Пример #1
0
void
NetworkObject::drawNetwork(float pnear, float pfar,
			   bool backToFront)
{
  if (backToFront)
    {
      if (m_Eopacity > 0.01) drawEdges(pnear, pfar);
      if (m_Vopacity > 0.01) drawVertices(pnear, pfar);
    }
  else
    {
      if (m_Vopacity > 0.01) drawVertices(pnear, pfar);
      if (m_Eopacity > 0.01) drawEdges(pnear, pfar);
    }
}
// Draw vertices
UINT STDMETHODCALLTYPE CFW1GlyphVertexDrawer::DrawVertices(
	ID3D11DeviceContext *pContext,
	IFW1GlyphAtlas *pGlyphAtlas,
	const FW1_VERTEXDATA *pVertexData,
	UINT Flags,
	UINT PreboundSheet
) {
	UINT stride;
	UINT offset = 0;
	
	if((Flags & FW1_NOGEOMETRYSHADER) == 0)
		stride = sizeof(FW1_GLYPHVERTEX);
	else {
		stride = sizeof(QuadVertex);
		if((Flags & FW1_BUFFERSPREPARED) == 0)
			pContext->IASetIndexBuffer(m_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
	}
	if((Flags & FW1_BUFFERSPREPARED) == 0)
		pContext->IASetVertexBuffers(0, 1, &m_pVertexBuffer, &stride, &offset);
	
	if((Flags & FW1_NOGEOMETRYSHADER) == 0)
		return drawVertices(pContext, pGlyphAtlas, pVertexData, PreboundSheet);
	else
		return drawGlyphsAsQuads(pContext, pGlyphAtlas, pVertexData, PreboundSheet);
}
Пример #3
0
/* override */
void apiSimpleShapeUI::draw( const MDrawRequest & request, M3dView & view ) const
//
// Description:
//
//     Main (OpenGL) draw routine
//
// Arguments:
//
//     request - request to be drawn
//     view    - view to draw into
//
{ 
	// Get the token from the draw request.
	// The token specifies what needs to be drawn.
	//
	int token = request.token();
	switch( token )
	{
		case kDrawWireframe :
		case kDrawWireframeOnShaded :
		case kDrawVertices :
			drawVertices( request, view );
			break;

		case kDrawSmoothShaded :
			break;			// Not implemented, left as exercise

		case kDrawFlatShaded : // Not implemented, left as exercise
			break;
	}
}
Пример #4
0
void WarpPosShader::drawVertices(GLenum mode, const Eigen::Vector2f *vertices, int count, const Eigen::Vector4f &color)
{
    std::vector<Eigen::Vector4f> colors;
    colors.resize(count, color);

    drawVertices(mode, vertices, colors.data(), count);
}
Пример #5
0
namespace SkRecords {

bool Draw::skip(const PairedPushCull& r) {
    if (fCanvas->quickReject(r.base->rect)) {
        fIndex += r.skip;
        return true;
    }
    return false;
}

bool Draw::skip(const BoundedDrawPosTextH& r) {
    return fCanvas->quickRejectY(r.minY, r.maxY);
}

// NoOps draw nothing.
template <> void Draw::draw(const NoOp&) {}

#define DRAW(T, call) template <> void Draw::draw(const T& r) { fCanvas->call; }
DRAW(Restore, restore());
DRAW(Save, save(r.flags));
DRAW(SaveLayer, saveLayer(r.bounds, r.paint, r.flags));
DRAW(PopCull, popCull());
DRAW(PushCull, pushCull(r.rect));
DRAW(Clear, clear(r.color));
DRAW(Concat, concat(r.matrix));
DRAW(SetMatrix, setMatrix(SkMatrix::Concat(fInitialCTM, r.matrix)));

DRAW(ClipPath, clipPath(r.path, r.op, r.doAA));
DRAW(ClipRRect, clipRRect(r.rrect, r.op, r.doAA));
DRAW(ClipRect, clipRect(r.rect, r.op, r.doAA));
DRAW(ClipRegion, clipRegion(r.region, r.op));

