Add cap tessellation support
bug:7117155 bug:8114304 Currently used for lines (with and without AA) and arcs with useCenter=false Also removes 0.375, 0.375 offset for AA lines Change-Id: Ic8ace418739344db1e2814edf65253fe7448b0b0
This commit is contained in:
@@ -21,10 +21,10 @@ ifeq ($(USE_OPENGL_RENDERER),true)
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LayerRenderer.cpp \
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Matrix.cpp \
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OpenGLRenderer.cpp \
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PathRenderer.cpp \
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Patch.cpp \
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PatchCache.cpp \
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PathCache.cpp \
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PathTessellator.cpp \
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Program.cpp \
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ProgramCache.cpp \
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ResourceCache.cpp \
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@@ -66,7 +66,6 @@ static const TextureVertex gMeshVertices[] = {
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static const GLsizei gMeshStride = sizeof(TextureVertex);
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static const GLsizei gVertexStride = sizeof(Vertex);
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static const GLsizei gAlphaVertexStride = sizeof(AlphaVertex);
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static const GLsizei gAAVertexStride = sizeof(AAVertex);
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static const GLsizei gMeshTextureOffset = 2 * sizeof(float);
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static const GLsizei gVertexAlphaOffset = 2 * sizeof(float);
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static const GLsizei gVertexAAWidthOffset = 2 * sizeof(float);
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@@ -33,7 +33,7 @@
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#include "OpenGLRenderer.h"
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#include "DisplayListRenderer.h"
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#include "PathRenderer.h"
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#include "PathTessellator.h"
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#include "Properties.h"
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#include "Vector.h"
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@@ -1469,10 +1469,6 @@ void OpenGLRenderer::setupDrawAA() {
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mDescription.isAA = true;
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}
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void OpenGLRenderer::setupDrawVertexShape() {
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mDescription.isVertexShape = true;
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}
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void OpenGLRenderer::setupDrawPoint(float pointSize) {
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mDescription.isPoint = true;
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mDescription.pointSize = pointSize;
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@@ -1688,41 +1684,6 @@ void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
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mCaches.unbindIndicesBuffer();
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}
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/**
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* Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
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* outer boundary that fades out to 0. The variables set in the shader define the proportion of
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* the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
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* attributes (one per vertex) are values from zero to one that tells the fragment
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* shader where the fragment is in relation to the line width/length overall; these values are
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* then used to compute the proper color, based on whether the fragment lies in the fading AA
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* region of the line.
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* Note that we only pass down the width values in this setup function. The length coordinates
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* are set up for each individual segment.
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*/
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void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
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GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) {
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bool force = mCaches.unbindMeshBuffer();
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mCaches.bindPositionVertexPointer(force, vertices, gAAVertexStride);
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mCaches.resetTexCoordsVertexPointer();
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mCaches.unbindIndicesBuffer();
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widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
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glEnableVertexAttribArray(widthSlot);
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glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
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lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
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glEnableVertexAttribArray(lengthSlot);
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glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
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int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
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glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
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}
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void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) {
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glDisableVertexAttribArray(widthSlot);
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glDisableVertexAttribArray(lengthSlot);
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}
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void OpenGLRenderer::finishDrawTexture() {
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}
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@@ -2083,39 +2044,26 @@ status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const
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return DrawGlInfo::kStatusDrew;
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}
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/**
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* Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
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* that of AA lines in the drawLines() function. We expand the convex path by a half pixel in
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* screen space in all directions. However, instead of using a fragment shader to compute the
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* translucency of the color from its position, we simply use a varying parameter to define how far
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* a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
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*
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* Doesn't yet support joins, caps, or path effects.
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*/
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void OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
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status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
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bool useOffset) {
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if (!vertexBuffer.getSize()) {
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// no vertices to draw
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return DrawGlInfo::kStatusDone;
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}
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int color = paint->getColor();
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SkXfermode::Mode mode = getXfermode(paint->getXfermode());
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bool isAA = paint->isAntiAlias();
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VertexBuffer vertexBuffer;
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// TODO: try clipping large paths to viewport
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PathRenderer::convexPathVertices(path, paint, mSnapshot->transform, vertexBuffer);
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if (!vertexBuffer.getSize()) {
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// no vertices to draw
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return;
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}
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setupDraw();
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setupDrawNoTexture();
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if (isAA) setupDrawAA();
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setupDrawVertexShape();
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setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
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setupDrawColorFilter();
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setupDrawShader();
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setupDrawBlending(isAA, mode);
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setupDrawProgram();
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setupDrawModelViewIdentity();
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setupDrawModelViewIdentity(useOffset);
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setupDrawColorUniforms();
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setupDrawColorFilterUniforms();
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setupDrawShaderIdentityUniforms();
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@@ -2136,286 +2084,59 @@ void OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
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glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
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}
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SkRect bounds = PathRenderer::computePathBounds(path, paint);
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dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *mSnapshot->transform);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize());
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if (isAA) {
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glDisableVertexAttribArray(alphaSlot);
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}
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return DrawGlInfo::kStatusDrew;
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}
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/**
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* We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
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* rules for those lines produces some unexpected results, and may vary between hardware devices.
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* The basics of lines-as-quads is easy; we simply find the normal to the line and position the
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* corners of the quads on either side of each line endpoint, separated by the strokeWidth
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* of the line. Hairlines are more involved because we need to account for transform scaling
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* to end up with a one-pixel-wide line in screen space..
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* Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
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* in combination with values that we calculate and pass down in this method. The basic approach
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* is that the quad we create contains both the core line area plus a bounding area in which
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* the translucent/AA pixels are drawn. The values we calculate tell the shader what
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* proportion of the width and the length of a given segment is represented by the boundary
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* region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
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* The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
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* on the inside). This ends up giving the result we want, with pixels that are completely
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* 'inside' the line area being filled opaquely and the other pixels being filled according to
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* how far into the boundary region they are, which is determined by shader interpolation.
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* Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
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* that of AA lines in the drawLines() function. We expand the convex path by a half pixel in
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* screen space in all directions. However, instead of using a fragment shader to compute the
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* translucency of the color from its position, we simply use a varying parameter to define how far
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* a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
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*
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* Doesn't yet support joins, caps, or path effects.
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*/
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status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
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VertexBuffer vertexBuffer;
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// TODO: try clipping large paths to viewport
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PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer);
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SkRect bounds = path.getBounds();
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PathTessellator::expandBoundsForStroke(bounds, paint, false);
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dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *mSnapshot->transform);
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return drawVertexBuffer(vertexBuffer, paint);
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}
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/**
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* We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
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* and additional geometry for defining an alpha slope perimeter.
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*
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* Using GL_LINES can be difficult because the rasterization rules for those lines produces some
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* unexpected results, and may vary between hardware devices. Previously we used a varying-base
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* in-shader alpha region, but found it to be taxing on some GPUs.
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*
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* TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
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* memory transfer by removing need for degenerate vertices.
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*/
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status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
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if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
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if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
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const bool isAA = paint->isAntiAlias();
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// We use half the stroke width here because we're going to position the quad
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// corner vertices half of the width away from the line endpoints
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float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
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// A stroke width of 0 has a special meaning in Skia:
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// it draws a line 1 px wide regardless of current transform
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bool isHairLine = paint->getStrokeWidth() == 0.0f;
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count &= ~0x3; // round down to nearest four
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float inverseScaleX = 1.0f;
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float inverseScaleY = 1.0f;
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bool scaled = false;
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VertexBuffer buffer;
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SkRect bounds;
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PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer);
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dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *mSnapshot->transform);
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int alpha;
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SkXfermode::Mode mode;
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int generatedVerticesCount = 0;
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int verticesCount = count;
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if (count > 4) {
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// Polyline: account for extra vertices needed for continuous tri-strip
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verticesCount += (count - 4);
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}
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if (isHairLine || isAA) {
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// The quad that we use for AA and hairlines needs to account for scaling. For hairlines
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// the line on the screen should always be one pixel wide regardless of scale. For
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// AA lines, we only want one pixel of translucent boundary around the quad.
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if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
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Matrix4 *mat = mSnapshot->transform;
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float m00 = mat->data[Matrix4::kScaleX];
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float m01 = mat->data[Matrix4::kSkewY];
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float m10 = mat->data[Matrix4::kSkewX];
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float m11 = mat->data[Matrix4::kScaleY];
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float scaleX = sqrtf(m00 * m00 + m01 * m01);
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float scaleY = sqrtf(m10 * m10 + m11 * m11);
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inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
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inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
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if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
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scaled = true;
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}
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}
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}
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getAlphaAndMode(paint, &alpha, &mode);
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mCaches.enableScissor();
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setupDraw();
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setupDrawNoTexture();
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if (isAA) {
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setupDrawAA();
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}
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setupDrawColor(paint->getColor(), alpha);
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setupDrawColorFilter();
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setupDrawShader();
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setupDrawBlending(isAA, mode);
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setupDrawProgram();
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setupDrawModelViewIdentity(true);
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setupDrawColorUniforms();
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setupDrawColorFilterUniforms();
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setupDrawShaderIdentityUniforms();
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if (isHairLine) {
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// Set a real stroke width to be used in quad construction
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halfStrokeWidth = isAA? 1 : .5;
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} else if (isAA && !scaled) {
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// Expand boundary to enable AA calculations on the quad border
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halfStrokeWidth += .5f;
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}
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int widthSlot;
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int lengthSlot;
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Vertex lines[verticesCount];
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Vertex* vertices = &lines[0];
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AAVertex wLines[verticesCount];
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AAVertex* aaVertices = &wLines[0];
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if (CC_UNLIKELY(!isAA)) {
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setupDrawVertices(vertices);
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} else {
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void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
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void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
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// innerProportion is the ratio of the inner (non-AA) part of the line to the total
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// AA stroke width (the base stroke width expanded by a half pixel on either side).
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// This value is used in the fragment shader to determine how to fill fragments.
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// We will need to calculate the actual width proportion on each segment for
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// scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
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float boundaryWidthProportion = .5 - 1 / (2 * halfStrokeWidth);
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setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
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boundaryWidthProportion, widthSlot, lengthSlot);
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}
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AAVertex* prevAAVertex = NULL;
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Vertex* prevVertex = NULL;
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int boundaryLengthSlot = -1;
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int boundaryWidthSlot = -1;
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for (int i = 0; i < count; i += 4) {
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// a = start point, b = end point
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vec2 a(points[i], points[i + 1]);
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vec2 b(points[i + 2], points[i + 3]);
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float length = 0;
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float boundaryLengthProportion = 0;
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float boundaryWidthProportion = 0;
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// Find the normal to the line
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vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
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float x = n.x;
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n.x = -n.y;
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n.y = x;
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if (isHairLine) {
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if (isAA) {
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float wideningFactor;
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if (fabs(n.x) >= fabs(n.y)) {
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wideningFactor = fabs(1.0f / n.x);
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} else {
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wideningFactor = fabs(1.0f / n.y);
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}
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n *= wideningFactor;
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}
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if (scaled) {
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n.x *= inverseScaleX;
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n.y *= inverseScaleY;
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}
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} else if (scaled) {
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// Extend n by .5 pixel on each side, post-transform
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vec2 extendedN = n.copyNormalized();
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extendedN /= 2;
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extendedN.x *= inverseScaleX;
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extendedN.y *= inverseScaleY;
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float extendedNLength = extendedN.length();
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// We need to set this value on the shader prior to drawing
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boundaryWidthProportion = .5 - extendedNLength / (halfStrokeWidth + extendedNLength);
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n += extendedN;
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}
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// aa lines expand the endpoint vertices to encompass the AA boundary
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if (isAA) {
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vec2 abVector = (b - a);
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length = abVector.length();
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abVector.normalize();
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if (scaled) {
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abVector.x *= inverseScaleX;
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abVector.y *= inverseScaleY;
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float abLength = abVector.length();
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boundaryLengthProportion = .5 - abLength / (length + abLength);
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} else {
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boundaryLengthProportion = .5 - .5 / (length + 1);
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}
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abVector /= 2;
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a -= abVector;
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b += abVector;
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}
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// Four corners of the rectangle defining a thick line
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vec2 p1 = a - n;
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vec2 p2 = a + n;
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vec2 p3 = b + n;
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vec2 p4 = b - n;
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const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
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const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
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const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
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const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
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if (!quickRejectNoScissor(left, top, right, bottom)) {
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if (!isAA) {
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if (prevVertex != NULL) {
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// Issue two repeat vertices to create degenerate triangles to bridge
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// between the previous line and the new one. This is necessary because
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// we are creating a single triangle_strip which will contain
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// potentially discontinuous line segments.
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Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
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Vertex::set(vertices++, p1.x, p1.y);
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generatedVerticesCount += 2;
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}
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Vertex::set(vertices++, p1.x, p1.y);
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Vertex::set(vertices++, p2.x, p2.y);
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Vertex::set(vertices++, p4.x, p4.y);
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Vertex::set(vertices++, p3.x, p3.y);
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prevVertex = vertices - 1;
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generatedVerticesCount += 4;
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} else {
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if (!isHairLine && scaled) {
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// Must set width proportions per-segment for scaled non-hairlines to use the
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// correct AA boundary dimensions
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if (boundaryWidthSlot < 0) {
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boundaryWidthSlot =
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mCaches.currentProgram->getUniform("boundaryWidth");
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}
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glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
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}
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if (boundaryLengthSlot < 0) {
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boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
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}
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glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
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if (prevAAVertex != NULL) {
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// Issue two repeat vertices to create degenerate triangles to bridge
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// between the previous line and the new one. This is necessary because
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// we are creating a single triangle_strip which will contain
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// potentially discontinuous line segments.
