1 /* 2 * Copyright (C) 2012 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 #define LOG_NDEBUG 1 17 18 #define VERTEX_DEBUG 0 19 20 #if VERTEX_DEBUG 21 #define DEBUG_DUMP_ALPHA_BUFFER() \ 22 for (unsigned int i = 0; i < vertexBuffer.getSize(); i++) { \ 23 ALOGD("point %d at %f %f, alpha %f", \ 24 i, buffer[i].x, buffer[i].y, buffer[i].alpha); \ 25 } 26 #define DEBUG_DUMP_BUFFER() \ 27 for (unsigned int i = 0; i < vertexBuffer.getSize(); i++) { \ 28 ALOGD("point %d at %f %f", i, buffer[i].x, buffer[i].y); \ 29 } 30 #else 31 #define DEBUG_DUMP_ALPHA_BUFFER() 32 #define DEBUG_DUMP_BUFFER() 33 #endif 34 35 #include "PathTessellator.h" 36 37 #include "Matrix.h" 38 #include "Vector.h" 39 #include "Vertex.h" 40 #include "utils/MathUtils.h" 41 42 #include <algorithm> 43 44 #include <SkPath.h> 45 #include <SkPaint.h> 46 #include <SkPoint.h> 47 #include <SkGeometry.h> // WARNING: Internal Skia Header 48 49 #include <stdlib.h> 50 #include <stdint.h> 51 #include <sys/types.h> 52 53 #include <utils/Log.h> 54 #include <utils/Trace.h> 55 56 namespace android { 57 namespace uirenderer { 58 59 #define OUTLINE_REFINE_THRESHOLD 0.5f 60 #define ROUND_CAP_THRESH 0.25f 61 #define PI 3.1415926535897932f 62 #define MAX_DEPTH 15 63 64 /** 65 * Extracts the x and y scale from the transform as positive values, and clamps them 66 */ 67 void PathTessellator::extractTessellationScales(const Matrix4& transform, 68 float* scaleX, float* scaleY) { 69 if (CC_LIKELY(transform.isPureTranslate())) { 70 *scaleX = 1.0f; 71 *scaleY = 1.0f; 72 } else { 73 float m00 = transform.data[Matrix4::kScaleX]; 74 float m01 = transform.data[Matrix4::kSkewY]; 75 float m10 = transform.data[Matrix4::kSkewX]; 76 float m11 = transform.data[Matrix4::kScaleY]; 77 *scaleX = MathUtils::clampTessellationScale(sqrt(m00 * m00 + m01 * m01)); 78 *scaleY = MathUtils::clampTessellationScale(sqrt(m10 * m10 + m11 * m11)); 79 } 80 } 81 82 /** 83 * Produces a pseudo-normal for a vertex, given the normals of the two incoming lines. If the offset 84 * from each vertex in a perimeter is calculated, the resultant lines connecting the offset vertices 85 * will be offset by 1.0 86 * 87 * Note that we can't add and normalize the two vectors, that would result in a rectangle having an 88 * offset of (sqrt(2)/2, sqrt(2)/2) at each corner, instead of (1, 1) 89 * 90 * NOTE: assumes angles between normals 90 degrees or less 91 */ 92 inline static Vector2 totalOffsetFromNormals(const Vector2& normalA, const Vector2& normalB) { 93 return (normalA + normalB) / (1 + fabs(normalA.dot(normalB))); 94 } 95 96 /** 97 * Structure used for storing useful information about the SkPaint and scale used for tessellating 98 */ 99 struct PaintInfo { 100 public: 101 PaintInfo(const SkPaint* paint, const mat4& transform) : 102 style(paint->getStyle()), cap(paint->getStrokeCap()), isAA(paint->isAntiAlias()), 103 halfStrokeWidth(paint->getStrokeWidth() * 0.5f), maxAlpha(1.0f) { 104 // compute inverse scales 105 if (CC_LIKELY(transform.isPureTranslate())) { 106 inverseScaleX = 1.0f; 107 inverseScaleY = 1.0f; 108 } else { 109 float scaleX, scaleY; 110 PathTessellator::extractTessellationScales(transform, &scaleX, &scaleY); 111 inverseScaleX = 1.0f / scaleX; 112 inverseScaleY = 1.0f / scaleY; 113 } 114 115 if (isAA && halfStrokeWidth != 0 && inverseScaleX == inverseScaleY && 116 2 * halfStrokeWidth < inverseScaleX) { 117 // AA, with non-hairline stroke, width < 1 pixel. Scale alpha and treat as hairline. 118 maxAlpha *= (2 * halfStrokeWidth) / inverseScaleX; 119 halfStrokeWidth = 0.0f; 120 } 121 } 122 123 SkPaint::Style style; 124 SkPaint::Cap cap; 125 bool isAA; 126 float inverseScaleX; 127 float inverseScaleY; 128 float halfStrokeWidth; 129 float maxAlpha; 130 131 inline void scaleOffsetForStrokeWidth(Vector2& offset) const { 132 if (halfStrokeWidth == 0.0f) { 133 // hairline - compensate for scale 134 offset.x *= 0.5f * inverseScaleX; 135 offset.y *= 0.5f * inverseScaleY; 136 } else { 137 offset *= halfStrokeWidth; 138 } 139 } 140 141 /** 142 * NOTE: the input will not always be a normal, especially for sharp edges - it should be the 143 * result of totalOffsetFromNormals (see documentation there) 144 */ 145 inline Vector2 deriveAAOffset(const Vector2& offset) const { 146 return (Vector2){offset.x * 0.5f * inverseScaleX, offset.y * 0.5f * inverseScaleY}; 147 } 148 149 /** 150 * Returns the number of cap divisions beyond the minimum 2 (kButt_Cap/kSquareCap will return 0) 151 * Should only be used when stroking and drawing caps 152 */ 153 inline int capExtraDivisions() const { 154 if (cap == SkPaint::kRound_Cap) { 155 // always use 2 points for hairline 156 if (halfStrokeWidth == 0.0f) return 2; 157 158 float threshold = std::min(inverseScaleX, inverseScaleY) * ROUND_CAP_THRESH; 159 return MathUtils::divisionsNeededToApproximateArc(halfStrokeWidth, PI, threshold); 160 } 161 return 0; 162 } 163 164 /** 165 * Outset the bounds of point data (for line endpoints or points) to account for stroke 166 * geometry. 167 * 168 * bounds are in pre-scaled space. 