DRAW(DrawBitmap, drawBitmap(r.bitmap, r.left, r.top, r.paint));
DRAW(DrawBitmapMatrix, drawBitmapMatrix(r.bitmap, r.matrix, r.paint));
DRAW(DrawBitmapNine, drawBitmapNine(r.bitmap, r.center, r.dst, r.paint));
DRAW(DrawBitmapRectToRect, drawBitmapRectToRect(r.bitmap, r.src, r.dst, r.paint, r.flags));
DRAW(DrawDRRect, drawDRRect(r.outer, r.inner, r.paint));
DRAW(DrawOval, drawOval(r.oval, r.paint));
DRAW(DrawPaint, drawPaint(r.paint));
DRAW(DrawPath, drawPath(r.path, r.paint));
DRAW(DrawPoints, drawPoints(r.mode, r.count, r.pts, r.paint));
DRAW(DrawPosText, drawPosText(r.text, r.byteLength, r.pos, r.paint));
DRAW(DrawPosTextH, drawPosTextH(r.text, r.byteLength, r.xpos, r.y, r.paint));
DRAW(DrawRRect, drawRRect(r.rrect, r.paint));
DRAW(DrawRect, drawRect(r.rect, r.paint));
DRAW(DrawSprite, drawSprite(r.bitmap, r.left, r.top, r.paint));
DRAW(DrawText, drawText(r.text, r.byteLength, r.x, r.y, r.paint));
DRAW(DrawTextOnPath, drawTextOnPath(r.text, r.byteLength, r.path, r.matrix, r.paint));
DRAW(DrawVertices, drawVertices(r.vmode, r.vertexCount, r.vertices, r.texs, r.colors,
                                r.xmode.get(), r.indices, r.indexCount, r.paint));
#undef DRAW

template <> void Draw::draw(const PairedPushCull& r) { this->draw(*r.base); }
template <> void Draw::draw(const BoundedDrawPosTextH& r) { this->draw(*r.base); }

}  // namespace SkRecords
Пример #6
0
 void draw(bool wireframe)
 {
     glPushMatrix();
         glTranslatef(0.f,m_fHeight/2.f,0.f);
         if(wireframe)
             glBegin(GL_LINES);
         else
             glBegin(GL_TRIANGLE_FAN);
         drawVertices();
         glEnd();
     glPopMatrix();
 }
Пример #7
0
void poShape3D::draw()
{
	po::setColor(fillColor, appliedAlpha());
	
	if(callListID != -1)
		glCallList(callListID);
	else if ( enableFill )
		drawFaces();
	else if ( strokeWidth != 0 )
		drawWireframe();
	else if ( enablePoints )
		drawVertices();
}
Пример #8
0
int main() {
	InitGraphics();
	SetWindowTitle("CS106 Pathfinder");
    cout << "This masterful piece of work is a graph extravaganza!" << endl
        << "The main attractions include a lovely visual presentation of the graph" << endl
        << "along with an implementation of Dijkstra's shortest path algorithm and" << endl
        << "the computation of a minimal spanning tree.  Enjoy!" << endl;
	Graph graph;
	Map<coordT> nodeCor;
	string loc1, loc2, image;
	image = loadGraphFile(graph, nodeCor);
	drawMap(graph, nodeCor);
	while (true) {
		int choice = promptForChoice();
		switch (choice) {
			case 1:
				graph.clear();
				nodeCor.clear();
				image = loadGraphFile(graph, nodeCor);
				drawMap(graph, nodeCor);
				break;
			case 2:
				cout << endl;
				loc1 = getLocName("Click on starting location...  ", nodeCor);
				loc2 = getLocName("Click on ending location...  ", nodeCor);
				displayMinPath(graph, nodeCor, loc1, loc2);
				break;
			case 3:
				InitGraphics();
				DrawNamedPicture(image);
				drawVertices(nodeCor);
				displayMST(graph, nodeCor);
				break;
			case 4:
				displayDomSet(graph, nodeCor);
				break;
			case 5: exit(0);
		}
	} 

    return (0);
}
Пример #9
0
namespace SkRecords {

// FIXME: SkBitmaps are stateful, so we need to copy them to play back in multiple threads.
static SkBitmap shallow_copy(const SkBitmap& bitmap) {
    return bitmap;
}

