Add stroke support to polygonal shape rendering

bug:4419017
bug:7230005

- Adds support for stroke/strokeAndFill for shapes without joins
- Fixes path-polygonization threshold calculation
- Fixes rendering offset (now only used for points)
- Several formatting fixes

Change-Id: If72473dc881e45752e2ec212d0dcd1e3f97979ea
This commit is contained in:
Chris Craik
2012-09-25 12:00:29 -07:00
parent fd3398c8bf
commit cb4d600957
7 changed files with 364 additions and 181 deletions

View File

@@ -68,6 +68,7 @@ void Caches::init() {
mCurrentBuffer = meshBuffer;
mCurrentIndicesBuffer = 0;
mCurrentPositionPointer = this;
mCurrentPositionStride = 0;
mCurrentTexCoordsPointer = this;
mTexCoordsArrayEnabled = false;
@@ -340,15 +341,18 @@ bool Caches::unbindIndicesBuffer() {
// Meshes and textures
///////////////////////////////////////////////////////////////////////////////
void Caches::bindPositionVertexPointer(bool force, GLuint slot, GLvoid* vertices, GLsizei stride) {
if (force || vertices != mCurrentPositionPointer) {
void Caches::bindPositionVertexPointer(bool force, GLvoid* vertices, GLsizei stride) {
if (force || vertices != mCurrentPositionPointer || stride != mCurrentPositionStride) {
GLuint slot = currentProgram->position;
glVertexAttribPointer(slot, 2, GL_FLOAT, GL_FALSE, stride, vertices);
mCurrentPositionPointer = vertices;
mCurrentPositionStride = stride;
}
}
void Caches::bindTexCoordsVertexPointer(bool force, GLuint slot, GLvoid* vertices) {
void Caches::bindTexCoordsVertexPointer(bool force, GLvoid* vertices) {
if (force || vertices != mCurrentTexCoordsPointer) {
GLuint slot = currentProgram->texCoords;
glVertexAttribPointer(slot, 2, GL_FLOAT, GL_FALSE, gMeshStride, vertices);
mCurrentTexCoordsPointer = vertices;
}

View File

@@ -173,14 +173,13 @@ public:
* Binds an attrib to the specified float vertex pointer.
* Assumes a stride of gMeshStride and a size of 2.
*/
void bindPositionVertexPointer(bool force, GLuint slot, GLvoid* vertices,
GLsizei stride = gMeshStride);
void bindPositionVertexPointer(bool force, GLvoid* vertices, GLsizei stride = gMeshStride);
/**
* Binds an attrib to the specified float vertex pointer.
* Assumes a stride of gMeshStride and a size of 2.
*/
void bindTexCoordsVertexPointer(bool force, GLuint slot, GLvoid* vertices);
void bindTexCoordsVertexPointer(bool force, GLvoid* vertices);
/**
* Resets the vertex pointers.
@@ -295,6 +294,7 @@ private:
GLuint mCurrentBuffer;
GLuint mCurrentIndicesBuffer;
void* mCurrentPositionPointer;
GLuint mCurrentPositionStride;
void* mCurrentTexCoordsPointer;
bool mTexCoordsArrayEnabled;

View File

@@ -374,9 +374,8 @@ void FontRenderer::issueDrawCommand() {
int offset = 2;
bool force = caches.unbindMeshBuffer();
caches.bindPositionVertexPointer(force, caches.currentProgram->position, buffer);
caches.bindTexCoordsVertexPointer(force, caches.currentProgram->texCoords,
buffer + offset);
caches.bindPositionVertexPointer(force, buffer);
caches.bindTexCoordsVertexPointer(force, buffer + offset);
}
glDrawElements(GL_TRIANGLES, mCurrentQuadIndex * 6, GL_UNSIGNED_SHORT, NULL);

