Polygonal rendering of simple fill shapes

bug:4419017

Change-Id: If0428e1732139786cba15f54b285d880e4a56b89
diff --git a/libs/hwui/PathRenderer.cpp b/libs/hwui/PathRenderer.cpp
new file mode 100644
index 0000000..d222009
--- /dev/null
+++ b/libs/hwui/PathRenderer.cpp
@@ -0,0 +1,304 @@
+/*
+ * 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.
+ */
+
+#define LOG_TAG "PathRenderer"
+#define LOG_NDEBUG 1
+#define ATRACE_TAG ATRACE_TAG_GRAPHICS
+
+#define VERTEX_DEBUG 0
+
+#include <SkPath.h>
+
+#include <stdlib.h>
+#include <stdint.h>
+#include <sys/types.h>
+
+#include <utils/Log.h>
+#include <utils/Trace.h>
+
+#include "PathRenderer.h"
+#include "Matrix.h"
+#include "Vector.h"
+#include "Vertex.h"
+
+namespace android {
+namespace uirenderer {
+
+#define THRESHOLD 0.5f
+
+void PathRenderer::computeInverseScales(const mat4 *transform,
+        float &inverseScaleX, float& inverseScaleY) {
+    inverseScaleX = 1.0f;
+    inverseScaleY = 1.0f;
+    if (CC_UNLIKELY(!transform->isPureTranslate())) {
+        float m00 = transform->data[Matrix4::kScaleX];
+        float m01 = transform->data[Matrix4::kSkewY];
+        float m10 = transform->data[Matrix4::kSkewX];
+        float m11 = transform->data[Matrix4::kScaleY];
+        float scaleX = sqrt(m00 * m00 + m01 * m01);
+        float scaleY = sqrt(m10 * m10 + m11 * m11);
+        inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
+        inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
+    }
+}
+
+void PathRenderer::convexPathFillVertices(const SkPath &path, const mat4 *transform,
+        VertexBuffer &vertexBuffer, bool isAA) {
+    ATRACE_CALL();
+    float inverseScaleX;
+    float inverseScaleY;
+    computeInverseScales(transform, inverseScaleX, inverseScaleY);
+
+    Vector<Vertex> tempVertices;
+    float thresholdx = THRESHOLD * inverseScaleX;
+    float thresholdy = THRESHOLD * inverseScaleY;
+    convexPathVertices(path,
+                       thresholdx * thresholdx,
+                       thresholdy * thresholdy,
+                       tempVertices);
+
+#if VERTEX_DEBUG
+    for (unsigned int i = 0; i < tempVertices.size(); i++) {
+        ALOGD("orig path: point at %f %f",
+              tempVertices[i].position[0],
+              tempVertices[i].position[1]);
+    }
+#endif
+    int currentIndex = 0;
+    if (!isAA) {
+        Vertex* buffer = vertexBuffer.alloc<Vertex>(tempVertices.size());
+
+        // zig zag between all previous points on the inside of the hull to create a
+        // triangle strip that fills the hull
+        int srcAindex = 0;
+        int srcBindex = tempVertices.size() - 1;
+        while (srcAindex <= srcBindex) {
+            Vertex::set(&buffer[currentIndex++],
+                        tempVertices.editArray()[srcAindex].position[0],
+                        tempVertices.editArray()[srcAindex].position[1]);
+            if (srcAindex == srcBindex) break;
+            Vertex::set(&buffer[currentIndex++],
+                        tempVertices.editArray()[srcBindex].position[0],
+                        tempVertices.editArray()[srcBindex].position[1]);
+            srcAindex++;
+            srcBindex--;
+        }
+        return;
+    }
+    AlphaVertex* buffer = vertexBuffer.alloc<AlphaVertex>(tempVertices.size() * 3 + 2);
+
+    // generate alpha points - fill Alpha vertex gaps in between each point with
+    // alpha 0 vertex, offset by a scaled normal.