169 */ 170 void expandBoundsForStroke(Rect* bounds) const { 171 if (halfStrokeWidth == 0) { 172 // hairline, outset by (0.5f + fudge factor) in post-scaling space 173 bounds->outset(fabs(inverseScaleX) * (0.5f + Vertex::GeometryFudgeFactor()), 174 fabs(inverseScaleY) * (0.5f + Vertex::GeometryFudgeFactor())); 175 } else { 176 // non hairline, outset by half stroke width pre-scaled, and fudge factor post scaled 177 bounds->outset(halfStrokeWidth + fabs(inverseScaleX) * Vertex::GeometryFudgeFactor(), 178 halfStrokeWidth + fabs(inverseScaleY) * Vertex::GeometryFudgeFactor()); 179 } 180 } 181 }; 182 183 void getFillVerticesFromPerimeter(const std::vector<Vertex>& perimeter, 184 VertexBuffer& vertexBuffer) { 185 Vertex* buffer = vertexBuffer.alloc<Vertex>(perimeter.size()); 186 187 int currentIndex = 0; 188 // zig zag between all previous points on the inside of the hull to create a 189 // triangle strip that fills the hull 190 int srcAindex = 0; 191 int srcBindex = perimeter.size() - 1; 192 while (srcAindex <= srcBindex) { 193 buffer[currentIndex++] = perimeter[srcAindex]; 194 if (srcAindex == srcBindex) break; 195 buffer[currentIndex++] = perimeter[srcBindex]; 196 srcAindex++; 197 srcBindex--; 198 } 199 } 200 201 /* 202 * Fills a vertexBuffer with non-alpha vertices, zig-zagging at each perimeter point to create a 203 * tri-strip as wide as the stroke. 204 * 205 * Uses an additional 2 vertices at the end to wrap around, closing the tri-strip 206 * (for a total of perimeter.size() * 2 + 2 vertices) 207 */ 208 void getStrokeVerticesFromPerimeter(const PaintInfo& paintInfo, 209 const std::vector<Vertex>& perimeter, VertexBuffer& vertexBuffer) { 210 Vertex* buffer = vertexBuffer.alloc<Vertex>(perimeter.size() * 2 + 2); 211 212 int currentIndex = 0; 213 const Vertex* last = &(perimeter[perimeter.size() - 1]); 214 const Vertex* current = &(perimeter[0]); 215 Vector2 lastNormal = {current->y - last->y, last->x - current->x}; 216 lastNormal.normalize(); 217 for (unsigned int i = 0; i < perimeter.size(); i++) { 218 const Vertex* next = &(perimeter[i + 1 >= perimeter.size() ? 0 : i + 1]); 219 Vector2 nextNormal = {next->y - current->y, current->x - next->x}; 220 nextNormal.normalize(); 221 222 Vector2 totalOffset = totalOffsetFromNormals(lastNormal, nextNormal); 223 paintInfo.scaleOffsetForStrokeWidth(totalOffset); 224 225 Vertex::set(&buffer[currentIndex++], 226 current->x + totalOffset.x, 227 current->y + totalOffset.y); 228 229 Vertex::set(&buffer[currentIndex++], 230 current->x - totalOffset.x, 231 current->y - totalOffset.y); 232 233 current = next; 234 lastNormal = nextNormal; 235 } 236 237 // wrap around to beginning 238 buffer[currentIndex++] = buffer[0]; 239 buffer[currentIndex++] = buffer[1]; 240 241 DEBUG_DUMP_BUFFER(); 242 } 243 244 static inline void storeBeginEnd(const PaintInfo& paintInfo, const Vertex& center, 245 const Vector2& normal, Vertex* buffer, int& currentIndex, bool begin) { 246 Vector2 strokeOffset = normal; 247 paintInfo.scaleOffsetForStrokeWidth(strokeOffset); 248 249 Vector2 referencePoint = {center.x, center.y}; 250 if (paintInfo.cap == SkPaint::kSquare_Cap) { 251 Vector2 rotated = {-strokeOffset.y, strokeOffset.x}; 252 referencePoint += rotated * (begin ? -1 : 1); 253 } 254 255 Vertex::set(&buffer[currentIndex++], referencePoint + strokeOffset); 256 Vertex::set(&buffer[currentIndex++], referencePoint - strokeOffset); 257 } 258 259 /** 260 * Fills a vertexBuffer with non-alpha vertices similar to getStrokeVerticesFromPerimeter, except: 261 * 262 * 1 - Doesn't need to wrap around, since the input vertices are unclosed 263 * 264 * 2 - can zig-zag across 'extra' vertices at either end, to create round caps 265 */ 266 void getStrokeVerticesFromUnclosedVertices(const PaintInfo& paintInfo, 267 const std::vector<Vertex>& vertices, VertexBuffer& vertexBuffer) { 268 const int extra = paintInfo.capExtraDivisions(); 269 const int allocSize = (vertices.size() + extra) * 2; 270 Vertex* buffer = vertexBuffer.alloc<Vertex>(allocSize); 271 272 const int lastIndex = vertices.size() - 1; 273 if (extra > 0) { 274 // tessellate both round caps 275 float beginTheta = atan2( 276 - (vertices[0].x - vertices[1].x), 277 vertices[0].y - vertices[1].y); 278 float endTheta = atan2( 279 - (vertices[lastIndex].x - vertices[lastIndex - 1].x), 280 vertices[lastIndex].y - vertices[lastIndex - 1].y); 281 const float dTheta = PI / (extra + 1); 282 283 int capOffset; 284 for (int i = 0; i < extra; i++) { 285 if (i < extra / 2) { 286 capOffset = extra - 2 * i - 1; 287 } else { 288 capOffset = 2 * i - extra; 289 } 290 291 beginTheta += dTheta; 292 Vector2 beginRadialOffset = {cosf(beginTheta), sinf(beginTheta)}; 293 paintInfo.scaleOffsetForStrokeWidth(beginRadialOffset); 294 Vertex::set(&buffer[capOffset], 295 vertices[0].x + beginRadialOffset.x, 296 vertices[0].y + beginRadialOffset.y); 297 298 endTheta += dTheta; 299 Vector2 endRadialOffset = {cosf(endTheta), sinf(endTheta)}; 300 paintInfo.scaleOffsetForStrokeWidth(endRadialOffset); 301 Vertex::set(&buffer[allocSize - 1 - capOffset], 302 vertices[lastIndex].x + endRadialOffset.x, 303 vertices[lastIndex].y + endRadialOffset.y); 304 } 305 } 306 307 int currentIndex = extra; 308 const