thorvg/src/renderer/gl_engine/tvgGlTessellator.cpp
Hermet Park ed5f24b030 renderer/engines: redesigned RenderRegion property layout
redefiend properties so that min/max are prioritized,
as they are accessed more frequently than pos/size
during rendering calculations.

also introduced miscellaneous functions to improve usability.
2025-05-28 11:40:59 +09:00

2215 lines
61 KiB
C++

/*
* Copyright (c) 2023 - 2025 the ThorVG project. All rights reserved.
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#include <algorithm>
#define _USE_MATH_DEFINES
#include <cmath>
#include <cstdint>
#include "tvgGlCommon.h"
#include "tvgGlTessellator.h"
#include "tvgRender.h"
#include "tvgGlList.h"
namespace tvg
{
// common obj for memory control
struct Object
{
virtual ~Object() = default;
};
class ObjectHeap
{
public:
ObjectHeap() = default;
~ObjectHeap()
{
auto count = pObjs.count;
auto first = pObjs.data;
for (uint32_t i = 0; i < count; ++i) {
delete static_cast<Object *>(first[i]);
}
}
template<class T, class... Args>
T *allocate(Args &&...args)
{
pObjs.push(new T(std::forward<Args>(args)...));
return static_cast<T *>(pObjs.data[pObjs.count - 1]);
}
private:
Array<Object *> pObjs = {};
};
struct Vertex : public Object
{
// list
Vertex *prev = nullptr;
Vertex *next = nullptr;
uint32_t index = 0xFFFFFFFF;
/**
* All edge above and end with this vertex
*
* head tail
* \ ... /
* v
*
*/
LinkedList<Edge> edge_above = {};
/**
* All edge below this vertex
*
*
* v
* / \
* head tail
* / \
* ...
*
*/
LinkedList<Edge> edge_below = {};
// left enclosing edge during sweep line
Edge *left = nullptr;
// right enclosing edge during sweep line
Edge *right = nullptr;
Point point = {0.0f, 0.0f};
Vertex() = default;
Vertex(const Point &p)
{
point = {ceilf(p.x * 100.f) / 100.f, ceilf(p.y * 100.f) / 100.f};
}
~Vertex() override = default;
bool isConnected() const
{
return edge_above.head || edge_below.head;
}
void insertAbove(Edge *e);
void insertBelow(Edge *e);
};
// we sort point by top first then left
struct VertexCompare
{
inline bool operator()(Vertex *v1, Vertex *v2)
{
return compare(v1->point, v2->point);
}
static bool compare(const Point &a, const Point &b);
};
// double linked list for all vertex in shape
struct VertexList : public LinkedList<Vertex>
{
VertexList() = default;
VertexList(Vertex *head, Vertex *tail) : LinkedList(head, tail)
{
}
void insert(Vertex *v, Vertex *prev, Vertex *next);
void remove(Vertex *v);
void append(VertexList const &other);
void append(Vertex *v);
void prepend(Vertex *v);
void close();
};
struct Edge : public Object
{
Vertex *top = nullptr;
Vertex *bottom = nullptr;
Edge *abovePrev = nullptr;
Edge *aboveNext = nullptr;
Edge *belowPrev = nullptr;
Edge *belowNext = nullptr;
Edge *left = nullptr; // left edge in active list during sweep line
Edge *right = nullptr; // right edge in active list during sweep line
// edge list in polygon
Edge *rightPolyPrev = nullptr;
Edge *rightPolyNext = nullptr;
Edge *leftPolyPrev = nullptr;
Edge *leftPolyNext = nullptr;
Polygon *leftPoly = nullptr; // left polygon during sweep line
Polygon *rightPoly = nullptr; // right polygon during sweep line
bool usedInLeft = false;
bool usedInRight = false;
int32_t winding = 1;
Edge(Vertex *top, Vertex *bottom, int32_t winding);
~Edge() override = default;
// https://stackoverflow.com/questions/1560492/how-to-tell-whether-a-point-is-to-the-right-or-left-side-of-a-line
// return > 0 means point in left
// return < 0 means point in right
float sideDist(const Point& p);
bool isRightOf(const Point& p)
{
return sideDist(p) < 0.0f;
}
bool isLeftOf(const Point& p)
{
return sideDist(p) > 0.0f;
}
// https://en.wikipedia.org/wiki/Line%E2%80%93line_intersection
bool intersect(Edge *other, Point* point);
void recompute();
void setBottom(Vertex *v);
void setTop(Vertex *v);
void disconnect();
private:
float le_a;
float le_b;
float le_c;
};
// Active Edge List (AEL) or Active Edge Table (AET) during sweep line
struct ActiveEdgeList : public LinkedList<Edge>
{
ActiveEdgeList() = default;
~ActiveEdgeList() = default;
void insert(Edge *edge, Edge *prev, Edge *next);
void insert(Edge *edge, Edge *prev);
void append(Edge *edge);
void remove(Edge *edge);
bool contains(Edge *edge);
// move event point from current to dst
void rewind(Vertex **current, Vertex *dst);
void findEnclosing(Vertex *v, Edge **left, Edge **right);
bool valid();
};
enum class Side
{
kLeft,
kRight,
};
struct Polygon : public Object
{
Vertex *first_vert = nullptr;
int32_t winding;
// vertex count
int32_t count = 0;
Polygon *parent = nullptr;
Polygon *next = nullptr;
MonotonePolygon *head = nullptr;
MonotonePolygon *tail = nullptr;
Polygon(Vertex *first, int32_t winding) : first_vert(first), winding(winding)
{
}
~Polygon() override = default;
Polygon *addEdge(Edge *e, Side side, ObjectHeap *heap);
Vertex *lastVertex() const;
};
struct MonotonePolygon : public Object
{
Side side;
Edge *first = nullptr;
Edge *last = nullptr;
int32_t winding;
MonotonePolygon *prev = nullptr;
MonotonePolygon *next = nullptr;
void addEdge(Edge *edge);
MonotonePolygon(Edge *edge, Side side, int32_t winding) : side(side), winding(winding)
{
addEdge(edge);
}
~MonotonePolygon() override = default;
};
// ----------------------------- Impl -------------------------------
void Vertex::insertAbove(Edge *e)
{
if (e->top->point == e->bottom->point || // no edge
VertexCompare::compare(e->bottom->point, e->top->point)) { // not above
return;
}
if (LinkedList<Edge>::contains<&Edge::aboveNext>(e, &this->edge_above.head, &this->edge_above.tail)) {
return;
}
Edge *abovePrev = nullptr;
Edge *aboveNext = nullptr;
// find insertion point
for (aboveNext = this->edge_above.head; aboveNext; aboveNext = aboveNext->aboveNext) {
if (aboveNext->isRightOf(e->top->point)) {
break;
}
abovePrev = aboveNext;
}
LinkedList<Edge>::insert<&Edge::abovePrev, &Edge::aboveNext>(e, abovePrev, aboveNext, &this->edge_above.head,
&this->edge_above.tail);
}
void Vertex::insertBelow(Edge *e)
{
if (e->top->point == e->bottom->point || // no edge
VertexCompare::compare(e->bottom->point, e->top->point)) { // not below