// NoOps draw nothing.
template <> void Draw::draw(const NoOp&) {}

#define DRAW(T, call) template <> void Draw::draw(const T& r) { fCanvas->call; }
DRAW(Restore, restore());
DRAW(Save, save());
DRAW(SaveLayer, saveLayer(r.bounds, r.paint, r.flags));
DRAW(PopCull, popCull());
DRAW(PushCull, pushCull(r.rect));
DRAW(Clear, clear(r.color));
DRAW(Concat, concat(r.matrix));
DRAW(SetMatrix, setMatrix(SkMatrix::Concat(fInitialCTM, r.matrix)));

DRAW(ClipPath, clipPath(r.path, r.op, r.doAA));
DRAW(ClipRRect, clipRRect(r.rrect, r.op, r.doAA));
DRAW(ClipRect, clipRect(r.rect, r.op, r.doAA));
DRAW(ClipRegion, clipRegion(r.region, r.op));

DRAW(DrawBitmap, drawBitmap(shallow_copy(r.bitmap), r.left, r.top, r.paint));
DRAW(DrawBitmapMatrix, drawBitmapMatrix(shallow_copy(r.bitmap), r.matrix, r.paint));
DRAW(DrawBitmapNine, drawBitmapNine(shallow_copy(r.bitmap), r.center, r.dst, r.paint));
DRAW(DrawBitmapRectToRect,
        drawBitmapRectToRect(shallow_copy(r.bitmap), r.src, r.dst, r.paint, r.flags));
DRAW(DrawDRRect, drawDRRect(r.outer, r.inner, r.paint));
DRAW(DrawOval, drawOval(r.oval, r.paint));
DRAW(DrawPaint, drawPaint(r.paint));
DRAW(DrawPath, drawPath(r.path, r.paint));
DRAW(DrawPatch, drawPatch(r.cubics, r.colors, r.texCoords, r.xmode.get(), r.paint));
DRAW(DrawPicture, drawPicture(r.picture, r.matrix, r.paint));
DRAW(DrawPoints, drawPoints(r.mode, r.count, r.pts, r.paint));
DRAW(DrawPosText, drawPosText(r.text, r.byteLength, r.pos, r.paint));
DRAW(DrawPosTextH, drawPosTextH(r.text, r.byteLength, r.xpos, r.y, r.paint));
DRAW(DrawRRect, drawRRect(r.rrect, r.paint));
DRAW(DrawRect, drawRect(r.rect, r.paint));
DRAW(DrawSprite, drawSprite(shallow_copy(r.bitmap), r.left, r.top, r.paint));
DRAW(DrawText, drawText(r.text, r.byteLength, r.x, r.y, r.paint));
DRAW(DrawTextOnPath, drawTextOnPath(r.text, r.byteLength, r.path, r.matrix, r.paint));
DRAW(DrawVertices, drawVertices(r.vmode, r.vertexCount, r.vertices, r.texs, r.colors,
                                r.xmode.get(), r.indices, r.indexCount, r.paint));
#undef DRAW


// This is an SkRecord visitor that fills an SkBBoxHierarchy.
//
// The interesting part here is how to calculate bounds for ops which don't
// have intrinsic bounds.  What is the bounds of a Save or a Translate?
//
// We answer this by thinking about a particular definition of bounds: if I
// don't execute this op, pixels in this rectangle might draw incorrectly.  So
// the bounds of a Save, a Translate, a Restore, etc. are the union of the
// bounds of Draw* ops that they might have an effect on.  For any given
// Save/Restore block, the bounds of the Save, the Restore, and any other
// non-drawing ("control") ops inside are exactly the union of the bounds of
// the drawing ops inside that block.
//
// To implement this, we keep a stack of active Save blocks.  As we consume ops
// inside the Save/Restore block, drawing ops are unioned with the bounds of
// the block, and control ops are stashed away for later.  When we finish the
// block with a Restore, our bounds are complete, and we go back and fill them
// in for all the control ops we stashed away.
class FillBounds : SkNoncopyable {
public:
    FillBounds(const SkRecord& record, SkBBoxHierarchy* bbh) : fBounds(record.count()) {
        // Calculate bounds for all ops.  This won't go quite in order, so we'll need
        // to store the bounds separately then feed them in to the BBH later in order.
        fCTM.setIdentity();
        for (fCurrentOp = 0; fCurrentOp < record.count(); fCurrentOp++) {
            record.visit<void>(fCurrentOp, *this);
        }

