| 1 | /* |
| 2 | * Copyright 2015 Google Inc. |
| 3 | * |
| 4 | * Use of this source code is governed by a BSD-style license that can be |
| 5 | * found in the LICENSE file. |
| 6 | */ |
| 7 | |
| 8 | #ifndef GrTriangulator_DEFINED |
| 9 | #define GrTriangulator_DEFINED |
| 10 | |
| 11 | #if !defined(SK_ENABLE_OPTIMIZE_SIZE) |
| 12 | |
| 13 | #include "include/core/SkPath.h" |
| 14 | #include "include/core/SkPoint.h" |
| 15 | #include "include/private/SkColorData.h" |
| 16 | #include "src/base/SkArenaAlloc.h" |
| 17 | #include "src/gpu/ganesh/GrColor.h" |
| 18 | |
| 19 | class GrEagerVertexAllocator; |
| 20 | struct SkRect; |
| 21 | |
| 22 | #define TRIANGULATOR_LOGGING 0 |
| 23 | #define TRIANGULATOR_WIREFRAME 0 |
| 24 | |
| 25 | /** |
| 26 | * Provides utility functions for converting paths to a collection of triangles. |
| 27 | */ |
| 28 | class GrTriangulator { |
| 29 | public: |
| 30 | constexpr static int kArenaDefaultChunkSize = 16 * 1024; |
| 31 | |
| 32 | static int PathToTriangles(const SkPath& path, SkScalar tolerance, const SkRect& clipBounds, |
| 33 | GrEagerVertexAllocator* vertexAllocator, bool* isLinear) { |
| 34 | if (!path.isFinite()) { |
| 35 | return 0; |
| 36 | } |
| 37 | SkArenaAlloc alloc(kArenaDefaultChunkSize); |
| 38 | GrTriangulator triangulator(path, &alloc); |
| 39 | auto [ polys, success ] = triangulator.pathToPolys(tolerance, clipBounds, isLinear); |
| 40 | if (!success) { |
| 41 | return 0; |
| 42 | } |
| 43 | int count = triangulator.polysToTriangles(polys, vertexAllocator); |
| 44 | return count; |
| 45 | } |
| 46 | |
| 47 | // Enums used by GrTriangulator internals. |
| 48 | typedef enum { kLeft_Side, kRight_Side } Side; |
| 49 | enum class EdgeType { kInner, kOuter, kConnector }; |
| 50 | |
| 51 | // Structs used by GrTriangulator internals. |
| 52 | struct Vertex; |
| 53 | struct VertexList; |
| 54 | struct Line; |
| 55 | struct Edge; |
| 56 | struct EdgeList; |
| 57 | struct MonotonePoly; |
| 58 | struct Poly; |
| 59 | struct Comparator; |
| 60 | |
| 61 | protected: |
| 62 | GrTriangulator(const SkPath& path, SkArenaAlloc* alloc) : fPath(path), fAlloc(alloc) {} |
| 63 | virtual ~GrTriangulator() {} |
| 64 | |
| 65 | // There are six stages to the basic algorithm: |
| 66 | // |
| 67 | // 1) Linearize the path contours into piecewise linear segments: |
| 68 | void pathToContours(float tolerance, const SkRect& clipBounds, VertexList* contours, |
| 69 | bool* isLinear) const; |
| 70 | |
| 71 | // 2) Build a mesh of edges connecting the vertices: |
| 72 | void contoursToMesh(VertexList* contours, int contourCnt, VertexList* mesh, |
| 73 | const Comparator&); |
| 74 | |
| 75 | // 3) Sort the vertices in Y (and secondarily in X): |
| 76 | static void SortedMerge(VertexList* front, VertexList* back, VertexList* result, |
| 77 | const Comparator&); |
| 78 | static void SortMesh(VertexList* vertices, const Comparator&); |
| 79 | |
| 80 | // 4) Simplify the mesh by inserting new vertices at intersecting edges: |
| 81 | enum class SimplifyResult { |
| 82 | kFailed, |
| 83 | kAlreadySimple, |
| 84 | kFoundSelfIntersection |
| 85 | }; |
| 86 | |
| 87 | enum class BoolFail { |
| 88 | kFalse, |
| 89 | kTrue, |
| 90 | kFail |
| 91 | }; |
| 92 | |
| 93 | [[nodiscard]] SimplifyResult simplify(VertexList* mesh, const Comparator&); |
| 94 | |
| 95 | // 5) Tessellate the simplified mesh into monotone polygons: |
| 96 | virtual std::tuple<Poly*, bool> tessellate(const VertexList& vertices, const Comparator&); |
| 97 | |