View File

@@ -1248,6 +1248,15 @@ bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, fl
return !clip.intersects(transformed);
}
bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, SkPaint* paint) {
if (paint->getStyle() != SkPaint::kFill_Style) {
float outset = paint->getStrokeWidth() * 0.5f;
return quickReject(left - outset, top - outset, right + outset, bottom + outset);
} else {
return quickReject(left, top, right, bottom);
}
}
bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
if (mSnapshot->isIgnored()) {
return true;
@@ -1490,7 +1499,7 @@ void OpenGLRenderer::setupDrawTextGammaUniforms() {
void OpenGLRenderer::setupDrawSimpleMesh() {
bool force = mCaches.bindMeshBuffer();
mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0);
mCaches.bindPositionVertexPointer(force, 0);
mCaches.unbindIndicesBuffer();
}
@@ -1523,9 +1532,9 @@ void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint v
force = mCaches.unbindMeshBuffer();
}
mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
mCaches.bindPositionVertexPointer(force, vertices);
if (mCaches.currentProgram->texCoords >= 0) {
mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
mCaches.bindTexCoordsVertexPointer(force, texCoords);
}
mCaches.unbindIndicesBuffer();
@@ -1533,16 +1542,15 @@ void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint v
void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
bool force = mCaches.unbindMeshBuffer();
mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
mCaches.bindPositionVertexPointer(force, vertices);
if (mCaches.currentProgram->texCoords >= 0) {
mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
mCaches.bindTexCoordsVertexPointer(force, texCoords);
}
}
void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
bool force = mCaches.unbindMeshBuffer();
mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
vertices, gVertexStride);
mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
mCaches.unbindIndicesBuffer();
}
@@ -1560,8 +1568,7 @@ void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) {
bool force = mCaches.unbindMeshBuffer();
mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
vertices, gAAVertexStride);
mCaches.bindPositionVertexPointer(force, vertices, gAAVertexStride);
mCaches.resetTexCoordsVertexPointer();
mCaches.unbindIndicesBuffer();
@@ -1919,15 +1926,23 @@ status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const
}
/**
* This function uses a similar approach to that of AA lines in the drawLines() function.
* We expand the rectangle by a half pixel in screen space on all sides. However, instead of using
* a fragment shader to compute the translucency of the color from its position, we simply use a
* varying parameter to define how far a given pixel is into the region.
* Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
* that of AA lines in the drawLines() function. We expand the convex path by a half pixel in
* screen space in all directions. However, instead of using a fragment shader to compute the
* translucency of the color from its position, we simply use a varying parameter to define how far
* a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
*
* Doesn't yet support joins, caps, or path effects.
*/
void OpenGLRenderer::drawConvexPath(const SkPath& path, int color, SkXfermode::Mode mode, bool isAA) {
void OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
int color = paint->getColor();
SkPaint::Style style = paint->getStyle();
SkXfermode::Mode mode = getXfermode(paint->getXfermode());
bool isAA = paint->isAntiAlias();
VertexBuffer vertexBuffer;
// TODO: try clipping large paths to viewport
PathRenderer::convexPathFillVertices(path, mSnapshot->transform, vertexBuffer, isAA);
PathRenderer::convexPathVertices(path, paint, mSnapshot->transform, vertexBuffer);
setupDraw();
setupDrawNoTexture();
@@ -1938,15 +1953,14 @@ void OpenGLRenderer::drawConvexPath(const SkPath& path, int color, SkXfermode::M
setupDrawShader();
setupDrawBlending(isAA, mode);
setupDrawProgram();
setupDrawModelViewIdentity(true);
setupDrawModelViewIdentity();
setupDrawColorUniforms();
setupDrawColorFilterUniforms();
setupDrawShaderIdentityUniforms();
void* vertices = vertexBuffer.getBuffer();
bool force = mCaches.unbindMeshBuffer();
mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
vertices, isAA ? gAlphaVertexStride : gVertexStride);
mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
mCaches.resetTexCoordsVertexPointer();
mCaches.unbindIndicesBuffer();
@@ -1960,7 +1974,7 @@ void OpenGLRenderer::drawConvexPath(const SkPath& path, int color, SkXfermode::M
glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
}
SkRect bounds = path.getBounds();
SkRect bounds = PathRenderer::computePathBounds(path, paint);
dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *mSnapshot->transform);
glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize());
@@ -2050,7 +2064,7 @@ status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
setupDrawShader();
setupDrawBlending(isAA, mode);
setupDrawProgram();
setupDrawModelViewIdentity(true);
setupDrawModelViewIdentity();
setupDrawColorUniforms();
setupDrawColorFilterUniforms();
setupDrawShaderIdentityUniforms();
@@ -2330,11 +2344,11 @@ status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* tex
status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
float rx, float ry, SkPaint* p) {
if (mSnapshot->isIgnored() || quickReject(left, top, right, bottom)) {
if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
return DrawGlInfo::kStatusDone;
}
if (p->getStyle() != SkPaint::kFill_Style) {
if (p->getPathEffect() != 0) {
mCaches.activeTexture(0);
const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
right - left, bottom - top, rx, ry, p);
@@ -2343,37 +2357,47 @@ status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float
SkPath path;
SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
float outset = p->getStrokeWidth() / 2;
rect.outset(outset, outset);
rx += outset;
ry += outset;
}
path.addRoundRect(rect, rx, ry);
drawConvexPath(path, p->getColor(), getXfermode(p->getXfermode()), p->isAntiAlias());
drawConvexPath(path, p);
return DrawGlInfo::kStatusDrew;
}
status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
if (mSnapshot->isIgnored() || quickReject(x - radius, y - radius, x + radius, y + radius)) {
if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius,
x + radius, y + radius, p)) {
return DrawGlInfo::kStatusDone;
}
if (p->getStyle() != SkPaint::kFill_Style) {
if (p->getPathEffect() != 0) {
mCaches.activeTexture(0);
const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, p);
return drawShape(x - radius, y - radius, texture, p);
}
SkPath path;
path.addCircle(x, y, radius);
drawConvexPath(path, p->getColor(), getXfermode(p->getXfermode()), p->isAntiAlias());
if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
} else {
path.addCircle(x, y, radius);
}
drawConvexPath(path, p);
return DrawGlInfo::kStatusDrew;
}
status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
SkPaint* p) {
if (mSnapshot->isIgnored() || quickReject(left, top, right, bottom)) {
if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
return DrawGlInfo::kStatusDone;
}
if (p->getStyle() != SkPaint::kFill_Style) {
if (p->getPathEffect() != 0) {
mCaches.activeTexture(0);
const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, p);
return drawShape(left, top, texture, p);
@@ -2381,8 +2405,11 @@ status_t OpenGLRenderer::drawOval(float left, float top, float right, float bott
SkPath path;
SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
}
path.addOval(rect);
drawConvexPath(path, p->getColor(), getXfermode(p->getXfermode()), p->isAntiAlias());
drawConvexPath(path, p);
return DrawGlInfo::kStatusDrew;
}
@@ -2402,10 +2429,11 @@ status_t OpenGLRenderer::drawArc(float left, float top, float right, float botto
}
status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
if (mSnapshot->isIgnored() || quickReject(left, top, right, bottom)) {
if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
return DrawGlInfo::kStatusDone;
}
// only fill style is supported by drawConvexPath, since others have to handle joins
if (p->getStyle() != SkPaint::kFill_Style) {
mCaches.activeTexture(0);
const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, p);
@@ -2415,7 +2443,7 @@ status_t OpenGLRenderer::drawRect(float left, float top, float right, float bott
if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
SkPath path;
path.addRect(left, top, right, bottom);
drawConvexPath(path, p->getColor(), getXfermode(p->getXfermode()), true);
drawConvexPath(path, p);
} else {
drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
}