+    Vertex* last = &(tempVertices.editArray()[tempVertices.size()-1]);
+
+    for (unsigned int i = 0; i<tempVertices.size(); i++) {
+        Vertex* current = &(tempVertices.editArray()[i]);
+        Vertex* next = &(tempVertices.editArray()[i + 1 >= tempVertices.size() ? 0 : i + 1]);
+
+        vec2 lastNormal(current->position[1] - last->position[1],
+                        last->position[0] - current->position[0]);
+        lastNormal.normalize();
+        vec2 nextNormal(next->position[1] - current->position[1],
+                        current->position[0] - next->position[0]);
+        nextNormal.normalize();
+
+        // AA point offset from original point is that point's normal, such that
+        // each side is offset by .5 pixels
+        vec2 totalOffset = (lastNormal + nextNormal) / (2 * (1 + lastNormal.dot(nextNormal)));
+        totalOffset.x *= inverseScaleX;
+        totalOffset.y *= inverseScaleY;
+
+        AlphaVertex::set(&buffer[currentIndex++],
+                         current->position[0] + totalOffset.x,
+                         current->position[1] + totalOffset.y,
+                         0.0f);
+        AlphaVertex::set(&buffer[currentIndex++],
+                         current->position[0] - totalOffset.x,
+                         current->position[1] - totalOffset.y,
+                         1.0f);
+        last = current;
+    }
+
+    // wrap around to beginning
+    AlphaVertex::set(&buffer[currentIndex++],
+                     buffer[0].position[0],
+                     buffer[0].position[1], 0.0f);
+    AlphaVertex::set(&buffer[currentIndex++],
+                     buffer[1].position[0],
+                     buffer[1].position[1], 1.0f);
+
+    // zig zag between all previous points on the inside of the hull to create a
+    // triangle strip that fills the hull, repeating the first inner point to
+    // create degenerate tris to start inside path
+    int srcAindex = 0;
+    int srcBindex = tempVertices.size() - 1;
+    while (srcAindex <= srcBindex) {
+        AlphaVertex::set(&buffer[currentIndex++],
+                         buffer[srcAindex * 2 + 1].position[0],
+                         buffer[srcAindex * 2 + 1].position[1],
+                         1.0f);
+        if (srcAindex == srcBindex) break;
+        AlphaVertex::set(&buffer[currentIndex++],
+                         buffer[srcBindex * 2 + 1].position[0],
+                         buffer[srcBindex * 2 + 1].position[1],
+                         1.0f);
+        srcAindex++;
+        srcBindex--;
+    }
+
+#if VERTEX_DEBUG
+    for (unsigned int i = 0; i < vertexBuffer.mSize; i++) {
+        ALOGD("point at %f %f",
+              buffer[i].position[0],
+              buffer[i].position[1]);
+    }
+#endif
+}
+
+
+void PathRenderer::convexPathVertices(const SkPath &path, float thresholdx, float thresholdy,
+        Vector<Vertex> &outputVertices) {
+    ATRACE_CALL();
+
+    SkPath::Iter iter(path, true);
+    SkPoint pos;
+    SkPoint pts[4];
+    SkPath::Verb v;
+    Vertex* newVertex = 0;
+    while (SkPath::kDone_Verb != (v = iter.next(pts))) {
+            switch (v) {
+                case SkPath::kMove_Verb:
+                    pos = pts[0];
+                    ALOGV("Move to pos %f %f", pts[0].x(), pts[0].y());
+                    break;
+                case SkPath::kClose_Verb:
+                    ALOGV("Close at pos %f %f", pts[0].x(), pts[0].y());
+                    break;
+                case SkPath::kLine_Verb:
+                    ALOGV("kLine_Verb %f %f -> %f %f",
+                          pts[0].x(), pts[0].y(),
+                          pts[1].x(), pts[1].y());
+
+                    // TODO: make this not yuck
+                    outputVertices.push();
+                    newVertex = &(outputVertices.editArray()[outputVertices.size()-1]);
+                    Vertex::set(newVertex, pts[1].x(), pts[1].y());