| 98 | // 6) Triangulate the monotone polygons directly into a vertex buffer: |
| 99 | skgpu::VertexWriter polysToTriangles(Poly* polys, |
| 100 | SkPathFillType overrideFillType, |
| 101 | skgpu::VertexWriter data) const; |
| 102 | |
| 103 | // The vertex sorting in step (3) is a merge sort, since it plays well with the linked list |
| 104 | // of vertices (and the necessity of inserting new vertices on intersection). |
| 105 | // |
| 106 | // Stages (4) and (5) use an active edge list -- a list of all edges for which the |
| 107 | // sweep line has crossed the top vertex, but not the bottom vertex. It's sorted |
| 108 | // left-to-right based on the point where both edges are active (when both top vertices |
| 109 | // have been seen, so the "lower" top vertex of the two). If the top vertices are equal |
| 110 | // (shared), it's sorted based on the last point where both edges are active, so the |
| 111 | // "upper" bottom vertex. |
| 112 | // |
| 113 | // The most complex step is the simplification (4). It's based on the Bentley-Ottman |
| 114 | // line-sweep algorithm, but due to floating point inaccuracy, the intersection points are |
| 115 | // not exact and may violate the mesh topology or active edge list ordering. We |
| 116 | // accommodate this by adjusting the topology of the mesh and AEL to match the intersection |
| 117 | // points. This occurs in two ways: |
| 118 | // |
| 119 | // A) Intersections may cause a shortened edge to no longer be ordered with respect to its |
| 120 | // neighbouring edges at the top or bottom vertex. This is handled by merging the |
| 121 | // edges (mergeCollinearVertices()). |
| 122 | // B) Intersections may cause an edge to violate the left-to-right ordering of the |
| 123 | // active edge list. This is handled by detecting potential violations and rewinding |
| 124 | // the active edge list to the vertex before they occur (rewind() during merging, |
| 125 | // rewind_if_necessary() during splitting). |
| 126 | // |
| 127 | // The tessellation steps (5) and (6) are based on "Triangulating Simple Polygons and |
| 128 | // Equivalent Problems" (Fournier and Montuno); also a line-sweep algorithm. Note that it |
| 129 | // currently uses a linked list for the active edge list, rather than a 2-3 tree as the |
| 130 | // paper describes. The 2-3 tree gives O(lg N) lookups, but insertion and removal also |
| 131 | // become O(lg N). In all the test cases, it was found that the cost of frequent O(lg N) |
| 132 | // insertions and removals was greater than the cost of infrequent O(N) lookups with the |
| 133 | // linked list implementation. With the latter, all removals are O(1), and most insertions |
| 134 | // are O(1), since we know the adjacent edge in the active edge list based on the topology. |
| 135 | // Only type 2 vertices (see paper) require the O(N) lookups, and these are much less |
| 136 | // frequent. There may be other data structures worth investigating, however. |
| 137 | // |
| 138 | // Note that the orientation of the line sweep algorithms is determined by the aspect ratio of |
| 139 | // the path bounds. When the path is taller than it is wide, we sort vertices based on |
| 140 | // increasing Y coordinate, and secondarily by increasing X coordinate. When the path is wider |
| 141 | // than it is tall, we sort by increasing X coordinate, but secondarily by *decreasing* Y |
| 142 | // coordinate. This is so that the "left" and "right" orientation in the code remains correct |