Vertex* last = &(vertices[0]); 309 const Vertex* current = &(vertices[1]); 310 Vector2 lastNormal = {current->y - last->y, last->x - current->x}; 311 lastNormal.normalize(); 312 313 storeBeginEnd(paintInfo, vertices[0], lastNormal, buffer, currentIndex, true); 314 315 for (unsigned int i = 1; i < vertices.size() - 1; i++) { 316 const Vertex* next = &(vertices[i + 1]); 317 Vector2 nextNormal = {next->y - current->y, current->x - next->x}; 318 nextNormal.normalize(); 319 320 Vector2 strokeOffset = totalOffsetFromNormals(lastNormal, nextNormal); 321 paintInfo.scaleOffsetForStrokeWidth(strokeOffset); 322 323 Vector2 center = {current->x, current->y}; 324 Vertex::set(&buffer[currentIndex++], center + strokeOffset); 325 Vertex::set(&buffer[currentIndex++], center - strokeOffset); 326 327 current = next; 328 lastNormal = nextNormal; 329 } 330 331 storeBeginEnd(paintInfo, vertices[lastIndex], lastNormal, buffer, currentIndex, false); 332 333 DEBUG_DUMP_BUFFER(); 334 } 335 336 /** 337 * Populates a vertexBuffer with AlphaVertices to create an anti-aliased fill shape tessellation 338 * 339 * 1 - create the AA perimeter of unit width, by zig-zagging at each point around the perimeter of 340 * the shape (using 2 * perimeter.size() vertices) 341 * 342 * 2 - wrap around to the beginning to complete the perimeter (2 vertices) 343 * 344 * 3 - zig zag back and forth inside the shape to fill it (using perimeter.size() vertices) 345 */ 346 void getFillVerticesFromPerimeterAA(const PaintInfo& paintInfo, 347 const std::vector<Vertex>& perimeter, VertexBuffer& vertexBuffer, 348 float maxAlpha = 1.0f) { 349 AlphaVertex* buffer = vertexBuffer.alloc<AlphaVertex>(perimeter.size() * 3 + 2); 350 351 // generate alpha points - fill Alpha vertex gaps in between each point with 352 // alpha 0 vertex, offset by a scaled normal. 353 int currentIndex = 0; 354 const Vertex* last = &(perimeter[perimeter.size() - 1]); 355 const Vertex* current = &(perimeter[0]); 356 Vector2 lastNormal = {current->y - last->y, last->x - current->x}; 357 lastNormal.normalize(); 358 for (unsigned int i = 0; i < perimeter.size(); i++) { 359 const Vertex* next = &(perimeter[i + 1 >= perimeter.size() ? 0 : i + 1]); 360 Vector2 nextNormal = {next->y - current->y, current->x - next->x}; 361 nextNormal.normalize(); 362 363 // AA point offset from original point is that point's normal, such that each side is offset 364 // by .5 pixels 365 Vector2 totalOffset = paintInfo.deriveAAOffset(totalOffsetFromNormals(lastNormal, nextNormal)); 366 367 AlphaVertex::set(&buffer[currentIndex++], 368 current->x + totalOffset.x, 369 current->y + totalOffset.y, 370 0.0f); 371 AlphaVertex::set(&buffer[currentIndex++], 372 current->x - totalOffset.x, 373 current->y - totalOffset.y, 374 maxAlpha); 375 376 current = next; 377 lastNormal = nextNormal; 378 } 379 380 // wrap around to beginning 381 buffer[currentIndex++] = buffer[0]; 382 buffer[currentIndex++] = buffer[1]; 383 384 // zig zag between all previous points on the inside of the hull to create a 385 // triangle strip that fills the hull, repeating the first inner point to 386 // create degenerate tris to start inside path 387 int srcAindex = 0; 388 int srcBindex = perimeter.size() - 1; 389 while (srcAindex <= srcBindex) { 390 buffer[currentIndex++] = buffer[srcAindex * 2 + 1]; 391 if (srcAindex == srcBindex) break; 392 buffer[currentIndex++] = buffer[srcBindex * 2 + 1]; 393 srcAindex++; 394 srcBindex--; 395 } 396 397 DEBUG_DUMP_BUFFER(); 398 } 399 400 /** 401 * Stores geometry for a single, AA-perimeter (potentially rounded) cap 402 * 403 * For explanation of constants and general methodoloyg, see comments for 404 * getStrokeVerticesFromUnclosedVerticesAA() below. 405 */ 406 inline static void storeCapAA(const PaintInfo& paintInfo, const std::vector<Vertex>& vertices, 407 AlphaVertex* buffer, bool isFirst, Vector2 normal, int offset) { 408 const int extra = paintInfo.capExtraDivisions(); 409 const int extraOffset = (extra + 1) / 2; 410 const int capIndex = isFirst 411 ? 2 * offset + 6 + 2 * (extra + extraOffset) 412 : offset + 2 + 2 * extraOffset; 413 if (isFirst) normal *= -1; 414 415 // TODO: this normal should be scaled by radialScale if extra != 0, see totalOffsetFromNormals() 416 Vector2 AAOffset = paintInfo.deriveAAOffset(normal); 417 418 Vector2 strokeOffset = normal; 419 paintInfo.scaleOffsetForStrokeWidth(strokeOffset); 420 Vector2 outerOffset = strokeOffset + AAOffset; 421 Vector2 innerOffset = strokeOffset - AAOffset; 422 423 Vector2 capAAOffset = {0, 0}; 424 if (paintInfo.cap != SkPaint::kRound_Cap) { 425 // if the cap is square or butt, the inside primary cap vertices will be inset in two 426 // directions - both normal to the stroke, and parallel to it. 427 capAAOffset = (Vector2){-AAOffset.y, AAOffset.x}; 428 } 429 430 // determine referencePoint, the center point for the 4 primary cap vertices 431 const Vertex& point = isFirst ? vertices.front() : vertices.back(); 432 Vector2 referencePoint = {point.x, point.y}; 433 if (paintInfo.cap == SkPaint::kSquare_Cap) { 434 // To account for square cap, move the primary cap vertices (that create the AA edge) by