View File

@@ -406,6 +406,11 @@ private:
bool quickRejectNoScissor(float left, float top, float right, float bottom,
Rect& transformed, Rect& clip);
/**
* Performs a quick reject but adjust the bounds to account for stroke width if necessary
*/
bool quickRejectPreStroke(float left, float top, float right, float bottom, SkPaint* paint);
/**
* Creates a new layer stored in the specified snapshot.
*
@@ -513,11 +518,9 @@ private:
* Renders the convex hull defined by the specified path as a strip of polygons.
*
* @param path The hull of the path to draw
* @param color The color of the rect
* @param mode The blending mode to draw the path
* @param isAA True if the drawing should be anti-aliased
* @param paint The paint to render with
*/
void drawConvexPath(const SkPath& path, int color, SkXfermode::Mode mode, bool isAA);
void drawConvexPath(const SkPath& path, SkPaint* paint);
/**
* Draws a textured rectangle with the specified texture. The specified coordinates

View File

@@ -21,6 +21,7 @@
#define VERTEX_DEBUG 0
#include <SkPath.h>
#include <SkPaint.h>
#include <stdlib.h>
#include <stdint.h>
@@ -39,10 +40,16 @@ namespace uirenderer {
#define THRESHOLD 0.5f
void PathRenderer::computeInverseScales(const mat4 *transform,
float &inverseScaleX, float& inverseScaleY) {
inverseScaleX = 1.0f;
inverseScaleY = 1.0f;
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];
@@ -50,127 +57,275 @@ void PathRenderer::computeInverseScales(const mat4 *transform,
float m11 = transform->data[Matrix4::kScaleY];
float scaleX = sqrt(m00 * m00 + m01 * m01);
float scaleY = sqrt(m10 * m10 + m11 * m11);
inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
inverseScaleX = (scaleX != 0) ? (1.0f / scaleX) : 0;
inverseScaleY = (scaleY != 0) ? (1.0f / scaleY) : 0;
} else {
inverseScaleX = 1.0f;
inverseScaleY = 1.0f;
}
}
void PathRenderer::convexPathFillVertices(const SkPath &path, const mat4 *transform,
VertexBuffer &vertexBuffer, bool isAA) {
ATRACE_CALL();
float inverseScaleX;
float inverseScaleY;
computeInverseScales(transform, inverseScaleX, inverseScaleY);
inline void copyVertex(Vertex* destPtr, const Vertex* srcPtr)
{
Vertex::set(destPtr, srcPtr->position[0], srcPtr->position[1]);
}
Vector<Vertex> tempVertices;
float thresholdx = THRESHOLD * inverseScaleX;
float thresholdy = THRESHOLD * inverseScaleY;
convexPathVertices(path,
thresholdx * thresholdx,
thresholdy * thresholdy,
tempVertices);
inline void copyAlphaVertex(AlphaVertex* destPtr, const AlphaVertex* srcPtr)
{
AlphaVertex::set(destPtr, srcPtr->position[0], srcPtr->position[1], srcPtr->alpha);
}
void getFillVerticesFromPerimeter(const Vector<Vertex>& perimeter, VertexBuffer& vertexBuffer) {
Vertex* buffer = vertexBuffer.alloc<Vertex>(perimeter.size());
#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
int currentIndex = 0;
if (!isAA) {
Vertex* buffer = vertexBuffer.alloc<Vertex>(tempVertices.size());
// 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 = tempVertices.size() - 1;
while (srcAindex <= srcBindex) {
Vertex::set(&buffer[currentIndex++],
tempVertices.editArray()[srcAindex].position[0],
tempVertices.editArray()[srcAindex].position[1]);
if (srcAindex == srcBindex) break;
Vertex::set(&buffer[currentIndex++],
tempVertices.editArray()[srcBindex].position[0],
tempVertices.editArray()[srcBindex].position[1]);
srcAindex++;
srcBindex--;
}
return;
// 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--;
}
AlphaVertex* buffer = vertexBuffer.alloc<AlphaVertex>(tempVertices.size() * 3 + 2);
}
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();
// offset each point by its normal, out and in, by appropriate stroke offset
vec2 totalOffset = (lastNormal + nextNormal);
totalOffset.normalize();
if (halfStrokeWidth == 0.0f) {
// hairline - compensate for scale
totalOffset.x *= 0.5f * inverseScaleX;