return;
}
if (LinkedList<Edge>::contains<&Edge::belowNext>(e, &this->edge_below.head, &this->edge_below.tail)) {
return;
}
Edge *belowPrev = nullptr;
Edge *belowNext = nullptr;
// find insertion point
for (belowNext = this->edge_below.head; belowNext; belowNext = belowNext->belowNext) {
if (belowNext->isRightOf(e->bottom->point)) {
break;
}
belowPrev = belowNext;
}
LinkedList<Edge>::insert<&Edge::belowPrev, &Edge::belowNext>(e, belowPrev, belowNext, &this->edge_below.head,
&this->edge_below.tail);
}
bool VertexCompare::compare(const Point& a, const Point& b)
{
return a.y < b.y || (a.y == b.y && a.x < b.x);
}
void VertexList::insert(Vertex *v, Vertex *prev, Vertex *next)
{
LinkedList<Vertex>::insert<&Vertex::prev, &Vertex::next>(v, prev, next, &head, &tail);
}
void VertexList::remove(Vertex *v)
{
LinkedList<Vertex>::remove<&Vertex::prev, &Vertex::next>(v, &head, &tail);
}
void VertexList::append(VertexList const &other)
{
if (!other.head) {
return;
}
if (tail) {
tail->next = other.head;
other.head->prev = tail;
} else {
head = other.head;
}
tail = other.tail;
}
void VertexList::append(Vertex *v)
{
insert(v, tail, nullptr);
}
void VertexList::prepend(Vertex *v)
{
insert(v, nullptr, head);
}
void VertexList::close()
{
if (head && tail) {
tail->next = head;
head->prev = tail;
}
}
Edge::Edge(Vertex *top, Vertex *bottom, int32_t winding)
: top(top),
bottom(bottom),
winding(winding),
le_a(bottom->point.y - top->point.y),
le_b(top->point.x - bottom->point.x),
le_c(top->point.y * bottom->point.x - top->point.x * bottom->point.y)
{
}
float Edge::sideDist(const Point& p)
{
return le_a * p.x + le_b * p.y + le_c;
}
bool Edge::intersect(Edge *other, Point* point)
{
if (top == other->top || bottom == other->bottom || top == other->bottom || bottom == other->top) return false;
// check if two aabb bounds is intersect
if (std::min(top->point.x, bottom->point.x) > std::max(other->top->point.x, other->bottom->point.x) ||
std::max(top->point.x, bottom->point.x) < std::min(other->top->point.x, other->bottom->point.x) ||
std::min(top->point.y, bottom->point.y) > std::max(other->top->point.y, other->bottom->point.y) ||
std::max(top->point.y, bottom->point.y) < std::min(other->top->point.y, other->bottom->point.y)) {
return false;
}
auto denom = le_a * other->le_b - le_b * other->le_a;
if (tvg::zero(denom)) return false;
auto dx = other->top->point.x - top->point.x;
auto dy = other->top->point.y - top->point.y;
auto s_number = dy * other->le_b + dx * other->le_a;
auto t_number = dy * le_b + dx * le_a;
if (denom > 0.0f ? (s_number < 0.0f || s_number > denom || t_number < 0.0f || t_number > denom) : (s_number > 0.0f || s_number < denom || t_number > 0.0f || t_number < denom)) return false;
auto scale = 1.0f / denom;
point->x = nearbyintf(top->point.x - s_number * le_b * scale);
point->y = nearbyintf(top->point.y + s_number * le_a * scale);
if (std::isinf(point->x) || std::isinf(point->y)) return false;
if (fabsf(point->x - top->point.x) < 1e-6f && fabsf(point->y - top->point.y) < 1e-6f) return false;
if (fabsf(point->x - bottom->point.x) < 1e-6f && fabsf(point->y - bottom->point.y) < 1e-6f) return false;
if (fabsf(point->x - other->top->point.x) < 1e-6f && fabsf(point->y - other->top->point.y) < 1e-6f) return false;
if (fabsf(point->x - other->bottom->point.x) < 1e-6f && fabsf(point->y - other->bottom->point.y) < 1e-6f) return false;
return true;
}
void Edge::recompute()
{
le_a = bottom->point.y - top->point.y;
le_b = top->point.x - bottom->point.x;
le_c = top->point.y * bottom->point.x - top->point.x * bottom->point.y;
}
void Edge::setBottom(Vertex *v)
{
// remove this edge from bottom's above list
LinkedList<Edge>::remove<&Edge::abovePrev, &Edge::aboveNext>(this, &bottom->edge_above.head,
&bottom->edge_above.tail);
// update bottom vertex
bottom = v;
// recompute line equation
recompute();
// insert self to new bottom's above list
bottom->insertAbove(this);
}
void Edge::setTop(Vertex *v)
{
// remove this edge from top's below list
LinkedList<Edge>::remove<&Edge::belowPrev, &Edge::belowNext>(this, &top->edge_below.head, &top->edge_below.tail);
// update top vertex
top = v;
// recompute line equation
recompute();
// insert self to new top's below list
top->insertBelow(this);
}
static void remove_edge_above(Edge *edge)
{
LinkedList<Edge>::remove<&Edge::abovePrev, &Edge::aboveNext>(edge, &edge->bottom->edge_above.head, &edge->bottom->edge_above.tail);
}
static void remove_edge_below(Edge *edge)
{
LinkedList<Edge>::remove<&Edge::belowPrev, &Edge::belowNext>(edge, &edge->top->edge_below.head, &edge->top->edge_below.tail);
}
void Edge::disconnect()
{
remove_edge_above(this);
remove_edge_below(this);
}
void ActiveEdgeList::insert(Edge *e, Edge *prev, Edge *next)
{
LinkedList<Edge>::insert<&Edge::left, &Edge::right>(e, prev, next, &head, &tail);
if (!valid()) {
return;
}
}
void ActiveEdgeList::insert(Edge *e, Edge *prev)
{
auto next = prev ? prev->right : head;
insert(e, prev, next);
}
void ActiveEdgeList::append(Edge *e)
{
insert(e, tail, nullptr);
}
void ActiveEdgeList::remove(Edge *e)
{
LinkedList<Edge>::remove<&Edge::left, &Edge::right>(e, &head, &tail);
}
bool ActiveEdgeList::contains(Edge *edge)
{
return edge->left || edge->right || head == edge;
}
void ActiveEdgeList::rewind(Vertex **current, Vertex *dst)
{
if (!current || *current == dst || VertexCompare::compare((*current)->point, dst->point)) return;
auto v = *current;
while (v != dst) {
v = v->prev;
for (auto e = v->edge_below.head; e; e = e->belowNext) {
this->remove(e);
}
auto left = v->left;
for (auto e = v->edge_above.head; e; e = e->aboveNext) {
this->insert(e, left);
left = e;
auto top = e->top;
if (VertexCompare::compare(top->point, dst->point) &&
((top->left && !top->left->isLeftOf(e->top->point)) ||
(top->right && !top->right->isRightOf(e->top->point)))) {
dst = top;
}
}
}
*current = v;
}
void ActiveEdgeList::findEnclosing(Vertex *v, Edge **left, Edge **right)
{
if (v->edge_above.head && v->edge_above.tail) {
*left = v->edge_above.head->left;
*right = v->edge_above.tail->right;
return;
}
Edge *prev = nullptr;
Edge *next = nullptr;