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AAVertex::set(aaVertices++,prevAAVertex->position[0],
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prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
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AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
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generatedVerticesCount += 2;
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}
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AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
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AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
|
||||
AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
|
||||
AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
|
||||
|
||||
prevAAVertex = aaVertices - 1;
|
||||
generatedVerticesCount += 4;
|
||||
}
|
||||
|
||||
dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
|
||||
a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
|
||||
*mSnapshot->transform);
|
||||
}
|
||||
}
|
||||
|
||||
if (generatedVerticesCount > 0) {
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
|
||||
}
|
||||
|
||||
if (isAA) {
|
||||
finishDrawAALine(widthSlot, lengthSlot);
|
||||
}
|
||||
|
||||
return DrawGlInfo::kStatusDrew;
|
||||
bool useOffset = !paint->isAntiAlias();
|
||||
return drawVertexBuffer(buffer, paint, useOffset);
|
||||
}
|
||||
|
||||
status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
|
||||
@@ -2526,9 +2247,7 @@ status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float
|
||||
ry += outset;
|
||||
}
|
||||
path.addRoundRect(rect, rx, ry);
|
||||
drawConvexPath(path, p);
|
||||
|
||||
return DrawGlInfo::kStatusDrew;
|
||||
return drawConvexPath(path, p);
|
||||
}
|
||||
|
||||
status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
|
||||
@@ -2548,9 +2267,7 @@ status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p)
|
||||
} else {
|
||||
path.addCircle(x, y, radius);
|
||||
}
|
||||
drawConvexPath(path, p);
|
||||
|
||||
return DrawGlInfo::kStatusDrew;
|
||||
return drawConvexPath(path, p);
|
||||
}
|
||||
|
||||
status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
|
||||
@@ -2571,9 +2288,7 @@ status_t OpenGLRenderer::drawOval(float left, float top, float right, float bott
|
||||
rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
|
||||
}
|
||||
path.addOval(rect);
|
||||
drawConvexPath(path, p);
|
||||
|
||||
return DrawGlInfo::kStatusDrew;
|
||||
return drawConvexPath(path, p);
|
||||
}
|
||||
|
||||
status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
|
||||
@@ -2587,8 +2302,7 @@ status_t OpenGLRenderer::drawArc(float left, float top, float right, float botto
|
||||
}
|
||||
|
||||
// TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
|
||||
if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 ||
|
||||
p->getStrokeCap() != SkPaint::kButt_Cap || useCenter) {
|
||||
if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
|
||||
mCaches.activeTexture(0);
|
||||
const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
|
||||
startAngle, sweepAngle, useCenter, p);
|
||||
@@ -2608,9 +2322,7 @@ status_t OpenGLRenderer::drawArc(float left, float top, float right, float botto
|
||||
if (useCenter) {
|
||||
path.close();
|
||||
}
|
||||
drawConvexPath(path, p);
|
||||
|
||||
return DrawGlInfo::kStatusDrew;
|
||||
return drawConvexPath(path, p);
|
||||
}
|
||||
|
||||
// See SkPaintDefaults.h
|
||||
@@ -2637,20 +2349,17 @@ status_t OpenGLRenderer::drawRect(float left, float top, float right, float bott
|
||||
rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
|
||||
}
|
||||
path.addRect(rect);
|
||||
drawConvexPath(path, p);
|
||||
|
||||
return DrawGlInfo::kStatusDrew;
|
||||
return drawConvexPath(path, p);
|
||||
}
|
||||
|
||||
if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
|
||||
SkPath path;
|
||||
path.addRect(left, top, right, bottom);
|
||||
drawConvexPath(path, p);
|
||||
return drawConvexPath(path, p);
|
||||
} else {
|
||||
drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
|
||||
return DrawGlInfo::kStatusDrew;
|
||||
}
|
||||
|
||||
return DrawGlInfo::kStatusDrew;
|
||||
}
|
||||
|
||||
void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
|
||||
|
||||
@@ -53,6 +53,7 @@ namespace uirenderer {
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
class DisplayList;
|
||||
class VertexBuffer;
|
||||
|
||||
/**
|
||||
* OpenGL renderer used to draw accelerated 2D graphics. The API is a
|
||||
@@ -581,13 +582,23 @@ private:
|
||||
*/
|
||||
void drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint);
|
||||
|
||||
/**
|
||||
* Renders a strip of polygons with the specified paint, used for tessellated geometry.
|
||||
*
|
||||
* @param vertexBuffer The VertexBuffer to be drawn
|
||||
* @param paint The paint to render with
|
||||
* @param useOffset Offset the vertexBuffer (used in drawing non-AA lines)
|
||||
*/
|
||||
status_t drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
|
||||
bool useOffset = false);
|
||||
|
||||
/**
|
||||
* Renders the convex hull defined by the specified path as a strip of polygons.
|
||||
*
|
||||
* @param path The hull of the path to draw
|
||||
* @param paint The paint to render with
|
||||
*/
|
||||
void drawConvexPath(const SkPath& path, SkPaint* paint);
|
||||
status_t drawConvexPath(const SkPath& path, SkPaint* paint);
|
||||
|
||||
/**
|
||||
* Draws a textured rectangle with the specified texture. The specified coordinates
|
||||
@@ -754,7 +765,6 @@ private:
|
||||
void setupDrawWithExternalTexture();
|
||||
void setupDrawNoTexture();
|
||||
void setupDrawAA();
|
||||
void setupDrawVertexShape();
|
||||
void setupDrawPoint(float pointSize);
|
||||
void setupDrawColor(int color, int alpha);
|
||||
void setupDrawColor(float r, float g, float b, float a);
|
||||
@@ -788,9 +798,6 @@ private:
|
||||
void setupDrawMesh(GLvoid* vertices, GLvoid* texCoords = NULL, GLuint vbo = 0);
|
||||
void setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords);
|
||||
void setupDrawVertices(GLvoid* vertices);
|
||||
void setupDrawAALine(GLvoid* vertices, GLvoid* distanceCoords, GLvoid* lengthCoords,
|
||||
float strokeWidth, int& widthSlot, int& lengthSlot);
|
||||
void finishDrawAALine(const int widthSlot, const int lengthSlot);
|
||||
void finishDrawTexture();
|
||||
void accountForClear(SkXfermode::Mode mode);
|
||||
|
||||
|
||||
@@ -1,720 +0,0 @@
|
||||
/*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
#define LOG_TAG "PathRenderer"
|
||||
#define LOG_NDEBUG 1
|
||||
#define ATRACE_TAG ATRACE_TAG_GRAPHICS
|
||||
|
||||
#define VERTEX_DEBUG 0
|
||||
|
||||
#include <SkPath.h>
|
||||
#include <SkPaint.h>
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <stdint.h>
|
||||
#include <sys/types.h>
|
||||
|
||||
#include <utils/Log.h>
|
||||
#include <utils/Trace.h>
|
||||
|
||||
#include "PathRenderer.h"
|
||||
#include "Matrix.h"
|
||||
#include "Vector.h"
|
||||
#include "Vertex.h"
|
||||
|
||||
namespace android {
|
||||
namespace uirenderer {
|
||||
|
||||
#define THRESHOLD 0.5f
|
||||
|
||||
SkRect PathRenderer::computePathBounds(const SkPath& path, const SkPaint* paint) {
|
||||
SkRect bounds = path.getBounds();
|
||||
if (paint->getStyle() != SkPaint::kFill_Style) {
|
||||
float outset = paint->getStrokeWidth() * 0.5f;
|
||||
bounds.outset(outset, outset);
|
||||
}
|
||||
return bounds;
|
||||
}
|
||||
|
||||
void computeInverseScales(const mat4 *transform, float &inverseScaleX, float& inverseScaleY) {
|
||||
if (CC_UNLIKELY(!transform->isPureTranslate())) {
|
||||
float m00 = transform->data[Matrix4::kScaleX];
|
||||
float m01 = transform->data[Matrix4::kSkewY];
|
||||
float m10 = transform->data[Matrix4::kSkewX];
|
||||
float m11 = transform->data[Matrix4::kScaleY];
|
||||
float scaleX = sqrt(m00 * m00 + m01 * m01);
|
||||
float scaleY = sqrt(m10 * m10 + m11 * m11);
|
||||
inverseScaleX = (scaleX != 0) ? (1.0f / scaleX) : 1.0f;
|
||||
inverseScaleY = (scaleY != 0) ? (1.0f / scaleY) : 1.0f;
|
||||
} else {
|
||||
inverseScaleX = 1.0f;
|
||||
inverseScaleY = 1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
inline void copyVertex(Vertex* destPtr, const Vertex* srcPtr) {
|
||||
Vertex::set(destPtr, srcPtr->position[0], srcPtr->position[1]);
|
||||
}
|
||||
|
||||
inline void copyAlphaVertex(AlphaVertex* destPtr, const AlphaVertex* srcPtr) {
|
||||
AlphaVertex::set(destPtr, srcPtr->position[0], srcPtr->position[1], srcPtr->alpha);
|
||||
}
|
||||
|
||||
/**
|
||||
* Produces a pseudo-normal for a vertex, given the normals of the two incoming lines. If the offset
|
||||
* from each vertex in a perimeter is calculated, the resultant lines connecting the offset vertices
|
||||
* will be offset by 1.0
|
||||
*
|
||||
* Note that we can't add and normalize the two vectors, that would result in a rectangle having an
|
||||
* offset of (sqrt(2)/2, sqrt(2)/2) at each corner, instead of (1, 1)
|
||||
*
|
||||
* NOTE: assumes angles between normals 90 degrees or less
|
||||
*/
|
||||
inline vec2 totalOffsetFromNormals(const vec2& normalA, const vec2& normalB) {
|
||||
return (normalA + normalB) / (1 + fabs(normalA.dot(normalB)));
|
||||
}
|
||||
|
||||
inline void scaleOffsetForStrokeWidth(vec2& offset, float halfStrokeWidth,
|
||||
float inverseScaleX, float inverseScaleY) {
|
||||
if (halfStrokeWidth == 0.0f) {
|
||||
// hairline - compensate for scale
|
||||
offset.x *= 0.5f * inverseScaleX;
|
||||
offset.y *= 0.5f * inverseScaleY;
|
||||
} else {
|
||||
offset *= halfStrokeWidth;
|
||||
}
|
||||
}
|
||||
|
||||
void getFillVerticesFromPerimeter(const Vector<Vertex>& perimeter, VertexBuffer& vertexBuffer) {
|
||||
Vertex* buffer = vertexBuffer.alloc<Vertex>(perimeter.size());
|
||||
|
||||
int currentIndex = 0;
|
||||
// zig zag between all previous points on the inside of the hull to create a
|
||||
// triangle strip that fills the hull
|
||||
int srcAindex = 0;
|
||||
int srcBindex = perimeter.size() - 1;
|
||||
while (srcAindex <= srcBindex) {
|
||||
copyVertex(&buffer[currentIndex++], &perimeter[srcAindex]);
|
||||
if (srcAindex == srcBindex) break;
|
||||
copyVertex(&buffer[currentIndex++], &perimeter[srcBindex]);
|
||||
srcAindex++;
|
||||
srcBindex--;
|
||||
}
|
||||
}
|
||||
|
||||
void getStrokeVerticesFromPerimeter(const Vector<Vertex>& perimeter, float halfStrokeWidth,
|
||||
VertexBuffer& vertexBuffer, float inverseScaleX, float inverseScaleY) {
|
||||
Vertex* buffer = vertexBuffer.alloc<Vertex>(perimeter.size() * 2 + 2);
|
||||
|
||||
int currentIndex = 0;
|
||||
const Vertex* last = &(perimeter[perimeter.size() - 1]);
|
||||
const Vertex* current = &(perimeter[0]);
|
||||
vec2 lastNormal(current->position[1] - last->position[1],
|
||||
last->position[0] - current->position[0]);
|
||||
lastNormal.normalize();
|
||||
for (unsigned int i = 0; i < perimeter.size(); i++) {
|
||||
const Vertex* next = &(perimeter[i + 1 >= perimeter.size() ? 0 : i + 1]);
|
||||
vec2 nextNormal(next->position[1] - current->position[1],
|
||||
current->position[0] - next->position[0]);
|
||||
nextNormal.normalize();
|
||||
|
||||
vec2 totalOffset = totalOffsetFromNormals(lastNormal, nextNormal);
|
||||
scaleOffsetForStrokeWidth(totalOffset, halfStrokeWidth, inverseScaleX, inverseScaleY);
|
||||
|
||||
Vertex::set(&buffer[currentIndex++],
|
||||
current->position[0] + totalOffset.x,
|
||||
current->position[1] + totalOffset.y);
|
||||
|
||||
Vertex::set(&buffer[currentIndex++],
|
||||
current->position[0] - totalOffset.x,
|
||||
current->position[1] - totalOffset.y);
|
||||
|
||||
last = current;
|
||||
current = next;
|
||||
lastNormal = nextNormal;
|
||||
}
|
||||
|
||||
// wrap around to beginning
|
||||
copyVertex(&buffer[currentIndex++], &buffer[0]);
|
||||
copyVertex(&buffer[currentIndex++], &buffer[1]);
|
||||
}
|
||||
|
||||
void getStrokeVerticesFromUnclosedVertices(const Vector<Vertex>& vertices, float halfStrokeWidth,
|
||||
VertexBuffer& vertexBuffer, float inverseScaleX, float inverseScaleY) {
|
||||
Vertex* buffer = vertexBuffer.alloc<Vertex>(vertices.size() * 2);
|
||||
|
||||
int currentIndex = 0;
|
||||
const Vertex* current = &(vertices[0]);
|
||||
vec2 lastNormal;
|
||||
for (unsigned int i = 0; i < vertices.size() - 1; i++) {
|
||||
const Vertex* next = &(vertices[i + 1]);
|
||||
vec2 nextNormal(next->position[1] - current->position[1],
|
||||
current->position[0] - next->position[0]);
|
||||
nextNormal.normalize();
|
||||
|
||||
vec2 totalOffset;
|
||||
if (i == 0) {
|
||||
totalOffset = nextNormal;
|
||||
} else {
|
||||
totalOffset = totalOffsetFromNormals(lastNormal, nextNormal);
|
||||
}
|
||||
scaleOffsetForStrokeWidth(totalOffset, halfStrokeWidth, inverseScaleX, inverseScaleY);
|
||||
|
||||
Vertex::set(&buffer[currentIndex++],
|
||||
current->position[0] + totalOffset.x,
|
||||
current->position[1] + totalOffset.y);
|
||||
|
||||
Vertex::set(&buffer[currentIndex++],
|
||||
current->position[0] - totalOffset.x,
|
||||
current->position[1] - totalOffset.y);
|
||||
|
||||
current = next;
|
||||
lastNormal = nextNormal;
|
||||
}
|
||||
|
||||
vec2 totalOffset = lastNormal;
|
||||
scaleOffsetForStrokeWidth(totalOffset, halfStrokeWidth, inverseScaleX, inverseScaleY);
|
||||
|
||||
Vertex::set(&buffer[currentIndex++],
|
||||
current->position[0] + totalOffset.x,
|
||||
current->position[1] + totalOffset.y);
|
||||
Vertex::set(&buffer[currentIndex++],
|
||||
current->position[0] - totalOffset.x,
|
||||
current->position[1] - totalOffset.y);
|
||||
#if VERTEX_DEBUG
|
||||
for (unsigned int i = 0; i < vertexBuffer.getSize(); i++) {
|
||||
ALOGD("point at %f %f", buffer[i].position[0], buffer[i].position[1]);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void getFillVerticesFromPerimeterAA(const Vector<Vertex>& perimeter, VertexBuffer& vertexBuffer,
|
||||
float inverseScaleX, float inverseScaleY) {
|
||||
AlphaVertex* buffer = vertexBuffer.alloc<AlphaVertex>(perimeter.size() * 3 + 2);
|
||||
|
||||
// generate alpha points - fill Alpha vertex gaps in between each point with
|
||||
// alpha 0 vertex, offset by a scaled normal.
