diff -r 000000000000 -r 6474c204b198 gfx/skia/trunk/src/pathops/SkReduceOrder.cpp --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/gfx/skia/trunk/src/pathops/SkReduceOrder.cpp Wed Dec 31 06:09:35 2014 +0100 @@ -0,0 +1,285 @@ +/* + * Copyright 2012 Google Inc. + * + * Use of this source code is governed by a BSD-style license that can be + * found in the LICENSE file. + */ +#include "SkReduceOrder.h" + +int SkReduceOrder::reduce(const SkDLine& line) { + fLine[0] = line[0]; + int different = line[0] != line[1]; + fLine[1] = line[different]; + return 1 + different; +} + +static int coincident_line(const SkDQuad& quad, SkDQuad& reduction) { + reduction[0] = reduction[1] = quad[0]; + return 1; +} + +static int reductionLineCount(const SkDQuad& reduction) { + return 1 + !reduction[0].approximatelyEqual(reduction[1]); +} + +static int vertical_line(const SkDQuad& quad, SkDQuad& reduction) { + reduction[0] = quad[0]; + reduction[1] = quad[2]; + return reductionLineCount(reduction); +} + +static int horizontal_line(const SkDQuad& quad, SkDQuad& reduction) { + reduction[0] = quad[0]; + reduction[1] = quad[2]; + return reductionLineCount(reduction); +} + +static int check_linear(const SkDQuad& quad, + int minX, int maxX, int minY, int maxY, SkDQuad& reduction) { + int startIndex = 0; + int endIndex = 2; + while (quad[startIndex].approximatelyEqual(quad[endIndex])) { + --endIndex; + if (endIndex == 0) { + SkDebugf("%s shouldn't get here if all four points are about equal", __FUNCTION__); + SkASSERT(0); + } + } + if (!quad.isLinear(startIndex, endIndex)) { + return 0; + } + // four are colinear: return line formed by outside + reduction[0] = quad[0]; + reduction[1] = quad[2]; + return reductionLineCount(reduction); +} + +// reduce to a quadratic or smaller +// look for identical points +// look for all four points in a line + // note that three points in a line doesn't simplify a cubic +// look for approximation with single quadratic + // save approximation with multiple quadratics for later +int SkReduceOrder::reduce(const SkDQuad& quad) { + int index, minX, maxX, minY, maxY; + int minXSet, minYSet; + minX = maxX = minY = maxY = 0; + minXSet = minYSet = 0; + for (index = 1; index < 3; ++index) { + if (quad[minX].fX > quad[index].fX) { + minX = index; + } + if (quad[minY].fY > quad[index].fY) { + minY = index; + } + if (quad[maxX].fX < quad[index].fX) { + maxX = index; + } + if (quad[maxY].fY < quad[index].fY) { + maxY = index; + } + } + for (index = 0; index < 3; ++index) { + if (AlmostEqualUlps(quad[index].fX, quad[minX].fX)) { + minXSet |= 1 << index; + } + if (AlmostEqualUlps(quad[index].fY, quad[minY].fY)) { + minYSet |= 1 << index; + } + } + if (minXSet == 0x7) { // test for vertical line + if (minYSet == 0x7) { // return 1 if all four are coincident + return coincident_line(quad, fQuad); + } + return vertical_line(quad, fQuad); + } + if (minYSet == 0xF) { // test for horizontal line + return horizontal_line(quad, fQuad); + } + int result = check_linear(quad, minX, maxX, minY, maxY, fQuad); + if (result) { + return result; + } + fQuad = quad; + return 3; +} + +//////////////////////////////////////////////////////////////////////////////////// + +static int coincident_line(const SkDCubic& cubic, SkDCubic& reduction) { + reduction[0] = reduction[1] = cubic[0]; + return 1; +} + +static int reductionLineCount(const SkDCubic& reduction) { + return 1 + !reduction[0].approximatelyEqual(reduction[1]); +} + +static int vertical_line(const SkDCubic& cubic, SkDCubic& reduction) { + reduction[0] = cubic[0]; + reduction[1] = cubic[3]; + return reductionLineCount(reduction); +} + +static int horizontal_line(const SkDCubic& cubic, SkDCubic& reduction) { + reduction[0] = cubic[0]; + reduction[1] = cubic[3]; + return reductionLineCount(reduction); +} + +// check to see if it is a quadratic or a line +static int check_quadratic(const SkDCubic& cubic, SkDCubic& reduction) { + double dx10 = cubic[1].fX - cubic[0].fX; + double dx23 = cubic[2].fX - cubic[3].fX; + double midX = cubic[0].fX + dx10 * 3 / 2; + double sideAx = midX - cubic[3].fX; + double sideBx = dx23 * 3 / 2; + if (approximately_zero(sideAx) ? !approximately_equal(sideAx, sideBx) + : !AlmostEqualUlps(sideAx, sideBx)) { + return 0; + } + double