the 435 // stroke offset vector (rotated to be parallel to the stroke) 436 Vector2 rotated = {-strokeOffset.y, strokeOffset.x}; 437 referencePoint += rotated; 438 } 439 440 AlphaVertex::set(&buffer[capIndex + 0], 441 referencePoint.x + outerOffset.x + capAAOffset.x, 442 referencePoint.y + outerOffset.y + capAAOffset.y, 443 0.0f); 444 AlphaVertex::set(&buffer[capIndex + 1], 445 referencePoint.x + innerOffset.x - capAAOffset.x, 446 referencePoint.y + innerOffset.y - capAAOffset.y, 447 paintInfo.maxAlpha); 448 449 bool isRound = paintInfo.cap == SkPaint::kRound_Cap; 450 451 const int postCapIndex = (isRound && isFirst) ? (2 * extraOffset - 2) : capIndex + (2 * extra); 452 AlphaVertex::set(&buffer[postCapIndex + 2], 453 referencePoint.x - outerOffset.x + capAAOffset.x, 454 referencePoint.y - outerOffset.y + capAAOffset.y, 455 0.0f); 456 AlphaVertex::set(&buffer[postCapIndex + 3], 457 referencePoint.x - innerOffset.x - capAAOffset.x, 458 referencePoint.y - innerOffset.y - capAAOffset.y, 459 paintInfo.maxAlpha); 460 461 if (isRound) { 462 const float dTheta = PI / (extra + 1); 463 const float radialScale = 2.0f / (1 + cos(dTheta)); 464 float theta = atan2(normal.y, normal.x); 465 int capPerimIndex = capIndex + 2; 466 467 for (int i = 0; i < extra; i++) { 468 theta += dTheta; 469 470 Vector2 radialOffset = {cosf(theta), sinf(theta)}; 471 472 // scale to compensate for pinching at sharp angles, see totalOffsetFromNormals() 473 radialOffset *= radialScale; 474 475 AAOffset = paintInfo.deriveAAOffset(radialOffset); 476 paintInfo.scaleOffsetForStrokeWidth(radialOffset); 477 AlphaVertex::set(&buffer[capPerimIndex++], 478 referencePoint.x + radialOffset.x + AAOffset.x, 479 referencePoint.y + radialOffset.y + AAOffset.y, 480 0.0f); 481 AlphaVertex::set(&buffer[capPerimIndex++], 482 referencePoint.x + radialOffset.x - AAOffset.x, 483 referencePoint.y + radialOffset.y - AAOffset.y, 484 paintInfo.maxAlpha); 485 486 if (isFirst && i == extra - extraOffset) { 487 //copy most recent two points to first two points 488 buffer[0] = buffer[capPerimIndex - 2]; 489 buffer[1] = buffer[capPerimIndex - 1]; 490 491 capPerimIndex = 2; // start writing the rest of the round cap at index 2 492 } 493 } 494 495 if (isFirst) { 496 const int startCapFillIndex = capIndex + 2 * (extra - extraOffset) + 4; 497 int capFillIndex = startCapFillIndex; 498 for (int i = 0; i < extra + 2; i += 2) { 499 buffer[capFillIndex++] = buffer[1 + i]; 500 // TODO: to support odd numbers of divisions, break here on the last iteration 501 buffer[capFillIndex++] = buffer[startCapFillIndex - 3 - i]; 502 } 503 } else { 504 int capFillIndex = 6 * vertices.size() + 2 + 6 * extra - (extra + 2); 505 for (int i = 0; i < extra + 2; i += 2) { 506 buffer[capFillIndex++] = buffer[capIndex + 1 + i]; 507 // TODO: to support odd numbers of divisions, break here on the last iteration 508 buffer[capFillIndex++] = buffer[capIndex + 3 + 2 * extra - i]; 509 } 510 } 511 return; 512 } 513 if (isFirst) { 514 buffer[0] = buffer[postCapIndex + 2]; 515 buffer[1] = buffer[postCapIndex + 3]; 516 buffer[postCapIndex + 4] = buffer[1]; // degenerate tris (the only two!) 517 buffer[postCapIndex + 5] = buffer[postCapIndex + 1]; 518 } else { 519 buffer[6 * vertices.size()] = buffer[postCapIndex + 1]; 520 buffer[6 * vertices.size() + 1] = buffer[postCapIndex + 3]; 521 } 522 } 523 524 /* 525 the geometry for an aa, capped stroke consists of the following: 526 527 # vertices | function 528 ---------------------------------------------------------------------- 529 a) 2 | Start AA perimeter 530 b) 2, 2 * roundDivOff | First half of begin cap's perimeter 531 | 532 2 * middlePts | 'Outer' or 'Top' AA perimeter half (between caps) 533 | 534 a) 4 | End cap's 535 b) 2, 2 * roundDivs, 2 | AA perimeter 536 | 537 2 * middlePts | 'Inner' or 'bottom' AA perimeter half 538 | 539 a) 6 | Begin cap's perimeter 540 b) 2, 2*(rD - rDO + 1), | Last half of begin cap's perimeter 541 roundDivs, 2 | 542 | 543 2 * middlePts | Stroke's full opacity center strip 544 | 545 a) 2 | end stroke 546 b) 2, roundDivs | (and end cap fill, for round) 547 548 Notes: 549 * rows starting with 'a)' denote the Butt or Square cap vertex use, 'b)' denote Round 550 551 * 'middlePts' is (number of points in the unclosed input vertex list, minus 2) times two 552 553 * 'roundDivs' or 'rD' is the number of extra vertices (beyond the minimum of 2) that define the 554 round cap's shape, and is at least two. This will increase with cap size to sufficiently 555 define the cap's level of tessellation. 556 557 * 'roundDivOffset' or 'rDO' is the point about halfway along the start cap's round perimeter, where 558 the stream of vertices for the AA perimeter starts. By starting and ending the perimeter at 559 this offset, the fill of the stroke is drawn from this point with minimal extra vertices. 