// walk through aet to get left most edge
for (prev = tail; prev != nullptr; prev = prev->left) {
if (prev->isLeftOf(v->point)) {
break;
}
next = prev;
}
*left = prev;
*right = next;
}
static bool _validEdgePair(Edge* left, Edge* right) {
if (!left || !right) {
return true;
}
if (left->top == right->top) {
if (!left->isLeftOf(right->bottom->point)) {
return false;
}
if (!right->isRightOf(left->bottom->point)) {
return false;
}
} else if (VertexCompare::compare(left->top->point, right->top->point)) {
if (!left->isLeftOf(right->top->point)) {
return false;
}
} else {
if (!right->isRightOf(left->top->point)) {
return false;
}
}
if (left->bottom == right->bottom) {
if (!left->isLeftOf(right->top->point)) {
return false;
}
if (!right->isRightOf(left->top->point)) {
return false;
}
} else if (VertexCompare::compare(right->bottom->point, left->bottom->point)) {
if (!left->isLeftOf(right->bottom->point)) {
return false;
}
} else {
if (!right->isRightOf(left->bottom->point)) {
return false;
}
}
return true;
}
bool ActiveEdgeList::valid()
{
auto left = head;
if (!left && !tail) {
return true;
} else if (!left || !tail) {
return false;
}
for(auto right = left->right; right; right = right->right) {
if (!_validEdgePair(left, right)) {
return false;
}
left = right;
}
return true;
}
Polygon *Polygon::addEdge(Edge *e, Side side, ObjectHeap *heap)
{
auto p_parent = this->parent;
auto poly = this;
if (side == Side::kRight) {
if (e->usedInRight) { // already in this polygon
return this;
}
} else {
if (e->usedInLeft) { // already in this polygon
return this;
}
}
if (p_parent) {
this->parent = p_parent->parent = nullptr;
}
if (!this->tail) {
this->head = this->tail = heap->allocate<MonotonePolygon>(e, side, this->winding);
this->count += 2;
} else if (e->bottom == this->tail->last->bottom) {
// close this polygon
return poly;
} else if (side == this->tail->side) {
this->tail->addEdge(e);
this->count++;
} else {
e = heap->allocate<Edge>(this->tail->last->bottom, e->bottom, 1);
this->tail->addEdge(e);
this->count++;
if (p_parent) {
p_parent->addEdge(e, side, heap);
poly = p_parent;
} else {
auto m = heap->allocate<MonotonePolygon>(e, side, this->winding);
m->prev = this->tail;
this->tail->next = m;
this->tail = m;
}
}
return poly;
}
Vertex *Polygon::lastVertex() const
{
if (tail) {
return tail->last->bottom;
}
return first_vert;
}
void MonotonePolygon::addEdge(Edge *edge)
{
if (this->side == Side::kRight) {
LinkedList<Edge>::insert<&Edge::rightPolyPrev, &Edge::rightPolyNext>(edge, this->last, nullptr, &this->first, &this->last);
} else {
LinkedList<Edge>::insert<&Edge::leftPolyPrev, &Edge::leftPolyNext>(edge, last, nullptr, &this->first, &this->last);
}
}
static bool _bezIsFlatten(const Bezier& bz)
{
float diff1_x = fabs((bz.ctrl1.x * 3.f) - (bz.start.x * 2.f) - bz.end.x);
float diff1_y = fabs((bz.ctrl1.y * 3.f) - (bz.start.y * 2.f) - bz.end.y);
float diff2_x = fabs((bz.ctrl2.x * 3.f) - (bz.end.x * 2.f) - bz.start.x);
float diff2_y = fabs((bz.ctrl2.y * 3.f) - (bz.end.y * 2.f) - bz.start.y);
if (diff1_x < diff2_x) diff1_x = diff2_x;
if (diff1_y < diff2_y) diff1_y = diff2_y;
if (diff1_x + diff1_y <= 0.5f) return true;
return false;
}
static int32_t _bezierCurveCount(const Bezier &curve)
{
if (_bezIsFlatten(curve)) {
return 1;
}
Bezier left{};
Bezier right{};
curve.split(left, right);
return _bezierCurveCount(left) + _bezierCurveCount(right);
}
static Bezier _bezFromArc(const Point& start, const Point& end, float radius)
{
// Calculate the angle between the start and end points
auto angle = tvg::atan2(end.y - start.y, end.x - start.x);
// Calculate the control points of the cubic bezier curve
auto c = radius * 0.552284749831f; // c = radius * (4/3) * tan(pi/8)
Bezier bz;
bz.start = {start.x, start.y};
bz.ctrl1 = {start.x + radius * cos(angle), start.y + radius * sin(angle)};
bz.ctrl2 = {end.x - c * cosf(angle), end.y - c * sinf(angle)};
bz.end = {end.x, end.y};
return bz;
}
static Point _upScalePoint(const Point& p)
{
return Point{p.x * 1000.f, p.y * 1000.f};
}
static Point _downScalePoint(const Point& p)
{
return Point {p.x / 1000.f, p.y / 1000.f};
}
static float _downScaleFloat(float v)
{
return v / 1000.f;
}
static uint32_t _pushVertex(Array<float>& array, float x, float y)
{
array.push(x);
array.push(y);
return (array.count - 2) / 2;
}
enum class Orientation
{
Linear,
Clockwise,
CounterClockwise,
};
static Orientation _calcOrientation(const Point& p1, const Point& p2, const Point& p3)
{
auto val = (p2.x - p1.x) * (p3.y - p1.y) - (p2.y - p1.y) * (p3.x - p1.x);
if (std::abs(val) < 0.0001f) return Orientation::Linear;
else return val > 0 ? Orientation::Clockwise : Orientation::CounterClockwise;
}
static Orientation _calcOrientation(const Point& dir1, const Point& dir2)
{
auto val = (dir2.x - dir1.x) * (dir1.y + dir2.y);
if (std::abs(val) < 0.0001f) return Orientation::Linear;
return val > 0 ? Orientation::Clockwise : Orientation::CounterClockwise;
}
Tessellator::Tessellator(GlGeometryBuffer* buffer)
: pHeap(new ObjectHeap),
outlines(),
pMesh(new VertexList),
pPolygon(),
buffer(buffer)
{
}
Tessellator::~Tessellator()
{
for (uint32_t i = 0; i < outlines.count; i++) {
delete outlines[i];
}
delete pHeap;
delete pMesh;
}
void Tessellator::tessellate(const Array<const RenderShape*> &shapes)
{
fillRule = FillRule::NonZero;
for (uint32_t i = 0; i < shapes.count; i++) {
RenderPath trimmedPath;
if (shapes[i]->trimpath()) {
if (!shapes[i]->stroke->trim.trim(shapes[i]->path, trimmedPath)) continue;
visitShape(trimmedPath);
} else visitShape(shapes[i]->path);
}
buildMesh();
mergeVertices();
simplifyMesh();
tessMesh();
// output triangles
for (auto poly = pPolygon; poly; poly = poly->next) {
if (!matchFillRule(poly->winding)) continue;
if (poly->count < 3) continue;
for (auto m = poly->head; m; m = m->next) {
emitPoly(m);
}
}
}
void Tessellator::visitShape(const RenderPath& path)
{
// all points at least need to be visit once
// so the points count is at least the same as the count in shape
buffer->vertex.reserve(path.pts.count * 2);
// triangle fans, the indices count is at least triangles number * 3