        // If we have any lingering unpaired Saves, simulate restores to make
        // sure all ops in those Save blocks have their bounds calculated.
        while (!fSaveStack.isEmpty()) {
            this->popSaveBlock();
        }

        // Any control ops not part of any Save/Restore block draw everywhere.
        while (!fControlIndices.isEmpty()) {
            this->popControl(SkIRect::MakeLargest());
        }

        // Finally feed all stored bounds into the BBH.  They'll be returned in this order.
        SkASSERT(NULL != bbh);
        for (uintptr_t i = 0; i < record.count(); i++) {
            if (!fBounds[i].isEmpty()) {
                bbh->insert((void*)i, fBounds[i], true/*ok to defer*/);
            }
        }
        bbh->flushDeferredInserts();
    }

    template <typename T> void operator()(const T& r) {
        this->updateCTM(r);
        this->trackBounds(r);
    }

private:
    struct SaveBounds {
        int controlOps;  // Number of control ops in this Save block, including the Save.
        SkIRect bounds;  // Bounds of everything in the block.
    };

    template <typename T> void updateCTM(const T&) { /* most ops don't change the CTM */ }
    void updateCTM(const Restore& r)   { fCTM = r.matrix; }
    void updateCTM(const SetMatrix& r) { fCTM = r.matrix; }
    void updateCTM(const Concat& r)    { fCTM.preConcat(r.matrix); }

    // The bounds of these ops must be calculated when we hit the Restore
    // from the bounds of the ops in the same Save block.
    void trackBounds(const Save&)       { this->pushSaveBlock(); }
    // TODO: bounds of SaveLayer may be more complicated?
    void trackBounds(const SaveLayer&)  { this->pushSaveBlock(); }
    void trackBounds(const Restore&)    { fBounds[fCurrentOp] = this->popSaveBlock(); }

    void trackBounds(const Concat&)     { this->pushControl(); }
    void trackBounds(const SetMatrix&)  { this->pushControl(); }
    void trackBounds(const ClipRect&)   { this->pushControl(); }
    void trackBounds(const ClipRRect&)  { this->pushControl(); }
    void trackBounds(const ClipPath&)   { this->pushControl(); }
    void trackBounds(const ClipRegion&) { this->pushControl(); }

    // For all other ops, we can calculate and store the bounds directly now.
    template <typename T> void trackBounds(const T& op) {
        fBounds[fCurrentOp] = this->bounds(op);
        this->updateSaveBounds(fBounds[fCurrentOp]);
    }

    // TODO: remove this trivially-safe default when done bounding all ops
    template <typename T> SkIRect bounds(const T&) { return SkIRect::MakeLargest(); }

    void pushSaveBlock() {
        // Starting a new Save block.  Push a new entry to represent that.
        SaveBounds sb = { 0, SkIRect::MakeEmpty() };
        fSaveStack.push(sb);
        this->pushControl();
    }

    SkIRect popSaveBlock() {
        // We're done the Save block.  Apply the block's bounds to all control ops inside it.
        SaveBounds sb;
        fSaveStack.pop(&sb);
        while (sb.controlOps --> 0) {
            this->popControl(sb.bounds);
        }

        // This whole Save block may be part another Save block.
        this->updateSaveBounds(sb.bounds);

        // If called from a real Restore (not a phony one for balance), it'll need the bounds.
        return sb.bounds;
    }

    void pushControl() {
        fControlIndices.push(fCurrentOp);
        if (!fSaveStack.isEmpty()) {
            fSaveStack.top().controlOps++;
        }
    }

    void popControl(const SkIRect& bounds) {
        fBounds[fControlIndices.top()] = bounds;
        fControlIndices.pop();
    }

    void updateSaveBounds(const SkIRect& bounds) {
        // If we're in a Save block, expand its bounds to cover these bounds too.
        if (!fSaveStack.isEmpty()) {
            fSaveStack.top().bounds.join(bounds);
        }
    }

    SkIRect bounds(const NoOp&) { return SkIRect::MakeEmpty(); }  // NoOps don't draw anywhere.