560 561 This means the outer perimeter starts at: 562 outerIndex = (2) OR (2 + 2 * roundDivOff) 563 the inner perimeter (since it is filled in reverse) starts at: 564 innerIndex = outerIndex + (4 * middlePts) + ((4) OR (4 + 2 * roundDivs)) - 1 565 the stroke starts at: 566 strokeIndex = innerIndex + 1 + ((6) OR (6 + 3 * roundDivs - 2 * roundDivOffset)) 567 568 The total needed allocated space is either: 569 2 + 4 + 6 + 2 + 3 * (2 * middlePts) = 14 + 6 * middlePts = 2 + 6 * pts 570 or, for rounded caps: 571 (2 + 2 * rDO) + (4 + 2 * rD) + (2 * (rD - rDO + 1) 572 + roundDivs + 4) + (2 + roundDivs) + 3 * (2 * middlePts) 573 = 14 + 6 * middlePts + 6 * roundDivs 574 = 2 + 6 * pts + 6 * roundDivs 575 */ 576 void getStrokeVerticesFromUnclosedVerticesAA(const PaintInfo& paintInfo, 577 const std::vector<Vertex>& vertices, VertexBuffer& vertexBuffer) { 578 579 const int extra = paintInfo.capExtraDivisions(); 580 const int allocSize = 6 * vertices.size() + 2 + 6 * extra; 581 582 AlphaVertex* buffer = vertexBuffer.alloc<AlphaVertex>(allocSize); 583 584 const int extraOffset = (extra + 1) / 2; 585 int offset = 2 * (vertices.size() - 2); 586 // there is no outer/inner here, using them for consistency with below approach 587 int currentAAOuterIndex = 2 + 2 * extraOffset; 588 int currentAAInnerIndex = currentAAOuterIndex + (2 * offset) + 3 + (2 * extra); 589 int currentStrokeIndex = currentAAInnerIndex + 7 + (3 * extra - 2 * extraOffset); 590 591 const Vertex* last = &(vertices[0]); 592 const Vertex* current = &(vertices[1]); 593 Vector2 lastNormal = {current->y - last->y, last->x - current->x}; 594 lastNormal.normalize(); 595 596 // TODO: use normal from bezier traversal for cap, instead of from vertices 597 storeCapAA(paintInfo, vertices, buffer, true, lastNormal, offset); 598 599 for (unsigned int i = 1; i < vertices.size() - 1; i++) { 600 const Vertex* next = &(vertices[i + 1]); 601 Vector2 nextNormal = {next->y - current->y, current->x - next->x}; 602 nextNormal.normalize(); 603 604 Vector2 totalOffset = totalOffsetFromNormals(lastNormal, nextNormal); 605 Vector2 AAOffset = paintInfo.deriveAAOffset(totalOffset); 606 607 Vector2 innerOffset = totalOffset; 608 paintInfo.scaleOffsetForStrokeWidth(innerOffset); 609 Vector2 outerOffset = innerOffset + AAOffset; 610 innerOffset -= AAOffset; 611 612 AlphaVertex::set(&buffer[currentAAOuterIndex++], 613 current->x + outerOffset.x, 614 current->y + outerOffset.y, 615 0.0f); 616 AlphaVertex::set(&buffer[currentAAOuterIndex++], 617 current->x + innerOffset.x, 618 current->y + innerOffset.y, 619 paintInfo.maxAlpha); 620 621 AlphaVertex::set(&buffer[currentStrokeIndex++], 622 current->x + innerOffset.x, 623 current->y + innerOffset.y, 624 paintInfo.maxAlpha); 625 AlphaVertex::set(&buffer[currentStrokeIndex++], 626 current->x - innerOffset.x, 627 current->y - innerOffset.y, 628 paintInfo.maxAlpha); 629 630 AlphaVertex::set(&buffer[currentAAInnerIndex--], 631 current->x - innerOffset.x, 632 current->y - innerOffset.y, 633 paintInfo.maxAlpha); 634 AlphaVertex::set(&buffer[currentAAInnerIndex--], 635 current->x - outerOffset.x, 636 current->y - outerOffset.y, 637 0.0f); 638 639 current = next; 640 lastNormal = nextNormal; 641 } 642 643 // TODO: use normal from bezier traversal for cap, instead of from vertices 644 storeCapAA(paintInfo, vertices, buffer, false, lastNormal, offset); 645 646 DEBUG_DUMP_ALPHA_BUFFER(); 647 } 648 649 650 void getStrokeVerticesFromPerimeterAA(const PaintInfo& paintInfo, 651 const std::vector<Vertex>& perimeter, VertexBuffer& vertexBuffer) { 652 AlphaVertex* buffer = vertexBuffer.alloc<AlphaVertex>(6 * perimeter.size() + 8); 653 654 int offset = 2 * perimeter.size() + 3; 655 int currentAAOuterIndex = 0; 656 int currentStrokeIndex = offset; 657 int currentAAInnerIndex = offset * 2; 658 659 const Vertex* last = &(perimeter[perimeter.size() - 1]); 660 const Vertex* current = &(perimeter[0]); 661 Vector2 lastNormal = {current->y - last->y, last->x - current->x}; 662 lastNormal.normalize(); 663 for (unsigned int i = 0; i < perimeter.size(); i++) { 664 const Vertex* next = &(perimeter[i + 1 >= perimeter.size() ? 0 : i + 1]); 665 Vector2 nextNormal = {next->y - current->y, current->x - next->x}; 666 nextNormal.normalize(); 667 668 Vector2 totalOffset = totalOffsetFromNormals(lastNormal, nextNormal); 669 Vector2 AAOffset = paintInfo.deriveAAOffset(totalOffset); 670 671 Vector2 innerOffset = totalOffset; 672 paintInfo.scaleOffsetForStrokeWidth(innerOffset); 673 Vector2 outerOffset = innerOffset + AAOffset; 674 innerOffset -= AAOffset; 675 676 AlphaVertex::set(&buffer[currentAAOuterIndex++], 677 current->x + outerOffset.x, 678 current->y + outerOffset.y, 679 0.0f); 680 AlphaVertex::set(&buffer[currentAAOuterIndex++], 681 current->x + innerOffset.x, 682 current->y + innerOffset.y, 683 paintInfo.maxAlpha); 684 685 AlphaVertex::set(&buffer[currentStrokeIndex++], 686 current->x + innerOffset.x, 687 current->y + innerOffset.y, 688 paintInfo.maxAlpha); 689 AlphaVertex::set(&buffer[currentStrokeIndex++], 690 current->x - innerOffset.x, 691 current->y - innerOffset.y, 692 paintInfo.maxAlpha); 693 694 AlphaVertex::set(&buffer[currentAAInnerIndex++], 695 current->x - innerOffset.x, 696 current->y - innerOffset.y, 697 paintInfo.maxAlpha); 698 AlphaVertex::set(&buffer[currentAAInnerIndex++], 699 current->x - outerOffset.x, 700 current->y - outerOffset.y, 701 0.0f); 702 703 current = next; 704 