buffer->index.reserve((path.pts.count - 2) * 3);
const Point *firstPt = nullptr;
auto pts = path.pts.data;
ARRAY_FOREACH(cmd, path.cmds) {
switch (*cmd) {
case PathCommand::MoveTo: {
outlines.push(new VertexList);
auto last = outlines.last();
last->append(pHeap->allocate<Vertex>(_upScalePoint(*pts)));
firstPt = pts;
pts++;
break;
}
case PathCommand::LineTo: {
auto last = outlines.last();
last->append(pHeap->allocate<Vertex>(_upScalePoint(*pts)));
pts++;
break;
}
case PathCommand::CubicTo: {
// bezier curve needs to calculate how many segment to split
// for now just break curve into 16 segments for convenient
auto last = outlines.last();
Point start = _downScalePoint(Point{last->tail->point.x, last->tail->point.y});
Point c1 = pts[0];
Point c2 = pts[1];
Point end = pts[2];
Bezier curve{start, c1, c2, end};
auto stepCount = _bezierCurveCount(curve);
if (stepCount <= 1) stepCount = 2;
auto step = 1.f / stepCount;
for (uint32_t s = 1; s < static_cast<uint32_t>(stepCount); s++) {
last->append(pHeap->allocate<Vertex>(_upScalePoint(curve.at(step * s))));
}
last->append(pHeap->allocate<Vertex>(_upScalePoint(end)));
pts += 3;
break;
}
case PathCommand::Close: {
if (firstPt && outlines.count > 0) {
auto last = outlines.last();
last->append(pHeap->allocate<Vertex>(_upScalePoint(*firstPt)));
firstPt = nullptr;
}
break;
}
default: break;
}
}
}
void Tessellator::buildMesh()
{
Array<Vertex *> temp{};
for (uint32_t i = 0; i < outlines.count; i++) {
auto list = outlines[i];
auto prev = list->tail;
auto v = list->head;
while (v) {
auto next = v->next;
auto edge = this->makeEdge(prev, v);
if (edge) {
edge->bottom->insertAbove(edge);
edge->top->insertBelow(edge);
}
temp.push(v);
prev = v;
v = next;
}
}
temp.sort<VertexCompare>();
for (uint32_t i = 0; i < temp.count; i++) {
this->pMesh->append(temp[i]);
}
}
void Tessellator::mergeVertices()
{
if (!pMesh->head) return;
for (auto v = pMesh->head->next; v;) {
auto next = v->next;
// already sorted, this means these two points is same
if (VertexCompare::compare(v->point, v->prev->point) || length(v->point - v->prev->point) <= 0.025f) {
v->point = v->prev->point;
}
if (v->point == v->prev->point) {
// merge v into v->prev
while (auto e = v->edge_above.head) {
e->setBottom(v->prev);
}
while (auto e = v->edge_below.head) {
e->setTop(v->prev);
}
pMesh->remove(v);
}
v = next;
}
}
bool Tessellator::simplifyMesh()
{
/// this is a basic sweep line algorithm
/// https://www.youtube.com/watch?v=qkhUNzCGDt0&t=293s
/// in this function, we walk through all edges from top to bottom, and find
/// all intersections edge and break them into flat segments by adding
/// intersection point
ActiveEdgeList ael{};
for (auto v = pMesh->head; v; v = v->next) {
if (!v->isConnected()) continue;
Edge *left_enclosing = nullptr;
Edge *right_enclosing = nullptr;
auto intersected = false;
do {
intersected = false;
ael.findEnclosing(v, &left_enclosing, &right_enclosing);
v->left = left_enclosing;
v->right = right_enclosing;
// If AEL is not valid, means we meet the problem caused by floating point precision
if (!ael.valid()) return false;
if (v->edge_below.head) {
for (auto e = v->edge_below.head; e; e = e->belowNext) {
// check current edge is intersected by left or right neighbor edges
if (checkIntersection(left_enclosing, e, &ael, &v) ||
checkIntersection(e, right_enclosing, &ael, &v)) {
intersected = true;
// find intersection between current and it's neighbor
break;
}
}
} else {
// check left and right intersection
if (checkIntersection(left_enclosing, right_enclosing, &ael, &v)) {
intersected = true;
}
}
} while (intersected);
// If AEL is not valid, means we meet the problem caused by floating point precision
if (!ael.valid()) return false;
// we are done for all edge end with current point
for (auto e = v->edge_above.head; e; e = e->aboveNext) {
ael.remove(e);
}
auto left = left_enclosing;
// insert all edge start from current point into ael
for (auto e = v->edge_below.head; e; e = e->belowNext) {
ael.insert(e, left);
left = e;
}
}
return true;
}
bool Tessellator::tessMesh()
{
/// this function also use sweep line algorithm
/// but during the process, we calculate the winding number of left and right
/// polygon and add edge to them
ActiveEdgeList ael{};
for (auto v = pMesh->head; v; v = v->next) {
if (!v->isConnected()) continue;
if (!ael.valid()) return false;
Edge *left_enclosing = nullptr;
Edge *right_enclosing = nullptr;
ael.findEnclosing(v, &left_enclosing, &right_enclosing);
/**
*
* ...
* \
* leftPoly head
* v
*
*/
Polygon *leftPoly = nullptr;
/**
*
* ...
* /
* tail rightPoly
* v
*
*/
Polygon *rightPoly = nullptr;
if (v->edge_above.head) {
leftPoly = v->edge_above.head->leftPoly;
rightPoly = v->edge_above.tail->rightPoly;
} else {
leftPoly = left_enclosing ? left_enclosing->rightPoly : nullptr;
rightPoly = right_enclosing ? right_enclosing->leftPoly : nullptr;
}
if (v->edge_above.head) {
// add above edge first
if (leftPoly) {
leftPoly = leftPoly->addEdge(v->edge_above.head, Side::kRight, pHeap);
}
if (rightPoly) {
rightPoly = rightPoly->addEdge(v->edge_above.tail, Side::kLeft, pHeap);
}
// walk through all edges end with this vertex
for (auto e = v->edge_above.head; e != v->edge_above.tail; e = e->aboveNext) {
auto right_edge = e->aboveNext;
ael.remove(e);
if (e->rightPoly) {
e->rightPoly->addEdge(right_edge, Side::kLeft, pHeap);
}
// this means there is a new polygon between e and right_edge
if (right_edge->leftPoly && right_edge->leftPoly != e->rightPoly) {
right_edge->leftPoly->addEdge(e, Side::kRight, pHeap);
}
}
ael.remove(v->edge_above.tail);
// there is no edge begin with this vertex
if (!v->edge_below.head) {
if (leftPoly && rightPoly && leftPoly != rightPoly) {
// polygon not closed at this point
// need to mark these two polygon each other, because they will be
// linked by a cross edge later
leftPoly->parent = rightPoly;
rightPoly->parent = leftPoly;
}
}
}
if (v->edge_below.head) {
if (!v->edge_above.head) {
// there is no edge end with this vertex
if (leftPoly && rightPoly) {
if (leftPoly == rightPoly) {
/**
* leftPoly rightPoly
*
* v
* / \
* / \
* ...