| 143 | // (edges to the left are increasing in Y; edges to the right are decreasing in Y). That is, the |
| 144 | // setting rotates 90 degrees counterclockwise, rather that transposing. |
| 145 | |
| 146 | // Additional helpers and driver functions. |
| 147 | skgpu::VertexWriter emitMonotonePoly(const MonotonePoly*, skgpu::VertexWriter data) const; |
| 148 | skgpu::VertexWriter emitTriangle(Vertex* prev, Vertex* curr, Vertex* next, int winding, |
| 149 | skgpu::VertexWriter data) const; |
| 150 | skgpu::VertexWriter emitPoly(const Poly*, skgpu::VertexWriter data) const; |
| 151 | |
| 152 | Poly* makePoly(Poly** head, Vertex* v, int winding) const; |
| 153 | void appendPointToContour(const SkPoint& p, VertexList* contour) const; |
| 154 | void appendQuadraticToContour(const SkPoint[3], SkScalar toleranceSqd, |
| 155 | VertexList* contour) const; |
| 156 | void generateCubicPoints(const SkPoint&, const SkPoint&, const SkPoint&, const SkPoint&, |
| 157 | SkScalar tolSqd, VertexList* contour, int pointsLeft) const; |
| 158 | bool applyFillType(int winding) const; |
| 159 | MonotonePoly* allocateMonotonePoly(Edge* edge, Side side, int winding); |
| 160 | Edge* allocateEdge(Vertex* top, Vertex* bottom, int winding, EdgeType type); |
| 161 | Edge* makeEdge(Vertex* prev, Vertex* next, EdgeType type, const Comparator&); |
| 162 | [[nodiscard]] bool setTop( |
| 163 | Edge* edge, Vertex* v, EdgeList* activeEdges, Vertex** current, const Comparator&) const; |
| 164 | [[nodiscard]] bool setBottom( |
| 165 | Edge* edge, Vertex* v, EdgeList* activeEdges, Vertex** current, const Comparator&) const; |
| 166 | [[nodiscard]] bool mergeEdgesAbove( |
| 167 | Edge* edge, Edge* other, EdgeList* activeEdges, Vertex** current, const Comparator&) const; |
| 168 | [[nodiscard]] bool mergeEdgesBelow( |
| 169 | Edge* edge, Edge* other, EdgeList* activeEdges, Vertex** current, const Comparator&) const; |
| 170 | Edge* makeConnectingEdge(Vertex* prev, Vertex* next, EdgeType, const Comparator&, |
| 171 | int windingScale = 1); |
| 172 | void mergeVertices(Vertex* src, Vertex* dst, VertexList* mesh, const Comparator&) const; |
| 173 | static void FindEnclosingEdges(const Vertex& v, const EdgeList& edges, |
| 174 | Edge** left, Edge** right); |
| 175 | bool mergeCollinearEdges(Edge* edge, EdgeList* activeEdges, Vertex** current, |
| 176 | const Comparator&) const; |
| 177 | BoolFail splitEdge(Edge* edge, Vertex* v, EdgeList* activeEdges, Vertex** current, |
| 178 | const Comparator&); |
| 179 | BoolFail intersectEdgePair(Edge* left, Edge* right, EdgeList* activeEdges, Vertex** current, |
| 180 | const Comparator&); |
| 181 | Vertex* makeSortedVertex(const SkPoint&, uint8_t alpha, VertexList* mesh, Vertex* reference, |
| 182 | const Comparator&) const; |
| 183 | void computeBisector(Edge* edge1, Edge* edge2, Vertex*) const; |
| 184 | BoolFail checkForIntersection(Edge* left, Edge* right, EdgeList* activeEdges, Vertex** current, |
| 185 | VertexList* mesh, const Comparator&); |
| 186 | void sanitizeContours(VertexList* contours, int contourCnt) const; |
| 187 | bool mergeCoincidentVertices(VertexList* mesh, const Comparator&) const; |
| 188 | void buildEdges(VertexList* contours, int contourCnt, VertexList* mesh, |
| 189 | const Comparator&); |
| 190 | std::tuple<Poly*, bool> contoursToPolys(VertexList* contours, int contourCnt); |
| 191 | std::tuple<Poly*, bool> pathToPolys(float tolerance, const SkRect& clipBounds, |
| 192 | bool* isLinear); |
| 193 | static int64_t CountPoints(Poly* polys, SkPathFillType overrideFillType); |
