1 /*
2  * Copyright (C) 2012 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 #ifndef ANDROID_HWUI_PATH_TESSELLATOR_H
18 #define ANDROID_HWUI_PATH_TESSELLATOR_H
19 
20 #include "Matrix.h"
21 #include "Rect.h"
22 #include "Vertex.h"
23 #include "VertexBuffer.h"
24 
25 #include <algorithm>
26 #include <vector>
27 
28 class SkPath;
29 class SkPaint;
30 
31 namespace android {
32 namespace uirenderer {
33 
34 /**
35  * Structure used for threshold values in outline path tessellation.
36  *
37  * TODO: PaintInfo should store one of this object, and initialized all values in constructor
38  * depending on its type (point, line or path).
39  */
40 struct PathApproximationInfo {
PathApproximationInfoPathApproximationInfo41     PathApproximationInfo(float invScaleX, float invScaleY, float pixelThreshold)
42             : thresholdSquared(pixelThreshold * pixelThreshold)
43             , sqrInvScaleX(invScaleX * invScaleX)
44             , sqrInvScaleY(invScaleY * invScaleY)
45             , thresholdForConicQuads(pixelThreshold * std::min(invScaleX, invScaleY) / 2.0f){};
46 
47     const float thresholdSquared;
48     const float sqrInvScaleX;
49     const float sqrInvScaleY;
50     const float thresholdForConicQuads;
51 };
52 
53 class PathTessellator {
54 public:
55     /**
56      * Populates scaleX and scaleY with the 'tessellation scale' of the transform - the effective X
57      * and Y scales that tessellation will take into account when generating the 1.0 pixel thick
58      * ramp.
59      *
60      * Two instances of the same shape (size, paint, etc.) will only generate the same vertices if
61      * their tessellation scales are equal.
62      */
63     static void extractTessellationScales(const Matrix4& transform, float* scaleX, float* scaleY);
64 
65     /**
66      * Populates a VertexBuffer with a tessellated approximation of the input convex path, as a
67      * single
68      * triangle strip. Note: joins are not currently supported.
69      *
70      * @param path The path to be approximated
71      * @param paint The paint the path will be drawn with, indicating AA, painting style
72      *        (stroke vs fill), stroke width, stroke cap & join style, etc.
73      * @param transform The transform the path is to be drawn with, used to drive stretch-aware path
74      *        vertex approximation, and correct AA ramp offsetting.
75      * @param vertexBuffer The output buffer
76      */
77     static void tessellatePath(const SkPath& path, const SkPaint* paint, const mat4& transform,
78                                VertexBuffer& vertexBuffer);
79 
80     /**
81      * Populates a VertexBuffer with a tessellated approximation of points as a single triangle
82      * strip (with degenerate tris separating), respecting the shape defined by the paint cap.
83      *
84      * @param points The center vertices of the points to be drawn
85      * @param count The number of floats making up the point vertices
86      * @param paint The paint the points will be drawn with indicating AA, stroke width & cap
87      * @param transform The transform the points will be drawn with, used to drive stretch-aware
88      * path
89      *        vertex approximation, and correct AA ramp offsetting
90      * @param vertexBuffer The output buffer
91      */
92     static void tessellatePoints(const float* points, int count, const SkPaint* paint,
93                                  const mat4& transform, VertexBuffer& vertexBuffer);
94 
95     /**
96      * Populates a VertexBuffer with a tessellated approximation of lines as a single triangle
97      * strip (with degenerate tris separating).
98      *
99      * @param points Pairs of endpoints defining the lines to be drawn
100      * @param count The number of floats making up the line vertices
101      * @param paint The paint the lines will be drawn with indicating AA, stroke width & cap
102      * @param transform The transform the points will be drawn with, used to drive stretch-aware
103      * path
104      *        vertex approximation, and correct AA ramp offsetting
105      * @param vertexBuffer The output buffer
106      */
107     static void tessellateLines(const float* points, int count, const SkPaint* paint,
108                                 const mat4& transform, VertexBuffer& vertexBuffer);
109 
110     /**
111      * Approximates a convex outline into a clockwise Vector of 2d vertices.
112      *
113      * @param path The outline to be approximated
114      * @param threshold The threshold of acceptable error (in pixels) when approximating
115      * @param outputVertices An empty Vector which will be populated with the output
116      */
117     static bool approximatePathOutlineVertices(const SkPath& path, float threshold,
118                                                std::vector<Vertex>& outputVertices);
119 
120 private:
121     static bool approximatePathOutlineVertices(const SkPath& path, bool forceClose,
122                                                const PathApproximationInfo& approximationInfo,
123                                                std::vector<Vertex>& outputVertices);
124 
125     /*
126       endpoints a & b,
127       control c
128      */
129     static void recursiveQuadraticBezierVertices(float ax, float ay, float bx, float by, float cx,
130                                                  float cy,
131                                                  const PathApproximationInfo& approximationInfo,
132                                                  std::vector<Vertex>& outputVertices,
133                                                  int depth = 0);
134 
135     /*
136       endpoints p1, p2
137       control c1, c2
138      */
139     static void recursiveCubicBezierVertices(float p1x, float p1y, float c1x, float c1y, float p2x,
140                                              float p2y, float c2x, float c2y,
141                                              const PathApproximationInfo& approximationInfo,
142                                              std::vector<Vertex>& outputVertices, int depth = 0);
143 };
144 
145 };  // namespace uirenderer
146 };  // namespace android
147 
148 #endif  // ANDROID_HWUI_PATH_TESSELLATOR_H
149