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/* libs/graphics/sgl/SkEdge.cpp
**
** Copyright 2006, Google Inc.
**
** 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.
*/
#include "SkEdge.h"
#include "SkFDot6.h"
/*
In setLine, setQuadratic, setCubic, the first thing we do is to convert
the points into FDot6. This is modulated by the shift parameter, which
will either be 0, or something like 2 for antialiasing.
In the float case, we want to turn the float into .6 by saying pt * 64,
or pt * 256 for antialiasing. This is implemented as 1 << (shift + 6).
In the fixed case, we want to turn the fixed into .6 by saying pt >> 10,
or pt >> 8 for antialiasing. This is implemented as pt >> (10 - shift).
*/
/////////////////////////////////////////////////////////////////////////
int SkEdge::setLine(const SkPoint pts[2], const SkRect16* clip, int shift)
{
SkFDot6 x0, y0, x1, y1;
{
#ifdef SK_SCALAR_IS_FLOAT
float scale = float(1 << (shift + 6));
x0 = int(pts[0].fX * scale);
y0 = int(pts[0].fY * scale);
x1 = int(pts[1].fX * scale);
y1 = int(pts[1].fY * scale);
#else
shift = 10 - shift;
x0 = pts[0].fX >> shift;
y0 = pts[0].fY >> shift;
x1 = pts[1].fX >> shift;
y1 = pts[1].fY >> shift;
#endif
}
int winding = 1;
if (y0 > y1)
{
SkTSwap(x0, x1);
SkTSwap(y0, y1);
winding = -1;
}
int top = SkFDot6Round(y0);
int bot = SkFDot6Round(y1);
// are we a zero-height line?
if (top == bot)
return 0;
// are we completely above or below the clip?
if (clip && (top >= clip->fBottom || bot <= clip->fTop))
return 0;
SkFixed slope = SkFDot6Div(x1 - x0, y1 - y0);
fX = SkFDot6ToFixed(x0 + SkFixedMul(slope, (32 - y0) & 63)); // + SK_Fixed1/2
fDX = slope;
fFirstY = SkToS16(top);
fLastY = SkToS16(bot - 1);
fCurveCount = 0;
fWinding = SkToS8(winding);
fCurveShift = 0;
if (clip)
this->chopLineWithClip(*clip);
return 1;
}
// called from a curve subclass
int SkEdge::updateLine(SkFixed x0, SkFixed y0, SkFixed x1, SkFixed y1)
{
SkASSERT(fWinding == 1 || fWinding == -1);
SkASSERT(fCurveCount != 0);
SkASSERT(fCurveShift != 0);
y0 >>= 10;
y1 >>= 10;
SkASSERT(y0 <= y1);
int top = SkFDot6Round(y0);
int bot = SkFDot6Round(y1);
// SkASSERT(top >= fFirstY);
// are we a zero-height line?
if (top == bot)
return 0;
x0 >>= 10;
x1 >>= 10;
SkFixed slope = SkFDot6Div(x1 - x0, y1 - y0);
fX = SkFDot6ToFixed(x0 + SkFixedMul(slope, (32 - y0) & 63)); // + SK_Fixed1/2
fDX = slope;
fFirstY = SkToS16(top);
fLastY = SkToS16(bot - 1);
return 1;
}
void SkEdge::chopLineWithClip(const SkRect16& clip)
{
int top = fFirstY;
SkASSERT(top < clip.fBottom);
// clip the line to the top
if (top < clip.fTop)
{
SkASSERT(fLastY >= clip.fTop);
fX += fDX * (clip.fTop - top);
fFirstY = clip.fTop;
}
}
/////////////////////////////////////////////////////////////////////////
static inline SkFDot6 cheap_distance(SkFDot6 dx, SkFDot6 dy)
{
dx = SkAbs32(dx);
dy = SkAbs32(dy);
// return max + min/2
if (dx > dy)
dx += dy >> 1;
else
dx = dy + (dx >> 1);
return dx;
}
static inline int diff_to_shift(SkFDot6 dx, SkFDot6 dy)
{
// cheap calc of distance from center of p0-p2 to the center of the curve
SkFDot6 dist = cheap_distance(dx, dy);
// shift down dist (it is currently in dot6)
// down by 5 should give us 1/2 pixel accuracy (assuming our dist is accurate...)