| 194 | int polysToTriangles(Poly*, GrEagerVertexAllocator*) const; |
| 195 | |
| 196 | // FIXME: fPath should be plumbed through function parameters instead. |
| 197 | const SkPath fPath; |
| 198 | SkArenaAlloc* const fAlloc; |
| 199 | int fNumMonotonePolys = 0; |
| 200 | int fNumEdges = 0; |
| 201 | |
| 202 | // Internal control knobs. |
| 203 | bool fRoundVerticesToQuarterPixel = false; |
| 204 | bool fEmitCoverage = false; |
| 205 | bool fPreserveCollinearVertices = false; |
| 206 | bool fCollectBreadcrumbTriangles = false; |
| 207 | |
| 208 | // The breadcrumb triangles serve as a glue that erases T-junctions between a path's outer |
| 209 | // curves and its inner polygon triangulation. Drawing a path's outer curves, breadcrumb |
| 210 | // triangles, and inner polygon triangulation all together into the stencil buffer has the same |
| 211 | // identical rasterized effect as stenciling a classic Redbook fan. |
| 212 | // |
| 213 | // The breadcrumb triangles track all the edge splits that led from the original inner polygon |
| 214 | // edges to the final triangulation. Every time an edge splits, we emit a razor-thin breadcrumb |
| 215 | // triangle consisting of the edge's original endpoints and the split point. (We also add |
| 216 | // supplemental breadcrumb triangles to areas where abs(winding) > 1.) |
| 217 | // |
| 218 | // a |
| 219 | // / |
| 220 | // / |
| 221 | // / |
| 222 | // x <- Edge splits at x. New breadcrumb triangle is: [a, b, x]. |
| 223 | // / |
| 224 | // / |
| 225 | // b |
| 226 | // |
| 227 | // The opposite-direction shared edges between the triangulation and breadcrumb triangles should |
| 228 | // all cancel out, leaving just the set of edges from the original polygon. |
| 229 | class BreadcrumbTriangleList { |
| 230 | public: |
| 231 | struct Node { |
| 232 | Node(SkPoint a, SkPoint b, SkPoint c) : fPts{a, b, c} {} |
| 233 | SkPoint fPts[3]; |
| 234 | Node* fNext = nullptr; |
| 235 | }; |
| 236 | const Node* head() const { return fHead; } |
| 237 | int count() const { return fCount; } |
| 238 | |
| 239 | void append(SkArenaAlloc* alloc, SkPoint a, SkPoint b, SkPoint c, int winding) { |
| 240 | if (a == b || a == c || b == c || winding == 0) { |
| 241 | return; |
| 242 | } |
| 243 | if (winding < 0) { |
| 244 | std::swap(x&: a, y&: b); |
| 245 | winding = -winding; |
| 246 | } |
| 247 | for (int i = 0; i < winding; ++i) { |
| 248 | SkASSERT(fTail && !(*fTail)); |
| 249 | *fTail = alloc->make<Node>(args&: a, args&: b, args&: c); |
| 250 | fTail = &(*fTail)->fNext; |
| 251 | } |
| 252 | fCount += winding; |
| 253 | } |
| 254 | |
| 255 | void concat(BreadcrumbTriangleList&& list) { |
| 256 | SkASSERT(fTail && !(*fTail)); |
| 257 | if (list.fHead) { |
| 258 | *fTail = list.fHead; |
| 259 | fTail = list.fTail; |
| 260 | fCount += list.fCount; |
| 261 | list.fHead = nullptr; |
| 262 | list.fTail = &list.fHead; |
| 263 | list.fCount = 0; |
| 264 | } |
| 265 | } |
| 266 | |
| 267 | private: |
| 268 | Node* fHead = nullptr; |
| 269 | Node** fTail = &fHead; |
| 270 | int fCount = 0; |
| 271 | }; |
| 272 | |
| 273 | mutable BreadcrumbTriangleList fBreadcrumbList; |
| 274 | }; |
| 275 | |
| 276 | /** |
| 277 | * Vertices are used in three ways: first, the path contours are converted into a |
| 278 | * circularly-linked list of Vertices for each contour. After edge construction, the same Vertices |
| 279 | * are re-ordered by the merge sort according to the sweep_lt comparator (usually, increasing |
