/* * 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 "SkTypes.h" #if defined(SK_BUILD_FOR_WIN) #include "SkDWriteGeometrySink.h" #include "SkFloatUtils.h" #include "SkPath.h" #include <dwrite.h> #include <d2d1.h> SkDWriteGeometrySink::SkDWriteGeometrySink(SkPath* path) : fRefCount(1), fPath(path) { } SkDWriteGeometrySink::~SkDWriteGeometrySink() { } HRESULT STDMETHODCALLTYPE SkDWriteGeometrySink::QueryInterface(REFIID iid, void **object) { if (nullptr == object) { return E_INVALIDARG; } if (iid == __uuidof(IUnknown) || iid == __uuidof(IDWriteGeometrySink)) { *object = static_cast<IDWriteGeometrySink*>(this); this->AddRef(); return S_OK; } else { *object = nullptr; return E_NOINTERFACE; } } ULONG STDMETHODCALLTYPE SkDWriteGeometrySink::AddRef(void) { return static_cast<ULONG>(InterlockedIncrement(&fRefCount)); } ULONG STDMETHODCALLTYPE SkDWriteGeometrySink::Release(void) { ULONG res = static_cast<ULONG>(InterlockedDecrement(&fRefCount)); if (0 == res) { delete this; } return res; } void STDMETHODCALLTYPE SkDWriteGeometrySink::SetFillMode(D2D1_FILL_MODE fillMode) { switch (fillMode) { case D2D1_FILL_MODE_ALTERNATE: fPath->setFillType(SkPath::kEvenOdd_FillType); break; case D2D1_FILL_MODE_WINDING: fPath->setFillType(SkPath::kWinding_FillType); break; default: SkDEBUGFAIL("Unknown D2D1_FILL_MODE."); break; } } void STDMETHODCALLTYPE SkDWriteGeometrySink::SetSegmentFlags(D2D1_PATH_SEGMENT vertexFlags) { if (vertexFlags == D2D1_PATH_SEGMENT_NONE || vertexFlags == D2D1_PATH_SEGMENT_FORCE_ROUND_LINE_JOIN) { SkDEBUGFAIL("Invalid D2D1_PATH_SEGMENT value."); } } void STDMETHODCALLTYPE SkDWriteGeometrySink::BeginFigure(D2D1_POINT_2F startPoint, D2D1_FIGURE_BEGIN figureBegin) { fPath->moveTo(startPoint.x, startPoint.y); if (figureBegin == D2D1_FIGURE_BEGIN_HOLLOW) { SkDEBUGFAIL("Invalid D2D1_FIGURE_BEGIN value."); } } void STDMETHODCALLTYPE SkDWriteGeometrySink::AddLines(const D2D1_POINT_2F *points, UINT pointsCount) { for (const D2D1_POINT_2F *end = &points[pointsCount]; points < end; ++points) { fPath->lineTo(points->x, points->y); } } static bool approximately_equal(float a, float b) { const SkFloatingPoint<float, 10> lhs(a), rhs(b); return lhs.AlmostEquals(rhs); } typedef struct { float x; float y; } Cubic[4], Quadratic[3]; static bool check_quadratic(const Cubic& cubic, Quadratic& reduction) { float dx10 = cubic[1].x - cubic[0].x; float dx23 = cubic[2].x - cubic[3].x; float midX = cubic[0].x + dx10 * 3 / 2; //NOTE: !approximately_equal(midX - cubic[3].x, dx23 * 3 / 2) //does not work as subnormals get in between the left side and 0. if (!approximately_equal(midX, (dx23 * 3 / 2) + cubic[3].x)) { return false; } float dy10 = cubic[1].y - cubic[0].y; float dy23 = cubic[2].y - cubic[3].y; float midY = cubic[0].y + dy10 * 3 / 2; if (!approximately_equal(midY, (dy23 * 3 / 2) + cubic[3].y)) { return false; } reduction[0] = cubic[0]; reduction[1].x = midX; reduction[1].y = midY; reduction[2] = cubic[3]; return true; } void STDMETHODCALLTYPE SkDWriteGeometrySink::AddBeziers(const D2D1_BEZIER_SEGMENT *beziers, UINT beziersCount) { SkPoint lastPt; fPath->getLastPt(&lastPt); D2D1_POINT_2F prevPt = { SkScalarToFloat(lastPt.fX), SkScalarToFloat(lastPt.fY) }; for (const D2D1_BEZIER_SEGMENT *end = &beziers[beziersCount]; beziers < end; ++beziers) { Cubic cubic = { { prevPt.x, prevPt.y }, { beziers->point1.x, beziers->point1.y }, { beziers->point2.x, beziers->point2.y }, { beziers->point3.x, beziers->point3.y }, }; Quadratic quadratic; if (check_quadratic(cubic, quadratic)) { fPath->quadTo(quadratic[1].x, quadratic[1].y, quadratic[2].x, quadratic[2].y); } else { fPath->cubicTo(beziers->point1.x, beziers->point1.y, beziers->point2.x, beziers->point2.y, beziers->point3.x, beziers->point3.y); } prevPt = beziers->point3; } } void STDMETHODCALLTYPE SkDWriteGeometrySink::EndFigure(D2D1_FIGURE_END figureEnd) { fPath->close(); } HRESULT SkDWriteGeometrySink::Close() { return S_OK; } HRESULT SkDWriteGeometrySink::Create(SkPath* path, IDWriteGeometrySink** geometryToPath) { *geometryToPath = new SkDWriteGeometrySink(path); return S_OK; } #endif//defined(SK_BUILD_FOR_WIN)