|
||||
int currentIndex = 0;
|
||||
const Vertex* last = &(perimeter[perimeter.size() - 1]);
|
||||
const Vertex* current = &(perimeter[0]);
|
||||
vec2 lastNormal(current->position[1] - last->position[1],
|
||||
last->position[0] - current->position[0]);
|
||||
lastNormal.normalize();
|
||||
for (unsigned int i = 0; i < perimeter.size(); i++) {
|
||||
const Vertex* next = &(perimeter[i + 1 >= perimeter.size() ? 0 : i + 1]);
|
||||
vec2 nextNormal(next->position[1] - current->position[1],
|
||||
current->position[0] - next->position[0]);
|
||||
nextNormal.normalize();
|
||||
|
||||
// AA point offset from original point is that point's normal, such that each side is offset
|
||||
// by .5 pixels
|
||||
vec2 totalOffset = totalOffsetFromNormals(lastNormal, nextNormal);
|
||||
totalOffset.x *= 0.5f * inverseScaleX;
|
||||
totalOffset.y *= 0.5f * inverseScaleY;
|
||||
|
||||
AlphaVertex::set(&buffer[currentIndex++],
|
||||
current->position[0] + totalOffset.x,
|
||||
current->position[1] + totalOffset.y,
|
||||
0.0f);
|
||||
AlphaVertex::set(&buffer[currentIndex++],
|
||||
current->position[0] - totalOffset.x,
|
||||
current->position[1] - totalOffset.y,
|
||||
1.0f);
|
||||
|
||||
last = current;
|
||||
current = next;
|
||||
lastNormal = nextNormal;
|
||||
}
|
||||
|
||||
// wrap around to beginning
|
||||
copyAlphaVertex(&buffer[currentIndex++], &buffer[0]);
|
||||
copyAlphaVertex(&buffer[currentIndex++], &buffer[1]);
|
||||
|
||||
// zig zag between all previous points on the inside of the hull to create a
|
||||
// triangle strip that fills the hull, repeating the first inner point to
|
||||
// create degenerate tris to start inside path
|
||||
int srcAindex = 0;
|
||||
int srcBindex = perimeter.size() - 1;
|
||||
while (srcAindex <= srcBindex) {
|
||||
copyAlphaVertex(&buffer[currentIndex++], &buffer[srcAindex * 2 + 1]);
|
||||
if (srcAindex == srcBindex) break;
|
||||
copyAlphaVertex(&buffer[currentIndex++], &buffer[srcBindex * 2 + 1]);
|
||||
srcAindex++;
|
||||
srcBindex--;
|
||||
}
|
||||
|
||||
#if VERTEX_DEBUG
|
||||
for (unsigned int i = 0; i < vertexBuffer.getSize(); i++) {
|
||||
ALOGD("point at %f %f, alpha %f", buffer[i].position[0], buffer[i].position[1], buffer[i].alpha);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
void getStrokeVerticesFromUnclosedVerticesAA(const Vector<Vertex>& vertices, float halfStrokeWidth,
|
||||
VertexBuffer& vertexBuffer, float inverseScaleX, float inverseScaleY) {
|
||||
AlphaVertex* buffer = vertexBuffer.alloc<AlphaVertex>(6 * vertices.size() + 2);
|
||||
|
||||
// avoid lines smaller than hairline since they break triangle based sampling. instead reducing
|
||||
// alpha value (TODO: support different X/Y scale)
|
||||
float maxAlpha = 1.0f;
|
||||
if (halfStrokeWidth != 0 && inverseScaleX == inverseScaleY &&
|
||||
halfStrokeWidth * inverseScaleX < 0.5f) {
|
||||
maxAlpha *= (2 * halfStrokeWidth) / inverseScaleX;
|
||||
halfStrokeWidth = 0.0f;
|
||||
}
|
||||
|
||||
// there is no outer/inner here, using them for consistency with below approach
|
||||
int offset = 2 * (vertices.size() - 2);
|
||||
int currentAAOuterIndex = 2;
|
||||
int currentAAInnerIndex = 2 * offset + 5; // reversed
|
||||
int currentStrokeIndex = currentAAInnerIndex + 7;
|
||||
|
||||
const Vertex* last = &(vertices[0]);
|
||||
const Vertex* current = &(vertices[1]);
|
||||
vec2 lastNormal(current->position[1] - last->position[1],
|
||||
last->position[0] - current->position[0]);
|
||||
lastNormal.normalize();
|
||||
|
||||
{
|
||||
// start cap
|
||||
vec2 totalOffset = lastNormal;
|
||||
vec2 AAOffset = totalOffset;
|
||||
AAOffset.x *= 0.5f * inverseScaleX;
|
||||
AAOffset.y *= 0.5f * inverseScaleY;
|
||||
|
||||
vec2 innerOffset = totalOffset;
|
||||
scaleOffsetForStrokeWidth(innerOffset, halfStrokeWidth, inverseScaleX, inverseScaleY);
|
||||
vec2 outerOffset = innerOffset + AAOffset;
|
||||
innerOffset -= AAOffset;
|
||||
|
||||
// TODO: support square cap by changing this offset to incorporate halfStrokeWidth
|
||||
vec2 capAAOffset(AAOffset.y, -AAOffset.x);
|
||||
AlphaVertex::set(&buffer[0],
|
||||
last->position[0] + outerOffset.x + capAAOffset.x,
|
||||
last->position[1] + outerOffset.y + capAAOffset.y,
|
||||
0.0f);
|
||||
AlphaVertex::set(&buffer[1],
|
||||
last->position[0] + innerOffset.x - capAAOffset.x,
|
||||
last->position[1] + innerOffset.y - capAAOffset.y,
|
||||
maxAlpha);
|
||||
|
||||
AlphaVertex::set(&buffer[2 * offset + 6],
|
||||
last->position[0] - outerOffset.x + capAAOffset.x,
|
||||
last->position[1] - outerOffset.y + capAAOffset.y,
|
||||
0.0f);
|
||||
AlphaVertex::set(&buffer[2 * offset + 7],
|
||||
last->position[0] - innerOffset.x - capAAOffset.x,
|
||||
last->position[1] - innerOffset.y - capAAOffset.y,
|
||||
maxAlpha);
|
||||
copyAlphaVertex(&buffer[2 * offset + 8], &buffer[0]);
|
||||
copyAlphaVertex(&buffer[2 * offset + 9], &buffer[1]);
|
||||
copyAlphaVertex(&buffer[2 * offset + 10], &buffer[1]); // degenerate tris (the only two!)
|
||||
copyAlphaVertex(&buffer[2 * offset + 11], &buffer[2 * offset + 7]);
|
||||
}
|
||||
|
||||
for (unsigned int i = 1; i < vertices.size() - 1; i++) {
|
||||
const Vertex* next = &(vertices[i + 1]);
|
||||
vec2 nextNormal(next->position[1] - current->position[1],
|
||||
current->position[0] - next->position[0]);
|
||||
nextNormal.normalize();
|
||||
|
||||
vec2 totalOffset = totalOffsetFromNormals(lastNormal, nextNormal);
|
||||
vec2 AAOffset = totalOffset;
|
||||
AAOffset.x *= 0.5f * inverseScaleX;
|
||||
AAOffset.y *= 0.5f * inverseScaleY;
|
||||
|
||||
vec2 innerOffset = totalOffset;
|
||||
scaleOffsetForStrokeWidth(innerOffset, halfStrokeWidth, inverseScaleX, inverseScaleY);
|
||||
vec2 outerOffset = innerOffset + AAOffset;
|
||||
innerOffset -= AAOffset;
|
||||
|
||||
AlphaVertex::set(&buffer[currentAAOuterIndex++],
|
||||
current->position[0] + outerOffset.x,
|
||||
current->position[1] + outerOffset.y,
|
||||
0.0f);
|
||||
AlphaVertex::set(&buffer[currentAAOuterIndex++],
|
||||
current->position[0] + innerOffset.x,
|
||||
current->position[1] + innerOffset.y,
|
||||
maxAlpha);
|
||||
|
||||
AlphaVertex::set(&buffer[currentStrokeIndex++],
|
||||
current->position[0] + innerOffset.x,
|
||||
current->position[1] + innerOffset.y,
|
||||
maxAlpha);
|
||||
AlphaVertex::set(&buffer[currentStrokeIndex++],
|
||||
current->position[0] - innerOffset.x,
|
||||
current->position[1] - innerOffset.y,
|
||||
maxAlpha);
|
||||
|
||||
AlphaVertex::set(&buffer[currentAAInnerIndex--],
|
||||
current->position[0] - innerOffset.x,
|
||||
current->position[1] - innerOffset.y,
|
||||
maxAlpha);
|
||||
AlphaVertex::set(&buffer[currentAAInnerIndex--],
|
||||
current->position[0] - outerOffset.x,
|
||||
current->position[1] - outerOffset.y,
|
||||
0.0f);
|
||||
|
||||
last = current;
|
||||
current = next;
|
||||
lastNormal = nextNormal;
|
||||
}
|
||||
|
||||
{
|
||||
// end cap
|
||||
vec2 totalOffset = lastNormal;
|
||||
vec2 AAOffset = totalOffset;
|
||||
AAOffset.x *= 0.5f * inverseScaleX;
|
||||
AAOffset.y *= 0.5f * inverseScaleY;
|
||||
|
||||
vec2 innerOffset = totalOffset;
|
||||
scaleOffsetForStrokeWidth(innerOffset, halfStrokeWidth, inverseScaleX, inverseScaleY);
|
||||
vec2 outerOffset = innerOffset + AAOffset;
|
||||
innerOffset -= AAOffset;
|
||||
|
||||
// TODO: support square cap by changing this offset to incorporate halfStrokeWidth
|
||||
vec2 capAAOffset(-AAOffset.y, AAOffset.x);
|
||||
|
||||
AlphaVertex::set(&buffer[offset + 2],
|
||||
current->position[0] + outerOffset.x + capAAOffset.x,
|
||||
current->position[1] + outerOffset.y + capAAOffset.y,
|
||||
0.0f);
|
||||
AlphaVertex::set(&buffer[offset + 3],
|
||||
current->position[0] + innerOffset.x - capAAOffset.x,
|
||||
current->position[1] + innerOffset.y - capAAOffset.y,
|
||||
maxAlpha);
|
||||
|
||||
AlphaVertex::set(&buffer[offset + 4],
|
||||
current->position[0] - outerOffset.x + capAAOffset.x,
|
||||
current->position[1] - outerOffset.y + capAAOffset.y,
|
||||
0.0f);
|
||||
AlphaVertex::set(&buffer[offset + 5],
|
||||
current->position[0] - innerOffset.x - capAAOffset.x,
|
||||
current->position[1] - innerOffset.y - capAAOffset.y,
|
||||
maxAlpha);
|
||||
|
||||
copyAlphaVertex(&buffer[vertexBuffer.getSize() - 2], &buffer[offset + 3]);
|
||||
copyAlphaVertex(&buffer[vertexBuffer.getSize() - 1], &buffer[offset + 5]);
|
||||
}
|
||||
|
||||
#if VERTEX_DEBUG
|
||||
for (unsigned int i = 0; i < vertexBuffer.getSize(); i++) {
|
||||
ALOGD("point at %f %f, alpha %f", buffer[i].position[0], buffer[i].position[1], buffer[i].alpha);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
void getStrokeVerticesFromPerimeterAA(const Vector<Vertex>& perimeter, float halfStrokeWidth,
|
||||
VertexBuffer& vertexBuffer, float inverseScaleX, float inverseScaleY) {
|
||||
AlphaVertex* buffer = vertexBuffer.alloc<AlphaVertex>(6 * perimeter.size() + 8);
|
||||
|
||||
// avoid lines smaller than hairline since they break triangle based sampling. instead reducing
|
||||
// alpha value (TODO: support different X/Y scale)
|
||||
float maxAlpha = 1.0f;
|
||||
if (halfStrokeWidth != 0 && inverseScaleX == inverseScaleY &&
|
||||
halfStrokeWidth * inverseScaleX < 0.5f) {
|
||||
maxAlpha *= (2 * halfStrokeWidth) / inverseScaleX;
|
||||
halfStrokeWidth = 0.0f;
|
||||
}
|
||||
|
||||
int offset = 2 * perimeter.size() + 3;
|
||||
int currentAAOuterIndex = 0;
|
||||
int currentStrokeIndex = offset;
|
||||
int currentAAInnerIndex = offset * 2;
|
||||
|
||||
const Vertex* last = &(perimeter[perimeter.size() - 1]);
|
||||
const Vertex* current = &(perimeter[0]);
|
||||
vec2 lastNormal(current->position[1] - last->position[1],
|
||||
last->position[0] - current->position[0]);
|
||||
lastNormal.normalize();
|
||||
for (unsigned int i = 0; i < perimeter.size(); i++) {
|
||||
const Vertex* next = &(perimeter[i + 1 >= perimeter.size() ? 0 : i + 1]);
|
||||
vec2 nextNormal(next->position[1] - current->position[1],
|
||||
current->position[0] - next->position[0]);
|
||||
nextNormal.normalize();
|
||||
|
||||
vec2 totalOffset = totalOffsetFromNormals(lastNormal, nextNormal);
|
||||
vec2 AAOffset = totalOffset;
|
||||
AAOffset.x *= 0.5f * inverseScaleX;
|
||||
AAOffset.y *= 0.5f * inverseScaleY;
|
||||
|
||||
vec2 innerOffset = totalOffset;
|
||||
scaleOffsetForStrokeWidth(innerOffset, halfStrokeWidth, inverseScaleX, inverseScaleY);
|
||||
vec2 outerOffset = innerOffset + AAOffset;
|
||||
innerOffset -= AAOffset;
|
||||
|
||||
AlphaVertex::set(&buffer[currentAAOuterIndex++],
|
||||
current->position[0] + outerOffset.x,
|
||||
current->position[1] + outerOffset.y,
|
||||
0.0f);
|
||||
AlphaVertex::set(&buffer[currentAAOuterIndex++],
|
||||
current->position[0] + innerOffset.x,
|
||||
current->position[1] + innerOffset.y,
|
||||
maxAlpha);
|
||||
|
||||
AlphaVertex::set(&buffer[currentStrokeIndex++],
|
||||
current->position[0] + innerOffset.x,
|
||||
current->position[1] + innerOffset.y,
|
||||
maxAlpha);
|
||||
AlphaVertex::set(&buffer[currentStrokeIndex++],
|
||||
current->position[0] - innerOffset.x,
|
||||
current->position[1] - innerOffset.y,
|
||||
maxAlpha);
|
||||
|
||||
AlphaVertex::set(&buffer[currentAAInnerIndex++],
|
||||
current->position[0] - innerOffset.x,
|
||||
current->position[1] - innerOffset.y,
|
||||
maxAlpha);
|
||||
AlphaVertex::set(&buffer[currentAAInnerIndex++],
|
||||
current->position[0] - outerOffset.x,
|
||||
current->position[1] - outerOffset.y,
|
||||
0.0f);
|
||||
|
||||
last = current;
|
||||
current = next;
|
||||
lastNormal = nextNormal;
|
||||
}
|
||||
|
||||
// wrap each strip around to beginning, creating degenerate tris to bridge strips
|
||||
copyAlphaVertex(&buffer[currentAAOuterIndex++], &buffer[0]);
|
||||
copyAlphaVertex(&buffer[currentAAOuterIndex++], &buffer[1]);
|
||||
copyAlphaVertex(&buffer[currentAAOuterIndex++], &buffer[1]);
|
||||
|
||||
copyAlphaVertex(&buffer[currentStrokeIndex++], &buffer[offset]);
|
||||
copyAlphaVertex(&buffer[currentStrokeIndex++], &buffer[offset + 1]);
|
||||
copyAlphaVertex(&buffer[currentStrokeIndex++], &buffer[offset + 1]);
|
||||
|
||||
copyAlphaVertex(&buffer[currentAAInnerIndex++], &buffer[2 * offset]);
|
||||
copyAlphaVertex(&buffer[currentAAInnerIndex++], &buffer[2 * offset + 1]);
|
||||
// don't need to create last degenerate tri
|
||||
|
||||
#if VERTEX_DEBUG
|
||||
for (unsigned int i = 0; i < vertexBuffer.getSize(); i++) {
|
||||
ALOGD("point at %f %f, alpha %f", buffer[i].position[0], buffer[i].position[1], buffer[i].alpha);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void PathRenderer::convexPathVertices(const SkPath &path, const SkPaint* paint,
|
||||
const mat4 *transform, VertexBuffer& vertexBuffer) {
|
||||
ATRACE_CALL();
|
||||
|
||||
SkPaint::Style style = paint->getStyle();
|
||||
bool isAA = paint->isAntiAlias();
|
||||
|
||||
float inverseScaleX, inverseScaleY;
|
||||
computeInverseScales(transform, inverseScaleX, inverseScaleY);
|
||||
|
||||
Vector<Vertex> tempVertices;
|
||||
float threshInvScaleX = inverseScaleX;
|
||||
float threshInvScaleY = inverseScaleY;
|
||||
if (style == SkPaint::kStroke_Style) {
|
||||
// alter the bezier recursion threshold values we calculate in order to compensate for
|
||||
// expansion done after the path vertices are found
|
||||
SkRect bounds = path.getBounds();
|
||||
if (!bounds.isEmpty()) {
|
||||
threshInvScaleX *= bounds.width() / (bounds.width() + paint->getStrokeWidth());
|
||||
threshInvScaleY *= bounds.height() / (bounds.height() + paint->getStrokeWidth());
|
||||
}
|
||||
}
|
||||
|
||||
// force close if we're filling the path, since fill path expects closed perimeter.