+                    break;
+                case SkPath::kQuad_Verb:
+                    ALOGV("kQuad_Verb");
+                    recursiveQuadraticBezierVertices(
+                        pts[0].x(), pts[0].y(),
+                        pts[2].x(), pts[2].y(),
+                        pts[1].x(), pts[1].y(),
+                        thresholdx, thresholdy,
+                        outputVertices);
+                    break;
+                case SkPath::kCubic_Verb:
+                    ALOGV("kCubic_Verb");
+                    recursiveCubicBezierVertices(
+                        pts[0].x(), pts[0].y(),
+                        pts[1].x(), pts[1].y(),
+                        pts[3].x(), pts[3].y(),
+                        pts[2].x(), pts[2].y(),
+                        thresholdx, thresholdy, outputVertices);
+                    break;
+                default:
+                    break;
+            }
+    }
+}
+
+void PathRenderer::recursiveCubicBezierVertices(
+        float p1x, float p1y, float c1x, float c1y,
+        float p2x, float p2y, float c2x, float c2y,
+        float thresholdx, float thresholdy, Vector<Vertex> &outputVertices) {
+    float dx = p2x - p1x;
+    float dy = p2y - p1y;
+    float d1 = fabs((c1x - p2x) * dy - (c1y - p2y) * dx);
+    float d2 = fabs((c2x - p2x) * dy - (c2y - p2y) * dx);
+    float d = d1 + d2;
+
+    if (d * d < (thresholdx * (dx * dx) + thresholdy * (dy * dy))) {
+        // below thresh, draw line by adding endpoint
+        // TODO: make this not yuck
+        outputVertices.push();
+        Vertex* newVertex = &(outputVertices.editArray()[outputVertices.size()-1]);
+        Vertex::set(newVertex, p2x, p2y);
+    } else {
+        float p1c1x = (p1x + c1x) * 0.5f;
+        float p1c1y = (p1y + c1y) * 0.5f;
+        float p2c2x = (p2x + c2x) * 0.5f;
+        float p2c2y = (p2y + c2y) * 0.5f;
+
+        float c1c2x = (c1x + c2x) * 0.5f;
+        float c1c2y = (c1y + c2y) * 0.5f;
+
+        float p1c1c2x = (p1c1x + c1c2x) * 0.5f;
+        float p1c1c2y = (p1c1y + c1c2y) * 0.5f;
+
+        float p2c1c2x = (p2c2x + c1c2x) * 0.5f;
+        float p2c1c2y = (p2c2y + c1c2y) * 0.5f;
+
+        float mx = (p1c1c2x + p2c1c2x) * 0.5f;
+        float my = (p1c1c2y + p2c1c2y) * 0.5f;
+
+        recursiveCubicBezierVertices(
+                p1x, p1y, p1c1x, p1c1y,
+                mx, my, p1c1c2x, p1c1c2y,
+                thresholdx, thresholdy,
+                outputVertices);
+        recursiveCubicBezierVertices(
+                mx, my, p2c1c2x, p2c1c2y,
+                p2x, p2y, p2c2x, p2c2y,
+                thresholdx, thresholdy,
+                outputVertices);
+    }
+}
+
+void PathRenderer::recursiveQuadraticBezierVertices(
+        float ax, float ay,
+        float bx, float by,
+        float cx, float cy,
+        float thresholdx, float thresholdy, Vector<Vertex> &outputVertices) {
+    float dx = bx - ax;
+    float dy = by - ay;
+    float d = (cx - bx) * dy - (cy - by) * dx;
+
+    if (d * d < (thresholdx * (dx * dx) + thresholdy * (dy * dy))) {
+        // below thresh, draw line by adding endpoint
+        // TODO: make this not yuck
+        outputVertices.push();
+        Vertex* newVertex = &(outputVertices.editArray()[outputVertices.size()-1]);
+        Vertex::set(newVertex, bx, by);
+    } else {
+        float acx = (ax + cx) * 0.5f;
+        float bcx = (bx + cx) * 0.5f;
+        float acy = (ay + cy) * 0.5f;
+        float bcy = (by + cy) * 0.5f;
+
+        // midpoint
+        float mx = (acx + bcx) * 0.5f;
+        float my = (acy + bcy) * 0.5f;
+
+        recursiveQuadraticBezierVertices(ax, ay, mx, my, acx, acy,
+                thresholdx, thresholdy, outputVertices);
+        recursiveQuadraticBezierVertices(mx, my, bx, by, bcx, bcy,
+                thresholdx, thresholdy, outputVertices);
+    }
+}
+
+}; // namespace uirenderer
+}; // namespace android