Fixes the simplifying assumption that shadow casters were always rectangular. Java side APIs + plumbing to pass down correct shapes still need to be added. Change-Id: Ic4fee90af15679951a44bb5cc6ae454b98c4c194
121 lines
4.8 KiB
C++
121 lines
4.8 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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#include "VertexBuffer.h"
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namespace android {
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namespace uirenderer {
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class PathTessellator {
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public:
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static void expandBoundsForStroke(SkRect& bounds, const SkPaint* paint);
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/**
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* Populates a VertexBuffer with a tessellated approximation of the input convex path, as a single
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* triangle strip. Note: joins are not currently supported.
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*
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* @param path The path to be approximated
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* @param paint The paint the path will be drawn with, indicating AA, painting style
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* (stroke vs fill), stroke width, stroke cap & join style, etc.
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* @param transform The transform the path is to be drawn with, used to drive stretch-aware path
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* vertex approximation, and correct AA ramp offsetting.
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* @param vertexBuffer The output buffer
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*/
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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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/**
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* Populates a VertexBuffer with a tessellated approximation of points as a single triangle
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* strip (with degenerate tris separating), respecting the shape defined by the paint cap.
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*
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* @param points The center vertices of the points to be drawn
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* @param count The number of floats making up the point vertices
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* @param paint The paint the points will be drawn with indicating AA, stroke width & cap
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* @param transform The transform the points will be drawn with, used to drive stretch-aware path
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* vertex approximation, and correct AA ramp offsetting
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* @param bounds An output rectangle, which returns the total area covered by the output buffer
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* @param vertexBuffer The output buffer
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*/
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static void tessellatePoints(const float* points, int count, const SkPaint* paint,
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const mat4& transform, SkRect& bounds, VertexBuffer& vertexBuffer);
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/**
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* Populates a VertexBuffer with a tessellated approximation of lines as a single triangle
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* strip (with degenerate tris separating).
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*
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* @param points Pairs of endpoints defining the lines to be drawn
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* @param count The number of floats making up the line vertices
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* @param paint The paint the lines will be drawn with indicating AA, stroke width & cap
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* @param transform The transform the points will be drawn with, used to drive stretch-aware path
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* vertex approximation, and correct AA ramp offsetting
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* @param bounds An output rectangle, which returns the total area covered by the output buffer
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* @param vertexBuffer The output buffer
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*/
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static void tessellateLines(const float* points, int count, const SkPaint* paint,
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const mat4& transform, SkRect& bounds, VertexBuffer& vertexBuffer);
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/**
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* Approximates a convex, CW outline into a Vector of 2d vertices.
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*
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* @param path The outline to be approximated
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* @param thresholdSquared The threshold of acceptable error (in pixels) when approximating
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* @param outputVertices An empty Vector which will be populated with the output
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*/
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static bool approximatePathOutlineVertices(const SkPath &path, float thresholdSquared,
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Vector<Vertex> &outputVertices);
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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, float thresholdSquared,
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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, float thresholdSquared,
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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, float thresholdSquared,
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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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