|
||||
bool forceClose = style != SkPaint::kStroke_Style;
|
||||
bool wasClosed = convexPathPerimeterVertices(path, forceClose, threshInvScaleX * threshInvScaleX,
|
||||
threshInvScaleY * threshInvScaleY, tempVertices);
|
||||
|
||||
if (!tempVertices.size()) {
|
||||
// path was empty, return without allocating vertex buffer
|
||||
return;
|
||||
}
|
||||
|
||||
#if VERTEX_DEBUG
|
||||
for (unsigned int i = 0; i < tempVertices.size(); i++) {
|
||||
ALOGD("orig path: point at %f %f", tempVertices[i].position[0], tempVertices[i].position[1]);
|
||||
}
|
||||
#endif
|
||||
|
||||
if (style == SkPaint::kStroke_Style) {
|
||||
float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
|
||||
if (!isAA) {
|
||||
if (wasClosed) {
|
||||
getStrokeVerticesFromPerimeter(tempVertices, halfStrokeWidth, vertexBuffer,
|
||||
inverseScaleX, inverseScaleY);
|
||||
} else {
|
||||
getStrokeVerticesFromUnclosedVertices(tempVertices, halfStrokeWidth, vertexBuffer,
|
||||
inverseScaleX, inverseScaleY);
|
||||
}
|
||||
|
||||
} else {
|
||||
if (wasClosed) {
|
||||
getStrokeVerticesFromPerimeterAA(tempVertices, halfStrokeWidth, vertexBuffer,
|
||||
inverseScaleX, inverseScaleY);
|
||||
} else {
|
||||
getStrokeVerticesFromUnclosedVerticesAA(tempVertices, halfStrokeWidth, vertexBuffer,
|
||||
inverseScaleX, inverseScaleY);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// For kStrokeAndFill style, the path should be adjusted externally, as it will be treated as a fill here.
|
||||
if (!isAA) {
|
||||
getFillVerticesFromPerimeter(tempVertices, vertexBuffer);
|
||||
} else {
|
||||
getFillVerticesFromPerimeterAA(tempVertices, vertexBuffer, inverseScaleX, inverseScaleY);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void pushToVector(Vector<Vertex>& vertices, float x, float y) {
|
||||
// TODO: make this not yuck
|
||||
vertices.push();
|
||||
Vertex* newVertex = &(vertices.editArray()[vertices.size() - 1]);
|
||||
Vertex::set(newVertex, x, y);
|
||||
}
|
||||
|
||||
bool PathRenderer::convexPathPerimeterVertices(const SkPath& path, bool forceClose,
|
||||
float sqrInvScaleX, float sqrInvScaleY, Vector<Vertex>& outputVertices) {
|
||||
ATRACE_CALL();
|
||||
|
||||
// TODO: to support joins other than sharp miter, join vertices should be labelled in the
|
||||
// perimeter, or resolved into more vertices. Reconsider forceClose-ing in that case.
|
||||
SkPath::Iter iter(path, forceClose);
|
||||
SkPoint pts[4];
|
||||
SkPath::Verb v;
|
||||
while (SkPath::kDone_Verb != (v = iter.next(pts))) {
|
||||
switch (v) {
|
||||
case SkPath::kMove_Verb:
|
||||
pushToVector(outputVertices, pts[0].x(), pts[0].y());
|
||||
ALOGV("Move to pos %f %f", pts[0].x(), pts[0].y());
|
||||
break;
|
||||
case SkPath::kClose_Verb:
|
||||
ALOGV("Close at pos %f %f", pts[0].x(), pts[0].y());
|
||||
break;
|
||||
case SkPath::kLine_Verb:
|
||||
ALOGV("kLine_Verb %f %f -> %f %f",
|
||||
pts[0].x(), pts[0].y(),
|
||||
pts[1].x(), pts[1].y());
|
||||
|
||||
pushToVector(outputVertices, pts[1].x(), pts[1].y());
|
||||
break;
|
||||
case SkPath::kQuad_Verb:
|
||||
ALOGV("kQuad_Verb");
|
||||
recursiveQuadraticBezierVertices(
|
||||
pts[0].x(), pts[0].y(),
|
||||
pts[2].x(), pts[2].y(),
|
||||
pts[1].x(), pts[1].y(),
|
||||
sqrInvScaleX, sqrInvScaleY, outputVertices);
|
||||
break;
|
||||
case SkPath::kCubic_Verb:
|
||||
ALOGV("kCubic_Verb");
|
||||
recursiveCubicBezierVertices(
|
||||
pts[0].x(), pts[0].y(),
|
||||
pts[1].x(), pts[1].y(),
|
||||
pts[3].x(), pts[3].y(),
|
||||
pts[2].x(), pts[2].y(),
|
||||
sqrInvScaleX, sqrInvScaleY, outputVertices);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
int size = outputVertices.size();
|
||||
if (size >= 2 && outputVertices[0].position[0] == outputVertices[size - 1].position[0] &&
|
||||
outputVertices[0].position[1] == outputVertices[size - 1].position[1]) {
|
||||
outputVertices.pop();
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void PathRenderer::recursiveCubicBezierVertices(
|
||||
float p1x, float p1y, float c1x, float c1y,
|
||||
float p2x, float p2y, float c2x, float c2y,
|
||||
float sqrInvScaleX, float sqrInvScaleY, Vector<Vertex>& outputVertices) {
|
||||
float dx = p2x - p1x;
|
||||
float dy = p2y - p1y;
|
||||
float d1 = fabs((c1x - p2x) * dy - (c1y - p2y) * dx);
|
||||
float d2 = fabs((c2x - p2x) * dy - (c2y - p2y) * dx);
|
||||
float d = d1 + d2;
|
||||
|
||||
// multiplying by sqrInvScaleY/X equivalent to multiplying in dimensional scale factors
|
||||
|
||||
if (d * d < THRESHOLD * THRESHOLD * (dx * dx * sqrInvScaleY + dy * dy * sqrInvScaleX)) {
|
||||
// below thresh, draw line by adding endpoint
|
||||
pushToVector(outputVertices, p2x, p2y);
|
||||
} else {
|
||||
float p1c1x = (p1x + c1x) * 0.5f;
|
||||
float p1c1y = (p1y + c1y) * 0.5f;
|
||||
float p2c2x = (p2x + c2x) * 0.5f;
|
||||
float p2c2y = (p2y + c2y) * 0.5f;
|
||||
|
||||
float c1c2x = (c1x + c2x) * 0.5f;
|
||||
float c1c2y = (c1y + c2y) * 0.5f;
|
||||
|
||||
float p1c1c2x = (p1c1x + c1c2x) * 0.5f;
|
||||
float p1c1c2y = (p1c1y + c1c2y) * 0.5f;
|
||||
|
||||
float p2c1c2x = (p2c2x + c1c2x) * 0.5f;
|
||||
float p2c1c2y = (p2c2y + c1c2y) * 0.5f;
|
||||
|
||||
float mx = (p1c1c2x + p2c1c2x) * 0.5f;
|
||||
float my = (p1c1c2y + p2c1c2y) * 0.5f;
|
||||
|
||||
recursiveCubicBezierVertices(
|
||||
p1x, p1y, p1c1x, p1c1y,
|
||||
mx, my, p1c1c2x, p1c1c2y,
|
||||
sqrInvScaleX, sqrInvScaleY, outputVertices);
|
||||
recursiveCubicBezierVertices(
|
||||
mx, my, p2c1c2x, p2c1c2y,
|
||||
p2x, p2y, p2c2x, p2c2y,
|
||||
sqrInvScaleX, sqrInvScaleY, outputVertices);
|
||||
}
|
||||
}
|
||||
|
||||
void PathRenderer::recursiveQuadraticBezierVertices(
|
||||
float ax, float ay,
|
||||
float bx, float by,
|
||||
float cx, float cy,
|
||||
float sqrInvScaleX, float sqrInvScaleY, Vector<Vertex>& outputVertices) {
|
||||
float dx = bx - ax;
|
||||
float dy = by - ay;
|
||||
float d = (cx - bx) * dy - (cy - by) * dx;
|
||||
|
||||
if (d * d < THRESHOLD * THRESHOLD * (dx * dx * sqrInvScaleY + dy * dy * sqrInvScaleX)) {
|
||||
// below thresh, draw line by adding endpoint
|
||||
pushToVector(outputVertices, bx, by);
|
||||
} else {
|
||||
float acx = (ax + cx) * 0.5f;
|
||||
float bcx = (bx + cx) * 0.5f;
|
||||
float acy = (ay + cy) * 0.5f;
|
||||
float bcy = (by + cy) * 0.5f;
|
||||
|
||||
// midpoint
|
||||
float mx = (acx + bcx) * 0.5f;
|
||||
float my = (acy + bcy) * 0.5f;
|
||||
|
||||
recursiveQuadraticBezierVertices(ax, ay, mx, my, acx, acy,
|
||||
sqrInvScaleX, sqrInvScaleY, outputVertices);
|
||||
recursiveQuadraticBezierVertices(mx, my, bx, by, bcx, bcy,
|
||||
sqrInvScaleX, sqrInvScaleY, outputVertices);
|
||||
}
|
||||
}
|
||||
|
||||
}; // namespace uirenderer
|
||||
}; // namespace android
|
||||
970
libs/hwui/PathTessellator.cpp
Normal file
970
libs/hwui/PathTessellator.cpp
Normal file
@@ -0,0 +1,970 @@
|
||||
/*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
#define LOG_TAG "PathTessellator"
|
||||
#define LOG_NDEBUG 1
|
||||
#define ATRACE_TAG ATRACE_TAG_GRAPHICS
|
||||
|
||||
#define VERTEX_DEBUG 0
|
||||
|
||||
#if VERTEX_DEBUG
|
||||
#define DEBUG_DUMP_ALPHA_BUFFER() \
|
||||
for (unsigned int i = 0; i < vertexBuffer.getSize(); i++) { \
|
||||
ALOGD("point %d at %f %f, alpha %f", \
|
||||
i, buffer[i].position[0], buffer[i].position[1], buffer[i].alpha); \
|
||||
}
|
||||
#define DEBUG_DUMP_BUFFER() \
|
||||
for (unsigned int i = 0; i < vertexBuffer.getSize(); i++) { \
|
||||
ALOGD("point %d at %f %f", i, buffer[i].position[0], buffer[i].position[1]); \
|
||||
}
|
||||
#else
|
||||
#define DEBUG_DUMP_ALPHA_BUFFER()
|
||||
#define DEBUG_DUMP_BUFFER()
|
||||
#endif
|
||||
|
||||
#include <SkPath.h>
|
||||
#include <SkPaint.h>
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <stdint.h>
|
||||
#include <sys/types.h>
|
||||
|
||||
#include <utils/Log.h>
|
||||
#include <utils/Trace.h>
|
||||
|
||||
#include "PathTessellator.h"
|
||||
#include "Matrix.h"
|
||||
#include "Vector.h"
|
||||
#include "Vertex.h"
|
||||
|
||||
namespace android {
|
||||
namespace uirenderer {
|
||||
|
||||
#define THRESHOLD 0.5f
|
||||
#define ROUND_CAP_THRESH 0.25f
|
||||
#define PI 3.1415926535897932f
|
||||
|
||||
void PathTessellator::expandBoundsForStroke(SkRect& bounds, const SkPaint* paint,
|
||||
bool forceExpand) {
|
||||
if (forceExpand || paint->getStyle() != SkPaint::kFill_Style) {
|
||||
float outset = paint->getStrokeWidth() * 0.5f;
|
||||
bounds.outset(outset, outset);
|
||||
}
|
||||
}
|
||||
|
||||
inline void copyVertex(Vertex* destPtr, const Vertex* srcPtr) {
|
||||
Vertex::set(destPtr, srcPtr->position[0], srcPtr->position[1]);
|
||||
}
|
||||
|
||||
inline void copyAlphaVertex(AlphaVertex* destPtr, const AlphaVertex* srcPtr) {
|
||||
AlphaVertex::set(destPtr, srcPtr->position[0], srcPtr->position[1], srcPtr->alpha);
|
||||
}
|
||||
|
||||
/**
|
||||
* Produces a pseudo-normal for a vertex, given the normals of the two incoming lines. If the offset
|
||||
* from each vertex in a perimeter is calculated, the resultant lines connecting the offset vertices
|
||||
* will be offset by 1.0
|
||||
*
|
||||
* Note that we can't add and normalize the two vectors, that would result in a rectangle having an
|
||||
* offset of (sqrt(2)/2, sqrt(2)/2) at each corner, instead of (1, 1)
|
||||
*
|
||||
* NOTE: assumes angles between normals 90 degrees or less
|
||||
*/
|
||||
inline vec2 totalOffsetFromNormals(const vec2& normalA, const vec2& normalB) {
|
||||
return (normalA + normalB) / (1 + fabs(normalA.dot(normalB)));
|
||||
}
|
||||
|
||||
/**
|
||||
* Structure used for storing useful information about the SkPaint and scale used for tessellating
|
||||
*/
|
||||
struct PaintInfo {
|
||||
public:
|
||||
PaintInfo(const SkPaint* paint, const mat4 *transform) :
|
||||
style(paint->getStyle()), cap(paint->getStrokeCap()), isAA(paint->isAntiAlias()),
|
||||
inverseScaleX(1.0f), inverseScaleY(1.0f),
|
||||
halfStrokeWidth(paint->getStrokeWidth() * 0.5f), maxAlpha(1.0f) {
|
||||
// compute inverse scales
|
||||
if (CC_UNLIKELY(!transform->isPureTranslate())) {
|
||||
float m00 = transform->data[Matrix4::kScaleX];
|
||||
float m01 = transform->data[Matrix4::kSkewY];
|
||||
float m10 = transform->data[Matrix4::kSkewX];
|
||||
float m11 = transform->data[Matrix4::kScaleY];
|
||||
float scaleX = sqrt(m00 * m00 + m01 * m01);
|
||||
float scaleY = sqrt(m10 * m10 + m11 * m11);
|
||||
inverseScaleX = (scaleX != 0) ? (1.0f / scaleX) : 1.0f;
|
||||
inverseScaleY = (scaleY != 0) ? (1.0f / scaleY) : 1.0f;
|
||||
}
|
||||
|
||||
if (isAA && halfStrokeWidth != 0 && inverseScaleX == inverseScaleY &&
|
||||
halfStrokeWidth * inverseScaleX < 0.5f) {
|
||||
maxAlpha *= (2 * halfStrokeWidth) / inverseScaleX;
|
||||
halfStrokeWidth = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
SkPaint::Style style;
|
||||
SkPaint::Cap cap;
|
||||
bool isAA;
|
||||
float inverseScaleX;
|
||||
float inverseScaleY;
|
||||
float halfStrokeWidth;
|
||||
float maxAlpha;
|
||||
|
||||
inline void scaleOffsetForStrokeWidth(vec2& offset) const {
|
||||
if (halfStrokeWidth == 0.0f) {
|
||||
// hairline - compensate for scale
|
||||
offset.x *= 0.5f * inverseScaleX;
|
||||
offset.y *= 0.5f * inverseScaleY;
|
||||
} else {
|
||||
offset *= halfStrokeWidth;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* NOTE: the input will not always be a normal, especially for sharp edges - it should be the
|
||||
* result of totalOffsetFromNormals (see documentation there)
|
||||
*/
|
||||
inline vec2 deriveAAOffset(const vec2& offset) const {
|
||||
return vec2(offset.x * 0.5f * inverseScaleX,
|
||||
offset.y * 0.5f * inverseScaleY);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the number of cap divisions beyond the minimum 2 (kButt_Cap/kSquareCap will return 0)
|
||||
* Should only be used when stroking and drawing caps
|
||||
*/
|
||||
inline int capExtraDivisions() const {
|
||||
if (cap == SkPaint::kRound_Cap) {
|
||||
if (halfStrokeWidth == 0.0f) return 2;
|
||||
|
||||
// ROUND_CAP_THRESH is the maximum error for polygonal approximation of the round cap
|
||||
const float errConst = (-ROUND_CAP_THRESH / halfStrokeWidth + 1);
|
||||
const float targetCosVal = 2 * errConst * errConst - 1;
|
||||
int neededDivisions = (int)(ceilf(PI / acos(targetCosVal)/2)) * 2;
|
||||
return neededDivisions;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
|
||||
void getFillVerticesFromPerimeter(const Vector<Vertex>& perimeter, VertexBuffer& vertexBuffer) {
|
||||
Vertex* buffer = vertexBuffer.alloc<Vertex>(perimeter.size());
|
||||
|
||||
int currentIndex = 0;
|
||||
// zig zag between all previous points on the inside of the hull to create a
|
||||
// triangle strip that fills the hull
|
||||
int srcAindex = 0;
|
||||
int srcBindex = perimeter.size() - 1;
|
||||
while (srcAindex <= srcBindex) {
|
||||
copyVertex(&buffer[currentIndex++], &perimeter[srcAindex]);
|
||||
if (srcAindex == srcBindex) break;
|
||||
copyVertex(&buffer[currentIndex++], &perimeter[srcBindex]);
|
||||
srcAindex++;
|
||||
srcBindex--;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Fills a vertexBuffer with non-alpha vertices, zig-zagging at each perimeter point to create a
|
||||
* tri-strip as wide as the stroke.