totalOffset.y *= 0.5f * inverseScaleY;
} else {
totalOffset *= halfStrokeWidth;
}
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 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.
Vertex* last = &(tempVertices.editArray()[tempVertices.size()-1]);
for (unsigned int i = 0; i<tempVertices.size(); i++) {
Vertex* current = &(tempVertices.editArray()[i]);
Vertex* next = &(tempVertices.editArray()[i + 1 >= tempVertices.size() ? 0 : i + 1]);
vec2 lastNormal(current->position[1] - last->position[1],
last->position[0] - current->position[0]);
lastNormal.normalize();
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]);
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 = (lastNormal + nextNormal) / (2 * (1 + lastNormal.dot(nextNormal)));
totalOffset.x *= inverseScaleX;
totalOffset.y *= inverseScaleY;
vec2 totalOffset = (lastNormal + nextNormal);
totalOffset.normalize();
totalOffset.x *= inverseScaleX * 0.5f;
totalOffset.y *= inverseScaleY * 0.5f;
AlphaVertex::set(&buffer[currentIndex++],
current->position[0] + totalOffset.x,
current->position[1] + totalOffset.y,
0.0f);
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);
current->position[0] - totalOffset.x,
current->position[1] - totalOffset.y,
1.0f);
last = current;
current = next;
lastNormal = nextNormal;
}
// wrap around to beginning
AlphaVertex::set(&buffer[currentIndex++],
buffer[0].position[0],
buffer[0].position[1], 0.0f);
AlphaVertex::set(&buffer[currentIndex++],
buffer[1].position[0],
buffer[1].position[1], 1.0f);
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 = tempVertices.size() - 1;
int srcBindex = perimeter.size() - 1;
while (srcAindex <= srcBindex) {
AlphaVertex::set(&buffer[currentIndex++],
buffer[srcAindex * 2 + 1].position[0],
buffer[srcAindex * 2 + 1].position[1],
1.0f);
copyAlphaVertex(&buffer[currentIndex++], &buffer[srcAindex * 2 + 1]);
if (srcAindex == srcBindex) break;
AlphaVertex::set(&buffer[currentIndex++],
buffer[srcBindex * 2 + 1].position[0],
buffer[srcBindex * 2 + 1].position[1],
1.0f);
copyAlphaVertex(&buffer[currentIndex++], &buffer[srcBindex * 2 + 1]);
srcAindex++;
srcBindex--;
}
#if VERTEX_DEBUG
for (unsigned int i = 0; i < vertexBuffer.mSize; i++) {
ALOGD("point at %f %f",
buffer[i].position[0],
buffer[i].position[1]);
for (unsigned int i = 0; i < vertexBuffer.getSize(); i++) {
ALOGD("point at %f %f", buffer[i].position[0], buffer[i].position[1]);
}
#endif
}
void getStrokeVerticesFromPerimeterAA(const Vector<Vertex>& perimeter, float halfStrokeWidth,
VertexBuffer& vertexBuffer, float inverseScaleX, float inverseScaleY) {
AlphaVertex* buffer = vertexBuffer.alloc<AlphaVertex>(6 * perimeter.size() + 8);
void PathRenderer::convexPathVertices(const SkPath &path, float thresholdx, float thresholdy,
Vector<Vertex> &outputVertices) {
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 pointNormal = (lastNormal + nextNormal);
pointNormal.normalize();
vec2 AAOffset = pointNormal * 0.5f;
AAOffset.x *= inverseScaleX;
AAOffset.y *= inverseScaleY;
vec2 innerOffset = pointNormal;
if (halfStrokeWidth == 0.0f) {
// hairline! - compensate for scale
innerOffset.x *= 0.5f * inverseScaleX;
innerOffset.y *= 0.5f * inverseScaleY;
} else {
innerOffset *= halfStrokeWidth;
}
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,
1.0f);
AlphaVertex::set(&buffer[currentStrokeIndex++],
current->position[0] + innerOffset.x,
current->position[1] + innerOffset.y,
1.0f);
AlphaVertex::set(&buffer[currentStrokeIndex++],
current->position[0] - innerOffset.x,
current->position[1] - innerOffset.y,
1.0f);
AlphaVertex::set(&buffer[currentAAInnerIndex++],
current->position[0] - innerOffset.x,
current->position[1] - innerOffset.y,
1.0f);
AlphaVertex::set(&buffer[currentAAInnerIndex++],
current->position[0] - outerOffset.x,
