static void sCubic(LinearPathConsumer& t, const Pointf& p1, const Pointf& p2, const Pointf& p3, const Pointf& p4, double qt, int lvl) { if(lvl < 16) { PAINTER_TIMING("Cubic approximation"); Pointf d = p4 - p1; double q = d.x * d.x + d.y * d.y; if(q >= 1e-30) { Pointf d2 = p2 - p1; Pointf d3 = p3 - p1; double u1 = (d2.x * d.x + d2.y * d.y) / q; double u2 = (d3.x * d.x + d3.y * d.y) / q; if(u1 <= 0 || u1 >= 1 || u2 <= 0 || u2 >= 1 || SquaredDistance(u1 * d, d2) > qt || SquaredDistance(u2 * d, d3) > qt) { Pointf p12 = Mid(p1, p2); Pointf p23 = Mid(p2, p3); Pointf p34 = Mid(p3, p4); Pointf p123 = Mid(p12, p23); Pointf p234 = Mid(p23, p34); Pointf div = Mid(p123, p234); sCubic(t, p1, p12, p123, div, qt, lvl + 1); sCubic(t, div, p234, p34, p4, qt, lvl + 1); return; } } } t.Line(p4); }
void ApproximateCubic(LinearPathConsumer& t, const Pointf& p1, const Pointf& p2, const Pointf& p3, const Pointf& p4, double tolerance) { sCubic(t, p1, p2, p3, p4, tolerance * tolerance, 0); t.Line(p4); }
void BufferPainter::ApproximateChar(LinearPathConsumer& t, const CharData& ch, double tolerance) { PAINTER_TIMING("ApproximateChar"); Value v; INTERLOCKED { PAINTER_TIMING("ApproximateChar::Fetch"); static LRUCache<Value, GlyphKey> cache; cache.Shrink(500000); sMakeGlyph h; h.gk.fnt = ch.fnt; h.gk.chr = ch.ch; h.gk.tolerance = tolerance; v = cache.Get(h); } #if 0 GlyphPainter chp; chp.move = chp.pos = Null; chp.tolerance = tolerance; PaintCharacter(chp, ch.p, ch.ch, ch.fnt); Vector<float>& g = chp.glyph; #else const Vector<float>& g = ValueTo< Vector<float> >(v); #endif int i = 0; while(i < g.GetCount()) { Pointf p; p.x = g[i++]; if(p.x > 1e30) { p.x = g[i++]; p.y = g[i++]; t.Move(p + ch.p); } else { PAINTER_TIMING("ApproximateChar::Line"); p.y = g[i++]; t.Line(p + ch.p); } } }
NAMESPACE_UPP static void sQuadratic(LinearPathConsumer& t, const Pointf& p1, const Pointf& p2, const Pointf& p3, double qt, int lvl) { if(lvl < 16) { PAINTER_TIMING("Quadratic approximation"); Pointf d = p3 - p1; double q = Squared(d); if(q > 1e-30) { Pointf pd = p2 - p1; double u = (pd.x * d.x + pd.y * d.y) / q; if(u <= 0 || u >= 1 || SquaredDistance(u * d, pd) > qt) { Pointf p12 = Mid(p1, p2); Pointf p23 = Mid(p2, p3); Pointf div = Mid(p12, p23); sQuadratic(t, p1, p12, div, qt, lvl + 1); sQuadratic(t, div, p23, p3, qt, lvl + 1); return; } } } t.Line(p3); }