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