current->position[1] - outerOffset.y,
0.0f);
// TODO: current = next, copy last normal instead of recalculate
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
}
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;
convexPathPerimeterVertices(path, inverseScaleX * inverseScaleX, inverseScaleY * inverseScaleY,
tempVertices);
#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) {
getStrokeVerticesFromPerimeter(tempVertices, halfStrokeWidth, vertexBuffer,
inverseScaleX, inverseScaleY);
} else {
getStrokeVerticesFromPerimeterAA(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 PathRenderer::convexPathPerimeterVertices(const SkPath& path,
float sqrInvScaleX, float sqrInvScaleY, Vector<Vertex>& outputVertices) {
ATRACE_CALL();
SkPath::Iter iter(path, true);
@@ -189,31 +344,30 @@ void PathRenderer::convexPathVertices(const SkPath &path, float thresholdx, floa
break;
case SkPath::kLine_Verb:
ALOGV("kLine_Verb %f %f -> %f %f",
pts[0].x(), pts[0].y(),
pts[1].x(), pts[1].y());
pts[0].x(), pts[0].y(),
pts[1].x(), pts[1].y());
// TODO: make this not yuck
outputVertices.push();
newVertex = &(outputVertices.editArray()[outputVertices.size()-1]);
newVertex = &(outputVertices.editArray()[outputVertices.size() - 1]);
Vertex::set(newVertex, 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(),
thresholdx, thresholdy,
outputVertices);
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(),
thresholdx, thresholdy, outputVertices);
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;
@@ -224,18 +378,20 @@ void PathRenderer::convexPathVertices(const SkPath &path, float thresholdx, floa
void PathRenderer::recursiveCubicBezierVertices(
float p1x, float p1y, float c1x, float c1y,
float p2x, float p2y, float c2x, float c2y,
float thresholdx, float thresholdy, Vector<Vertex> &outputVertices) {
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;
if (d * d < (thresholdx * (dx * dx) + thresholdy * (dy * dy))) {
// 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
// TODO: make this not yuck
outputVertices.push();
Vertex* newVertex = &(outputVertices.editArray()[outputVertices.size()-1]);
Vertex* newVertex = &(outputVertices.editArray()[outputVertices.size() - 1]);
Vertex::set(newVertex, p2x, p2y);
} else {
float p1c1x = (p1x + c1x) * 0.5f;
@@ -258,13 +414,11 @@ void PathRenderer::recursiveCubicBezierVertices(
recursiveCubicBezierVertices(
p1x, p1y, p1c1x, p1c1y,
mx, my, p1c1c2x, p1c1c2y,
thresholdx, thresholdy,
outputVertices);
sqrInvScaleX, sqrInvScaleY, outputVertices);
recursiveCubicBezierVertices(
mx, my, p2c1c2x, p2c1c2y,
p2x, p2y, p2c2x, p2c2y,
thresholdx, thresholdy,
outputVertices);
sqrInvScaleX, sqrInvScaleY, outputVertices);
}
}
@@ -272,16 +426,16 @@ void PathRenderer::recursiveQuadraticBezierVertices(
float ax, float ay,
float bx, float by,
float cx, float cy,
float thresholdx, float thresholdy, Vector<Vertex> &outputVertices) {
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 < (thresholdx * (dx * dx) + thresholdy * (dy * dy))) {
if (d * d < THRESHOLD * THRESHOLD * (dx * dx * sqrInvScaleY + dy * dy * sqrInvScaleX)) {
// below thresh, draw line by adding endpoint
// TODO: make this not yuck
outputVertices.push();
Vertex* newVertex = &(outputVertices.editArray()[outputVertices.size()-1]);
Vertex* newVertex = &(outputVertices.editArray()[outputVertices.size() - 1]);
Vertex::set(newVertex, bx, by);
} else {
float acx = (ax + cx) * 0.5f;
@@ -294,9 +448,9 @@ void PathRenderer::recursiveQuadraticBezierVertices(
float my = (acy + bcy) * 0.5f;
recursiveQuadraticBezierVertices(ax, ay, mx, my, acx, acy,
thresholdx, thresholdy, outputVertices);
sqrInvScaleX, sqrInvScaleY, outputVertices);
recursiveQuadraticBezierVertices(mx, my, bx, by, bcx, bcy,
thresholdx, thresholdy, outputVertices);
sqrInvScaleX, sqrInvScaleY, outputVertices);
}
}

