// srcPts[] must be monotonic in X and Y void SkEdgeClipper::clipMonoCubic(const SkPoint src[4], const SkRect& clip) { SkPoint pts[4]; bool reverse = sort_increasing_Y(pts, src, 4); // are we completely above or below if (pts[3].fY <= clip.fTop || pts[0].fY >= clip.fBottom) { return; } // Now chop so that pts is contained within clip in Y chop_cubic_in_Y(pts, clip); if (pts[0].fX > pts[3].fX) { SkTSwap<SkPoint>(pts[0], pts[3]); SkTSwap<SkPoint>(pts[1], pts[2]); reverse = !reverse; } // Now chop in X has needed, and record the segments if (pts[3].fX <= clip.fLeft) { // wholly to the left this->appendVLine(clip.fLeft, pts[0].fY, pts[3].fY, reverse); return; } if (pts[0].fX >= clip.fRight) { // wholly to the right this->appendVLine(clip.fRight, pts[0].fY, pts[3].fY, reverse); return; } SkScalar t; SkPoint tmp[7]; // are we partially to the left if (pts[0].fX < clip.fLeft) { if (chopMonoCubicAtX(pts, clip.fLeft, &t)) { SkChopCubicAt(pts, tmp, t); this->appendVLine(clip.fLeft, tmp[0].fY, tmp[3].fY, reverse); clamp_ge(tmp[3].fX, clip.fLeft); clamp_ge(tmp[4].fX, clip.fLeft); clamp_ge(tmp[5].fX, clip.fLeft); pts[0] = tmp[3]; pts[1] = tmp[4]; pts[2] = tmp[5]; } else { // if chopMonocubicAtY failed, then we may have hit inexact numerics // so we just clamp against the left this->appendVLine(clip.fLeft, pts[0].fY, pts[3].fY, reverse); return; } } // are we partially to the right if (pts[3].fX > clip.fRight) { if (chopMonoCubicAtX(pts, clip.fRight, &t)) { SkChopCubicAt(pts, tmp, t); clamp_le(tmp[1].fX, clip.fRight); clamp_le(tmp[2].fX, clip.fRight); clamp_le(tmp[3].fX, clip.fRight); this->appendCubic(tmp, reverse); this->appendVLine(clip.fRight, tmp[3].fY, tmp[6].fY, reverse); } else { // if chopMonoCubicAtX failed, then we may have hit inexact numerics // so we just clamp against the right this->appendVLine(clip.fRight, pts[0].fY, pts[3].fY, reverse); } } else { // wholly inside the clip this->appendCubic(pts, reverse); } }
// srcPts[] must be monotonic in X and Y void SkEdgeClipper::clipMonoCubic(const SkPoint src[4], const SkRect& clip) { SkPoint pts[4]; bool reverse = sort_increasing_Y(pts, src, 4); // are we completely above or below if (pts[3].fY <= clip.fTop || pts[0].fY >= clip.fBottom) { return; } // Now chop so that pts is contained within clip in Y chop_cubic_in_Y(pts, clip); if (pts[0].fX > pts[3].fX) { SkTSwap<SkPoint>(pts[0], pts[3]); SkTSwap<SkPoint>(pts[1], pts[2]); reverse = !reverse; } // Now chop in X has needed, and record the segments if (pts[3].fX <= clip.fLeft) { // wholly to the left this->appendVLine(clip.fLeft, pts[0].fY, pts[3].fY, reverse); return; } if (pts[0].fX >= clip.fRight) { // wholly to the right if (!this->canCullToTheRight()) { this->appendVLine(clip.fRight, pts[0].fY, pts[3].fY, reverse); } return; } // are we partially to the left if (pts[0].fX < clip.fLeft) { SkPoint tmp[7]; chop_mono_cubic_at_x(pts, clip.fLeft, tmp); this->appendVLine(clip.fLeft, tmp[0].fY, tmp[3].fY, reverse); // tmp[3, 4].fX should all be to the right of clip.fLeft. // Since we can't trust the numerics of // the chopper, we force those conditions now tmp[3].fX = clip.fLeft; clamp_ge(tmp[4].fX, clip.fLeft); pts[0] = tmp[3]; pts[1] = tmp[4]; pts[2] = tmp[5]; } // are we partially to the right if (pts[3].fX > clip.fRight) { SkPoint tmp[7]; chop_mono_cubic_at_x(pts, clip.fRight, tmp); tmp[3].fX = clip.fRight; clamp_le(tmp[2].fX, clip.fRight); this->appendCubic(tmp, reverse); this->appendVLine(clip.fRight, tmp[3].fY, tmp[6].fY, reverse); } else { // wholly inside the clip this->appendCubic(pts, reverse); } }