Merge "Tweak the threshold for conic path quads computation." into mnc-dev
This commit is contained in:
@@ -56,7 +56,7 @@
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namespace android {
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namespace uirenderer {
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#define OUTLINE_REFINE_THRESHOLD_SQUARED (0.5f * 0.5f)
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#define OUTLINE_REFINE_THRESHOLD 0.5f
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#define ROUND_CAP_THRESH 0.25f
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#define PI 3.1415926535897932f
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#define MAX_DEPTH 15
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@@ -739,9 +739,10 @@ void PathTessellator::tessellatePath(const SkPath &path, const SkPaint* paint,
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// force close if we're filling the path, since fill path expects closed perimeter.
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bool forceClose = paintInfo.style != SkPaint::kStroke_Style;
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PathApproximationInfo approximationInfo(threshInvScaleX, threshInvScaleY,
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OUTLINE_REFINE_THRESHOLD);
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bool wasClosed = approximatePathOutlineVertices(path, forceClose,
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threshInvScaleX * threshInvScaleX, threshInvScaleY * threshInvScaleY,
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OUTLINE_REFINE_THRESHOLD_SQUARED, tempVertices);
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approximationInfo, tempVertices);
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if (!tempVertices.size()) {
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// path was empty, return without allocating vertex buffer
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@@ -819,10 +820,9 @@ void PathTessellator::tessellatePoints(const float* points, int count, const SkP
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// calculate outline
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Vector<Vertex> outlineVertices;
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approximatePathOutlineVertices(path, true,
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paintInfo.inverseScaleX * paintInfo.inverseScaleX,
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paintInfo.inverseScaleY * paintInfo.inverseScaleY,
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OUTLINE_REFINE_THRESHOLD_SQUARED, outlineVertices);
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PathApproximationInfo approximationInfo(paintInfo.inverseScaleX, paintInfo.inverseScaleY,
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OUTLINE_REFINE_THRESHOLD);
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approximatePathOutlineVertices(path, true, approximationInfo, outlineVertices);
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if (!outlineVertices.size()) return;
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@@ -899,9 +899,10 @@ void PathTessellator::tessellateLines(const float* points, int count, const SkPa
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// Simple path line approximation
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///////////////////////////////////////////////////////////////////////////////
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bool PathTessellator::approximatePathOutlineVertices(const SkPath& path, float thresholdSquared,
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bool PathTessellator::approximatePathOutlineVertices(const SkPath& path, float threshold,
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Vector<Vertex>& outputVertices) {
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return approximatePathOutlineVertices(path, true, 1.0f, 1.0f, thresholdSquared, outputVertices);
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PathApproximationInfo approximationInfo(1.0f, 1.0f, threshold);
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return approximatePathOutlineVertices(path, true, approximationInfo, outputVertices);
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}
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void pushToVector(Vector<Vertex>& vertices, float x, float y) {
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@@ -946,8 +947,7 @@ private:
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};
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bool PathTessellator::approximatePathOutlineVertices(const SkPath& path, bool forceClose,
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float sqrInvScaleX, float sqrInvScaleY, float thresholdSquared,
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Vector<Vertex>& outputVertices) {
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const PathApproximationInfo& approximationInfo, Vector<Vertex>& outputVertices) {
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ATRACE_CALL();
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// TODO: to support joins other than sharp miter, join vertices should be labelled in the
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@@ -978,7 +978,7 @@ bool PathTessellator::approximatePathOutlineVertices(const SkPath& path, bool fo
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pts[0].x(), pts[0].y(),
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pts[2].x(), pts[2].y(),
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pts[1].x(), pts[1].y(),
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sqrInvScaleX, sqrInvScaleY, thresholdSquared, outputVertices);
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approximationInfo, outputVertices);
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clockwiseEnforcer.addPoint(pts[1]);
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clockwiseEnforcer.addPoint(pts[2]);
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break;
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@@ -989,7 +989,7 @@ bool PathTessellator::approximatePathOutlineVertices(const SkPath& path, bool fo
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pts[1].x(), pts[1].y(),
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pts[3].x(), pts[3].y(),
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pts[2].x(), pts[2].y(),
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sqrInvScaleX, sqrInvScaleY, thresholdSquared, outputVertices);
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approximationInfo, outputVertices);
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clockwiseEnforcer.addPoint(pts[1]);
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clockwiseEnforcer.addPoint(pts[2]);
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clockwiseEnforcer.addPoint(pts[3]);