// this is chosen by heuristic: make it as big as possible (to minimize segments)
// ... but small enough so that our curves still look smooth
dist >>= 5;
// each subdivision (shift value) cuts this dist (error) by 1/4
return (32 - SkCLZ(dist)) >> 1;
}
int SkQuadraticEdge::setQuadratic(const SkPoint pts[3], const SkRect16* clip, int shift)
{
SkFDot6 x0, y0, x1, y1, x2, y2;
{
#ifdef SK_SCALAR_IS_FLOAT
float scale = float(1 << (shift + 6));
x0 = int(pts[0].fX * scale);
y0 = int(pts[0].fY * scale);
x1 = int(pts[1].fX * scale);
y1 = int(pts[1].fY * scale);
x2 = int(pts[2].fX * scale);
y2 = int(pts[2].fY * scale);
#else
shift = 10 - shift;
x0 = pts[0].fX >> shift;
y0 = pts[0].fY >> shift;
x1 = pts[1].fX >> shift;
y1 = pts[1].fY >> shift;
x2 = pts[2].fX >> shift;
y2 = pts[2].fY >> shift;
#endif
}
int winding = 1;
if (y0 > y2)
{
SkTSwap(x0, x2);
SkTSwap(y0, y2);
winding = -1;
}
SkASSERT(y0 <= y1 && y1 <= y2);
int top = SkFDot6Round(y0);
int bot = SkFDot6Round(y2);
// are we a zero-height quad (line)?
if (top == bot)
return 0;
// are we completely above or below the clip?
if (clip && (top >= clip->fBottom || bot <= clip->fTop))
return 0;
// compute number of steps needed (1 << shift)
{
SkFDot6 dx = ((x1 << 1) - x0 - x2) >> 2;
SkFDot6 dy = ((y1 << 1) - y0 - y2) >> 2;
shift = diff_to_shift(dx, dy);
}
// need at least 1 subdivision for our bias trick
if (shift == 0)
shift = 1;
fWinding = SkToS8(winding);
fCurveShift = SkToU8(shift);
fCurveCount = SkToS16(1 << shift);
SkFixed A = SkFDot6ToFixed(x0 - x1 - x1 + x2);
SkFixed B = SkFDot6ToFixed(x1 - x0 + x1 - x0);
fQx = SkFDot6ToFixed(x0);
fQDx = B + (A >> shift); // biased by shift
fQDDx = A >> (shift - 1); // biased by shift
A = SkFDot6ToFixed(y0 - y1 - y1 + y2);
B = SkFDot6ToFixed(y1 - y0 + y1 - y0);
fQy = SkFDot6ToFixed(y0);
fQDy = B + (A >> shift); // biased by shift
fQDDy = A >> (shift - 1); // biased by shift
fQLastX = SkFDot6ToFixed(x2);
fQLastY = SkFDot6ToFixed(y2);
if (clip)
{
do {
for (;!this->updateQuadratic();)
;
} while (!this->intersectsClip(*clip));
this->chopLineWithClip(*clip);
return 1;
}
return this->updateQuadratic();
}
int SkQuadraticEdge::updateQuadratic()
{
int success;
int count = fCurveCount;
SkFixed oldx = fQx;
SkFixed oldy = fQy;
SkFixed newx, newy;
int shift = fCurveShift;
SkASSERT(count > 0);
do {
if (--count > 0)
{
newx = oldx + (fQDx >> shift);
fQDx += fQDDx;
newy = oldy + (fQDy >> shift);
fQDy += fQDDy;
}
else // last segment
{
newx = fQLastX;
newy = fQLastY;
}
success = this->updateLine(oldx, oldy, newx, newy);
oldx = newx;
oldy = newy;
} while (count > 0 && !success);
fQx = newx;
fQy = newy;
fCurveCount = SkToS16(count);
return success;
}
/////////////////////////////////////////////////////////////////////////
/* f(1/3) = (8a + 12b + 6c + d) / 27
f(2/3) = (a + 6b + 12c + 8d) / 27
f(1/3)-b = (8a - 15b + 6c + d) / 27
f(2/3)-c = (a + 6b - 15c + 8d) / 27
use 16/512 to approximate 1/27
*/
static SkFDot6 cubic_delta_from_line(SkFDot6 a, SkFDot6 b, SkFDot6 c, SkFDot6 d)
{
SkFDot6 oneThird = ((a << 3) - ((b << 4) - b) + 6*c + d) * 19 >> 9;
SkFDot6 twoThird = (a + 6*b - ((c << 4) - c) + (d << 3)) * 19 >> 9;
return SkMax32(SkAbs32(oneThird), SkAbs32(twoThird));
}
int SkCubicEdge::setCubic(const SkPoint pts[4], const SkRect16* clip, int shift)
{
SkFDot6 x0, y0, x1, y1, x2, y2, x3, y3;
{
#ifdef SK_SCALAR_IS_FLOAT
float scale = float(1 << (shift + 6));
x0 = int(pts[0].fX * scale);
y0 = int(pts[0].fY * scale);
x1 = int(pts[1].fX * scale);
y1 = int(pts[1].fY * scale);
x2 = int(pts[2].fX * scale);
y2 = int(pts[2].fY * scale);
x3 = int(pts[3].fX * scale);
y3 = int(pts[3].fY * scale);
#else
shift = 10 - shift;
x0 = pts[0].fX >> shift;
y0 = pts[0].fY >> shift;
x1 = pts[1].fX >> shift;
y1 = pts[1].fY >> shift;
x2 = pts[2].fX >> shift;
y2 = pts[2].fY >> shift;
x3 = pts[3].fX >> shift;
y3 = pts[3].fY >> shift;
#endif
}
int winding = 1;
if (y0 > y3)
{
SkTSwap(x0, x3);
SkTSwap(x1, x2);
SkTSwap(y0, y3);
SkTSwap(y1, y2);
winding = -1;
}
int top = SkFDot6Round(y0);
int bot = SkFDot6Round(y3);
// are we a zero-height cubic (line)?