*/
if (leftPoly->tail && leftPoly->tail->side == Side::kLeft) {
leftPoly = this->makePoly(leftPoly->lastVertex(), leftPoly->winding);
left_enclosing->rightPoly = leftPoly;
} else {
rightPoly = this->makePoly(rightPoly->lastVertex(), rightPoly->winding);
right_enclosing->leftPoly = rightPoly;
}
}
// need to link this vertex to above polygon
auto join = pHeap->allocate<Edge>(leftPoly->lastVertex(), v, 1);
leftPoly = leftPoly->addEdge(join, Side::kRight, pHeap);
rightPoly = rightPoly->addEdge(join, Side::kLeft, pHeap);
}
}
auto left_edge = v->edge_below.head;
left_edge->leftPoly = leftPoly;
ael.insert(left_edge, left_enclosing);
for (auto right_edge = left_edge->belowNext; right_edge; right_edge = right_edge->belowNext) {
ael.insert(right_edge, left_edge);
int32_t winding = left_edge->leftPoly ? left_edge->leftPoly->winding : 0;
winding += left_edge->winding;
if (winding != 0) {
auto poly = this->makePoly(v, winding);
left_edge->rightPoly = right_edge->leftPoly = poly;
}
left_edge = right_edge;
}
v->edge_below.tail->rightPoly = rightPoly;
}
}
return true;
}
bool Tessellator::matchFillRule(int32_t winding)
{
if (fillRule == FillRule::NonZero) {
return winding != 0;
} else {
return (winding & 0x1) != 0;
}
}
Edge *Tessellator::makeEdge(Vertex *a, Vertex *b)
{
if (!a || !b || a->point == b->point) {
return nullptr;
}
int32_t winding = 1;
if (VertexCompare::compare(b->point, a->point)) {
winding = -1;
std::swap(a, b);
}
return pHeap->allocate<Edge>(a, b, winding);
}
bool Tessellator::checkIntersection(Edge *left, Edge *right, ActiveEdgeList *ael, Vertex **current)
{
if (!left || !right) return false;
Point p;
if (left->intersect(right, &p) && !std::isinf(p.x) && !std::isinf(p.y)) {
Vertex *v;
Vertex *top = *current;
// the vertex in mesh is sorted, so walk to prev can find latest top point
while (top && VertexCompare::compare(p, top->point)) {
top = top->prev;
}
if (p == left->top->point) {
v = left->top;
} else if (p == left->bottom->point) {
v = left->bottom;
} else if (p == right->top->point) {
v = right->top;
} else if (p == right->bottom->point) {
v = right->bottom;
} else {
// intersect point is between start and end point
// need to insert new vertex
auto prev = top;
while (prev && VertexCompare::compare(p, prev->point)) {
prev = prev->prev;
}
auto next = prev ? prev->next : pMesh->head;
while (next && VertexCompare::compare(next->point, p)) {
prev = next;
next = next->next;
}
// check if point is already in mesh
if (prev && prev->point == p) {
v = prev;
} else if (next && next->point == p) {
v = next;
} else {
v = pHeap->allocate<Vertex>(p);
v->point = p;
pMesh->insert(v, prev, next);
}
}
ael->rewind(current, top ? top : v);
this->splitEdge(left, v, ael, current);
this->splitEdge(right, v, ael, current);
return true;
}
return this->intersectPairEdge(left, right, ael, current);
}
bool Tessellator::splitEdge(Edge *edge, Vertex *v, ActiveEdgeList *ael, Vertex **current)
{
if (!edge->top || !edge->bottom || v == edge->top || v == edge->bottom) return false;
auto winding = edge->winding;
Vertex *top;
Vertex *bottom;
if (VertexCompare::compare(v->point, edge->top->point)) {
/**
*
* v
* \
* \
* top
* \
* \
* \
* bottom
*/
top = v;
bottom = edge->top;
winding *= -1;
edge->setTop(v);
} else if (VertexCompare::compare(edge->bottom->point, v->point)) {
/**
*
* top
* \
* \
* bottom
* \
* \
* \
* v
*/
top = edge->bottom;
bottom = v;
winding *= -1;
edge->setBottom(v);
} else {
/**
*
* top
* \
* \
* v
* \
* \
* \
* bottom
*/
top = v;
bottom = edge->bottom;
edge->setBottom(v);
}
auto new_edge = pHeap->allocate<Edge>(top, bottom, winding);
bottom->insertAbove(new_edge);
top->insertBelow(new_edge);
if (new_edge->abovePrev == nullptr && new_edge->aboveNext == nullptr) return false;
if (new_edge->belowPrev == nullptr && new_edge->belowNext == nullptr) return false;
return true;
}
bool Tessellator::intersectPairEdge(Edge *left, Edge *right, ActiveEdgeList *ael,
Vertex **current)
{
if (!left->top || !left->bottom || !right->top || !right->bottom) return false;
if (left->top == right->top || left->bottom == right->bottom) return false;
if (_calcOrientation(left->bottom->point - left->top->point, right->bottom->point - right->top->point) == Orientation::Linear) return false;
Edge *split = nullptr;
Vertex *split_at = nullptr;
// check if these two edge is intersected
if (VertexCompare::compare(left->top->point, right->top->point)) {
if (!left->isLeftOf(right->top->point)) {
split = left;
split_at = right->top;
}
} else {
if (!right->isRightOf(left->top->point)) {
split = right;
split_at = left->top;
}
}
if (VertexCompare::compare(right->bottom->point, left->bottom->point)) {
if (!left->isLeftOf(right->bottom->point)) {
split = left;
split_at = right->bottom;
}
} else {
if (!right->isRightOf(left->bottom->point)) {
split = right;
split_at = left->bottom;
}
}
if (!split) return false;
ael->rewind(current, split->top);
return splitEdge(split, split_at, ael, current);
}
Polygon *Tessellator::makePoly(Vertex *v, int32_t winding)
{
auto poly = pHeap->allocate<Polygon>(v, winding);
poly->next = this->pPolygon;
this->pPolygon = poly;
return poly;
}
void Tessellator::emitPoly(MonotonePolygon *poly)
{
auto e = poly->first;
VertexList vertices;
vertices.append(e->top);
int32_t count = 1;
while (e != nullptr) {
if (poly->side == Side::kRight) {
vertices.append(e->bottom);
e = e->rightPolyNext;
} else {
vertices.prepend(e->bottom);
e = e->leftPolyNext;
}
count += 1;
}
if (count < 3) return;
auto first = vertices.head;
auto v = first->next;
while (v != vertices.tail) {
auto prev = v->prev;
auto curr = v;
auto next = v->next;
if (count == 3) {
emitTriangle(prev, curr, next);
return;
}
auto ax = curr->point.x - prev->point.x;
auto ay = curr->point.y - prev->point.y;
auto bx = next->point.x - curr->point.x;
auto by = next->point.y - curr->point.y;
if (ax * by - ay * bx >= 0.0f) {
emitTriangle(prev, curr, next);
v->prev->next = v->next;
v->next->prev = v->prev;
count--;
if (v->prev == first) v = v->next;
else v = v->prev;
} else {
v = v->next;
}
}
}
void Tessellator::emitTriangle(Vertex *p1, Vertex *p2, Vertex *p3)
{
// check if index is generated
if (p1->index == 0xFFFFFFFF) p1->index = _pushVertex(buffer->vertex, _downScaleFloat(p1->point.x), _downScaleFloat(p1->point.y));
