoint)) { v->fPoint = v->fPrev->fPoint; } if (coincident(v->fPrev->fPoint, v->fPoint)) { merge_vertices(v->fPrev, v, vertices, c, alloc); } } } // Stage 2: convert the contours to a mesh of edges connecting the vertices. Vertex* build_edges(Vertex** contours, int contourCnt, Comparator& c, SkChunkAlloc& alloc) { Vertex* vertices = NULL; Vertex* prev = NULL; for (int i = 0; i < contourCnt; ++i) { for (Vertex* v = contours[i]; v != NULL;) { Vertex* vNext = v->fNext; Edge* edge = new_edge(v->fPrev, v, alloc, c); if (edge->fWinding > 0) { insert_edge_below(edge, v->fPrev, c); insert_edge_above(edge, v, c); } else { insert_edge_below(edge, v, c); insert_edge_above(edge, v->fPrev, c); } merge_collinear_edges(edge, NULL, c); if (prev) { prev->fNext = v; v->fPrev = prev; } else { vertices = v; } prev = v; v = vNext; if (v == contours[i]) break; } } if (prev) { prev->fNext = vertices->fPrev = NULL; } return vertices; } // Stage 3: sort the vertices by increasing sweep direction. Vertex* sorted_merge(Vertex* a, Vertex* b, Comparator& c); void front_back_split(Vertex* v, Vertex** pFront, Vertex** pBack) { Vertex* fast; Vertex* slow; if (!v || !v->fNext) { *pFront = v; *pBack = NULL; } else { slow = v; fast = v->fNext; while (fast != NULL) { fast = fast->fNext; if (fast != NULL) { slow = slow->fNext; fast = fast->fNext; } } *pFront = v; *pBack = slow->fNext; slow->fNext->fPrev = NULL; slow->fNext = NULL; } } void merge_sort(Vertex** head, Comparator& c) { if (!*head || !(*head)->fNext) { return; } Vertex* a; Vertex* b; front_back_split(*head, &a, &b); merge_sort(&a, c); merge_sort(&b, c); *head = sorted_merge(a, b, c); } inline void append_vertex(Vertex* v, Vertex** head, Vertex** tail) { insert(v, *tail, NULL, head, tail); } inline void append_vertex_list(Vertex* v, Vertex** head, Vertex** tail) { insert(v, *tail, v->fNext, head, tail); } Vertex* sorted_merge(Vertex* a, Vertex* b, Comparator& c) { Vertex* head = NULL; Vertex* tail = NULL; while (a && b) { if (c.sweep_lt(a->fPoint, b->fPoint)) { Vertex* next = a->fNext; append_vertex(a, &head, &tail); a = next; } else { Vertex* next = b->fNext; append_vertex(b, &head, &tail); b = next; } } if (a) { append_vertex_list(a, &head, &tail); } if (b) { append_vertex_list(b, &head, &tail); } return head; } // Stage 4: Simplify the mesh by inserting new vertices at intersecting edges. void simplify(Vertex* vertices, Comparator& c, SkChunkAlloc& alloc) { LOG("simplifying complex polygons\n"); EdgeList activeEdges; for (Vertex* v = vertices; v != NULL; v = v->fNext) { if (!v->fFirstEdgeAbove && !v->fFirstEdgeBelow) { continue; } #if LOGGING_ENABLED LOG("\nvertex %g: (%g,%g)\n", v->fID, v->fPoint.fX, v->fPoint.fY); #endif Edge* leftEnclosingEdge = NULL; Edge* rightEnclosingEdge = NULL; bool restartChecks; do { restartChecks = false; find_enclosing_edges(v, &activeEdges, &leftEnclosingEdge, &rightEnclosingEdge); if (v->fFirstEdgeBelow) { for (Edge* edge = v->fFirstEdgeBelow; edge != NULL; edge = edge->fNextEdgeBelow) { if (check_for_intersection(edge, leftEnclosingEdge, &activeEdges, c, alloc)) { restartChecks = true; break; } if (check_for_intersection(edge, rightEnclosingEdge, &activeEdges, c, alloc)) { restartChecks = true; break; } } } else { if (Vertex* pv = check_for_intersection(leftEnclosingEdge, rightEnclosingEdge, &activeEdges, c, alloc)) { if (c.sweep_lt(pv->fPoint, v->fPoint)) { v = pv; } restartChecks = true; } } } while (restartChecks); for (Edge* e = v->fFirstEdgeAbove; e; e = e->fNextEdgeAbove) { remove_edge(e, &activeEdges); } Edge* leftEdge = leftEnclosingEdge; for (Edge* e = v->fFirstEdgeBelow; e; e = e->fNextEdgeBelow) { insert_edge(e, leftEdge, &activeEdges); leftEdge = e; } v->fProcessed = true; } } // Stage 5: Tessellate the simplified mesh into monotone polygons. Poly* tessellate(Vertex* vertices, SkChunkAlloc& alloc) { LOG("tessellating simple polygons\n"); EdgeList activeEdges; Poly* polys = NULL; for (Vertex* v = vertices; v != NULL; v = v->fNext) { if (!v->fFirstEdgeAbove && !v->fFirstEdgeBelow) { continue; } #if LOGGING_ENABLED LOG("\nvertex %g: (%g,%g)\n", v->fID, v->fPoint.fX, v->fPoint.fY); #endif Edge* leftEnclosingEdge = NULL; Edge* rightEnclosingEdge = NULL; find_enclosing_edges(v, &activeEdges, &leftEnclosingEdge, &rightEnclosingEdge); Poly* leftPoly = NULL; Poly* rightPoly = NULL; if (v->fFirstEdgeAbove) { leftPoly = v->fFirstEdgeAbove->fLeftPoly; rightPoly = v->fLastEdgeAbove->fRightPoly; } else { leftPoly = leftEnclosingEdge ? leftEnclosingEdge->fRightPoly : NULL; rightPoly = rightEnclosingEdge ? rightEnclosingEdge->fLeftPoly : NULL; } #if LOGGING_ENABLED LOG("edges above:\n"); for (Edge* e = v->fFirstEdgeAbove; e; e = e->fNextEdgeAbove) { LOG("%g -> %g, lpoly %d, rpoly %d\n", e->fTop->fID, e->fBottom->fID, e->fLeftPoly ? e->fLeftPoly->fID : -1, e->fRightPoly ? e->fRightPoly->fID : -1); } LOG("edges below:\n"); for (Edge* e = v->fFirstEdgeBelow; e; e = e->fNextEdgeBelow) { LOG("%g -> %g, lpoly %d, rpoly %d\n", e->fTop->fID, e->fBottom->fID, e->fLeftPoly ? e->fLeftPoly->fID : -1, e->fRightPoly ? e->fRightPoly->fID : -1); } #endif if (v->fFirstEdgeAbove) { if (leftPoly) { leftPoly = leftPoly->addVertex(v, Poly::kRight_Side, alloc); } if (rightPoly) { rightPoly = rightPoly->addVertex(v, Poly::kLeft_Side, alloc); } for (Edge* e = v->fFirstEdgeAbove; e != v->fLastEdgeAbove; e = e->fNextEdgeAbove) { Edge* leftEdge = e; Edge* rightEdge = e->fNextEdgeAbove; SkASSERT(rightEdge->isRightOf(leftEdge->fTop)); remove_edge(leftEdge, &activeEdges); if (leftEdge->fRightPoly) { leftEdge->fRightPoly->end(v, alloc); } if (rightEdge->fLeftPoly && rightEdge->fLeftPoly != leftEdge->fRightPoly) { rightEdge->fLeftPoly->end(v, alloc); } } remove_edge(v->fLastEdgeAbove, &activeEdges); if (!v->fFirstEdgeBelow) { if (leftPoly && rightPoly && leftPoly != rightPoly) { SkASSERT(leftPoly->fPartner == NULL && rightPoly->fPartner == NULL); rightPoly->fPartner = leftPoly; leftPoly->fPartner = rightPoly; } } } if (v->fFirstEdgeBelow) { if (!v->fFirstEdgeAbove) { if (leftPoly && leftPoly == rightPoly) { // Split the poly. if (leftPoly->fActive->fSide == Poly::kLeft_Side) { leftPoly = new_poly(&polys, leftEnclosingEdge->fTop, leftPoly->fWinding, alloc); leftPoly->addVertex(v, Poly::kRight_Side, alloc); rightPoly->addVertex(v, Poly::kLeft_Side, alloc); leftEnclosingEdge->fRightPoly = leftPoly; } else { rightPoly = new_poly(&polys, rightEnclosingEdge->fTop, rightPoly->fWinding, alloc); rightPoly->addVertex(v, Poly::kLeft_Side, alloc); leftPoly->addVertex(v, Poly::kRight_Side, alloc); rightEnclosingEdge->fLeftPoly = rightPoly; } } else { if (leftPoly) { leftPoly = leftPoly->addVertex(v, Poly::kRight_Side, alloc); } if (rightPoly) { rightPoly = rightPoly->addVertex(v, Poly::kLeft_Side, alloc); } } } Edge* leftEdge = v->fFirstEdgeBelow; leftEdge->fLeftPoly = leftPoly; insert_edge(leftEdge, leftEnclosingEdge, &activeEdges); for (Edge* rightEdge = leftEdge->fNextEdgeBelow; rightEdge; rightEdge = rightEdge->fNextEdgeBelow) { insert_edge(rightEdge, leftEdge, &activeEdges); int winding = leftEdge->fLeftPoly ? leftEdge->fLeftPoly->fWinding : 0; winding += leftEdge->fWinding; if (winding != 0) { Poly* poly = new_poly(&polys, v, winding, alloc); leftEdge->fRightPoly = rightEdge->fLeftPoly = poly; } leftEdge = rightEdge; } v->fLastEdgeBelow->fRightPoly = rightPoly; } #if LOGGING_ENABLED LOG("\nactive edges:\n"); for (Edge* e = activeEdges.fHead; e != NULL; e = e->fRight) { LOG("%g -> %g, lpoly %d, rpoly %d\n", e->fTop->fID, e->fBottom->fID, e->fLeftPoly ? e->fLeftPoly->fID : -1, e->fRightPoly ? e->fRightPoly->fID : -1); } #endif } return polys; } // This is a driver function which calls stages 2-5 in turn. Poly* contours_to_polys(Vertex** contours, int contourCnt, Comparator& c, SkChunkAlloc& alloc) { #if LOGGING_ENABLED for (int i = 0; i < contourCnt; ++i) { Vertex* v = contours[i]; SkASSERT(v); LOG("path.moveTo(%20.20g, %20.20g);\n", v->fPoint.fX, v->fPoint.fY); for (v = v->fNext; v != contours[i]; v = v->fNext) { LOG("path.lineTo(%20.20g, %20.20g);\n", v->fPoint.fX, v->fPoint.fY); } } #endif sanitize_contours(contours, contourCnt); Vertex* vertices = build_edges(contours, contourCnt, c, alloc); if (!vertices) { return NULL; } // Sort vertices in Y (secondarily in X). merge_sort(&vertices, c); merge_coincident_vertices(&vertices, c, alloc); #if LOGGING_ENABLED for (Vertex* v = vertices; v != NULL; v = v->fNext) { static float gID = 0.0f; v->fID = gID++; } #endif simplify(vertices, c, alloc); return tessellate(vertices, alloc); } // Stage 6: Triangulate the monotone polygons into a vertex buffer. SkPoint* polys_to_triangles(Poly* polys, SkPath::FillType fillType, SkPoint* data) { SkPoint* d = data; for (Poly* poly = polys; poly; poly = poly->fNext) { if (apply_fill_type(fillType, poly->fWinding)) { d = poly->emit(d); } } return d; } }; GrTessellatingPathRenderer::GrTessellatingPathRenderer() { } GrPathRenderer::StencilSupport GrTessellatingPathRenderer::onGetStencilSupport( const GrDrawTarget*, const GrPipelineBuilder*, const SkPath&, const GrStrokeInfo&) const { return GrPathRenderer::kNoSupport_StencilSupport; } bool GrTessellatingPathRenderer::canDrawPath(const GrDrawTarget* target, const GrPipelineBuilder* pipelineBuilder, const SkMatrix& viewMatrix, const SkPath& path, const GrStrokeInfo& stroke, bool antiAlias) const { // This path renderer can draw all fill styles, but does not do antialiasing. It can do convex // and concave paths, but we'll leave the convex ones to simpler algorithms. return stroke.isFillStyle() && !antiAlias && !path.isConvex(); } class TessellatingPathBatch : public GrBatch { public: static GrBatch* Create(const GrColor& color, const SkPath& path, const SkMatrix& viewMatrix, SkRect clipBounds) { return SkNEW_ARGS(TessellatingPathBatch, (color, path, viewMatrix, clipBounds)); } const char* name() const override { return "TessellatingPathBatch"; } void getInvariantOutputColor(GrInitInvariantOutput* out) const override { out->setKnownFourComponents(fColor); } void getInvariantOutputCoverage(GrInitInvariantOutput* out) const override { out->setUnknownSingleComponent(); } void initBatchTracker(const GrPipelineInfo& init) override { // Handle any color overrides if (!init.readsColor()) { fColor = GrColor_ILLEGAL; } init.getOverrideColorIfSet(&fColor); fPipelineInfo = init; } void generateGeometry(GrBatchTarget* batchTarget, const GrPipeline* pipeline) override { SkRect pathBounds = fPath.getBounds(); Comparator c; if (pathBounds.width() > pathBounds.height()) { c.sweep_lt = sweep_lt_horiz; c.sweep_gt = sweep_gt_horiz; } else { c.sweep_lt = sweep_lt_vert; c.sweep_gt = sweep_gt_vert; } SkScalar screenSpaceTol = GrPathUtils::kDefaultTolerance; SkScalar tol = GrPathUtils::scaleToleranceToSrc(screenSpaceTol, fViewMatrix, pathBounds); int contourCnt; int maxPts = GrPathUtils::worstCasePointCount(fPath, &contourCnt, tol); if (maxPts <= 0) { return; } if (maxPts > ((int)SK_MaxU16 + 1)) { SkDebugf("Path not rendered, too many verts (%d)\n", maxPts); return; } SkPath::FillType fillType = fPath.getFillType(); if (SkPath::IsInverseFillType(fillType)) { contourCnt++; } LOG("got %d pts, %d contours\n", maxPts, contourCnt); uint32_t flags = GrDefaultGeoProcFactory::kPosition_GPType; SkAutoTUnref gp( GrDefaultGeoProcFactory::Create(flags, fColor, fPipelineInfo.readsLocalCoords(), !fPipelineInfo.readsCoverage(), fViewMatrix, SkMatrix::I())); batchTarget->initDraw(gp, pipeline); SkAutoTDeleteArray contours(SkNEW_ARRAY(Vertex *, contourCnt)); // For the initial size of the chunk allocator, estimate based on the point count: // one vertex per point for the initial passes, plus two for the vertices in the // resulting Polys, since the same point may end up in two Polys. Assume minimal // connectivity of one Edge per Vertex (will grow for intersections). SkChunkAlloc alloc(maxPts * (3 * sizeof(Vertex) + sizeof(Edge))); path_to_contours(fPath, tol, fClipBounds, contours.get(), alloc); Poly* polys; polys = contours_to_polys(contours.get(), contourCnt, c, alloc); int count = 0; for (Poly* poly = polys; poly; poly = poly->fNext) { if (apply_fill_type(fillType, poly->fWinding) && poly->fCount >= 3) { count += (poly->fCount - 2) * (WIREFRAME ? 6 : 3); } } if (0 == count) { return; } size_t stride = gp->getVertexStride(); SkASSERT(stride == sizeof(SkPoint)); const GrVertexBuffer* vertexBuffer; int firstVertex; SkPoint* verts = static_cast( batchTarget->makeVertSpace(stride, count, &vertexBuffer, &firstVertex)); if (!verts) { SkDebugf("Could not allocate vertices\n"); return; } LOG("emitting %d verts\n", count); SkPoint* end = polys_to_triangles(polys, fillType, verts); int actualCount = static_cast(end - verts); LOG("actual count: %d\n", actualCount); SkASSERT(actualCount <= count); GrPrimitiveType primitiveType = WIREFRAME ? kLines_GrPrimitiveType : kTriangles_GrPrimitiveType; GrVertices vertices; vertices.init(primitiveType, vertexBuffer, firstVertex, actualCount); batchTarget->draw(vertices); batchTarget->putBackVertices((size_t)(count - actualCount), stride); return; } bool onCombineIfPossible(GrBatch*) override { return false; } private: TessellatingPathBatch(const GrColor& color, const SkPath& path, const SkMatrix& viewMatrix, const SkRect& clipBounds) : fColor(color) , fPath(path) , fViewMatrix(viewMatrix) , fClipBounds(clipBounds) { this->initClassID(); fBounds = path.getBounds(); viewMatrix.mapRect(&fBounds); } GrColor fColor; SkPath fPath; SkMatrix fViewMatrix; SkRect fClipBounds; // in source space GrPipelineInfo fPipelineInfo; }; bool GrTessellatingPathRenderer::onDrawPath(GrDrawTarget* target, GrPipelineBuilder* pipelineBuilder, GrColor color, const SkMatrix& viewM, const SkPath& path, const GrStrokeInfo&, bool antiAlias) { SkASSERT(!antiAlias); const GrRenderTarget* rt = pipelineBuilder->getRenderTarget(); if (NULL == rt) { return false; } SkIRect clipBoundsI; pipelineBuilder->clip().getConservativeBounds(rt, &clipBoundsI); SkRect clipBounds = SkRect::Make(clipBoundsI); SkMatrix vmi; if (!viewM.invert(&vmi)) { return false; } vmi.mapRect(&clipBounds); SkAutoTUnref batch(TessellatingPathBatch::Create(color, path, viewM, clipBounds)); target->drawBatch(*pipelineBuilder, batch); return true; } /////////////////////////////////////////////////////////////////////////////////////////////////// #ifdef GR_TEST_UTILS BATCH_TEST_DEFINE(TesselatingPathBatch) { GrColor color = GrRandomColor(random); SkMatrix viewMatrix = GrTest::TestMatrixInvertible(random); SkPath path = GrTest::TestPath(random); SkRect clipBounds = GrTest::TestRect(random); SkMatrix vmi; bool result = viewMatrix.invert(&vmi); if (!result) { SkFAIL("Cannot invert matrix\n"); } vmi.mapRect(&clipBounds); return TessellatingPathBatch::Create(color, path, viewMatrix, clipBounds); } #endif