Support 3D rotations when drawing text

If a perspective transform is set on the Canvas, drawText() should
not attempt to rasterize glyphs in screen space. This change uses
the old behavior instead (i.e. rasterize the glyphs at the native
font size and apply the transform on the resulting mesh.)

This change also adds an optimization: empty glyphs (spaces) do
not generate vertices anymore. This saves a lot of vertices in text
heavy applications such as Gmail.

Change-Id: Ib531384163f5165b5785501612a7b1474f3ff599
This commit is contained in:
Romain Guy
2013-02-28 12:15:35 -08:00
parent aaa46155ec
commit a4adcf0239
7 changed files with 166 additions and 35 deletions

View File

@ -180,7 +180,17 @@ CacheTexture* FontRenderer::cacheBitmapInTexture(const SkGlyph& glyph,
void FontRenderer::cacheBitmap(const SkGlyph& glyph, CachedGlyphInfo* cachedGlyph,
uint32_t* retOriginX, uint32_t* retOriginY, bool precaching) {
checkInit();
// If the glyph bitmap is empty let's assum the glyph is valid
// so we can avoid doing extra work later on
if (glyph.fWidth == 0 || glyph.fHeight == 0) {
cachedGlyph->mIsValid = true;
cachedGlyph->mCacheTexture = NULL;
return;
}
cachedGlyph->mIsValid = false;
// If the glyph is too tall, don't cache it
if (glyph.fHeight + TEXTURE_BORDER_SIZE * 2 >
mCacheTextures[mCacheTextures.size() - 1]->getHeight()) {