Use path outlines to define shadow shapes
Fixes the simplifying assumption that shadow casters were always
rectangular.
Java side APIs + plumbing to pass down correct shapes still need to be added.
Change-Id: Ic4fee90af15679951a44bb5cc6ae454b98c4c194
diff --git a/libs/hwui/PathTessellator.cpp b/libs/hwui/PathTessellator.cpp
index c6ce67c..cc56333 100644
--- a/libs/hwui/PathTessellator.cpp
+++ b/libs/hwui/PathTessellator.cpp
@@ -53,7 +53,7 @@
namespace android {
namespace uirenderer {
-#define THRESHOLD 0.5f
+#define OUTLINE_REFINE_THRESHOLD_SQUARED (0.5f * 0.5f)
#define ROUND_CAP_THRESH 0.25f
#define PI 3.1415926535897932f
@@ -739,7 +739,8 @@
// force close if we're filling the path, since fill path expects closed perimeter.
bool forceClose = paintInfo.style != SkPaint::kStroke_Style;
bool wasClosed = approximatePathOutlineVertices(path, forceClose,
- threshInvScaleX * threshInvScaleX, threshInvScaleY * threshInvScaleY, tempVertices);
+ threshInvScaleX * threshInvScaleX, threshInvScaleY * threshInvScaleY,
+ OUTLINE_REFINE_THRESHOLD_SQUARED, tempVertices);
if (!tempVertices.size()) {
// path was empty, return without allocating vertex buffer
@@ -824,7 +825,8 @@
Vector<Vertex> outlineVertices;
approximatePathOutlineVertices(path, true,
paintInfo.inverseScaleX * paintInfo.inverseScaleX,
- paintInfo.inverseScaleY * paintInfo.inverseScaleY, outlineVertices);
+ paintInfo.inverseScaleY * paintInfo.inverseScaleY,
+ OUTLINE_REFINE_THRESHOLD_SQUARED, outlineVertices);
if (!outlineVertices.size()) return;
@@ -897,6 +899,11 @@
// Simple path line approximation
///////////////////////////////////////////////////////////////////////////////
+bool PathTessellator::approximatePathOutlineVertices(const SkPath& path, float thresholdSquared,
+ Vector<Vertex>& outputVertices) {
+ return approximatePathOutlineVertices(path, true, 1.0f, 1.0f, thresholdSquared, outputVertices);
+}
+
void pushToVector(Vector<Vertex>& vertices, float x, float y) {
// TODO: make this not yuck
vertices.push();
@@ -905,7 +912,8 @@
}
bool PathTessellator::approximatePathOutlineVertices(const SkPath& path, bool forceClose,
- float sqrInvScaleX, float sqrInvScaleY, Vector<Vertex>& outputVertices) {
+ float sqrInvScaleX, float sqrInvScaleY, float thresholdSquared,
+ Vector<Vertex>& outputVertices) {
ATRACE_CALL();
// TODO: to support joins other than sharp miter, join vertices should be labelled in the
@@ -932,7 +940,7 @@
pts[0].x(), pts[0].y(),
pts[2].x(), pts[2].y(),
pts[1].x(), pts[1].y(),
- sqrInvScaleX, sqrInvScaleY, outputVertices);
+ sqrInvScaleX, sqrInvScaleY, thresholdSquared, outputVertices);
break;
case SkPath::kCubic_Verb:
ALOGV("kCubic_Verb");
@@ -941,7 +949,7 @@
pts[1].x(), pts[1].y(),
pts[3].x(), pts[3].y(),
pts[2].x(), pts[2].y(),
- sqrInvScaleX, sqrInvScaleY, outputVertices);
+ sqrInvScaleX, sqrInvScaleY, thresholdSquared, outputVertices);
break;
default:
break;
@@ -964,7 +972,8 @@
void PathTessellator::recursiveCubicBezierVertices(
float p1x, float p1y, float c1x, float c1y,
float p2x, float p2y, float c2x, float c2y,
- float sqrInvScaleX, float sqrInvScaleY, Vector<Vertex>& outputVertices) {
+ float sqrInvScaleX, float sqrInvScaleY, float thresholdSquared,
+ Vector<Vertex>& outputVertices) {
float dx = p2x - p1x;
float dy = p2y - p1y;
float d1 = fabs((c1x - p2x) * dy - (c1y - p2y) * dx);
@@ -973,7 +982,7 @@
// multiplying by sqrInvScaleY/X equivalent to multiplying in dimensional scale factors
- if (d * d < THRESHOLD * THRESHOLD * (dx * dx * sqrInvScaleY + dy * dy * sqrInvScaleX)) {
+ if (d * d < thresholdSquared * (dx * dx * sqrInvScaleY + dy * dy * sqrInvScaleX)) {
// below thresh, draw line by adding endpoint
pushToVector(outputVertices, p2x, p2y);
} else {
@@ -997,11 +1006,11 @@
recursiveCubicBezierVertices(
p1x, p1y, p1c1x, p1c1y,
mx, my, p1c1c2x, p1c1c2y,
- sqrInvScaleX, sqrInvScaleY, outputVertices);
+ sqrInvScaleX, sqrInvScaleY, thresholdSquared, outputVertices);
recursiveCubicBezierVertices(
mx, my, p2c1c2x, p2c1c2y,
p2x, p2y, p2c2x, p2c2y,
- sqrInvScaleX, sqrInvScaleY, outputVertices);
+ sqrInvScaleX, sqrInvScaleY, thresholdSquared, outputVertices);
}
}
@@ -1009,12 +1018,13 @@
float ax, float ay,
float bx, float by,
float cx, float cy,
- float sqrInvScaleX, float sqrInvScaleY, Vector<Vertex>& outputVertices) {
+ float sqrInvScaleX, float sqrInvScaleY, float thresholdSquared,
+ Vector<Vertex>& outputVertices) {
float dx = bx - ax;
float dy = by - ay;
float d = (cx - bx) * dy - (cy - by) * dx;
- if (d * d < THRESHOLD * THRESHOLD * (dx * dx * sqrInvScaleY + dy * dy * sqrInvScaleX)) {
+ if (d * d < thresholdSquared * (dx * dx * sqrInvScaleY + dy * dy * sqrInvScaleX)) {
// below thresh, draw line by adding endpoint
pushToVector(outputVertices, bx, by);
} else {
@@ -1028,9 +1038,9 @@
float my = (acy + bcy) * 0.5f;
recursiveQuadraticBezierVertices(ax, ay, mx, my, acx, acy,
- sqrInvScaleX, sqrInvScaleY, outputVertices);
+ sqrInvScaleX, sqrInvScaleY, thresholdSquared, outputVertices);
recursiveQuadraticBezierVertices(mx, my, bx, by, bcx, bcy,
- sqrInvScaleX, sqrInvScaleY, outputVertices);
+ sqrInvScaleX, sqrInvScaleY, thresholdSquared, outputVertices);
}
}