    SkAutoTMalloc<SkIRect> fBounds;  // One for each op in the record.
    SkMatrix fCTM;
    unsigned fCurrentOp;
    SkTDArray<SaveBounds> fSaveStack;
    SkTDArray<unsigned>   fControlIndices;
};

}  // namespace SkRecords
Пример #10
0
void Viewer::cb_redraw()
{
	// Draw the faces with SSAO and everything else
	if (m_useSSAO && m_drawFaces)
	{
		CGoGNGLuint SSAOTexture = computeSSAO();
		
		// Get and draw only SSAO results
		if (m_displayOnlySSAO)
			Utils::TextureSticker::StickTextureOnWholeScreen(SSAOTexture);
		// Use SSAO results with regular rendering
		else
		{
			// Render color and depth
			m_finalRenderFbo->Bind();
			glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
			{
				// Simply render faces color and depth
				drawFaces();
			}
			m_finalRenderFbo->Unbind();
		
			// Merge color and SSAO
			m_colorAndSSAOMergeFbo->Bind();
			glClear(GL_COLOR_BUFFER_BIT);
			{
				// Send textures to multiply shader
				m_multTexturesShader->bind();
				m_multTexturesShader->setTexture1Unit(GL_TEXTURE0);
				m_multTexturesShader->activeTexture1(m_finalRenderFbo->GetColorTexId(0));
				m_multTexturesShader->setTexture2Unit(GL_TEXTURE1);
				m_multTexturesShader->activeTexture2(SSAOTexture);
				m_multTexturesShader->unbind();
			
				// Multiply textures together
				Utils::TextureSticker::DrawFullscreenQuadWithShader(m_multTexturesShader);
			}
			m_colorAndSSAOMergeFbo->Unbind();
			
			// Get and draw color texture from merged SSAO and color Fbo into final render Fbo (we need to use the depth information to display everything else)
			m_finalRenderFbo->Bind();
			glClear(GL_COLOR_BUFFER_BIT);
			{
				// Simply stick result texture on screen
				Utils::TextureSticker::StickTextureOnWholeScreen(m_colorAndSSAOMergeFbo->GetColorTexId(0));
				
				// Now that we have depth *and* SSAO information, display everything else
				if(m_drawVertices)
					drawVertices();
				if(m_drawEdges)
					drawEdges();
				if(m_drawTopo)
					drawTopo();
				if(m_drawNormals)
					drawNormals();
			}
			m_finalRenderFbo->Unbind();
			
			// Stick final render in main framebuffer
			Utils::TextureSticker::StickTextureOnWholeScreen(m_finalRenderFbo->GetColorTexId(0));
		}
	}
	// Draw everything without SSAO
	else
	{
		if (m_drawFaces)
			drawFaces();
		if(m_drawVertices)
			drawVertices();
		if(m_drawEdges)
			drawEdges();
		if(m_drawTopo)
			drawTopo();
		if(m_drawNormals)
			drawNormals();
	}
	
	// Check for OpenGL errors
	GLenum glError = glGetError();
	if (glError != GL_NO_ERROR)
		std::cout << "GL error : " << gluErrorString(glError) << std::endl;
}
Пример #11
0
namespace SkRecords {