if (p2->index == 0xFFFFFFFF) p2->index = _pushVertex(buffer->vertex, _downScaleFloat(p2->point.x), _downScaleFloat(p2->point.y));
if (p3->index == 0xFFFFFFFF) p3->index = _pushVertex(buffer->vertex, _downScaleFloat(p3->point.x), _downScaleFloat(p3->point.y));
buffer->index.push(p1->index);
buffer->index.push(p2->index);
buffer->index.push(p3->index);
}
Stroker::Stroker(GlGeometryBuffer* buffer, const Matrix& matrix) : mBuffer(buffer), mMatrix(matrix)
{
}
void Stroker::stroke(const RenderShape *rshape, const RenderPath& path)
{
mMiterLimit = rshape->strokeMiterlimit();
mStrokeCap = rshape->strokeCap();
mStrokeJoin = rshape->strokeJoin();
mStrokeWidth = rshape->strokeWidth();
if (isinf(mMatrix.e11)) {
auto strokeWidth = rshape->strokeWidth() * getScaleFactor(mMatrix);
if (strokeWidth <= MIN_GL_STROKE_WIDTH) strokeWidth = MIN_GL_STROKE_WIDTH;
mStrokeWidth = strokeWidth / mMatrix.e11;
}
auto& dash = rshape->stroke->dash;
if (dash.count == 0) doStroke(path);
else doDashStroke(path, dash.pattern, dash.count, dash.offset, dash.length);
}
RenderRegion Stroker::bounds() const
{
return {{int32_t(floor(mLeftTop.x)), int32_t(floor(mLeftTop.y))}, {int32_t(ceil(mRightBottom.x)), int32_t(ceil(mRightBottom.y))}};
}
void Stroker::doStroke(const RenderPath& path)
{
mBuffer->vertex.reserve(path.pts.count * 4 + 16);
mBuffer->index.reserve(path.pts.count * 3);
auto validStrokeCap = false;
auto pts = path.pts.data;
ARRAY_FOREACH(cmd, path.cmds) {
switch (*cmd) {
case PathCommand::MoveTo: {
if (validStrokeCap) { // check this, so we can skip if path only contains move instruction
strokeCap();
validStrokeCap = false;
}
mStrokeState.firstPt = *pts;
mStrokeState.firstPtDir = {0.0f, 0.0f};
mStrokeState.prevPt = *pts;
mStrokeState.prevPtDir = {0.0f, 0.0f};
pts++;
validStrokeCap = false;
} break;
case PathCommand::LineTo: {
validStrokeCap = true;
this->strokeLineTo(*pts);
pts++;
} break;
case PathCommand::CubicTo: {
validStrokeCap = true;
this->strokeCubicTo(pts[0], pts[1], pts[2]);
pts += 3;
} break;
case PathCommand::Close: {
this->strokeClose();
validStrokeCap = false;
} break;
default:
break;
}
}
if (validStrokeCap) strokeCap();
}
void Stroker::doDashStroke(const RenderPath& path, const float *patterns, uint32_t patternCnt, float offset, float length)
{
RenderPath dpath;
dpath.cmds.reserve(20 * path.cmds.count);
dpath.pts.reserve(20 * path.pts.count);
DashStroke dash(&dpath.cmds, &dpath.pts, patterns, patternCnt, offset, length);
dash.doStroke(path);
doStroke(dpath);
}
void Stroker::strokeCap()
{
if (mStrokeCap == StrokeCap::Butt) return;
if (mStrokeCap == StrokeCap::Square) {
if (mStrokeState.firstPt == mStrokeState.prevPt) strokeSquarePoint(mStrokeState.firstPt);
else {
strokeSquare(mStrokeState.firstPt, {-mStrokeState.firstPtDir.x, -mStrokeState.firstPtDir.y});
strokeSquare(mStrokeState.prevPt, mStrokeState.prevPtDir);
}
} else if (mStrokeCap == StrokeCap::Round) {
if (mStrokeState.firstPt == mStrokeState.prevPt) strokeRoundPoint(mStrokeState.firstPt);
else {
strokeRound(mStrokeState.firstPt, {-mStrokeState.firstPtDir.x, -mStrokeState.firstPtDir.y});
strokeRound(mStrokeState.prevPt, mStrokeState.prevPtDir);
}
}
}
void Stroker::strokeLineTo(const Point& curr)
{
auto dir = (curr - mStrokeState.prevPt);
normalize(dir);
if (dir.x == 0.f && dir.y == 0.f) return; //same point
auto normal = Point{-dir.y, dir.x};
auto a = mStrokeState.prevPt + normal * strokeRadius();
auto b = mStrokeState.prevPt - normal * strokeRadius();
auto c = curr + normal * strokeRadius();
auto d = curr - normal * strokeRadius();
auto ia = _pushVertex(mBuffer->vertex, a.x, a.y);
auto ib = _pushVertex(mBuffer->vertex, b.x, b.y);
auto ic = _pushVertex(mBuffer->vertex, c.x, c.y);
auto id = _pushVertex(mBuffer->vertex, d.x, d.y);
/**
* a --------- c
* | |
* | |
* b-----------d
*/
this->mBuffer->index.push(ia);
this->mBuffer->index.push(ib);
this->mBuffer->index.push(ic);
this->mBuffer->index.push(ib);
this->mBuffer->index.push(id);
this->mBuffer->index.push(ic);
if (mStrokeState.prevPt == mStrokeState.firstPt) {
// first point after moveTo
mStrokeState.prevPt = curr;
mStrokeState.prevPtDir = dir;
mStrokeState.firstPtDir = dir;
} else {
this->strokeJoin(dir);
mStrokeState.prevPtDir = dir;
mStrokeState.prevPt = curr;
}
if (ia == 0) {
mRightBottom.x = mLeftTop.x = curr.x;
mRightBottom.y = mLeftTop.y = curr.y;
}
mLeftTop.x = std::min(mLeftTop.x, std::min(std::min(a.x, b.x), std::min(c.x, d.x)));
mLeftTop.y = std::min(mLeftTop.y, std::min(std::min(a.y, b.y), std::min(c.y, d.y)));
mRightBottom.x = std::max(mRightBottom.x, std::max(std::max(a.x, b.x), std::max(c.x, d.x)));
mRightBottom.y = std::max(mRightBottom.y, std::max(std::max(a.y, b.y), std::max(c.y, d.y)));
}
void Stroker::strokeCubicTo(const Point& cnt1, const Point& cnt2, const Point& end)
{
Bezier curve{};
curve.start = {mStrokeState.prevPt.x, mStrokeState.prevPt.y};
curve.ctrl1 = {cnt1.x, cnt1.y};
curve.ctrl2 = {cnt2.x, cnt2.y};
curve.end = {end.x, end.y};
Bezier relCurve {curve.start, curve.ctrl1, curve.ctrl2, curve.end};
relCurve.start *= mMatrix;
relCurve.ctrl1 *= mMatrix;
relCurve.ctrl2 *= mMatrix;
relCurve.end *= mMatrix;
auto count = _bezierCurveCount(relCurve);
auto step = 1.f / count;
for (int32_t i = 0; i <= count; i++) {
strokeLineTo(curve.at(step * i));
}
}
void Stroker::strokeClose()
{
if (length(mStrokeState.prevPt - mStrokeState.firstPt) > 0.015625f) {
this->strokeLineTo(mStrokeState.firstPt);
}
// join firstPt with prevPt
this->strokeJoin(mStrokeState.firstPtDir);
}
void Stroker::strokeJoin(const Point& dir)
{
auto orientation = _calcOrientation(mStrokeState.prevPt - mStrokeState.prevPtDir, mStrokeState.prevPt, mStrokeState.prevPt + dir);
if (orientation == Orientation::Linear) {
if (mStrokeState.prevPtDir == dir) return; // check is same direction
if (mStrokeJoin != StrokeJoin::Round) return; // opposite direction
auto normal = Point{-dir.y, dir.x};
auto p1 = mStrokeState.prevPt + normal * strokeRadius();
auto p2 = mStrokeState.prevPt - normal * strokeRadius();
auto oc = mStrokeState.prevPt + dir * strokeRadius();
this->strokeRound(p1, oc, mStrokeState.prevPt);
this->strokeRound(oc, p2, mStrokeState.prevPt);