if (top == bot)
return 0;
// are we completely above or below the clip?
if (clip && (top >= clip->fBottom || bot <= clip->fTop))
return 0;
// compute number of steps needed (1 << shift)
{
// Can't use (center of curve - center of baseline), since center-of-curve
// need not be the max delta from the baseline (it could even be coincident)
// so we try just looking at the two off-curve points
SkFDot6 dx = cubic_delta_from_line(x0, x1, x2, x3);
SkFDot6 dy = cubic_delta_from_line(y0, y1, y2, y3);
// add 1 (by observation)
shift = diff_to_shift(dx, dy) + 1;
}
// need at least 1 subdivision for our bias trick
SkASSERT(shift > 0);
fWinding = SkToS8(winding);
fCurveShift = SkToU8(shift);
fCurveCount = SkToS16(-1 << shift);
SkFixed B = SkFDot6ToFixed(3 * (x1 - x0));
SkFixed C = SkFDot6ToFixed(3 * (x0 - x1 - x1 + x2));
SkFixed D = SkFDot6ToFixed(x3 + 3 * (x1 - x2) - x0);
fCx = SkFDot6ToFixed(x0);
fCDx = B + (C >> shift) + (D >> 2*shift); // biased by shift
fCDDx = 2*C + (3*D >> (shift - 1)); // biased by 2*shift
fCDDDx = 3*D >> (shift - 1); // biased by 2*shift
B = SkFDot6ToFixed(3 * (y1 - y0));
C = SkFDot6ToFixed(3 * (y0 - y1 - y1 + y2));
D = SkFDot6ToFixed(y3 + 3 * (y1 - y2) - y0);
fCy = SkFDot6ToFixed(y0);
fCDy = B + (C >> shift) + (D >> 2*shift); // biased by shift
fCDDy = 2*C + (3*D >> (shift - 1)); // biased by 2*shift
fCDDDy = 3*D >> (shift - 1); // biased by 2*shift
fCLastX = SkFDot6ToFixed(x3);
fCLastY = SkFDot6ToFixed(y3);
if (clip)
{
do {
for (;!this->updateCubic();)
;
} while (!this->intersectsClip(*clip));
this->chopLineWithClip(*clip);
return 1;
}
return this->updateCubic();
}
int SkCubicEdge::updateCubic()
{
int success;
int count = fCurveCount;
SkFixed oldx = fCx;
SkFixed oldy = fCy;
SkFixed newx, newy;
int shift = fCurveShift;
SkASSERT(count < 0);
do {
if (++count < 0)
{
newx = oldx + (fCDx >> shift);
fCDx += fCDDx >> shift;
fCDDx += fCDDDx;
newy = oldy + (fCDy >> shift);
fCDy += fCDDy >> shift;
fCDDy += fCDDDy;
}
else // last segment
{
// SkDebugf("LastX err=%d, LastY err=%d\n", (oldx + (fCDx >> shift) - fLastX), (oldy + (fCDy >> shift) - fLastY));
newx = fCLastX;
newy = fCLastY;
}
success = this->updateLine(oldx, oldy, newx, newy);
oldx = newx;
oldy = newy;
} while (count < 0 && !success);
fCx = newx;
fCy = newy;
fCurveCount = SkToS16(count);
return success;
}