View File

@@ -35,15 +35,13 @@ public:
mCleanupMethod(0)
{}
~VertexBuffer()
{
~VertexBuffer() {
if (mCleanupMethod)
mCleanupMethod(mBuffer);
}
template <class TYPE>
TYPE* alloc(int size)
{
TYPE* alloc(int size) {
mSize = size;
mBuffer = (void*)new TYPE[size];
mCleanupMethod = &(cleanup<TYPE>);
@@ -56,8 +54,7 @@ public:
private:
template <class TYPE>
static void cleanup(void* buffer)
{
static void cleanup(void* buffer) {
delete[] (TYPE*)buffer;
}
@@ -68,17 +65,15 @@ private:
class PathRenderer {
public:
static void computeInverseScales(
const mat4 *transform, float &inverseScaleX, float& inverseScaleY);
static SkRect computePathBounds(const SkPath& path, const SkPaint* paint);
static void convexPathFillVertices(
const SkPath &path, const mat4 *transform,
VertexBuffer &vertexBuffer, bool isAA);
static void convexPathVertices(const SkPath& path, const SkPaint* paint,
const mat4 *transform, VertexBuffer& vertexBuffer);
private:
static void convexPathVertices(
static void convexPathPerimeterVertices(
const SkPath &path,
float thresholdx, float thresholdy,
float sqrInvScaleX, float sqrInvScaleY,
Vector<Vertex> &outputVertices);
/*
@@ -86,23 +81,23 @@ private:
control c
*/
static void recursiveQuadraticBezierVertices(
float ax, float ay,
float bx, float by,
float cx, float cy,
float thresholdx, float thresholdy,
Vector<Vertex> &outputVertices);
float ax, float ay,
float bx, float by,
float cx, float cy,
float sqrInvScaleX, float sqrInvScaleY,
Vector<Vertex> &outputVertices);
/*
endpoints p1, p2
control c1, c2
*/
static void recursiveCubicBezierVertices(
float p1x, float p1y,
float c1x, float c1y,
float p2x, float p2y,
float c2x, float c2y,
float thresholdx, float thresholdy,
Vector<Vertex> &outputVertices);
float p1x, float p1y,
float c1x, float c1y,
float p2x, float p2y,
float c2x, float c2y,
float sqrInvScaleX, float sqrInvScaleY,
Vector<Vertex> &outputVertices);
};
}; // namespace uirenderer