static void add_quad(SkPoint pts[3], PLSVertices& vertices) { SkPoint normal = SkPoint::Make(pts[0].fY - pts[2].fY, pts[2].fX - pts[0].fX); normal.setLength(kBloatSize); SkScalar cross = (pts[1] - pts[0]).cross(pts[2] - pts[0]); if (cross < 0) { normal = -normal; } PLSVertex quad[kQuadNumVertices]; quad[0].fPos = pts[0] + normal; quad[1].fPos = pts[0] - normal; quad[2].fPos = pts[1] - normal; quad[3].fPos = pts[2] - normal; quad[4].fPos = pts[2] + normal; for (int i = 0; i < kQuadNumVertices; i++) { quad[i].fWinding = cross < 0 ? 1 : -1; if (cross > 0.0) { quad[i].fVert2 = pts[0]; quad[i].fVert3 = pts[2]; } else { quad[i].fVert2 = pts[2]; quad[i].fVert3 = pts[0]; } } GrPathUtils::QuadUVMatrix DevToUV(pts); DevToUV.apply<kQuadNumVertices, sizeof(PLSVertex), sizeof(SkPoint)>(quad); for (int i = 2; i < kQuadNumVertices; i++) { vertices.push_back(quad[0]); vertices.push_back(quad[i - 1]); vertices.push_back(quad[i]); } }
static void set_uv_quad(const SkPoint qpts[3], BezierVertex verts[kQuadNumVertices]) { // this should be in the src space, not dev coords, when we have perspective GrPathUtils::QuadUVMatrix DevToUV(qpts); DevToUV.apply<kQuadNumVertices, sizeof(BezierVertex), sizeof(SkPoint)>(verts); }