|
||||
*
|
||||
* Uses an additional 2 vertices at the end to wrap around, closing the tri-strip
|
||||
* (for a total of perimeter.size() * 2 + 2 vertices)
|
||||
*/
|
||||
void getStrokeVerticesFromPerimeter(const PaintInfo& paintInfo, const Vector<Vertex>& perimeter,
|
||||
VertexBuffer& vertexBuffer) {
|
||||
Vertex* buffer = vertexBuffer.alloc<Vertex>(perimeter.size() * 2 + 2);
|
||||
|
||||
int currentIndex = 0;
|
||||
const Vertex* last = &(perimeter[perimeter.size() - 1]);
|
||||
const Vertex* current = &(perimeter[0]);
|
||||
vec2 lastNormal(current->position[1] - last->position[1],
|
||||
last->position[0] - current->position[0]);
|
||||
lastNormal.normalize();
|
||||
for (unsigned int i = 0; i < perimeter.size(); i++) {
|
||||
const Vertex* next = &(perimeter[i + 1 >= perimeter.size() ? 0 : i + 1]);
|
||||
vec2 nextNormal(next->position[1] - current->position[1],
|
||||
current->position[0] - next->position[0]);
|
||||
nextNormal.normalize();
|
||||
|
||||
vec2 totalOffset = totalOffsetFromNormals(lastNormal, nextNormal);
|
||||
paintInfo.scaleOffsetForStrokeWidth(totalOffset);
|
||||
|
||||
Vertex::set(&buffer[currentIndex++],
|
||||
current->position[0] + totalOffset.x,
|
||||
current->position[1] + totalOffset.y);
|
||||
|
||||
Vertex::set(&buffer[currentIndex++],
|
||||
current->position[0] - totalOffset.x,
|
||||
current->position[1] - totalOffset.y);
|
||||
|
||||
last = current;
|
||||
current = next;
|
||||
lastNormal = nextNormal;
|
||||
}
|
||||
|
||||
// wrap around to beginning
|
||||
copyVertex(&buffer[currentIndex++], &buffer[0]);
|
||||
copyVertex(&buffer[currentIndex++], &buffer[1]);
|
||||
|
||||
DEBUG_DUMP_BUFFER();
|
||||
}
|
||||
|
||||
/**
|
||||
* Fills a vertexBuffer with non-alpha vertices similar to getStrokeVerticesFromPerimeter, except:
|
||||
*
|
||||
* 1 - Doesn't need to wrap around, since the input vertices are unclosed
|
||||
*
|
||||
* 2 - can zig-zag across 'extra' vertices at either end, to create round caps
|
||||
*/
|
||||
void getStrokeVerticesFromUnclosedVertices(const PaintInfo& paintInfo,
|
||||
const Vector<Vertex>& vertices, VertexBuffer& vertexBuffer) {
|
||||
const int extra = paintInfo.capExtraDivisions();
|
||||
const int allocSize = (vertices.size() + extra) * 2;
|
||||
|
||||
Vertex* buffer = vertexBuffer.alloc<Vertex>(allocSize);
|
||||
|
||||
if (extra > 0) {
|
||||
// tessellate both round caps
|
||||
const int last = vertices.size() - 1;
|
||||
float beginTheta = atan2(
|
||||
- (vertices[0].position[0] - vertices[1].position[0]),
|
||||
vertices[0].position[1] - vertices[1].position[1]);
|
||||
float endTheta = atan2(
|
||||
- (vertices[last].position[0] - vertices[last - 1].position[0]),
|
||||
vertices[last].position[1] - vertices[last - 1].position[1]);
|
||||
|
||||
const float dTheta = PI / (extra + 1);
|
||||
const float radialScale = 2.0f / (1 + cos(dTheta));
|
||||
|
||||
int capOffset;
|
||||
for (int i = 0; i < extra; i++) {
|
||||
if (i < extra / 2) {
|
||||
capOffset = extra - 2 * i - 1;
|
||||
} else {
|
||||
capOffset = 2 * i - extra;
|
||||
}
|
||||
|
||||
beginTheta += dTheta;
|
||||
vec2 beginRadialOffset(cos(beginTheta), sin(beginTheta));
|
||||
paintInfo.scaleOffsetForStrokeWidth(beginRadialOffset);
|
||||
Vertex::set(&buffer[capOffset],
|
||||
vertices[0].position[0] + beginRadialOffset.x,
|
||||
vertices[0].position[1] + beginRadialOffset.y);
|
||||
|
||||
endTheta += dTheta;
|
||||
vec2 endRadialOffset(cos(endTheta), sin(endTheta));
|
||||
paintInfo.scaleOffsetForStrokeWidth(endRadialOffset);
|
||||
Vertex::set(&buffer[allocSize - 1 - capOffset],
|
||||
vertices[last].position[0] + endRadialOffset.x,
|
||||
vertices[last].position[1] + endRadialOffset.y);
|
||||
}
|
||||
}
|
||||
|
||||
int currentIndex = extra;
|
||||
const Vertex* current = &(vertices[0]);
|
||||
vec2 lastNormal;
|
||||
for (unsigned int i = 0; i < vertices.size() - 1; i++) {
|
||||
const Vertex* next = &(vertices[i + 1]);
|
||||
vec2 nextNormal(next->position[1] - current->position[1],
|
||||
current->position[0] - next->position[0]);
|
||||
nextNormal.normalize();
|
||||
|
||||
vec2 totalOffset;
|
||||
if (i == 0) {
|
||||
totalOffset = nextNormal;
|
||||
} else {
|
||||
totalOffset = totalOffsetFromNormals(lastNormal, nextNormal);
|
||||
}
|
||||
paintInfo.scaleOffsetForStrokeWidth(totalOffset);
|
||||
|
||||
Vertex::set(&buffer[currentIndex++],
|
||||
current->position[0] + totalOffset.x,
|
||||
current->position[1] + totalOffset.y);
|
||||
|
||||
Vertex::set(&buffer[currentIndex++],
|
||||
current->position[0] - totalOffset.x,
|
||||
current->position[1] - totalOffset.y);
|
||||
|
||||
current = next;
|
||||
lastNormal = nextNormal;
|
||||
}
|
||||
|
||||
vec2 totalOffset = lastNormal;
|
||||
paintInfo.scaleOffsetForStrokeWidth(totalOffset);
|
||||
|
||||
Vertex::set(&buffer[currentIndex++],
|
||||
current->position[0] + totalOffset.x,
|
||||
current->position[1] + totalOffset.y);
|
||||
Vertex::set(&buffer[currentIndex++],
|
||||
current->position[0] - totalOffset.x,
|
||||
current->position[1] - totalOffset.y);
|
||||
|
||||
DEBUG_DUMP_BUFFER();
|
||||
}
|
||||
|
||||
/**
|
||||
* Populates a vertexBuffer with AlphaVertices to create an anti-aliased fill shape tessellation
|
||||
*
|
||||
* 1 - create the AA perimeter of unit width, by zig-zagging at each point around the perimeter of
|
||||
* the shape (using 2 * perimeter.size() vertices)
|
||||
*
|
||||
* 2 - wrap around to the beginning to complete the perimeter (2 vertices)
|
||||
*
|
||||
* 3 - zig zag back and forth inside the shape to fill it (using perimeter.size() vertices)
|
||||
*/
|
||||
void getFillVerticesFromPerimeterAA(const PaintInfo& paintInfo, const Vector<Vertex>& perimeter,
|
||||
VertexBuffer& vertexBuffer) {
|
||||
AlphaVertex* buffer = vertexBuffer.alloc<AlphaVertex>(perimeter.size() * 3 + 2);
|
||||
|
||||
// generate alpha points - fill Alpha vertex gaps in between each point with
|
||||
// alpha 0 vertex, offset by a scaled normal.
|
||||
int currentIndex = 0;
|
||||
const Vertex* last = &(perimeter[perimeter.size() - 1]);
|
||||
const Vertex* current = &(perimeter[0]);
|
||||
vec2 lastNormal(current->position[1] - last->position[1],
|
||||
last->position[0] - current->position[0]);
|
||||
lastNormal.normalize();
|
||||
for (unsigned int i = 0; i < perimeter.size(); i++) {
|
||||
const Vertex* next = &(perimeter[i + 1 >= perimeter.size() ? 0 : i + 1]);
|
||||
vec2 nextNormal(next->position[1] - current->position[1],
|
||||
current->position[0] - next->position[0]);
|
||||
nextNormal.normalize();
|
||||
|
||||
// AA point offset from original point is that point's normal, such that each side is offset
|
||||
// by .5 pixels
|
||||
vec2 totalOffset = paintInfo.deriveAAOffset(totalOffsetFromNormals(lastNormal, nextNormal));
|
||||
|
||||
AlphaVertex::set(&buffer[currentIndex++],
|
||||
current->position[0] + totalOffset.x,
|
||||
current->position[1] + totalOffset.y,
|
||||
0.0f);
|
||||
AlphaVertex::set(&buffer[currentIndex++],
|
||||
current->position[0] - totalOffset.x,
|
||||
current->position[1] - totalOffset.y,
|
||||
1.0f);
|
||||
|
||||
last = current;
|
||||
current = next;
|
||||
lastNormal = nextNormal;
|
||||
}
|
||||
|
||||
// wrap around to beginning
|
||||
copyAlphaVertex(&buffer[currentIndex++], &buffer[0]);
|
||||
copyAlphaVertex(&buffer[currentIndex++], &buffer[1]);
|
||||
|
||||
// zig zag between all previous points on the inside of the hull to create a
|
||||
// triangle strip that fills the hull, repeating the first inner point to
|
||||
// create degenerate tris to start inside path
|
||||
int srcAindex = 0;
|
||||
int srcBindex = perimeter.size() - 1;
|
||||
while (srcAindex <= srcBindex) {
|
||||
copyAlphaVertex(&buffer[currentIndex++], &buffer[srcAindex * 2 + 1]);
|
||||
if (srcAindex == srcBindex) break;
|
||||
copyAlphaVertex(&buffer[currentIndex++], &buffer[srcBindex * 2 + 1]);
|
||||
srcAindex++;
|
||||
srcBindex--;
|
||||
}
|
||||
|
||||
DEBUG_DUMP_BUFFER();
|
||||
}
|
||||
|
||||
/**
|
||||
* Stores geometry for a single, AA-perimeter (potentially rounded) cap
|
||||
*
|
||||
* For explanation of constants and general methodoloyg, see comments for
|
||||
* getStrokeVerticesFromUnclosedVerticesAA() below.
|
||||
*/
|
||||
inline void storeCapAA(const PaintInfo& paintInfo, const Vector<Vertex>& vertices,
|
||||
AlphaVertex* buffer, bool isFirst, vec2 normal, int offset) {
|
||||
const int extra = paintInfo.capExtraDivisions();
|
||||
const int extraOffset = (extra + 1) / 2;
|
||||
const int capIndex = isFirst
|
||||
? 2 * offset + 6 + 2 * (extra + extraOffset)
|
||||
: offset + 2 + 2 * extraOffset;
|
||||
if (isFirst) normal *= -1;
|
||||
|
||||
// TODO: this normal should be scaled by radialScale if extra != 0, see totalOffsetFromNormals()
|
||||
vec2 AAOffset = paintInfo.deriveAAOffset(normal);
|
||||
|
||||
vec2 strokeOffset = normal;
|
||||
paintInfo.scaleOffsetForStrokeWidth(strokeOffset);
|
||||
vec2 outerOffset = strokeOffset + AAOffset;
|
||||
vec2 innerOffset = strokeOffset - AAOffset;
|
||||
|
||||
vec2 capAAOffset;
|
||||
if (paintInfo.cap != SkPaint::kRound_Cap) {
|
||||
// if the cap is square or butt, the inside primary cap vertices will be inset in two
|
||||
// directions - both normal to the stroke, and parallel to it.