lastNormal = nextNormal; 705 } 706 707 // wrap each strip around to beginning, creating degenerate tris to bridge strips 708 buffer[currentAAOuterIndex++] = buffer[0]; 709 buffer[currentAAOuterIndex++] = buffer[1]; 710 buffer[currentAAOuterIndex++] = buffer[1]; 711 712 buffer[currentStrokeIndex++] = buffer[offset]; 713 buffer[currentStrokeIndex++] = buffer[offset + 1]; 714 buffer[currentStrokeIndex++] = buffer[offset + 1]; 715 716 buffer[currentAAInnerIndex++] = buffer[2 * offset]; 717 buffer[currentAAInnerIndex++] = buffer[2 * offset + 1]; 718 // don't need to create last degenerate tri 719 720 DEBUG_DUMP_ALPHA_BUFFER(); 721 } 722 723 void PathTessellator::tessellatePath(const SkPath &path, const SkPaint* paint, 724 const mat4& transform, VertexBuffer& vertexBuffer) { 725 ATRACE_CALL(); 726 727 const PaintInfo paintInfo(paint, transform); 728 729 std::vector<Vertex> tempVertices; 730 float threshInvScaleX = paintInfo.inverseScaleX; 731 float threshInvScaleY = paintInfo.inverseScaleY; 732 if (paintInfo.style == SkPaint::kStroke_Style) { 733 // alter the bezier recursion threshold values we calculate in order to compensate for 734 // expansion done after the path vertices are found 735 SkRect bounds = path.getBounds(); 736 if (!bounds.isEmpty()) { 737 threshInvScaleX *= bounds.width() / (bounds.width() + paint->getStrokeWidth()); 738 threshInvScaleY *= bounds.height() / (bounds.height() + paint->getStrokeWidth()); 739 } 740 } 741 742 // force close if we're filling the path, since fill path expects closed perimeter. 743 bool forceClose = paintInfo.style != SkPaint::kStroke_Style; 744 PathApproximationInfo approximationInfo(threshInvScaleX, threshInvScaleY, 745 OUTLINE_REFINE_THRESHOLD); 746 bool wasClosed = approximatePathOutlineVertices(path, forceClose, 747 approximationInfo, tempVertices); 748 749 if (!tempVertices.size()) { 750 // path was empty, return without allocating vertex buffer 751 return; 752 } 753 754 #if VERTEX_DEBUG 755 for (unsigned int i = 0; i < tempVertices.size(); i++) { 756 ALOGD("orig path: point at %f %f", 757 tempVertices[i].x, tempVertices[i].y); 758 } 759 #endif 760 761 if (paintInfo.style == SkPaint::kStroke_Style) { 762 if (!paintInfo.isAA) { 763 if (wasClosed) { 764 getStrokeVerticesFromPerimeter(paintInfo, tempVertices, vertexBuffer); 765 } else { 766 getStrokeVerticesFromUnclosedVertices(paintInfo, tempVertices, vertexBuffer); 767 } 768 769 } else { 770 if (wasClosed) { 771 getStrokeVerticesFromPerimeterAA(paintInfo, tempVertices, vertexBuffer); 772 } else { 773 getStrokeVerticesFromUnclosedVerticesAA(paintInfo, tempVertices, vertexBuffer); 774 } 775 } 776 } else { 777 // For kStrokeAndFill style, the path should be adjusted externally. 778 // It will be treated as a fill here. 779 if (!paintInfo.isAA) { 780 getFillVerticesFromPerimeter(tempVertices, vertexBuffer); 781 } else { 782 getFillVerticesFromPerimeterAA(paintInfo, tempVertices, vertexBuffer); 783 } 784 } 785 786 Rect bounds(path.getBounds()); 787 paintInfo.expandBoundsForStroke(&bounds); 788 vertexBuffer.setBounds(bounds); 789 vertexBuffer.setMeshFeatureFlags(paintInfo.isAA ? VertexBuffer::kAlpha : VertexBuffer::kNone); 790 } 791 792 template <class TYPE> 793 static void instanceVertices(VertexBuffer& srcBuffer, VertexBuffer& dstBuffer, 794 const float* points, int count, Rect& bounds) { 795 bounds.set(points[0], points[1], points[0], points[1]); 796 797 int numPoints = count / 2; 798 int verticesPerPoint = srcBuffer.getVertexCount(); 799 dstBuffer.alloc<TYPE>(numPoints * verticesPerPoint + (numPoints - 1) * 2); 800 801 for (int i = 0; i < count; i += 2) { 802 bounds.expandToCover(points[i + 0], points[i + 1]); 803 dstBuffer.copyInto<TYPE>(srcBuffer, points[i + 0], points[i + 1]); 804 } 805 dstBuffer.createDegenerateSeparators<TYPE>(verticesPerPoint); 806 } 807 808 void PathTessellator::tessellatePoints(const float* points, int count, const SkPaint* paint, 809 const mat4& transform, VertexBuffer& vertexBuffer) { 810 const PaintInfo paintInfo(paint, transform); 811 812 // determine point shape 813 SkPath path; 814 float radius = paintInfo.halfStrokeWidth; 815 if (radius == 0.0f) radius = 0.5f; 816 817 if (paintInfo.cap == SkPaint::kRound_Cap) { 818 path.addCircle(0, 0, radius); 819 } else { 820 path.addRect(-radius, -radius, radius, radius); 821 } 822 823 // calculate outline 824 std::vector<Vertex> outlineVertices; 825 PathApproximationInfo approximationInfo(paintInfo.inverseScaleX, paintInfo.inverseScaleY, 826 OUTLINE_REFINE_THRESHOLD); 827 approximatePathOutlineVertices(path, true, approximationInfo, outlineVertices); 828 829 if (!outlineVertices.size()) return; 830 831 Rect bounds; 832 // tessellate, then duplicate outline across points 833 VertexBuffer tempBuffer; 834 if (!paintInfo.isAA) { 835 getFillVerticesFromPerimeter(outlineVertices, tempBuffer); 836 instanceVertices<Vertex>(tempBuffer, vertexBuffer, points, count, bounds); 837 } else { 838 // note: pass maxAlpha directly, since we want fill to be alpha modulated 839 getFillVerticesFromPerimeterAA(paintInfo, outlineVertices, tempBuffer, paintInfo.maxAlpha); 840 