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@@ -998,14 +998,14 @@ bool PathTessellator::approximatePathOutlineVertices(const SkPath& path, bool fo
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ALOGV("kConic_Verb");
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SkAutoConicToQuads converter;
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const SkPoint* quads = converter.computeQuads(pts, iter.conicWeight(),
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thresholdSquared);
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approximationInfo.thresholdForConicQuads);
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for (int i = 0; i < converter.countQuads(); ++i) {
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const int offset = 2 * i;
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recursiveQuadraticBezierVertices(
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quads[offset].x(), quads[offset].y(),
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quads[offset+2].x(), quads[offset+2].y(),
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quads[offset+1].x(), quads[offset+1].y(),
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sqrInvScaleX, sqrInvScaleY, thresholdSquared, outputVertices);
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approximationInfo, outputVertices);
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}
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clockwiseEnforcer.addPoint(pts[1]);
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clockwiseEnforcer.addPoint(pts[2]);
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@@ -1031,12 +1031,23 @@ bool PathTessellator::approximatePathOutlineVertices(const SkPath& path, bool fo
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///////////////////////////////////////////////////////////////////////////////
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// Bezier approximation
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//
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// All the inputs and outputs here are in path coordinates.
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// We convert the error threshold from screen coordinates into path coordinates.
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///////////////////////////////////////////////////////////////////////////////
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// Get a threshold in path coordinates, by scaling the thresholdSquared from screen coordinates.
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// TODO: Document the math behind this algorithm.
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static inline float getThreshold(const PathApproximationInfo& info, float dx, float dy) {
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// multiplying by sqrInvScaleY/X equivalent to multiplying in dimensional scale factors
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float scale = (dx * dx * info.sqrInvScaleY + dy * dy * info.sqrInvScaleX);
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return info.thresholdSquared * scale;
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}
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void PathTessellator::recursiveCubicBezierVertices(
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float p1x, float p1y, float c1x, float c1y,
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float p2x, float p2y, float c2x, float c2y,
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float sqrInvScaleX, float sqrInvScaleY, float thresholdSquared,
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const PathApproximationInfo& approximationInfo,
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Vector<Vertex>& outputVertices, int depth) {
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float dx = p2x - p1x;
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float dy = p2y - p1y;
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@@ -1044,9 +1055,8 @@ void PathTessellator::recursiveCubicBezierVertices(
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float d2 = fabs((c2x - p2x) * dy - (c2y - p2y) * dx);
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float d = d1 + d2;
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// multiplying by sqrInvScaleY/X equivalent to multiplying in dimensional scale factors
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if (depth >= MAX_DEPTH
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|| d * d <= thresholdSquared * (dx * dx * sqrInvScaleY + dy * dy * sqrInvScaleX)) {
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|| d * d <= getThreshold(approximationInfo, dx, dy)) {
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// below thresh, draw line by adding endpoint
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pushToVector(outputVertices, p2x, p2y);
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} else {
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@@ -1070,11 +1080,11 @@ void PathTessellator::recursiveCubicBezierVertices(
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recursiveCubicBezierVertices(
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p1x, p1y, p1c1x, p1c1y,
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mx, my, p1c1c2x, p1c1c2y,
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sqrInvScaleX, sqrInvScaleY, thresholdSquared, outputVertices, depth + 1);
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approximationInfo, outputVertices, depth + 1);
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recursiveCubicBezierVertices(
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mx, my, p2c1c2x, p2c1c2y,
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p2x, p2y, p2c2x, p2c2y,
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sqrInvScaleX, sqrInvScaleY, thresholdSquared, outputVertices, depth + 1);
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approximationInfo, outputVertices, depth + 1);
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}
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}
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@@ -1082,15 +1092,15 @@ void PathTessellator::recursiveQuadraticBezierVertices(
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float ax, float ay,
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float bx, float by,
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float cx, float cy,
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float sqrInvScaleX, float sqrInvScaleY, float thresholdSquared,
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const PathApproximationInfo& approximationInfo,
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Vector<Vertex>& outputVertices, int depth) {
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float dx = bx - ax;
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float dy = by - ay;
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// d is the cross product of vector (B-A) and (C-B).