} else {
auto normal = Point{-dir.y, dir.x};
auto prevNormal = Point{-mStrokeState.prevPtDir.y, mStrokeState.prevPtDir.x};
Point prevJoin, currJoin;
if (orientation == Orientation::CounterClockwise) {
prevJoin = mStrokeState.prevPt + prevNormal * strokeRadius();
currJoin = mStrokeState.prevPt + normal * strokeRadius();
} else {
prevJoin = mStrokeState.prevPt - prevNormal * strokeRadius();
currJoin = mStrokeState.prevPt - normal * strokeRadius();
}
if (mStrokeJoin == StrokeJoin::Miter) strokeMiter(prevJoin, currJoin, mStrokeState.prevPt);
else if (mStrokeJoin == StrokeJoin::Bevel) strokeBevel(prevJoin, currJoin, mStrokeState.prevPt);
else this->strokeRound(prevJoin, currJoin, mStrokeState.prevPt);
}
}
void Stroker::strokeRound(const Point &prev, const Point& curr, const Point& center)
{
if (_calcOrientation(prev, center, curr) == Orientation::Linear) return;
mLeftTop.x = std::min(mLeftTop.x, std::min(center.x, std::min(prev.x, curr.x)));
mLeftTop.y = std::min(mLeftTop.y, std::min(center.y, std::min(prev.y, curr.y)));
mRightBottom.x = std::max(mRightBottom.x, std::max(center.x, std::max(prev.x, curr.x)));
mRightBottom.y = std::max(mRightBottom.y, std::max(center.y, std::max(prev.y, curr.y)));
// Fixme: just use bezier curve to calculate step count
auto count = _bezierCurveCount(_bezFromArc(prev, curr, strokeRadius()));
auto c = _pushVertex(mBuffer->vertex, center.x, center.y);
auto pi = _pushVertex(mBuffer->vertex, prev.x, prev.y);
auto step = 1.f / (count - 1);
auto dir = curr - prev;
for (uint32_t i = 1; i < static_cast<uint32_t>(count); i++) {
auto t = i * step;
auto p = prev + dir * t;
auto o_dir = p - center;
normalize(o_dir);
auto out = center + o_dir * strokeRadius();
auto oi = _pushVertex(mBuffer->vertex, out.x, out.y);
mBuffer->index.push(c);
mBuffer->index.push(pi);
mBuffer->index.push(oi);
pi = oi;
mLeftTop.x = std::min(mLeftTop.x, out.x);
mLeftTop.y = std::min(mLeftTop.y, out.y);
mRightBottom.x = std::max(mRightBottom.x, out.x);
mRightBottom.y = std::max(mRightBottom.y, out.y);
}
}
void Stroker::strokeRoundPoint(const Point &p)
{
// Fixme: just use bezier curve to calculate step count
auto count = _bezierCurveCount(_bezFromArc(p, p, strokeRadius())) * 2;
auto c = _pushVertex(mBuffer->vertex, p.x, p.y);
auto step = 2 * M_PI / (count - 1);
for (uint32_t i = 1; i <= static_cast<uint32_t>(count); i++) {
float angle = i * step;
Point dir = {cos(angle), sin(angle)};
Point out = p + dir * strokeRadius();
auto oi = _pushVertex(mBuffer->vertex, out.x, out.y);
if (oi > 1) {
mBuffer->index.push(c);
mBuffer->index.push(oi);
mBuffer->index.push(oi - 1);
}
}
mLeftTop.x = std::min(mLeftTop.x, p.x - strokeRadius());
mLeftTop.y = std::min(mLeftTop.y, p.y - strokeRadius());
mRightBottom.x = std::max(mRightBottom.x, p.x + strokeRadius());
mRightBottom.y = std::max(mRightBottom.y, p.y + strokeRadius());
}
void Stroker::strokeMiter(const Point& prev, const Point& curr, const Point& center)
{
auto pp1 = prev - center;
auto pp2 = curr - center;
auto out = pp1 + pp2;
auto k = 2.f * strokeRadius() * strokeRadius() / (out.x * out.x + out.y * out.y);
auto pe = out * k;
if (length(pe) >= mMiterLimit * strokeRadius()) {
this->strokeBevel(prev, curr, center);
return;
}
auto join = center + pe;
auto c = _pushVertex(mBuffer->vertex, center.x, center.y);
auto cp1 = _pushVertex(mBuffer->vertex, prev.x, prev.y);
auto cp2 = _pushVertex(mBuffer->vertex, curr.x, curr.y);
auto e = _pushVertex(mBuffer->vertex, join.x, join.y);
mBuffer->index.push(c);
mBuffer->index.push(cp1);
mBuffer->index.push(e);
mBuffer->index.push(e);
mBuffer->index.push(cp2);
mBuffer->index.push(c);
mLeftTop.x = std::min(mLeftTop.x, join.x);
mLeftTop.y = std::min(mLeftTop.y, join.y);
mRightBottom.x = std::max(mRightBottom.x, join.x);
mRightBottom.y = std::max(mRightBottom.y, join.y);
}
void Stroker::strokeBevel(const Point& prev, const Point& curr, const Point& center)
{
auto a = _pushVertex(mBuffer->vertex, prev.x, prev.y);
auto b = _pushVertex(mBuffer->vertex, curr.x, curr.y);
auto c = _pushVertex(mBuffer->vertex, center.x, center.y);
mBuffer->index.push(a);
mBuffer->index.push(b);
mBuffer->index.push(c);
}
void Stroker::strokeSquare(const Point& p, const Point& outDir)
{
auto normal = Point{-outDir.y, outDir.x};
auto a = p + normal * strokeRadius();
auto b = p - normal * strokeRadius();
auto c = a + outDir * strokeRadius();
auto d = b + outDir * strokeRadius();
auto ai = _pushVertex(mBuffer->vertex, a.x, a.y);
auto bi = _pushVertex(mBuffer->vertex, b.x, b.y);
auto ci = _pushVertex(mBuffer->vertex, c.x, c.y);
auto di = _pushVertex(mBuffer->vertex, d.x, d.y);
mBuffer->index.push(ai);
mBuffer->index.push(bi);
mBuffer->index.push(ci);
mBuffer->index.push(ci);
mBuffer->index.push(bi);
mBuffer->index.push(di);
mLeftTop.x = std::min(mLeftTop.x, std::min(std::min(a.x, b.x), std::min(c.x, d.x)));
mLeftTop.y = std::min(mLeftTop.y, std::min(std::min(a.y, b.y), std::min(c.y, d.y)));
mRightBottom.x = std::max(mRightBottom.x, std::max(std::max(a.x, b.x), std::max(c.x, d.x)));
mRightBottom.y = std::max(mRightBottom.y, std::max(std::max(a.y, b.y), std::max(c.y, d.y)));
}
void Stroker::strokeSquarePoint(const Point& p)
{
auto offsetX = Point{strokeRadius(), 0.0f};
auto offsetY = Point{0.0f, strokeRadius()};
auto a = p + offsetX + offsetY;
auto b = p - offsetX + offsetY;
auto c = p - offsetX - offsetY;
auto d = p + offsetX - offsetY;
auto ai = _pushVertex(mBuffer->vertex, a.x, a.y);
auto bi = _pushVertex(mBuffer->vertex, b.x, b.y);
auto ci = _pushVertex(mBuffer->vertex, c.x, c.y);
auto di = _pushVertex(mBuffer->vertex, d.x, d.y);
mBuffer->index.push(ai);
mBuffer->index.push(bi);
mBuffer->index.push(ci);
mBuffer->index.push(ci);
mBuffer->index.push(di);
mBuffer->index.push(ai);
mLeftTop.x = std::min(mLeftTop.x, std::min(std::min(a.x, b.x), std::min(c.x, d.x)));
mLeftTop.y = std::min(mLeftTop.y, std::min(std::min(a.y, b.y), std::min(c.y, d.y)));
mRightBottom.x = std::max(mRightBottom.x, std::max(std::max(a.x, b.x), std::max(c.x, d.x)));
mRightBottom.y = std::max(mRightBottom.y, std::max(std::max(a.y, b.y), std::max(c.y, d.y)));
}
void Stroker::strokeRound(const Point& p, const Point& outDir)
{
auto normal = Point{-outDir.y, outDir.x};