instanceVertices<AlphaVertex>(tempBuffer, vertexBuffer, points, count, bounds); 841 } 842 843 // expand bounds from vertex coords to pixel data 844 paintInfo.expandBoundsForStroke(&bounds); 845 vertexBuffer.setBounds(bounds); 846 vertexBuffer.setMeshFeatureFlags(paintInfo.isAA ? VertexBuffer::kAlpha : VertexBuffer::kNone); 847 } 848 849 void PathTessellator::tessellateLines(const float* points, int count, const SkPaint* paint, 850 const mat4& transform, VertexBuffer& vertexBuffer) { 851 ATRACE_CALL(); 852 const PaintInfo paintInfo(paint, transform); 853 854 const int extra = paintInfo.capExtraDivisions(); 855 int numLines = count / 4; 856 int lineAllocSize; 857 // pre-allocate space for lines in the buffer, and degenerate tris in between 858 if (paintInfo.isAA) { 859 lineAllocSize = 6 * (2) + 2 + 6 * extra; 860 vertexBuffer.alloc<AlphaVertex>(numLines * lineAllocSize + (numLines - 1) * 2); 861 } else { 862 lineAllocSize = 2 * ((2) + extra); 863 vertexBuffer.alloc<Vertex>(numLines * lineAllocSize + (numLines - 1) * 2); 864 } 865 866 std::vector<Vertex> tempVertices(2); 867 Vertex* tempVerticesData = &tempVertices.front(); 868 Rect bounds; 869 bounds.set(points[0], points[1], points[0], points[1]); 870 for (int i = 0; i < count; i += 4) { 871 Vertex::set(&(tempVerticesData[0]), points[i + 0], points[i + 1]); 872 Vertex::set(&(tempVerticesData[1]), points[i + 2], points[i + 3]); 873 874 if (paintInfo.isAA) { 875 getStrokeVerticesFromUnclosedVerticesAA(paintInfo, tempVertices, vertexBuffer); 876 } else { 877 getStrokeVerticesFromUnclosedVertices(paintInfo, tempVertices, vertexBuffer); 878 } 879 880 // calculate bounds 881 bounds.expandToCover(tempVerticesData[0].x, tempVerticesData[0].y); 882 bounds.expandToCover(tempVerticesData[1].x, tempVerticesData[1].y); 883 } 884 885 // since multiple objects tessellated into buffer, separate them with degen tris 886 if (paintInfo.isAA) { 887 vertexBuffer.createDegenerateSeparators<AlphaVertex>(lineAllocSize); 888 } else { 889 vertexBuffer.createDegenerateSeparators<Vertex>(lineAllocSize); 890 } 891 892 // expand bounds from vertex coords to pixel data 893 paintInfo.expandBoundsForStroke(&bounds); 894 vertexBuffer.setBounds(bounds); 895 vertexBuffer.setMeshFeatureFlags(paintInfo.isAA ? VertexBuffer::kAlpha : VertexBuffer::kNone); 896 } 897 898 /////////////////////////////////////////////////////////////////////////////// 899 // Simple path line approximation 900 /////////////////////////////////////////////////////////////////////////////// 901 902 bool PathTessellator::approximatePathOutlineVertices(const SkPath& path, float threshold, 903 std::vector<Vertex>& outputVertices) { 904 PathApproximationInfo approximationInfo(1.0f, 1.0f, threshold); 905 return approximatePathOutlineVertices(path, true, approximationInfo, outputVertices); 906 } 907 908 class ClockwiseEnforcer { 909 public: 910 void addPoint(const SkPoint& point) { 911 double x = point.x(); 912 double y = point.y(); 913 914 if (initialized) { 915 sum += (x + lastX) * (y - lastY); 916 } else { 917 initialized = true; 918 } 919 920 lastX = x; 921 lastY = y; 922 } 923 void reverseVectorIfNotClockwise(std::vector<Vertex>& vertices) { 924 if (sum < 0) { 925 // negative sum implies CounterClockwise 926 const int size = vertices.size(); 927 for (int i = 0; i < size / 2; i++) { 928 Vertex tmp = vertices[i]; 929 int k = size - 1 - i; 930 vertices[i] = vertices[k]; 931 vertices[k] = tmp; 932 } 933 } 934 } 935 private: 936 bool initialized = false; 937 double lastX = 0; 938 double lastY = 0; 939 double sum = 0; 940 }; 941 942 bool PathTessellator::approximatePathOutlineVertices(const SkPath& path, bool forceClose, 943 const PathApproximationInfo& approximationInfo, std::vector<Vertex>& outputVertices) { 944 ATRACE_CALL(); 945 946 // TODO: to support joins other than sharp miter, join vertices should be labelled in the 947 // perimeter, or resolved into more vertices. Reconsider forceClose-ing in that case. 948 SkPath::Iter iter(path, forceClose); 949 SkPoint pts[4]; 950 SkPath::Verb v; 951 ClockwiseEnforcer clockwiseEnforcer; 952 while (SkPath::kDone_Verb != (v = iter.next(pts))) { 953 switch (v) { 954 case SkPath::kMove_Verb: 955 outputVertices.push_back(Vertex{pts[0].x(), pts[0].y()}); 956 ALOGV("Move to pos %f %f", pts[0].x(), pts[0].y()); 957 clockwiseEnforcer.addPoint(pts[0]); 958 break; 959 case SkPath::kClose_Verb: 960 ALOGV("Close at pos %f %f", pts[0].x(), pts[0].y()); 961 clockwiseEnforcer.addPoint(pts[0]); 962 break; 963 case SkPath::kLine_Verb: 964 ALOGV("kLine_Verb %f %f -> %f %f", pts[0].x(), pts[0].y(), pts[1].x(), pts[1].y()); 965 outputVertices.push_back(Vertex{pts[1].x(), pts[1].y()}); 966 clockwiseEnforcer.addPoint(pts[1]); 967 break; 968 case SkPath::kQuad_Verb: 969 ALOGV("kQuad_Verb"); 970 recursiveQuadraticBezierVertices( 971 pts[0].x(), pts[0].y(), 972 pts[2].x(), pts[2].y(), 973 pts[1].x(), pts[1].y(), 974 approximationInfo, outputVertices); 975 clockwiseEnforcer.addPoint(pts[1]); 976 clockwiseEnforcer.addPoint(pts[2]); 977 break; 978 case SkPath::kCubic_Verb: 979 ALOGV("kCubic_Verb"); 980 recursiveCubicBezierVertices( 981 pts[0].x(), pts[0].y(), 982 