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float d = (cx - bx) * dy - (cy - by) * dx;
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// multiplying by sqrInvScaleY/X equivalent to multiplying in dimensional scale factors
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if (depth >= MAX_DEPTH
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|| d * d <= thresholdSquared * (dx * dx * sqrInvScaleY + dy * dy * sqrInvScaleX)) {
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|| d * d <= getThreshold(approximationInfo, dx, dy)) {
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// below thresh, draw line by adding endpoint
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pushToVector(outputVertices, bx, by);
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} else {
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@@ -1104,9 +1114,9 @@ void PathTessellator::recursiveQuadraticBezierVertices(
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float my = (acy + bcy) * 0.5f;
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recursiveQuadraticBezierVertices(ax, ay, mx, my, acx, acy,
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sqrInvScaleX, sqrInvScaleY, thresholdSquared, outputVertices, depth + 1);
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approximationInfo, outputVertices, depth + 1);
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recursiveQuadraticBezierVertices(mx, my, bx, by, bcx, bcy,
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sqrInvScaleX, sqrInvScaleY, thresholdSquared, outputVertices, depth + 1);
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approximationInfo, outputVertices, depth + 1);
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}
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}
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@@ -27,6 +27,26 @@
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namespace android {
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namespace uirenderer {
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/**
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* Structure used for threshold values in outline path tessellation.
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*
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* TODO: PaintInfo should store one of this object, and initialized all values in constructor
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* depending on its type (point, line or path).
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*/
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struct PathApproximationInfo {
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PathApproximationInfo(float invScaleX, float invScaleY, float pixelThreshold)
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: thresholdSquared(pixelThreshold * pixelThreshold)
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, sqrInvScaleX(invScaleX * invScaleX)
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, sqrInvScaleY(invScaleY * invScaleY)
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, thresholdForConicQuads(pixelThreshold * MathUtils::min(invScaleX, invScaleY) / 2.0f) {
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};
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const float thresholdSquared;
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const float sqrInvScaleX;
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const float sqrInvScaleY;
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const float thresholdForConicQuads;
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};
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class PathTessellator {
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public:
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/**
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@@ -85,16 +105,15 @@ public:
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* Approximates a convex outline into a clockwise Vector of 2d vertices.
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*
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* @param path The outline to be approximated
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* @param thresholdSquared The threshold of acceptable error (in pixels) when approximating
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* @param threshold The threshold of acceptable error (in pixels) when approximating
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* @param outputVertices An empty Vector which will be populated with the output
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*/
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static bool approximatePathOutlineVertices(const SkPath &path, float thresholdSquared,
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static bool approximatePathOutlineVertices(const SkPath &path, float threshold,
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Vector<Vertex> &outputVertices);
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private:
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static bool approximatePathOutlineVertices(const SkPath &path, bool forceClose,
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float sqrInvScaleX, float sqrInvScaleY, float thresholdSquared,
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Vector<Vertex> &outputVertices);
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const PathApproximationInfo& approximationInfo, Vector<Vertex> &outputVertices);
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/*
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endpoints a & b,
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@@ -104,7 +123,7 @@ private:
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float ax, float ay,
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float bx, float by,
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float cx, float cy,
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float sqrInvScaleX, float sqrInvScaleY, float thresholdSquared,
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const PathApproximationInfo& approximationInfo,
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Vector<Vertex> &outputVertices, int depth = 0);
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/*
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@@ -116,7 +135,7 @@ private:
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float c1x, float c1y,
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float p2x, float p2y,
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float c2x, float c2y,
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float sqrInvScaleX, float sqrInvScaleY, float thresholdSquared,
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const PathApproximationInfo& approximationInfo,
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Vector<Vertex> &outputVertices, int depth = 0);
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};
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@@ -226,9 +226,9 @@ static void tessellateShadows(
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// tessellate caster outline into a 2d polygon
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Vector<Vertex> casterVertices2d;
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const float casterRefinementThresholdSquared = 4.0f;
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const float casterRefinementThreshold = 2.0f;
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PathTessellator::approximatePathOutlineVertices(*casterPerimeter,
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casterRefinementThresholdSquared, casterVertices2d);
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casterRefinementThreshold, casterVertices2d);
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// Shadow requires CCW for now. TODO: remove potential double-reverse
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reverseVertexArray(casterVertices2d.editArray(), casterVertices2d.size());
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