GrPathUtils.h revision 81712883419f76e25d2ffec38a9438284a45a48d
1 2/* 3 * Copyright 2011 Google Inc. 4 * 5 * Use of this source code is governed by a BSD-style license that can be 6 * found in the LICENSE file. 7 */ 8 9 10#ifndef GrPathUtils_DEFINED 11#define GrPathUtils_DEFINED 12 13#include "GrMatrix.h" 14#include "SkPath.h" 15#include "SkTArray.h" 16 17/** 18 * Utilities for evaluating paths. 19 */ 20namespace GrPathUtils { 21 SkScalar scaleToleranceToSrc(SkScalar devTol, 22 const GrMatrix& viewM, 23 const GrRect& pathBounds); 24 25 /// Since we divide by tol if we're computing exact worst-case bounds, 26 /// very small tolerances will be increased to gMinCurveTol. 27 int worstCasePointCount(const SkPath&, 28 int* subpaths, 29 SkScalar tol); 30 31 /// Since we divide by tol if we're computing exact worst-case bounds, 32 /// very small tolerances will be increased to gMinCurveTol. 33 uint32_t quadraticPointCount(const GrPoint points[], SkScalar tol); 34 35 uint32_t generateQuadraticPoints(const GrPoint& p0, 36 const GrPoint& p1, 37 const GrPoint& p2, 38 SkScalar tolSqd, 39 GrPoint** points, 40 uint32_t pointsLeft); 41 42 /// Since we divide by tol if we're computing exact worst-case bounds, 43 /// very small tolerances will be increased to gMinCurveTol. 44 uint32_t cubicPointCount(const GrPoint points[], SkScalar tol); 45 46 uint32_t generateCubicPoints(const GrPoint& p0, 47 const GrPoint& p1, 48 const GrPoint& p2, 49 const GrPoint& p3, 50 SkScalar tolSqd, 51 GrPoint** points, 52 uint32_t pointsLeft); 53 54 // A 2x3 matrix that goes from the 2d space coordinates to UV space where 55 // u^2-v = 0 specifies the quad. The matrix is determined by the control 56 // points of the quadratic. 57 class QuadUVMatrix { 58 public: 59 QuadUVMatrix() {}; 60 // Initialize the matrix from the control pts 61 QuadUVMatrix(const GrPoint controlPts[3]) { this->set(controlPts); } 62 void set(const GrPoint controlPts[3]); 63 64 /** 65 * Applies the matrix to vertex positions to compute UV coords. This 66 * has been templated so that the compiler can easliy unroll the loop 67 * and reorder to avoid stalling for loads. The assumption is that a 68 * path renderer will have a small fixed number of vertices that it 69 * uploads for each quad. 70 * 71 * N is the number of vertices. 72 * STRIDE is the size of each vertex. 73 * UV_OFFSET is the offset of the UV values within each vertex. 74 * vertices is a pointer to the first vertex. 75 */ 76 template <int N, size_t STRIDE, size_t UV_OFFSET> 77 void apply(const void* vertices) { 78 intptr_t xyPtr = reinterpret_cast<intptr_t>(vertices); 79 intptr_t uvPtr = reinterpret_cast<intptr_t>(vertices) + UV_OFFSET; 80 float sx = fM[0]; 81 float kx = fM[1]; 82 float tx = fM[2]; 83 float ky = fM[3]; 84 float sy = fM[4]; 85 float ty = fM[5]; 86 for (int i = 0; i < N; ++i) { 87 const GrPoint* xy = reinterpret_cast<const GrPoint*>(xyPtr); 88 GrPoint* uv = reinterpret_cast<GrPoint*>(uvPtr); 89 uv->fX = sx * xy->fX + kx * xy->fY + tx; 90 uv->fY = ky * xy->fX + sy * xy->fY + ty; 91 xyPtr += STRIDE; 92 uvPtr += STRIDE; 93 } 94 } 95 private: 96 float fM[6]; 97 }; 98 99 100 // Converts a cubic into a sequence of quads. If working in device space 101 // use tolScale = 1, otherwise set based on stretchiness of the matrix. The 102 // result is sets of 3 points in quads (TODO: share endpoints in returned 103 // array) 104 // When we approximate a cubic {a,b,c,d} with a quadratic we may have to 105 // ensure that the new control point lies between the lines ab and cd. The 106 // convex path renderer requires this. It starts with a path where all the 107 // control points taken together form a convex polygon. It relies on this 108 // property and the quadratic approximation of cubics step cannot alter it. 109 // Setting constrainWithinTangents to true enforces this property. When this 110 // is true the cubic must be simple and dir must specify the orientation of 111 // the cubic. Otherwise, dir is ignored. 112 void convertCubicToQuads(const GrPoint p[4], 113 SkScalar tolScale, 114 bool constrainWithinTangents, 115 SkPath::Direction dir, 116 SkTArray<SkPoint, true>* quads); 117}; 118#endif 119