dy10 = cubic[1].fY - cubic[0].fY; + double dy23 = cubic[2].fY - cubic[3].fY; + double midY = cubic[0].fY + dy10 * 3 / 2; + double sideAy = midY - cubic[3].fY; + double sideBy = dy23 * 3 / 2; + if (approximately_zero(sideAy) ? !approximately_equal(sideAy, sideBy) + : !AlmostEqualUlps(sideAy, sideBy)) { + return 0; + } + reduction[0] = cubic[0]; + reduction[1].fX = midX; + reduction[1].fY = midY; + reduction[2] = cubic[3]; + return 3; +} + +static int check_linear(const SkDCubic& cubic, + int minX, int maxX, int minY, int maxY, SkDCubic& reduction) { + int startIndex = 0; + int endIndex = 3; + while (cubic[startIndex].approximatelyEqual(cubic[endIndex])) { + --endIndex; + if (endIndex == 0) { + SkDebugf("%s shouldn't get here if all four points are about equal\n", __FUNCTION__); + SkASSERT(0); + } + } + if (!cubic.isLinear(startIndex, endIndex)) { + return 0; + } + // four are colinear: return line formed by outside + reduction[0] = cubic[0]; + reduction[1] = cubic[3]; + return reductionLineCount(reduction); +} + +/* food for thought: +http://objectmix.com/graphics/132906-fast-precision-driven-cubic-quadratic-piecewise-degree-reduction-algos-2-a.html + +Given points c1, c2, c3 and c4 of a cubic Bezier, the points of the +corresponding quadratic Bezier are (given in convex combinations of +points): + +q1 = (11/13)c1 + (3/13)c2 -(3/13)c3 + (2/13)c4 +q2 = -c1 + (3/2)c2 + (3/2)c3 - c4 +q3 = (2/13)c1 - (3/13)c2 + (3/13)c3 + (11/13)c4 + +Of course, this curve does not interpolate the end-points, but it would +be interesting to see the behaviour of such a curve in an applet. + +-- +Kalle Rutanen +http://kaba.hilvi.org + +*/ + +// reduce to a quadratic or smaller +// look for identical points +// look for all four points in a line + // note that three points in a line doesn't simplify a cubic +// look for approximation with single quadratic + // save approximation with multiple quadratics for later +int SkReduceOrder::reduce(const SkDCubic& cubic, Quadratics allowQuadratics) { + int index, minX, maxX, minY, maxY; + int minXSet, minYSet; + minX = maxX = minY = maxY = 0; + minXSet = minYSet = 0; + for (index = 1; index < 4; ++index) { + if (cubic[minX].fX > cubic[index].fX) { + minX = index; + } + if (cubic[minY].fY > cubic[index].fY) { + minY = index; + } + if (cubic[maxX].fX < cubic[index].fX) { + maxX = index; + } + if (cubic[maxY].fY < cubic[index].fY) { + maxY = index; + } + } + for (index = 0; index < 4; ++index) { + double cx = cubic[index].fX; + double cy = cubic[index].fY; + double denom = SkTMax(fabs(cx), SkTMax(fabs(cy), + SkTMax(fabs(cubic[minX].fX), fabs(cubic[minY].fY)))); + if (denom == 0) { + minXSet |= 1 << index; + minYSet |= 1 << index; + continue; + } + double inv = 1 / denom; + if (approximately_equal_half(cx * inv, cubic[minX].fX * inv)) { + minXSet |= 1 << index; + } + if (approximately_equal_half(cy * inv, cubic[minY].fY * inv)) { + minYSet |= 1 << index; + } + } + if (minXSet == 0xF) { // test for vertical line + if (minYSet == 0xF) { // return 1 if all four are coincident + return coincident_line(cubic, fCubic); + } + return vertical_line(cubic, fCubic); + } + if (minYSet == 0xF) { // test for horizontal line + return horizontal_line(cubic, fCubic); + } + int result = check_linear(cubic, minX, maxX, minY, maxY, fCubic); + if (result) { + return result; + } + if (allowQuadratics == SkReduceOrder::kAllow_Quadratics + && (result = check_quadratic(cubic, fCubic))) { + return result; + } + fCubic = cubic; + return 4; +} + +SkPath::Verb SkReduceOrder::Quad(const SkPoint a[3], SkPoint* reducePts) { + SkDQuad quad; + quad.set(a); + SkReduceOrder reducer; + int order = reducer.reduce(quad); + if (order == 2) { // quad became line + for (int index = 0; index < order; ++index) { + *reducePts++ = reducer.fLine[index].asSkPoint(); + } + } + return SkPathOpsPointsToVerb(order - 1); +} + +SkPath::Verb SkReduceOrder::Cubic(const SkPoint a[4], SkPoint* reducePts) { + SkDCubic cubic; + cubic.set(a); + SkReduceOrder reducer; + int order = reducer.reduce(cubic, kAllow_Quadratics); + if (order == 2 || order == 3) { // cubic became line or quad + for (int index = 0; index < order; ++index) { + *reducePts++ = reducer.fQuad[index].asSkPoint(); + } + } + return SkPathOpsPointsToVerb(order - 1); +}