|
||||
capAAOffset = vec2(-AAOffset.y, AAOffset.x);
|
||||
}
|
||||
|
||||
// determine referencePoint, the center point for the 4 primary cap vertices
|
||||
const Vertex* point = isFirst ? vertices.begin() : (vertices.end() - 1);
|
||||
vec2 referencePoint(point->position[0], point->position[1]);
|
||||
if (paintInfo.cap == SkPaint::kSquare_Cap) {
|
||||
// To account for square cap, move the primary cap vertices (that create the AA edge) by the
|
||||
// stroke offset vector (rotated to be parallel to the stroke)
|
||||
referencePoint += vec2(-strokeOffset.y, strokeOffset.x);
|
||||
}
|
||||
|
||||
AlphaVertex::set(&buffer[capIndex + 0],
|
||||
referencePoint.x + outerOffset.x + capAAOffset.x,
|
||||
referencePoint.y + outerOffset.y + capAAOffset.y,
|
||||
0.0f);
|
||||
AlphaVertex::set(&buffer[capIndex + 1],
|
||||
referencePoint.x + innerOffset.x - capAAOffset.x,
|
||||
referencePoint.y + innerOffset.y - capAAOffset.y,
|
||||
paintInfo.maxAlpha);
|
||||
|
||||
bool isRound = paintInfo.cap == SkPaint::kRound_Cap;
|
||||
|
||||
const int postCapIndex = (isRound && isFirst) ? (2 * extraOffset - 2) : capIndex + (2 * extra);
|
||||
AlphaVertex::set(&buffer[postCapIndex + 2],
|
||||
referencePoint.x - outerOffset.x + capAAOffset.x,
|
||||
referencePoint.y - outerOffset.y + capAAOffset.y,
|
||||
0.0f);
|
||||
AlphaVertex::set(&buffer[postCapIndex + 3],
|
||||
referencePoint.x - innerOffset.x - capAAOffset.x,
|
||||
referencePoint.y - innerOffset.y - capAAOffset.y,
|
||||
paintInfo.maxAlpha);
|
||||
|
||||
if (isRound) {
|
||||
const float dTheta = PI / (extra + 1);
|
||||
const float radialScale = 2.0f / (1 + cos(dTheta));
|
||||
float theta = atan2(normal.y, normal.x);
|
||||
int capPerimIndex = capIndex + 2;
|
||||
|
||||
for (int i = 0; i < extra; i++) {
|
||||
theta += dTheta;
|
||||
|
||||
vec2 radialOffset(cos(theta), sin(theta));
|
||||
|
||||
// scale to compensate for pinching at sharp angles, see totalOffsetFromNormals()
|
||||
radialOffset *= radialScale;
|
||||
|
||||
AAOffset = paintInfo.deriveAAOffset(radialOffset);
|
||||
paintInfo.scaleOffsetForStrokeWidth(radialOffset);
|
||||
AlphaVertex::set(&buffer[capPerimIndex++],
|
||||
referencePoint.x + radialOffset.x + AAOffset.x,
|
||||
referencePoint.y + radialOffset.y + AAOffset.y,
|
||||
0.0f);
|
||||
AlphaVertex::set(&buffer[capPerimIndex++],
|
||||
referencePoint.x + radialOffset.x - AAOffset.x,
|
||||
referencePoint.y + radialOffset.y - AAOffset.y,
|
||||
paintInfo.maxAlpha);
|
||||
|
||||
if (isFirst && i == extra - extraOffset) {
|
||||
//copy most recent two points to first two points
|
||||
copyAlphaVertex(&buffer[0], &buffer[capPerimIndex - 2]);
|
||||
copyAlphaVertex(&buffer[1], &buffer[capPerimIndex - 1]);
|
||||
|
||||
capPerimIndex = 2; // start writing the rest of the round cap at index 2
|
||||
}
|
||||
}
|
||||
|
||||
if (isFirst) {
|
||||
const int startCapFillIndex = capIndex + 2 * (extra - extraOffset) + 4;
|
||||
int capFillIndex = startCapFillIndex;
|
||||
for (int i = 0; i < extra + 2; i += 2) {
|
||||
copyAlphaVertex(&buffer[capFillIndex++], &buffer[1 + i]);
|
||||
// TODO: to support odd numbers of divisions, break here on the last iteration
|
||||
copyAlphaVertex(&buffer[capFillIndex++], &buffer[startCapFillIndex - 3 - i]);
|
||||
}
|
||||
} else {
|
||||
int capFillIndex = 6 * vertices.size() + 2 + 6 * extra - (extra + 2);
|
||||
for (int i = 0; i < extra + 2; i += 2) {
|
||||
copyAlphaVertex(&buffer[capFillIndex++], &buffer[capIndex + 1 + i]);
|
||||
// TODO: to support odd numbers of divisions, break here on the last iteration
|
||||
copyAlphaVertex(&buffer[capFillIndex++], &buffer[capIndex + 3 + 2 * extra - i]);
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
if (isFirst) {
|
||||
copyAlphaVertex(&buffer[0], &buffer[postCapIndex + 2]);
|
||||
copyAlphaVertex(&buffer[1], &buffer[postCapIndex + 3]);
|
||||
copyAlphaVertex(&buffer[postCapIndex + 4], &buffer[1]); // degenerate tris (the only two!)
|
||||
copyAlphaVertex(&buffer[postCapIndex + 5], &buffer[postCapIndex + 1]);
|
||||
} else {
|
||||
copyAlphaVertex(&buffer[6 * vertices.size()], &buffer[postCapIndex + 1]);
|
||||
copyAlphaVertex(&buffer[6 * vertices.size() + 1], &buffer[postCapIndex + 3]);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
the geometry for an aa, capped stroke consists of the following:
|
||||
|
||||
# vertices | function
|
||||
----------------------------------------------------------------------
|
||||
a) 2 | Start AA perimeter
|
||||
b) 2, 2 * roundDivOff | First half of begin cap's perimeter
|
||||
|
|
||||
2 * middlePts | 'Outer' or 'Top' AA perimeter half (between caps)
|
||||
|
|
||||
a) 4 | End cap's
|
||||
b) 2, 2 * roundDivs, 2 | AA perimeter
|
||||
|
|
||||
2 * middlePts | 'Inner' or 'bottom' AA perimeter half
|
||||
|
|
||||
a) 6 | Begin cap's perimeter
|
||||
b) 2, 2*(rD - rDO + 1), | Last half of begin cap's perimeter
|
||||
roundDivs, 2 |
|
||||
|
|
||||
2 * middlePts | Stroke's full opacity center strip
|
||||
|
|
||||
a) 2 | end stroke
|
||||
b) 2, roundDivs | (and end cap fill, for round)
|
||||
|
||||
Notes:
|
||||
* rows starting with 'a)' denote the Butt or Square cap vertex use, 'b)' denote Round
|
||||
|
||||
* 'middlePts' is (number of points in the unclosed input vertex list, minus 2) times two
|
||||
|
||||
* 'roundDivs' or 'rD' is the number of extra vertices (beyond the minimum of 2) that define the
|
||||
round cap's shape, and is at least two. This will increase with cap size to sufficiently
|
||||
define the cap's level of tessellation.
|
||||
|
||||
* 'roundDivOffset' or 'rDO' is the point about halfway along the start cap's round perimeter, where
|
||||
the stream of vertices for the AA perimeter starts. By starting and ending the perimeter at
|
||||
this offset, the fill of the stroke is drawn from this point with minimal extra vertices.
|
||||
|
||||
This means the outer perimeter starts at:
|
||||
outerIndex = (2) OR (2 + 2 * roundDivOff)
|
||||
the inner perimeter (since it is filled in reverse) starts at:
|
||||
innerIndex = outerIndex + (4 * middlePts) + ((4) OR (4 + 2 * roundDivs)) - 1
|
||||
the stroke starts at:
|
||||
strokeIndex = innerIndex + 1 + ((6) OR (6 + 3 * roundDivs - 2 * roundDivOffset))
|
||||
|
||||
The total needed allocated space is either:
|
||||
2 + 4 + 6 + 2 + 3 * (2 * middlePts) = 14 + 6 * middlePts = 2 + 6 * pts
|
||||
or, for rounded caps:
|
||||
(2 + 2 * rDO) + (4 + 2 * rD) + (2 * (rD - rDO + 1)
|
||||
+ roundDivs + 4) + (2 + roundDivs) + 3 * (2 * middlePts)
|
||||
= 14 + 6 * middlePts + 6 * roundDivs
|
||||
= 2 + 6 * pts + 6 * roundDivs
|
||||
*/
|
||||
void getStrokeVerticesFromUnclosedVerticesAA(const PaintInfo& paintInfo,
|
||||
const Vector<Vertex>& vertices, VertexBuffer& vertexBuffer) {
|
||||
|
||||
const int extra = paintInfo.capExtraDivisions();
|
||||
const int allocSize = 6 * vertices.size() + 2 + 6 * extra;
|
||||
|
||||
AlphaVertex* buffer = vertexBuffer.alloc<AlphaVertex>(allocSize);
|
||||
|
||||
const int extraOffset = (extra + 1) / 2;
|
||||
int offset = 2 * (vertices.size() - 2);
|
||||
// there is no outer/inner here, using them for consistency with below approach
|
||||
int currentAAOuterIndex = 2 + 2 * extraOffset;
|
||||
int currentAAInnerIndex = currentAAOuterIndex + (2 * offset) + 3 + (2 * extra);
|
||||
int currentStrokeIndex = currentAAInnerIndex + 7 + (3 * extra - 2 * extraOffset);
|
||||
|
||||
const Vertex* last = &(vertices[0]);
|
||||
const Vertex* current = &(vertices[1]);
|
||||
vec2 lastNormal(current->position[1] - last->position[1],
|
||||
last->position[0] - current->position[0]);
|
||||
lastNormal.normalize();
|
||||
|
||||
// TODO: use normal from bezier traversal for cap, instead of from vertices
|
||||
storeCapAA(paintInfo, vertices, buffer, true, lastNormal, offset);
|
||||
|
||||
for (unsigned int i = 1; i < vertices.size() - 1; i++) {
|
||||
const Vertex* next = &(vertices[i + 1]);
|
||||
vec2 nextNormal(next->position[1] - current->position[1],
|
||||
current->position[0] - next->position[0]);
|
||||
nextNormal.normalize();
|
||||
|
||||
vec2 totalOffset = totalOffsetFromNormals(lastNormal, nextNormal);
|
||||
vec2 AAOffset = paintInfo.deriveAAOffset(totalOffset);
|
||||
|
||||
vec2 innerOffset = totalOffset;
|
||||
paintInfo.scaleOffsetForStrokeWidth(innerOffset);
|
||||
vec2 outerOffset = innerOffset + AAOffset;
|
||||
innerOffset -= AAOffset;
|
||||
|
||||
AlphaVertex::set(&buffer[currentAAOuterIndex++],
|
||||
current->position[0] + outerOffset.x,
|
||||
current->position[1] + outerOffset.y,
|
||||
0.0f);
|
||||
AlphaVertex::set(&buffer[currentAAOuterIndex++],
|
||||
current->position[0] + innerOffset.x,
|
||||
current->position[1] + innerOffset.y,
|
||||
paintInfo.maxAlpha);
|
||||
|
||||
AlphaVertex::set(&buffer[currentStrokeIndex++],
|
||||
current->position[0] + innerOffset.x,
|
||||
current->position[1] + innerOffset.y,
|
||||
paintInfo.maxAlpha);
|
||||
AlphaVertex::set(&buffer[currentStrokeIndex++],
|
||||
current->position[0] - innerOffset.x,
|
||||
current->position[1] - innerOffset.y,
|
||||
paintInfo.maxAlpha);
|
||||
|
||||
AlphaVertex::set(&buffer[currentAAInnerIndex--],
|
||||
current->position[0] - innerOffset.x,
|
||||
current->position[1] - innerOffset.y,
|
||||
paintInfo.maxAlpha);
|
||||
AlphaVertex::set(&buffer[currentAAInnerIndex--],
|
||||
current->position[0] - outerOffset.x,
|
||||
current->position[1] - outerOffset.y,
|
||||
0.0f);
|
||||
|
||||
current = next;
|
||||
lastNormal = nextNormal;
|
||||
}
|
||||
|
||||
// TODO: use normal from bezier traversal for cap, instead of from vertices
|
||||
storeCapAA(paintInfo, vertices, buffer, false, lastNormal, offset);
|
||||
|
||||
DEBUG_DUMP_ALPHA_BUFFER();
|
||||
}
|
||||
|
||||
|
||||
void getStrokeVerticesFromPerimeterAA(const PaintInfo& paintInfo, const Vector<Vertex>& perimeter,
|
||||
VertexBuffer& vertexBuffer) {
|
||||
AlphaVertex* buffer = vertexBuffer.alloc<AlphaVertex>(6 * perimeter.size() + 8);
|
||||
|
||||
int offset = 2 * perimeter.size() + 3;
|
||||
int currentAAOuterIndex = 0;
|
||||
int currentStrokeIndex = offset;
|
||||
int currentAAInnerIndex = offset * 2;
|
||||
|
||||
const Vertex* last = &(perimeter[perimeter.size() - 1]);
|
||||
const Vertex* current = &(perimeter[0]);
|
||||
vec2 lastNormal(current->position[1] - last->position[1],
|
||||
last->position[0] - current->position[0]);
|
||||
lastNormal.normalize();
|
||||
for (unsigned int i = 0; i < perimeter.size(); i++) {
|
||||
const Vertex* next = &(perimeter[i + 1 >= perimeter.size() ? 0 : i + 1]);
|
||||
vec2 nextNormal(next->position[1] - current->position[1],
|
||||
current->position[0] - next->position[0]);
|
||||
nextNormal.normalize();
|
||||
|
||||
vec2 totalOffset = totalOffsetFromNormals(lastNormal, nextNormal);
|
||||
vec2 AAOffset = paintInfo.deriveAAOffset(totalOffset);
|
||||
|
||||
vec2 innerOffset = totalOffset;
|
||||
paintInfo.scaleOffsetForStrokeWidth(innerOffset);
|
||||
vec2 outerOffset = innerOffset + AAOffset;
|
||||
innerOffset -= AAOffset;
|
||||
|
||||
AlphaVertex::set(&buffer[currentAAOuterIndex++],
|
||||
current->position[0] + outerOffset.x,
|
||||
current->position[1] + outerOffset.y,
|
||||
0.0f);
|
||||
AlphaVertex::set(&buffer[currentAAOuterIndex++],
|
||||
current->position[0] + innerOffset.x,
|
||||
current->position[1] + innerOffset.y,
|
||||
paintInfo.maxAlpha);
|
||||
|
||||
AlphaVertex::set(&buffer[currentStrokeIndex++],
|
||||
current->position[0] + innerOffset.x,
|
||||
current->position[1] + innerOffset.y,
|
||||
paintInfo.maxAlpha);
|
||||
AlphaVertex::set(&buffer[currentStrokeIndex++],
|
||||
current->position[0] - innerOffset.x,
|
||||
current->position[1] - innerOffset.y,
|
||||
paintInfo.maxAlpha);
|
||||
|
||||
AlphaVertex::set(&buffer[currentAAInnerIndex++],
|
||||
current->position[0] - innerOffset.x,
|
||||
current->position[1] - innerOffset.y,
|
||||
paintInfo.maxAlpha);
|
||||
AlphaVertex::set(&buffer[currentAAInnerIndex++],
|
||||
current->position[0] - outerOffset.x,
|
||||
current->position[1] - outerOffset.y,
|
||||
0.0f);
|
||||
|
||||
last = current;
|
||||
current = next;
|
||||
lastNormal = nextNormal;
|
||||
}
|
||||
|
||||
// wrap each strip around to beginning, creating degenerate tris to bridge strips
|
||||
copyAlphaVertex(&buffer[currentAAOuterIndex++], &buffer[0]);
|
||||
copyAlphaVertex(&buffer[currentAAOuterIndex++], &buffer[1]);
|
||||
copyAlphaVertex(&buffer[currentAAOuterIndex++], &buffer[1]);
|
||||
|
||||
copyAlphaVertex(&buffer[currentStrokeIndex++], &buffer[offset]);
|
||||
copyAlphaVertex(&buffer[currentStrokeIndex++], &buffer[offset + 1]);
|
||||
copyAlphaVertex(&buffer[currentStrokeIndex++], &buffer[offset + 1]);
|
||||
|
||||
copyAlphaVertex(&buffer[currentAAInnerIndex++], &buffer[2 * offset]);
|
||||
copyAlphaVertex(&buffer[currentAAInnerIndex++], &buffer[2 * offset + 1]);
|
||||
// don't need to create last degenerate tri
|
||||
|
||||
DEBUG_DUMP_ALPHA_BUFFER();
|
||||
}
|
||||
|
||||
void PathTessellator::tessellatePath(const SkPath &path, const SkPaint* paint,
|
||||
const mat4 *transform, VertexBuffer& vertexBuffer) {
|
||||
ATRACE_CALL();
|
||||
|
||||
const PaintInfo paintInfo(paint, transform);
|
||||
|
||||
Vector<Vertex> tempVertices;
|
||||
float threshInvScaleX = paintInfo.inverseScaleX;
|
||||
float threshInvScaleY = paintInfo.inverseScaleY;
|
||||
if (paintInfo.style == SkPaint::kStroke_Style) {
|
||||
// alter the bezier recursion threshold values we calculate in order to compensate for
|
||||
// expansion done after the path vertices are found
|
||||
SkRect bounds = path.getBounds();
|
||||
if (!bounds.isEmpty()) {
|
||||
threshInvScaleX *= bounds.width() / (bounds.width() + paint->getStrokeWidth());
|
||||
threshInvScaleY *= bounds.height() / (bounds.height() + paint->getStrokeWidth());
|
||||
}
|
||||
}
|
||||
|
||||
// force close if we're filling the path, since fill path expects closed perimeter.