auto a = p + normal * strokeRadius();
auto b = p - normal * strokeRadius();
auto c = p + outDir * strokeRadius();
strokeRound(a, c, p);
strokeRound(c, b, p);
}
DashStroke::DashStroke(Array<PathCommand> *cmds, Array<Point> *pts, const float *patterns, uint32_t patternCnt, float offset, float length)
: mCmds(cmds),
mPts(pts),
mDashPattern(patterns),
mDashCount(patternCnt),
mDashOffset(offset),
mDashLength(length)
{
}
void DashStroke::doStroke(const RenderPath& path)
{
int32_t idx = 0;
auto offset = mDashOffset;
bool gap = false;
if (!tvg::zero(mDashOffset)) {
auto length = (mDashCount % 2) ? mDashLength * 2 : mDashLength;
offset = fmodf(offset, length);
if (offset < 0) offset += length;
for (uint32_t i = 0; i < mDashCount * (mDashCount % 2 + 1); ++i, ++idx) {
auto curPattern = mDashPattern[i % mDashCount];
if (offset < curPattern) break;
offset -= curPattern;
gap = !gap;
}
idx = idx % mDashCount;
}
auto pts = path.pts.data;
ARRAY_FOREACH(cmd, path.cmds) {
switch (*cmd) {
case PathCommand::Close: {
this->dashLineTo(mPtStart);
break;
}
case PathCommand::MoveTo: {
// reset the dash state
mCurrIdx = idx;
mCurrLen = mDashPattern[idx] - offset;
mCurOpGap = gap;
mMove = true;
mPtStart = mPtCur = *pts;
pts++;
break;
}
case PathCommand::LineTo: {
this->dashLineTo(*pts);
pts++;
break;
}
case PathCommand::CubicTo: {
this->dashCubicTo(pts[0], pts[1], pts[2]);
pts += 3;
break;
}
default: break;
}
}
}
void DashStroke::dashLineTo(const Point& to)
{
auto len = length(mPtCur - to);
if (tvg::zero(len)) {
this->moveTo(mPtCur);
} else if (len <= mCurrLen) {
mCurrLen -= len;
if (!mCurOpGap) {
if (mMove) {
this->moveTo(mPtCur);
mMove = false;
}
this->lineTo(to);
}
} else {
Line curr = {mPtCur, to};
while (len - mCurrLen > DASH_PATTERN_THRESHOLD) {
Line right;
if (mCurrLen > 0.0f) {
Line left;
curr.split(mCurrLen, left, right);
len -= mCurrLen;
if (!mCurOpGap) {
if (mMove || mDashPattern[mCurrIdx] - mCurrLen < FLOAT_EPSILON) {
this->moveTo(left.pt1);
mMove = false;
}
this->lineTo(left.pt2);
}
} else right = curr;
mCurrIdx = (mCurrIdx + 1) % mDashCount;
mCurrLen = mDashPattern[mCurrIdx];
mCurOpGap = !mCurOpGap;
curr = right;
mPtCur = curr.pt1;
mMove = true;
}
mCurrLen -= len;
if (!mCurOpGap) {
if (mMove) {
this->moveTo(curr.pt1);
mMove = false;
}
this->lineTo(curr.pt2);
}
if (mCurrLen < 0.1f) {
mCurrIdx = (mCurrIdx + 1) % mDashCount;
mCurrLen = mDashPattern[mCurrIdx];
mCurOpGap = !mCurOpGap;
}
}
mPtCur = to;
}
void DashStroke::dashCubicTo(const Point& cnt1, const Point& cnt2, const Point& end)
{
Bezier cur;
cur.start = {mPtCur.x, mPtCur.y};
cur.ctrl1 = {cnt1.x, cnt1.y};
cur.ctrl2 = {cnt2.x, cnt2.y};
cur.end = {end.x, end.y};
auto len = cur.length();
if (tvg::zero(len)) {
this->moveTo(mPtCur);
} else if (len <= mCurrLen) {
mCurrLen -= len;
if (!mCurOpGap) {
if (mMove) {
this->moveTo(mPtCur);
mMove = false;
}
this->cubicTo(cnt1, cnt2, end);
}
} else {
while (len - mCurrLen > DASH_PATTERN_THRESHOLD) {
Bezier right;
if (mCurrLen > 0.0f) {
Bezier left;
cur.split(mCurrLen, left, right);
len -= mCurrLen;
if (!mCurOpGap) {
if (mMove || mDashPattern[mCurrIdx] - mCurrLen < FLOAT_EPSILON) {
this->moveTo(left.start);
mMove = false;
}
this->cubicTo(left.ctrl1, left.ctrl2, left.end);
}
} else right = cur;
mCurrIdx = (mCurrIdx + 1) % mDashCount;
mCurrLen = mDashPattern[mCurrIdx];
mCurOpGap = !mCurOpGap;
cur = right;
mPtCur = cur.start;
mMove = true;
}
mCurrLen -= len;
if (!mCurOpGap) {
if (mMove) {
this->moveTo(cur.start);
mMove = false;
}
this->cubicTo(cur.ctrl1, cur.ctrl2, cur.end);
}
if (mCurrLen < 0.1f) {
mCurrIdx = (mCurrIdx + 1) % mDashCount;
mCurrLen = mDashPattern[mCurrIdx];
mCurOpGap = !mCurOpGap;
}
}
mPtCur = end;
}
void DashStroke::moveTo(const Point& pt)
{
mPts->push(Point{pt.x, pt.y});
mCmds->push(PathCommand::MoveTo);
}
void DashStroke::lineTo(const Point& pt)
{
mPts->push(Point{pt.x, pt.y});
mCmds->push(PathCommand::LineTo);
}
void DashStroke::cubicTo(const Point& cnt1, const Point& cnt2, const Point& end)
{
mPts->push({cnt1.x, cnt1.y});
mPts->push({cnt2.x, cnt2.y});
mPts->push({end.x, end.y});
mCmds->push(PathCommand::CubicTo);
}
BWTessellator::BWTessellator(GlGeometryBuffer* buffer): mBuffer(buffer)
{
}
void BWTessellator::tessellate(const RenderPath& path, const Matrix& matrix)
{
auto cmds = path.cmds.data;
auto cmdCnt = path.cmds.count;
auto pts = path.pts.data;
auto ptsCnt = path.pts.count;
if (ptsCnt <= 2) return;
uint32_t firstIndex = 0;
uint32_t prevIndex = 0;
mBuffer->vertex.reserve(ptsCnt * 2);
mBuffer->index.reserve((ptsCnt - 2) * 3);
for (uint32_t i = 0; i < cmdCnt; i++) {
switch(cmds[i]) {
case PathCommand::MoveTo: {
firstIndex = pushVertex(pts->x, pts->y);
prevIndex = 0;
pts++;
} break;
case PathCommand::LineTo: {
if (prevIndex == 0) {
prevIndex = pushVertex(pts->x, pts->y);
pts++;
} else {
auto currIndex = pushVertex(pts->x, pts->y);
pushTriangle(firstIndex, prevIndex, currIndex);
prevIndex = currIndex;
pts++;
}
} break;
case PathCommand::CubicTo: {
Bezier curve{pts[-1], pts[0], pts[1], pts[2]};
Bezier relCurve {pts[-1], pts[0], pts[1], pts[2]};
relCurve.start *= matrix;
relCurve.ctrl1 *= matrix;
relCurve.ctrl2 *= matrix;
relCurve.end *= matrix;
auto stepCount = _bezierCurveCount(relCurve);
if (stepCount <= 1) stepCount = 2;
float step = 1.f / stepCount;
for (uint32_t s = 1; s <= static_cast<uint32_t>(stepCount); s++) {
auto pt = curve.at(step * s);
auto currIndex = pushVertex(pt.x, pt.y);
if (prevIndex == 0) {
prevIndex = currIndex;
continue;
}
pushTriangle(firstIndex, prevIndex, currIndex);
prevIndex = currIndex;
}
pts += 3;
} break;
case PathCommand::Close:
default:
break;
}
}
}
RenderRegion BWTessellator::bounds() const
{
return {{int32_t(floor(bbox.min.x)), int32_t(floor(bbox.min.y))}, {int32_t(ceil(bbox.max.x)), int32_t(ceil(bbox.max.y))}};
}
uint32_t BWTessellator::pushVertex(float x, float y)
{
auto index = _pushVertex(mBuffer->vertex, x, y);
if (index == 0) bbox.max = bbox.min = {x, y};
else bbox = {{std::min(bbox.min.x, x), std::min(bbox.min.y, y)}, {std::max(bbox.max.x, x), std::max(bbox.max.y, y)}};
return index;
}
void BWTessellator::pushTriangle(uint32_t a, uint32_t b, uint32_t c)
{
mBuffer->index.push(a);
mBuffer->index.push(b);
mBuffer->index.push(c);
}
} // namespace tvg