bug:4351353 bug:8185479 Point tessellation is similar to line special case, except that we only tessellate one point (as a circle or rect) and duplicate it across other instances. Additionally: Fixes square caps for AA=false lines Cleanup in CanvasCompare, disabling interpolation on zoomed-in comparison view Change-Id: I0756fcc4b20f77878fed0d8057297c80e82ed9dc
148 lines
4.6 KiB
C++
148 lines
4.6 KiB
C++
/*
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* Copyright (C) 2012 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef ANDROID_HWUI_PATH_TESSELLATOR_H
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#define ANDROID_HWUI_PATH_TESSELLATOR_H
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#include <utils/Vector.h>
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#include "Matrix.h"
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#include "Rect.h"
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#include "Vertex.h"
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namespace android {
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namespace uirenderer {
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class VertexBuffer {
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public:
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VertexBuffer():
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mBuffer(0),
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mVertexCount(0),
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mCleanupMethod(NULL)
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{}
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~VertexBuffer() {
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if (mCleanupMethod) mCleanupMethod(mBuffer);
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}
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/**
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This should be the only method used by the PathTessellator. Subsequent calls to alloc will
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allocate space within the first allocation (useful if you want to eventually allocate
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multiple regions within a single VertexBuffer, such as with PathTessellator::tesselateLines()
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*/
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template <class TYPE>
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TYPE* alloc(int vertexCount) {
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if (mVertexCount) {
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TYPE* reallocBuffer = (TYPE*)mReallocBuffer;
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// already have allocated the buffer, re-allocate space within
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if (mReallocBuffer != mBuffer) {
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// not first re-allocation, leave space for degenerate triangles to separate strips
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reallocBuffer += 2;
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}
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mReallocBuffer = reallocBuffer + vertexCount;
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return reallocBuffer;
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}
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mVertexCount = vertexCount;
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mReallocBuffer = mBuffer = (void*)new TYPE[vertexCount];
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mCleanupMethod = &(cleanup<TYPE>);
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return (TYPE*)mBuffer;
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}
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template <class TYPE>
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void copyInto(const VertexBuffer& srcBuffer, float xOffset, float yOffset) {
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int verticesToCopy = srcBuffer.getVertexCount();
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TYPE* dst = alloc<TYPE>(verticesToCopy);
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TYPE* src = (TYPE*)srcBuffer.getBuffer();
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for (int i = 0; i < verticesToCopy; i++) {
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TYPE::copyWithOffset(&dst[i], src[i], xOffset, yOffset);
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}
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}
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void* getBuffer() const { return mBuffer; } // shouldn't be const, since not a const ptr?
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unsigned int getVertexCount() const { return mVertexCount; }
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template <class TYPE>
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void createDegenerateSeparators(int allocSize) {
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TYPE* end = (TYPE*)mBuffer + mVertexCount;
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for (TYPE* degen = (TYPE*)mBuffer + allocSize; degen < end; degen += 2 + allocSize) {
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memcpy(degen, degen - 1, sizeof(TYPE));
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memcpy(degen + 1, degen + 2, sizeof(TYPE));
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}
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}
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private:
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template <class TYPE>
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static void cleanup(void* buffer) {
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delete[] (TYPE*)buffer;
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}
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void* mBuffer;
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unsigned int mVertexCount;
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void* mReallocBuffer; // used for multi-allocation
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void (*mCleanupMethod)(void*);
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};
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class PathTessellator {
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public:
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static void expandBoundsForStroke(SkRect& bounds, const SkPaint* paint, bool forceExpand);
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static void tessellatePath(const SkPath& path, const SkPaint* paint,
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const mat4 *transform, VertexBuffer& vertexBuffer);
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static void tessellatePoints(const float* points, int count, SkPaint* paint,
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const mat4* transform, SkRect& bounds, VertexBuffer& vertexBuffer);
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static void tessellateLines(const float* points, int count, SkPaint* paint,
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const mat4* transform, SkRect& bounds, VertexBuffer& vertexBuffer);
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private:
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static bool approximatePathOutlineVertices(const SkPath &path, bool forceClose,
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float sqrInvScaleX, float sqrInvScaleY, Vector<Vertex> &outputVertices);
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/*
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endpoints a & b,
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control c
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*/
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static void recursiveQuadraticBezierVertices(
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float ax, float ay,
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float bx, float by,
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float cx, float cy,
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float sqrInvScaleX, float sqrInvScaleY,
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Vector<Vertex> &outputVertices);
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/*
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endpoints p1, p2
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control c1, c2
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*/
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static void recursiveCubicBezierVertices(
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float p1x, float p1y,
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float c1x, float c1y,
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float p2x, float p2y,
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float c2x, float c2y,
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float sqrInvScaleX, float sqrInvScaleY,
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Vector<Vertex> &outputVertices);
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};
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}; // namespace uirenderer
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}; // namespace android
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#endif // ANDROID_HWUI_PATH_TESSELLATOR_H
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