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/*
* Copyright (C) 2012 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef ANDROID_HWUI_PATH_TESSELLATOR_H
#define ANDROID_HWUI_PATH_TESSELLATOR_H
#include <utils/Vector.h>
#include "Matrix.h"
#include "Rect.h"
#include "Vertex.h"
#include "VertexBuffer.h"
namespace android {
namespace uirenderer {
class PathTessellator {
public:
/**
* Populates scaleX and scaleY with the 'tessellation scale' of the transform - the effective X
* and Y scales that tessellation will take into account when generating the 1.0 pixel thick
* ramp.
*
* Two instances of the same shape (size, paint, etc.) will only generate the same vertices if
* their tessellation scales are equal.
*/
static void extractTessellationScales(const Matrix4& transform, float* scaleX, float* scaleY);
/**
* Populates a VertexBuffer with a tessellated approximation of the input convex path, as a single
* triangle strip. Note: joins are not currently supported.
*
* @param path The path to be approximated
* @param paint The paint the path will be drawn with, indicating AA, painting style
* (stroke vs fill), stroke width, stroke cap & join style, etc.
* @param transform The transform the path is to be drawn with, used to drive stretch-aware path
* vertex approximation, and correct AA ramp offsetting.
* @param vertexBuffer The output buffer
*/
static void tessellatePath(const SkPath& path, const SkPaint* paint,
const mat4& transform, VertexBuffer& vertexBuffer);
/**
* Populates a VertexBuffer with a tessellated approximation of points as a single triangle
* strip (with degenerate tris separating), respecting the shape defined by the paint cap.
*
* @param points The center vertices of the points to be drawn
* @param count The number of floats making up the point vertices
* @param paint The paint the points will be drawn with indicating AA, stroke width & cap
* @param transform The transform the points will be drawn with, used to drive stretch-aware path
* vertex approximation, and correct AA ramp offsetting
* @param vertexBuffer The output buffer
*/
static void tessellatePoints(const float* points, int count, const SkPaint* paint,
const mat4& transform, VertexBuffer& vertexBuffer);
/**
* Populates a VertexBuffer with a tessellated approximation of lines as a single triangle
* strip (with degenerate tris separating).
*
* @param points Pairs of endpoints defining the lines to be drawn
* @param count The number of floats making up the line vertices
* @param paint The paint the lines will be drawn with indicating AA, stroke width & cap
* @param transform The transform the points will be drawn with, used to drive stretch-aware path
* vertex approximation, and correct AA ramp offsetting
* @param vertexBuffer The output buffer
*/
static void tessellateLines(const float* points, int count, const SkPaint* paint,
const mat4& transform, VertexBuffer& vertexBuffer);
/**
* Approximates a convex, CW outline into a Vector of 2d vertices.
*
* @param path The outline to be approximated
* @param thresholdSquared The threshold of acceptable error (in pixels) when approximating
* @param outputVertices An empty Vector which will be populated with the output
*/
static bool approximatePathOutlineVertices(const SkPath &path, float thresholdSquared,
Vector<Vertex> &outputVertices);
private:
static bool approximatePathOutlineVertices(const SkPath &path, bool forceClose,
float sqrInvScaleX, float sqrInvScaleY, float thresholdSquared,
Vector<Vertex> &outputVertices);
/*
endpoints a & b,
control c
*/
static void recursiveQuadraticBezierVertices(
float ax, float ay,
float bx, float by,
float cx, float cy,
float sqrInvScaleX, float sqrInvScaleY, float thresholdSquared,
Vector<Vertex> &outputVertices, int depth = 0);
/*
endpoints p1, p2
control c1, c2
*/
static void recursiveCubicBezierVertices(
float p1x, float p1y,
float c1x, float c1y,
float p2x, float p2y,
float c2x, float c2y,
float sqrInvScaleX, float sqrInvScaleY, float thresholdSquared,
Vector<Vertex> &outputVertices, int depth = 0);
};
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_PATH_TESSELLATOR_H
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