| 280 | * in Y) using the same fPrev/fNext pointers that were used for the contours, to avoid |
| 281 | * reallocation. Finally, MonotonePolys are built containing a circularly-linked list of |
| 282 | * Vertices. (Currently, those Vertices are newly-allocated for the MonotonePolys, since |
| 283 | * an individual Vertex from the path mesh may belong to multiple |
| 284 | * MonotonePolys, so the original Vertices cannot be re-used. |
| 285 | */ |
| 286 | |
| 287 | struct GrTriangulator::Vertex { |
| 288 | Vertex(const SkPoint& point, uint8_t alpha) |
| 289 | : fPoint(point), fPrev(nullptr), fNext(nullptr) |
| 290 | , fFirstEdgeAbove(nullptr), fLastEdgeAbove(nullptr) |
| 291 | , fFirstEdgeBelow(nullptr), fLastEdgeBelow(nullptr) |
| 292 | , fLeftEnclosingEdge(nullptr), fRightEnclosingEdge(nullptr) |
| 293 | , fPartner(nullptr) |
| 294 | , fAlpha(alpha) |
| 295 | , fSynthetic(false) |
| 296 | #if TRIANGULATOR_LOGGING |
| 297 | , fID (-1.0f) |
| 298 | #endif |
| 299 | {} |
| 300 | SkPoint fPoint; // Vertex position |
| 301 | Vertex* fPrev; // Linked list of contours, then Y-sorted vertices. |
| 302 | Vertex* fNext; // " |
| 303 | Edge* fFirstEdgeAbove; // Linked list of edges above this vertex. |
| 304 | Edge* fLastEdgeAbove; // " |
| 305 | Edge* fFirstEdgeBelow; // Linked list of edges below this vertex. |
| 306 | Edge* fLastEdgeBelow; // " |
| 307 | Edge* fLeftEnclosingEdge; // Nearest edge in the AEL left of this vertex. |
| 308 | Edge* fRightEnclosingEdge; // Nearest edge in the AEL right of this vertex. |
| 309 | Vertex* fPartner; // Corresponding inner or outer vertex (for AA). |
| 310 | uint8_t fAlpha; |
| 311 | bool fSynthetic; // Is this a synthetic vertex? |
| 312 | #if TRIANGULATOR_LOGGING |
| 313 | float fID; // Identifier used for logging. |
| 314 | #endif |
| 315 | bool isConnected() const { return this->fFirstEdgeAbove || this->fFirstEdgeBelow; } |
| 316 | }; |
| 317 | |
| 318 | struct GrTriangulator::VertexList { |
| 319 | VertexList() : fHead(nullptr), fTail(nullptr) {} |
| 320 | VertexList(Vertex* head, Vertex* tail) : fHead(head), fTail(tail) {} |
| 321 | Vertex* fHead; |
| 322 | Vertex* fTail; |
| 323 | void insert(Vertex* v, Vertex* prev, Vertex* next); |
| 324 | void append(Vertex* v) { insert(v, prev: fTail, next: nullptr); } |
| 325 | void append(const VertexList& list) { |
| 326 | if (!list.fHead) { |
| 327 | return; |
| 328 | } |
| 329 | if (fTail) { |
| 330 | fTail->fNext = list.fHead; |
| 331 | list.fHead->fPrev = fTail; |
| 332 | } else { |
| 333 | fHead = list.fHead; |
| 334 | } |
| 335 | fTail = list.fTail; |
| 336 | } |
| 337 | void prepend(Vertex* v) { insert(v, prev: nullptr, next: fHead); } |
| 338 | void remove(Vertex* v); |
| 339 | void close() { |
| 340 | if (fHead && fTail) { |
| 341 | fTail->fNext = fHead; |
| 342 | fHead->fPrev = fTail; |
| 343 | } |
| 344 | } |
| 345 | #if TRIANGULATOR_LOGGING |
| 346 | void dump() const; |
| 347 | #endif |
| 348 | }; |
| 349 | |
| 350 | // A line equation in implicit form. fA * x + fB * y + fC = 0, for all points (x, y) on the line. |
| 351 | struct GrTriangulator::Line { |
| 352 | Line(double a, double b, double c) : fA(a), fB(b), fC(c) {} |
| 353 | Line(Vertex* p, Vertex* q) : Line(p->fPoint, q->fPoint) {} |
| 354 | Line(const SkPoint& p, const SkPoint& q) |
| 355 | : fA(static_cast<double>(q.fY) - p.fY) // a = dY |
| 356 | , fB(static_cast<double>(p.fX) - q.fX) // b = -dX |
| 357 | , fC(static_cast<double>(p.fY) * q.fX - // c = cross(q, p) |