pts[1].x(), pts[1].y(), 983 pts[3].x(), pts[3].y(), 984 pts[2].x(), pts[2].y(), 985 approximationInfo, outputVertices); 986 clockwiseEnforcer.addPoint(pts[1]); 987 clockwiseEnforcer.addPoint(pts[2]); 988 clockwiseEnforcer.addPoint(pts[3]); 989 break; 990 case SkPath::kConic_Verb: { 991 ALOGV("kConic_Verb"); 992 SkAutoConicToQuads converter; 993 const SkPoint* quads = converter.computeQuads(pts, iter.conicWeight(), 994 approximationInfo.thresholdForConicQuads); 995 for (int i = 0; i < converter.countQuads(); ++i) { 996 const int offset = 2 * i; 997 recursiveQuadraticBezierVertices( 998 quads[offset].x(), quads[offset].y(), 999 quads[offset+2].x(), quads[offset+2].y(), 1000 quads[offset+1].x(), quads[offset+1].y(), 1001 approximationInfo, outputVertices); 1002 } 1003 clockwiseEnforcer.addPoint(pts[1]); 1004 clockwiseEnforcer.addPoint(pts[2]); 1005 break; 1006 } 1007 default: 1008 static_assert(SkPath::kMove_Verb == 0 1009 && SkPath::kLine_Verb == 1 1010 && SkPath::kQuad_Verb == 2 1011 && SkPath::kConic_Verb == 3 1012 && SkPath::kCubic_Verb == 4 1013 && SkPath::kClose_Verb == 5 1014 && SkPath::kDone_Verb == 6, 1015 "Path enum changed, new types may have been added"); 1016 break; 1017 } 1018 } 1019 1020 bool wasClosed = false; 1021 int size = outputVertices.size(); 1022 if (size >= 2 && outputVertices[0].x == outputVertices[size - 1].x && 1023 outputVertices[0].y == outputVertices[size - 1].y) { 1024 outputVertices.pop_back(); 1025 wasClosed = true; 1026 } 1027 1028 // ensure output vector is clockwise 1029 clockwiseEnforcer.reverseVectorIfNotClockwise(outputVertices); 1030 return wasClosed; 1031 } 1032 1033 /////////////////////////////////////////////////////////////////////////////// 1034 // Bezier approximation 1035 // 1036 // All the inputs and outputs here are in path coordinates. 1037 // We convert the error threshold from screen coordinates into path coordinates. 1038 /////////////////////////////////////////////////////////////////////////////// 1039 1040 // Get a threshold in path coordinates, by scaling the thresholdSquared from screen coordinates. 1041 // TODO: Document the math behind this algorithm. 1042 static inline float getThreshold(const PathApproximationInfo& info, float dx, float dy) { 1043 // multiplying by sqrInvScaleY/X equivalent to multiplying in dimensional scale factors 1044 float scale = (dx * dx * info.sqrInvScaleY + dy * dy * info.sqrInvScaleX); 1045 return info.thresholdSquared * scale; 1046 } 1047 1048 void PathTessellator::recursiveCubicBezierVertices( 1049 float p1x, float p1y, float c1x, float c1y, 1050 float p2x, float p2y, float c2x, float c2y, 1051 const PathApproximationInfo& approximationInfo, 1052 std::vector<Vertex>& outputVertices, int depth) { 1053 float dx = p2x - p1x; 1054 float dy = p2y - p1y; 1055 float d1 = fabs((c1x - p2x) * dy - (c1y - p2y) * dx); 1056 float d2 = fabs((c2x - p2x) * dy - (c2y - p2y) * dx); 1057 float d = d1 + d2; 1058 1059 if (depth >= MAX_DEPTH 1060 || d * d <= getThreshold(approximationInfo, dx, dy)) { 1061 // below thresh, draw line by adding endpoint 1062 outputVertices.push_back(Vertex{p2x, p2y}); 1063 } else { 1064 float p1c1x = (p1x + c1x) * 0.5f; 1065 float p1c1y = (p1y + c1y) * 0.5f; 1066 float p2c2x = (p2x + c2x) * 0.5f; 1067 float p2c2y = (p2y + c2y) * 0.5f; 1068 1069 float c1c2x = (c1x + c2x) * 0.5f; 1070 float c1c2y = (c1y + c2y) * 0.5f; 1071 1072 float p1c1c2x = (p1c1x + c1c2x) * 0.5f; 1073 float p1c1c2y = (p1c1y + c1c2y) * 0.5f; 1074 1075 float p2c1c2x = (p2c2x + c1c2x) * 0.5f; 1076 float p2c1c2y = (p2c2y + c1c2y) * 0.5f; 1077 1078 float mx = (p1c1c2x + p2c1c2x) * 0.5f; 1079 float my = (p1c1c2y + p2c1c2y) * 0.5f; 1080 1081 recursiveCubicBezierVertices( 1082 p1x, p1y, p1c1x, p1c1y, 1083 mx, my, p1c1c2x, p1c1c2y, 1084 approximationInfo, outputVertices, depth + 1); 1085 recursiveCubicBezierVertices( 1086 mx, my, p2c1c2x, p2c1c2y, 1087 p2x, p2y, p2c2x, p2c2y, 1088 approximationInfo, outputVertices, depth + 1); 1089 } 1090 } 1091 1092 void PathTessellator::recursiveQuadraticBezierVertices( 1093 float ax, float ay, 1094 float bx, float by, 1095 float cx, float cy, 1096 const PathApproximationInfo& approximationInfo, 1097 std::vector<Vertex>& outputVertices, int depth) { 1098 float dx = bx - ax; 1099 float dy = by - ay; 1100 // d is the cross product of vector (B-A) and (C-B). 1101 float d = (cx - bx) * dy - (cy - by) * dx; 1102 1103 if (depth >= MAX_DEPTH 1104 || d * d <= getThreshold(approximationInfo, dx, dy)) { 1105 // below thresh, draw line by adding endpoint 1106 outputVertices.push_back(Vertex{bx, by}); 1107 } else { 1108 float acx = (ax + cx) * 0.5f; 1109 float bcx = (bx + cx) * 0.5f; 1110 float acy = (ay + cy) * 0.5f; 1111 float bcy = (by + cy) * 0.5f; 1112 1113 // midpoint 1114 float mx = (acx + bcx) * 0.5f; 1115 float my = (acy + bcy) * 0.5f; 1116 1117 recursiveQuadraticBezierVertices(ax, ay, mx, my, acx, acy, 1118 approximationInfo, outputVertices, depth + 1); 1119 recursiveQuadraticBezierVertices(mx, my, bx, by, bcx, bcy, 1120 approximationInfo, outputVertices, depth + 1); 1121 } 1122 } 1123 1124 }; // namespace uirenderer 1125 }; // namespace android 1126