|
||||
bool forceClose = paintInfo.style != SkPaint::kStroke_Style;
|
||||
bool wasClosed = approximatePathOutlineVertices(path, forceClose,
|
||||
threshInvScaleX * threshInvScaleX, threshInvScaleY * threshInvScaleY, tempVertices);
|
||||
|
||||
if (!tempVertices.size()) {
|
||||
// path was empty, return without allocating vertex buffer
|
||||
return;
|
||||
}
|
||||
|
||||
#if VERTEX_DEBUG
|
||||
for (unsigned int i = 0; i < tempVertices.size(); i++) {
|
||||
ALOGD("orig path: point at %f %f",
|
||||
tempVertices[i].position[0], tempVertices[i].position[1]);
|
||||
}
|
||||
#endif
|
||||
|
||||
if (paintInfo.style == SkPaint::kStroke_Style) {
|
||||
if (!paintInfo.isAA) {
|
||||
if (wasClosed) {
|
||||
getStrokeVerticesFromPerimeter(paintInfo, tempVertices, vertexBuffer);
|
||||
} else {
|
||||
getStrokeVerticesFromUnclosedVertices(paintInfo, tempVertices, vertexBuffer);
|
||||
}
|
||||
|
||||
} else {
|
||||
if (wasClosed) {
|
||||
getStrokeVerticesFromPerimeterAA(paintInfo, tempVertices, vertexBuffer);
|
||||
} else {
|
||||
getStrokeVerticesFromUnclosedVerticesAA(paintInfo, tempVertices, vertexBuffer);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// For kStrokeAndFill style, the path should be adjusted externally.
|
||||
// It will be treated as a fill here.
|
||||
if (!paintInfo.isAA) {
|
||||
getFillVerticesFromPerimeter(tempVertices, vertexBuffer);
|
||||
} else {
|
||||
getFillVerticesFromPerimeterAA(paintInfo, tempVertices, vertexBuffer);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void expandRectToCoverVertex(SkRect& rect, const Vertex& vertex) {
|
||||
rect.fLeft = fminf(rect.fLeft, vertex.position[0]);
|
||||
rect.fTop = fminf(rect.fTop, vertex.position[1]);
|
||||
rect.fRight = fmaxf(rect.fRight, vertex.position[0]);
|
||||
rect.fBottom = fmaxf(rect.fBottom, vertex.position[1]);
|
||||
}
|
||||
|
||||
void PathTessellator::tessellateLines(const float* points, int count, SkPaint* paint,
|
||||
const mat4* transform, SkRect& bounds, VertexBuffer& vertexBuffer) {
|
||||
ATRACE_CALL();
|
||||
const PaintInfo paintInfo(paint, transform);
|
||||
|
||||
const int extra = paintInfo.capExtraDivisions();
|
||||
int numLines = count / 4;
|
||||
int lineAllocSize;
|
||||
// pre-allocate space for lines in the buffer, and degenerate tris in between
|
||||
if (paintInfo.isAA) {
|
||||
lineAllocSize = 6 * (2) + 2 + 6 * extra;
|
||||
vertexBuffer.alloc<AlphaVertex>(numLines * lineAllocSize + (numLines - 1) * 2);
|
||||
} else {
|
||||
lineAllocSize = 2 * ((2) + extra);
|
||||
vertexBuffer.alloc<Vertex>(numLines * lineAllocSize + (numLines - 1) * 2);
|
||||
}
|
||||
|
||||
Vector<Vertex> tempVertices;
|
||||
tempVertices.push();
|
||||
tempVertices.push();
|
||||
Vertex* tempVerticesData = tempVertices.editArray();
|
||||
bounds.set(points[0], points[1], points[0], points[1]);
|
||||
for (int i = 0; i < count; i += 4) {
|
||||
Vertex::set(&(tempVerticesData[0]), points[i + 0], points[i + 1]);
|
||||
Vertex::set(&(tempVerticesData[1]), points[i + 2], points[i + 3]);
|
||||
|
||||
if (paintInfo.isAA) {
|
||||
getStrokeVerticesFromUnclosedVerticesAA(paintInfo, tempVertices, vertexBuffer);
|
||||
} else {
|
||||
getStrokeVerticesFromUnclosedVertices(paintInfo, tempVertices, vertexBuffer);
|
||||
}
|
||||
|
||||
// calculate bounds
|
||||
expandRectToCoverVertex(bounds, tempVerticesData[0]);
|
||||
expandRectToCoverVertex(bounds, tempVerticesData[1]);
|
||||
}
|
||||
|
||||
expandBoundsForStroke(bounds, paint, true); // force-expand bounds to incorporate stroke
|
||||
|
||||
// since multiple objects tessellated into buffer, separate them with degen tris
|
||||
if (paintInfo.isAA) {
|
||||
vertexBuffer.createDegenerateSeparators<AlphaVertex>(lineAllocSize);
|
||||
} else {
|
||||
vertexBuffer.createDegenerateSeparators<Vertex>(lineAllocSize);
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
// Simple path line approximation
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
void pushToVector(Vector<Vertex>& vertices, float x, float y) {
|
||||
// TODO: make this not yuck
|
||||
vertices.push();
|
||||
Vertex* newVertex = &(vertices.editArray()[vertices.size() - 1]);
|
||||
Vertex::set(newVertex, x, y);
|
||||
}
|
||||
|
||||
bool PathTessellator::approximatePathOutlineVertices(const SkPath& path, bool forceClose,
|
||||
float sqrInvScaleX, float sqrInvScaleY, Vector<Vertex>& outputVertices) {
|
||||
ATRACE_CALL();
|
||||
|
||||
// TODO: to support joins other than sharp miter, join vertices should be labelled in the
|
||||
// perimeter, or resolved into more vertices. Reconsider forceClose-ing in that case.
|
||||
SkPath::Iter iter(path, forceClose);
|
||||
SkPoint pts[4];
|
||||
SkPath::Verb v;
|
||||
while (SkPath::kDone_Verb != (v = iter.next(pts))) {
|
||||
switch (v) {
|
||||
case SkPath::kMove_Verb:
|
||||
pushToVector(outputVertices, pts[0].x(), pts[0].y());
|
||||
ALOGV("Move to pos %f %f", pts[0].x(), pts[0].y());
|
||||
break;
|
||||
case SkPath::kClose_Verb:
|
||||
ALOGV("Close at pos %f %f", pts[0].x(), pts[0].y());
|
||||
break;
|
||||
case SkPath::kLine_Verb:
|
||||
ALOGV("kLine_Verb %f %f -> %f %f", pts[0].x(), pts[0].y(), pts[1].x(), pts[1].y());
|
||||
pushToVector(outputVertices, pts[1].x(), pts[1].y());
|
||||
break;
|
||||
case SkPath::kQuad_Verb:
|
||||
ALOGV("kQuad_Verb");
|
||||
recursiveQuadraticBezierVertices(
|
||||
pts[0].x(), pts[0].y(),
|
||||
pts[2].x(), pts[2].y(),
|
||||
pts[1].x(), pts[1].y(),
|
||||
sqrInvScaleX, sqrInvScaleY, outputVertices);
|
||||
break;
|
||||
case SkPath::kCubic_Verb:
|
||||
ALOGV("kCubic_Verb");
|
||||
recursiveCubicBezierVertices(
|
||||
pts[0].x(), pts[0].y(),
|
||||
pts[1].x(), pts[1].y(),
|
||||
pts[3].x(), pts[3].y(),
|
||||
pts[2].x(), pts[2].y(),
|
||||
sqrInvScaleX, sqrInvScaleY, outputVertices);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
int size = outputVertices.size();
|
||||
if (size >= 2 && outputVertices[0].position[0] == outputVertices[size - 1].position[0] &&
|
||||
outputVertices[0].position[1] == outputVertices[size - 1].position[1]) {
|
||||
outputVertices.pop();
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
// Bezier approximation
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
void PathTessellator::recursiveCubicBezierVertices(
|
||||
float p1x, float p1y, float c1x, float c1y,
|
||||
float p2x, float p2y, float c2x, float c2y,
|
||||
float sqrInvScaleX, float sqrInvScaleY, Vector<Vertex>& outputVertices) {
|
||||
float dx = p2x - p1x;
|
||||
float dy = p2y - p1y;
|
||||
float d1 = fabs((c1x - p2x) * dy - (c1y - p2y) * dx);
|
||||
float d2 = fabs((c2x - p2x) * dy - (c2y - p2y) * dx);
|
||||
float d = d1 + d2;
|
||||
|
||||
// multiplying by sqrInvScaleY/X equivalent to multiplying in dimensional scale factors
|
||||
|
||||
if (d * d < THRESHOLD * THRESHOLD * (dx * dx * sqrInvScaleY + dy * dy * sqrInvScaleX)) {
|
||||
// below thresh, draw line by adding endpoint
|
||||
pushToVector(outputVertices, p2x, p2y);
|
||||
} else {
|
||||
float p1c1x = (p1x + c1x) * 0.5f;
|
||||
float p1c1y = (p1y + c1y) * 0.5f;
|
||||
float p2c2x = (p2x + c2x) * 0.5f;
|
||||
float p2c2y = (p2y + c2y) * 0.5f;
|
||||
|
||||
float c1c2x = (c1x + c2x) * 0.5f;
|
||||
float c1c2y = (c1y + c2y) * 0.5f;
|
||||
|
||||
float p1c1c2x = (p1c1x + c1c2x) * 0.5f;
|
||||
float p1c1c2y = (p1c1y + c1c2y) * 0.5f;
|
||||
|
||||
float p2c1c2x = (p2c2x + c1c2x) * 0.5f;
|
||||
float p2c1c2y = (p2c2y + c1c2y) * 0.5f;
|
||||
|
||||
float mx = (p1c1c2x + p2c1c2x) * 0.5f;
|
||||
float my = (p1c1c2y + p2c1c2y) * 0.5f;
|
||||
|
||||
recursiveCubicBezierVertices(
|
||||
p1x, p1y, p1c1x, p1c1y,
|
||||
mx, my, p1c1c2x, p1c1c2y,
|
||||
sqrInvScaleX, sqrInvScaleY, outputVertices);
|
||||
recursiveCubicBezierVertices(
|
||||
mx, my, p2c1c2x, p2c1c2y,
|
||||
p2x, p2y, p2c2x, p2c2y,
|
||||
sqrInvScaleX, sqrInvScaleY, outputVertices);
|
||||
}
|
||||
}
|
||||
|
||||
void PathTessellator::recursiveQuadraticBezierVertices(
|
||||
float ax, float ay,
|
||||
float bx, float by,
|
||||
float cx, float cy,
|
||||
float sqrInvScaleX, float sqrInvScaleY, Vector<Vertex>& outputVertices) {
|
||||
float dx = bx - ax;
|
||||
float dy = by - ay;
|
||||
float d = (cx - bx) * dy - (cy - by) * dx;
|
||||
|
||||
if (d * d < THRESHOLD * THRESHOLD * (dx * dx * sqrInvScaleY + dy * dy * sqrInvScaleX)) {
|
||||
// below thresh, draw line by adding endpoint
|
||||
pushToVector(outputVertices, bx, by);
|
||||
} else {
|
||||
float acx = (ax + cx) * 0.5f;
|
||||
float bcx = (bx + cx) * 0.5f;
|
||||
float acy = (ay + cy) * 0.5f;
|
||||
float bcy = (by + cy) * 0.5f;
|
||||
|
||||
// midpoint
|
||||
float mx = (acx + bcx) * 0.5f;
|
||||
float my = (acy + bcy) * 0.5f;
|
||||
|
||||
recursiveQuadraticBezierVertices(ax, ay, mx, my, acx, acy,
|
||||
sqrInvScaleX, sqrInvScaleY, outputVertices);
|
||||
recursiveQuadraticBezierVertices(mx, my, bx, by, bcx, bcy,
|
||||
sqrInvScaleX, sqrInvScaleY, outputVertices);
|
||||
}
|
||||
}
|
||||
|
||||
}; // namespace uirenderer
|
||||
}; // namespace android
|
||||
@@ -14,43 +14,65 @@
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
#ifndef ANDROID_HWUI_PATH_RENDERER_H
|
||||
#define ANDROID_HWUI_PATH_RENDERER_H
|
||||
#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"
|
||||
|
||||
namespace android {
|
||||
namespace uirenderer {
|
||||
|
||||
class Matrix4;
|
||||
typedef Matrix4 mat4;
|
||||
|
||||
class VertexBuffer {
|
||||
public:
|
||||
VertexBuffer():
|
||||
mBuffer(0),
|
||||
mSize(0),
|
||||
mCleanupMethod(0)
|
||||
mCleanupMethod(NULL)
|
||||
{}
|
||||
|
||||
~VertexBuffer() {
|
||||
if (mCleanupMethod)
|
||||
mCleanupMethod(mBuffer);
|
||||
if (mCleanupMethod) mCleanupMethod(mBuffer);
|
||||
}
|
||||
|
||||
/**
|
||||
This should be the only method used by the PathTessellator. Subsequent calls to alloc will
|
||||
allocate space within the first allocation (useful if you want to eventually allocate
|
||||
multiple regions within a single VertexBuffer, such as with PathTessellator::tesselateLines()
|
||||
*/
|
||||
template <class TYPE>
|
||||
TYPE* alloc(int size) {
|
||||
if (mSize) {
|
||||
TYPE* reallocBuffer = (TYPE*)mReallocBuffer;
|
||||
// already have allocated the buffer, re-allocate space within
|
||||
if (mReallocBuffer != mBuffer) {
|
||||
// not first re-allocation, leave space for degenerate triangles to separate strips
|
||||
reallocBuffer += 2;
|
||||
}
|
||||
mReallocBuffer = reallocBuffer + size;
|
||||
return reallocBuffer;
|
||||
}
|
||||
mSize = size;
|
||||
