1 /* 2 * Copyright 2011 Google Inc. 3 * 4 * Use of this source code is governed by a BSD-style license that can be 5 * found in the LICENSE file. 6 */ 7 8 #ifndef GrPathUtils_DEFINED 9 #define GrPathUtils_DEFINED 10 11 #include "GrPoint.h" 12 #include "SkRect.h" 13 #include "SkPath.h" 14 #include "SkTArray.h" 15 16 class SkMatrix; 17 18 /** 19 * Utilities for evaluating paths. 20 */ 21 namespace GrPathUtils { 22 SkScalar scaleToleranceToSrc(SkScalar devTol, 23 const SkMatrix& viewM, 24 const SkRect& pathBounds); 25 26 /// Since we divide by tol if we're computing exact worst-case bounds, 27 /// very small tolerances will be increased to gMinCurveTol. 28 int worstCasePointCount(const SkPath&, 29 int* subpaths, 30 SkScalar tol); 31 32 /// Since we divide by tol if we're computing exact worst-case bounds, 33 /// very small tolerances will be increased to gMinCurveTol. 34 uint32_t quadraticPointCount(const GrPoint points[], SkScalar tol); 35 36 uint32_t generateQuadraticPoints(const GrPoint& p0, 37 const GrPoint& p1, 38 const GrPoint& p2, 39 SkScalar tolSqd, 40 GrPoint** points, 41 uint32_t pointsLeft); 42 43 /// Since we divide by tol if we're computing exact worst-case bounds, 44 /// very small tolerances will be increased to gMinCurveTol. 45 uint32_t cubicPointCount(const GrPoint points[], SkScalar tol); 46 47 uint32_t generateCubicPoints(const GrPoint& p0, 48 const GrPoint& p1, 49 const GrPoint& p2, 50 const GrPoint& p3, 51 SkScalar tolSqd, 52 GrPoint** points, 53 uint32_t pointsLeft); 54 55 // A 2x3 matrix that goes from the 2d space coordinates to UV space where 56 // u^2-v = 0 specifies the quad. The matrix is determined by the control 57 // points of the quadratic. 58 class QuadUVMatrix { 59 public: 60 QuadUVMatrix() {}; 61 // Initialize the matrix from the control pts 62 QuadUVMatrix(const GrPoint controlPts[3]) { this->set(controlPts); } 63 void set(const GrPoint controlPts[3]); 64 65 /** 66 * Applies the matrix to vertex positions to compute UV coords. This 67 * has been templated so that the compiler can easliy unroll the loop 68 * and reorder to avoid stalling for loads. The assumption is that a 69 * path renderer will have a small fixed number of vertices that it 70 * uploads for each quad. 71 * 72 * N is the number of vertices. 73 * STRIDE is the size of each vertex. 74 * UV_OFFSET is the offset of the UV values within each vertex. 75 * vertices is a pointer to the first vertex. 76 */ 77 template <int N, size_t STRIDE, size_t UV_OFFSET> 78 void apply(const void* vertices) { 79 intptr_t xyPtr = reinterpret_cast<intptr_t>(vertices); 80 intptr_t uvPtr = reinterpret_cast<intptr_t>(vertices) + UV_OFFSET; 81 float sx = fM[0]; 82 float kx = fM[1]; 83 float tx = fM[2]; 84 float ky = fM[3]; 85 float sy = fM[4]; 86 float ty = fM[5]; 87 for (int i = 0; i < N; ++i) { 88 const GrPoint* xy = reinterpret_cast<const GrPoint*>(xyPtr); 89 GrPoint* uv = reinterpret_cast<GrPoint*>(uvPtr); 90 uv->fX = sx * xy->fX + kx * xy->fY + tx; 91 uv->fY = ky * xy->fX + sy * xy->fY + ty; 92 xyPtr += STRIDE; 93 uvPtr += STRIDE; 94 } 95 } 96 private: 97 float fM[6]; 98 }; 99 100 101 // Converts a cubic into a sequence of quads. If working in device space 102 // use tolScale = 1, otherwise set based on stretchiness of the matrix. The 103 // result is sets of 3 points in quads (TODO: share endpoints in returned 104 // array) 105 // When we approximate a cubic {a,b,c,d} with a quadratic we may have to 106 // ensure that the new control point lies between the lines ab and cd. The 107 // convex path renderer requires this. It starts with a path where all the 108 // control points taken together form a convex polygon. It relies on this 109 // property and the quadratic approximation of cubics step cannot alter it. 110 // Setting constrainWithinTangents to true enforces this property. When this 111 // is true the cubic must be simple and dir must specify the orientation of 112 // the cubic. Otherwise, dir is ignored. 113 void convertCubicToQuads(const GrPoint p[4], 114 SkScalar tolScale, 115 bool constrainWithinTangents, 116 SkPath::Direction dir, 117 SkTArray<SkPoint, true>* quads); 118 }; 119 #endif 120