| 358 | static_cast<double>(p.fX) * q.fY) {} |
| 359 | double dist(const SkPoint& p) const { return fA * p.fX + fB * p.fY + fC; } |
| 360 | Line operator*(double v) const { return Line(fA * v, fB * v, fC * v); } |
| 361 | double magSq() const { return fA * fA + fB * fB; } |
| 362 | void normalize() { |
| 363 | double len = sqrt(x: this->magSq()); |
| 364 | if (len == 0.0) { |
| 365 | return; |
| 366 | } |
| 367 | double scale = 1.0f / len; |
| 368 | fA *= scale; |
| 369 | fB *= scale; |
| 370 | fC *= scale; |
| 371 | } |
| 372 | bool nearParallel(const Line& o) const { |
| 373 | return fabs(x: o.fA - fA) < 0.00001 && fabs(x: o.fB - fB) < 0.00001; |
| 374 | } |
| 375 | |
| 376 | // Compute the intersection of two (infinite) Lines. |
| 377 | bool intersect(const Line& other, SkPoint* point) const; |
| 378 | double fA, fB, fC; |
| 379 | }; |
| 380 | |
| 381 | /** |
| 382 | * An Edge joins a top Vertex to a bottom Vertex. Edge ordering for the list of "edges above" and |
| 383 | * "edge below" a vertex as well as for the active edge list is handled by isLeftOf()/isRightOf(). |
| 384 | * Note that an Edge will give occasionally dist() != 0 for its own endpoints (because floating |
| 385 | * point). For speed, that case is only tested by the callers that require it (e.g., |
| 386 | * rewind_if_necessary()). Edges also handle checking for intersection with other edges. |
| 387 | * Currently, this converts the edges to the parametric form, in order to avoid doing a division |
| 388 | * until an intersection has been confirmed. This is slightly slower in the "found" case, but |
| 389 | * a lot faster in the "not found" case. |
| 390 | * |
| 391 | * The coefficients of the line equation stored in double precision to avoid catastrophic |
| 392 | * cancellation in the isLeftOf() and isRightOf() checks. Using doubles ensures that the result is |
| 393 | * correct in float, since it's a polynomial of degree 2. The intersect() function, being |
| 394 | * degree 5, is still subject to catastrophic cancellation. We deal with that by assuming its |
| 395 | * output may be incorrect, and adjusting the mesh topology to match (see comment at the top of |
| 396 | * this file). |
| 397 | */ |
| 398 | |
| 399 | struct GrTriangulator::Edge { |
| 400 | Edge(Vertex* top, Vertex* bottom, int winding, EdgeType type) |
| 401 | : fWinding(winding) |
| 402 | , fTop(top) |
| 403 | , fBottom(bottom) |
| 404 | , fType(type) |
| 405 | , fLeft(nullptr) |
| 406 | , fRight(nullptr) |
| 407 | , fPrevEdgeAbove(nullptr) |
| 408 | , fNextEdgeAbove(nullptr) |
| 409 | , fPrevEdgeBelow(nullptr) |
| 410 | , fNextEdgeBelow(nullptr) |
| 411 | , fLeftPoly(nullptr) |
| 412 | , fRightPoly(nullptr) |
| 413 | , fLeftPolyPrev(nullptr) |
| 414 | , fLeftPolyNext(nullptr) |
| 415 | , fRightPolyPrev(nullptr) |
| 416 | , fRightPolyNext(nullptr) |
| 417 | , fUsedInLeftPoly(false) |
| 418 | , fUsedInRightPoly(false) |
| 419 | , fLine(top, bottom) { |
| 420 | } |
| 421 | int fWinding; // 1 == edge goes downward; -1 = edge goes upward. |
| 422 | Vertex* fTop; // The top vertex in vertex-sort-order (sweep_lt). |
| 423 | Vertex* fBottom; // The bottom vertex in vertex-sort-order. |
| 424 | EdgeType fType; |
| 425 | Edge* fLeft; // The linked list of edges in the active edge list. |
| 426 | Edge* fRight; // " |
| 427 | Edge* fPrevEdgeAbove; // The linked list of edges in the bottom Vertex's "edges above". |
| 428 | Edge* fNextEdgeAbove; // " |
| 429 | Edge* fPrevEdgeBelow; // The linked list of edges in the top Vertex's "edges below". |