mBuffer = (void*)new TYPE[size];
|
||||
mReallocBuffer = mBuffer = (void*)new TYPE[size];
|
||||
mCleanupMethod = &(cleanup<TYPE>);
|
||||
|
||||
return (TYPE*)mBuffer;
|
||||
}
|
||||
|
||||
void* getBuffer() { return mBuffer; }
|
||||
unsigned int getSize() { return mSize; }
|
||||
void* getBuffer() const { return mBuffer; }
|
||||
unsigned int getSize() const { return mSize; }
|
||||
|
||||
template <class TYPE>
|
||||
void createDegenerateSeparators(int allocSize) {
|
||||
TYPE* end = (TYPE*)mBuffer + mSize;
|
||||
for (TYPE* degen = (TYPE*)mBuffer + allocSize; degen < end; degen += 2 + allocSize) {
|
||||
memcpy(degen, degen - 1, sizeof(TYPE));
|
||||
memcpy(degen + 1, degen + 2, sizeof(TYPE));
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
template <class TYPE>
|
||||
@@ -60,18 +82,24 @@ private:
|
||||
|
||||
void* mBuffer;
|
||||
unsigned int mSize;
|
||||
|
||||
void* mReallocBuffer; // used for multi-allocation
|
||||
|
||||
void (*mCleanupMethod)(void*);
|
||||
};
|
||||
|
||||
class PathRenderer {
|
||||
class PathTessellator {
|
||||
public:
|
||||
static SkRect computePathBounds(const SkPath& path, const SkPaint* paint);
|
||||
static void expandBoundsForStroke(SkRect& bounds, const SkPaint* paint, bool forceExpand);
|
||||
|
||||
static void convexPathVertices(const SkPath& path, const SkPaint* paint,
|
||||
static void tessellatePath(const SkPath& path, const SkPaint* paint,
|
||||
const mat4 *transform, VertexBuffer& vertexBuffer);
|
||||
|
||||
static void tessellateLines(const float* points, int count, SkPaint* paint,
|
||||
const mat4* transform, SkRect& bounds, VertexBuffer& vertexBuffer);
|
||||
|
||||
private:
|
||||
static bool convexPathPerimeterVertices(const SkPath &path, bool forceClose,
|
||||
static bool approximatePathOutlineVertices(const SkPath &path, bool forceClose,
|
||||
float sqrInvScaleX, float sqrInvScaleY, Vector<Vertex> &outputVertices);
|
||||
|
||||
/*
|
||||
@@ -101,4 +129,4 @@ private:
|
||||
}; // namespace uirenderer
|
||||
}; // namespace android
|
||||
|
||||
#endif // ANDROID_HWUI_PATH_RENDERER_H
|
||||
#endif // ANDROID_HWUI_PATH_TESSELLATOR_H
|
||||
@@ -81,8 +81,6 @@ namespace uirenderer {
|
||||
|
||||
#define PROGRAM_IS_SIMPLE_GRADIENT 41
|
||||
|
||||
#define PROGRAM_IS_VERTEX_SHAPE_SHIFT 42
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
// Types
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
@@ -129,8 +127,7 @@ struct ProgramDescription {
|
||||
bool hasBitmap;
|
||||
bool isBitmapNpot;
|
||||
|
||||
bool isAA;
|
||||
bool isVertexShape;
|
||||
bool isAA; // drawing with a per-vertex alpha
|
||||
|
||||
bool hasGradient;
|
||||
Gradient gradientType;
|
||||
@@ -168,7 +165,6 @@ struct ProgramDescription {
|
||||
hasTextureTransform = false;
|
||||
|
||||
isAA = false;
|
||||
isVertexShape = false;
|
||||
|
||||
modulate = false;
|
||||
|
||||
@@ -263,7 +259,6 @@ struct ProgramDescription {
|
||||
if (hasTextureTransform) key |= programid(0x1) << PROGRAM_HAS_TEXTURE_TRANSFORM_SHIFT;
|
||||
if (hasGammaCorrection) key |= programid(0x1) << PROGRAM_HAS_GAMMA_CORRECTION;
|
||||
if (isSimpleGradient) key |= programid(0x1) << PROGRAM_IS_SIMPLE_GRADIENT;
|
||||
if (isVertexShape) key |= programid(0x1) << PROGRAM_IS_VERTEX_SHAPE_SHIFT;
|
||||
return key;
|
||||
}
|
||||
|
||||
|
||||
@@ -40,9 +40,6 @@ const char* gVS_Header_Attributes =
|
||||
"attribute vec4 position;\n";
|
||||
const char* gVS_Header_Attributes_TexCoords =
|
||||
"attribute vec2 texCoords;\n";
|
||||
const char* gVS_Header_Attributes_AALineParameters =
|
||||
"attribute float vtxWidth;\n"
|
||||
"attribute float vtxLength;\n";
|
||||
const char* gVS_Header_Attributes_AAVertexShapeParameters =
|
||||
"attribute float vtxAlpha;\n";
|
||||
const char* gVS_Header_Uniforms_TextureTransform =
|
||||
@@ -68,9 +65,6 @@ const char* gVS_Header_Uniforms_HasBitmap =
|
||||
"uniform mediump vec2 textureDimension;\n";
|
||||
const char* gVS_Header_Varyings_HasTexture =
|
||||
"varying vec2 outTexCoords;\n";
|
||||
const char* gVS_Header_Varyings_IsAALine =
|
||||
"varying float widthProportion;\n"
|
||||
"varying float lengthProportion;\n";
|
||||
const char* gVS_Header_Varyings_IsAAVertexShape =
|
||||
"varying float alpha;\n";
|
||||
const char* gVS_Header_Varyings_HasBitmap =
|
||||
@@ -129,9 +123,6 @@ const char* gVS_Main_Position =
|
||||
" gl_Position = projection * transform * position;\n";
|
||||
const char* gVS_Main_PointSize =
|
||||
" gl_PointSize = pointSize;\n";
|
||||
const char* gVS_Main_AALine =
|
||||
" widthProportion = vtxWidth;\n"
|
||||
" lengthProportion = vtxLength;\n";
|
||||
const char* gVS_Main_AAVertexShape =
|
||||
" alpha = vtxAlpha;\n";
|
||||
const char* gVS_Footer =
|
||||
@@ -149,9 +140,6 @@ const char* gFS_Header =
|
||||
"precision mediump float;\n\n";
|
||||
const char* gFS_Uniforms_Color =
|
||||
"uniform vec4 color;\n";
|
||||
const char* gFS_Uniforms_AALine =
|
||||
"uniform float boundaryWidth;\n"
|
||||
"uniform float boundaryLength;\n";
|
||||
const char* gFS_Header_Uniforms_PointHasBitmap =
|
||||
"uniform vec2 textureDimension;\n"
|
||||
"uniform float pointSize;\n";
|
||||
@@ -259,9 +247,6 @@ const char* gFS_Main_FetchColor =
|
||||
" fragColor = color;\n";
|
||||
const char* gFS_Main_ModulateColor =
|
||||
" fragColor *= color.a;\n";
|
||||
const char* gFS_Main_AccountForAALine =
|
||||
" fragColor *= (1.0 - smoothstep(boundaryWidth, 0.5, abs(0.5 - widthProportion)))\n"
|
||||
" * (1.0 - smoothstep(boundaryLength, 0.5, abs(0.5 - lengthProportion)));\n";
|
||||
const char* gFS_Main_AccountForAAVertexShape =
|
||||
" fragColor *= alpha;\n";
|
||||
|
||||
@@ -472,11 +457,7 @@ String8 ProgramCache::generateVertexShader(const ProgramDescription& description
|
||||
shader.append(gVS_Header_Attributes_TexCoords);
|
||||
}
|
||||
if (description.isAA) {
|
||||
if (description.isVertexShape) {
|
||||
shader.append(gVS_Header_Attributes_AAVertexShapeParameters);
|
||||
} else {
|
||||
shader.append(gVS_Header_Attributes_AALineParameters);
|
||||
}
|
||||
shader.append(gVS_Header_Attributes_AAVertexShapeParameters);
|
||||
}
|
||||
// Uniforms
|
||||
shader.append(gVS_Header_Uniforms);
|
||||
@@ -497,11 +478,7 @@ String8 ProgramCache::generateVertexShader(const ProgramDescription& description
|
||||
shader.append(gVS_Header_Varyings_HasTexture);
|
||||
}
|
||||
if (description.isAA) {
|
||||
if (description.isVertexShape) {
|
||||
shader.append(gVS_Header_Varyings_IsAAVertexShape);
|
||||
} else {
|
||||
shader.append(gVS_Header_Varyings_IsAALine);
|
||||
}
|
||||
shader.append(gVS_Header_Varyings_IsAAVertexShape);
|
||||
}
|
||||
if (description.hasGradient) {
|
||||
shader.append(gVS_Header_Varyings_HasGradient[gradientIndex(description)]);
|
||||
@@ -520,11 +497,7 @@ String8 ProgramCache::generateVertexShader(const ProgramDescription& description
|
||||
shader.append(gVS_Main_OutTexCoords);
|
||||
}
|
||||
if (description.isAA) {
|
||||
if (description.isVertexShape) {
|
||||
shader.append(gVS_Main_AAVertexShape);
|
||||
} else {
|
||||
shader.append(gVS_Main_AALine);
|
||||
}
|
||||
shader.append(gVS_Main_AAVertexShape);
|
||||
}
|
||||
if (description.hasBitmap) {
|
||||
shader.append(description.isPoint ?
|
||||
@@ -574,11 +547,7 @@ String8 ProgramCache::generateFragmentShader(const ProgramDescription& descripti
|
||||
shader.append(gVS_Header_Varyings_HasTexture);
|
||||
}
|
||||
if (description.isAA) {
|
||||
if (description.isVertexShape) {
|
||||
shader.append(gVS_Header_Varyings_IsAAVertexShape);
|
||||
} else {
|
||||
shader.append(gVS_Header_Varyings_IsAALine);
|
||||
}
|
||||
shader.append(gVS_Header_Varyings_IsAAVertexShape);
|
||||
}
|
||||
if (description.hasGradient) {
|
||||
shader.append(gVS_Header_Varyings_HasGradient[gradientIndex(description)]);
|
||||
@@ -603,9 +572,6 @@ String8 ProgramCache::generateFragmentShader(const ProgramDescription& descripti
|
||||
} else if (description.hasExternalTexture) {
|
||||
shader.append(gFS_Uniforms_ExternalTextureSampler);
|
||||
}
|
||||
if (description.isAA && !description.isVertexShape) {
|
||||
shader.append(gFS_Uniforms_AALine);
|
||||
}
|
||||
if (description.hasGradient) {
|
||||
shader.append(gFS_Uniforms_GradientSampler[gradientIndex(description)]);
|
||||
}
|
||||
@@ -618,8 +584,7 @@ String8 ProgramCache::generateFragmentShader(const ProgramDescription& descripti
|
||||
|
||||
// Optimization for common cases
|
||||
if (!description.isAA && !blendFramebuffer &&
|
||||
description.colorOp == ProgramDescription::kColorNone &&
|
||||
!description.isPoint && !description.isVertexShape) {
|
||||
description.colorOp == ProgramDescription::kColorNone && !description.isPoint) {
|
||||
bool fast = false;
|
||||
|
||||
const bool noShader = !description.hasGradient && !description.hasBitmap;
|
||||
@@ -754,11 +719,7 @@ String8 ProgramCache::generateFragmentShader(const ProgramDescription& descripti
|
||||
shader.append(gFS_Main_ApplyColorOp[description.colorOp]);
|
||||
|
||||
if (description.isAA) {
|
||||
if (description.isVertexShape) {
|
||||
shader.append(gFS_Main_AccountForAAVertexShape);
|
||||
} else {
|
||||
shader.append(gFS_Main_AccountForAALine);
|
||||
}
|
||||
shader.append(gFS_Main_AccountForAAVertexShape);
|
||||
}
|
||||
|
||||
// Output the fragment
|
||||
|
||||
@@ -68,25 +68,6 @@ struct AlphaVertex : Vertex {
|
||||
}
|
||||
}; // struct AlphaVertex
|
||||
|
||||
/**
|
||||
* Simple structure to describe a vertex with a position and an alpha value.
|
||||
*/
|
||||
struct AAVertex : Vertex {
|
||||
float width;
|
||||
float length;
|
||||
|
||||
static inline void set(AAVertex* vertex, float x, float y, float width, float length) {
|
||||
Vertex::set(vertex, x, y);
|
||||
vertex[0].width = width;
|
||||
vertex[0].length = length;
|
||||
}
|
||||
|
||||
static inline void setColor(AAVertex* vertex, float width, float length) {
|
||||
vertex[0].width = width;
|
||||
vertex[0].length = length;
|
||||
}
|
||||
}; // struct AlphaVertex
|
||||
|
||||
}; // namespace uirenderer
|
||||
}; // namespace android
|
||||
|
||||
|
||||
@@ -122,6 +122,12 @@ public abstract class DisplayModifier {
|
||||
paint.setStrokeWidth(5);
|
||||
}
|
||||
});
|
||||
put("30", new DisplayModifier() {
|
||||
@Override
|
||||
public void modifyDrawing(Paint paint, Canvas canvas) {
|
||||
paint.setStrokeWidth(30);
|
||||
}
|
||||
});
|
||||
}
|
||||
});
|
||||
put("strokeCap", new LinkedHashMap<String, DisplayModifier>() {
|
||||
|
||||
Reference in New Issue
Block a user