| 430 | Edge* fNextEdgeBelow; // " |
| 431 | Poly* fLeftPoly; // The Poly to the left of this edge, if any. |
| 432 | Poly* fRightPoly; // The Poly to the right of this edge, if any. |
| 433 | Edge* fLeftPolyPrev; |
| 434 | Edge* fLeftPolyNext; |
| 435 | Edge* fRightPolyPrev; |
| 436 | Edge* fRightPolyNext; |
| 437 | bool fUsedInLeftPoly; |
| 438 | bool fUsedInRightPoly; |
| 439 | Line fLine; |
| 440 | |
| 441 | double dist(const SkPoint& p) const { |
| 442 | // Coerce points coincident with the vertices to have dist = 0, since converting from |
| 443 | // a double intersection point back to float storage might construct a point that's no |
| 444 | // longer on the ideal line. |
| 445 | return (p == fTop->fPoint || p == fBottom->fPoint) ? 0.0 : fLine.dist(p); |
| 446 | } |
| 447 | bool isRightOf(const Vertex& v) const { return this->dist(p: v.fPoint) < 0.0; } |
| 448 | bool isLeftOf(const Vertex& v) const { return this->dist(p: v.fPoint) > 0.0; } |
| 449 | void recompute() { fLine = Line(fTop, fBottom); } |
| 450 | void insertAbove(Vertex*, const Comparator&); |
| 451 | void insertBelow(Vertex*, const Comparator&); |
| 452 | void disconnect(); |
| 453 | bool intersect(const Edge& other, SkPoint* p, uint8_t* alpha = nullptr) const; |
| 454 | }; |
| 455 | |
| 456 | struct GrTriangulator::EdgeList { |
| 457 | EdgeList() : fHead(nullptr), fTail(nullptr) {} |
| 458 | Edge* fHead; |
| 459 | Edge* fTail; |
| 460 | void insert(Edge* edge, Edge* prev, Edge* next); |
| 461 | bool insert(Edge* edge, Edge* prev); |
| 462 | void append(Edge* e) { insert(edge: e, prev: fTail, next: nullptr); } |
| 463 | bool remove(Edge* edge); |
| 464 | void removeAll() { |
| 465 | while (fHead) { |
| 466 | this->remove(edge: fHead); |
| 467 | } |
| 468 | } |
| 469 | void close() { |
| 470 | if (fHead && fTail) { |
| 471 | fTail->fRight = fHead; |
| 472 | fHead->fLeft = fTail; |
| 473 | } |
| 474 | } |
| 475 | bool contains(Edge* edge) const { return edge->fLeft || edge->fRight || fHead == edge; } |
| 476 | }; |
| 477 | |
| 478 | struct GrTriangulator::MonotonePoly { |
| 479 | MonotonePoly(Edge* edge, Side side, int winding) |
| 480 | : fSide(side) |
| 481 | , fFirstEdge(nullptr) |
| 482 | , fLastEdge(nullptr) |
| 483 | , fPrev(nullptr) |
| 484 | , fNext(nullptr) |
| 485 | , fWinding(winding) { |
| 486 | this->addEdge(edge); |
| 487 | } |
| 488 | Side fSide; |
| 489 | Edge* fFirstEdge; |
| 490 | Edge* fLastEdge; |
| 491 | MonotonePoly* fPrev; |
| 492 | MonotonePoly* fNext; |
| 493 | int fWinding; |
| 494 | void addEdge(Edge*); |
| 495 | }; |
| 496 | |
| 497 | struct GrTriangulator::Poly { |
| 498 | Poly(Vertex* v, int winding); |
| 499 | |
| 500 | Poly* addEdge(Edge* e, Side side, GrTriangulator*); |
| 501 | Vertex* lastVertex() const { return fTail ? fTail->fLastEdge->fBottom : fFirstVertex; } |
| 502 | Vertex* fFirstVertex; |
| 503 | int fWinding; |
| 504 | MonotonePoly* fHead; |
| 505 | MonotonePoly* fTail; |
| 506 | Poly* fNext; |
| 507 | Poly* fPartner; |
| 508 | int fCount; |
| 509 | #if TRIANGULATOR_LOGGING |
| 510 | int fID; |
| 511 | #endif |
| 512 | }; |
| 513 | |
| 514 | struct GrTriangulator::Comparator { |
| 515 | enum class Direction { kVertical, kHorizontal }; |
| 516 | Comparator(Direction direction) : fDirection(direction) {} |
| 517 | bool sweep_lt(const SkPoint& a, const SkPoint& b) const; |
| 518 | Direction fDirection; |
| 519 | }; |
| 520 | |
| 521 | #endif // SK_ENABLE_OPTIMIZE_SIZE |
| 522 | |
| 523 | #endif // GrTriangulator_DEFINED |
| 524 | |