// NoOps draw nothing.
template <> void Draw::draw(const NoOp&) {}

#define DRAW(T, call) template <> void Draw::draw(const T& r) { fCanvas->call; }
DRAW(Restore, restore());
DRAW(Save, save());
DRAW(SaveLayer, saveLayer(SkCanvas::SaveLayerRec(r.bounds,
                                                 r.paint,
                                                 r.backdrop.get(),
                                                 r.saveLayerFlags)));
DRAW(SetMatrix, setMatrix(SkMatrix::Concat(fInitialCTM, r.matrix)));
DRAW(Concat, concat(r.matrix));
DRAW(Translate, translate(r.dx, r.dy));

DRAW(ClipPath, clipPath(r.path, r.opAA.op, r.opAA.aa));
DRAW(ClipRRect, clipRRect(r.rrect, r.opAA.op, r.opAA.aa));
DRAW(ClipRect, clipRect(r.rect, r.opAA.op, r.opAA.aa));
DRAW(ClipRegion, clipRegion(r.region, r.op));

#ifdef SK_EXPERIMENTAL_SHADOWING
DRAW(TranslateZ, SkCanvas::translateZ(r.z));
#else
template <> void Draw::draw(const TranslateZ& r) { }
#endif

DRAW(DrawArc, drawArc(r.oval, r.startAngle, r.sweepAngle, r.useCenter, r.paint));
DRAW(DrawDRRect, drawDRRect(r.outer, r.inner, r.paint));
DRAW(DrawImage, drawImage(r.image.get(), r.left, r.top, r.paint));

template <> void Draw::draw(const DrawImageLattice& r) {
    SkCanvas::Lattice lattice;
    lattice.fXCount = r.xCount;
    lattice.fXDivs = r.xDivs;
    lattice.fYCount = r.yCount;
    lattice.fYDivs = r.yDivs;
    lattice.fFlags = (0 == r.flagCount) ? nullptr : r.flags;
    lattice.fBounds = &r.src;
    fCanvas->drawImageLattice(r.image.get(), lattice, r.dst, r.paint);
}

DRAW(DrawImageRect, legacy_drawImageRect(r.image.get(), r.src, r.dst, r.paint, r.constraint));
DRAW(DrawImageNine, drawImageNine(r.image.get(), r.center, r.dst, r.paint));
DRAW(DrawOval, drawOval(r.oval, r.paint));
DRAW(DrawPaint, drawPaint(r.paint));
DRAW(DrawPath, drawPath(r.path, r.paint));
DRAW(DrawPatch, drawPatch(r.cubics, r.colors, r.texCoords, r.xmode, r.paint));
DRAW(DrawPicture, drawPicture(r.picture.get(), &r.matrix, r.paint));

#ifdef SK_EXPERIMENTAL_SHADOWING
DRAW(DrawShadowedPicture, drawShadowedPicture(r.picture.get(), &r.matrix, r.paint, r.params));
#else
template <> void Draw::draw(const DrawShadowedPicture& r) { }
#endif

DRAW(DrawPoints, drawPoints(r.mode, r.count, r.pts, r.paint));
DRAW(DrawPosText, drawPosText(r.text, r.byteLength, r.pos, r.paint));
DRAW(DrawPosTextH, drawPosTextH(r.text, r.byteLength, r.xpos, r.y, r.paint));
DRAW(DrawRRect, drawRRect(r.rrect, r.paint));
DRAW(DrawRect, drawRect(r.rect, r.paint));
DRAW(DrawRegion, drawRegion(r.region, r.paint));
DRAW(DrawText, drawText(r.text, r.byteLength, r.x, r.y, r.paint));
DRAW(DrawTextBlob, drawTextBlob(r.blob.get(), r.x, r.y, r.paint));
DRAW(DrawTextOnPath, drawTextOnPath(r.text, r.byteLength, r.path, &r.matrix, r.paint));
DRAW(DrawTextRSXform, drawTextRSXform(r.text, r.byteLength, r.xforms, r.cull, r.paint));
DRAW(DrawAtlas, drawAtlas(r.atlas.get(),
                          r.xforms, r.texs, r.colors, r.count, r.mode, r.cull, r.paint));
DRAW(DrawVertices, drawVertices(r.vmode, r.vertexCount, r.vertices, r.texs, r.colors,
                                r.xmode, r.indices, r.indexCount, r.paint));
DRAW(DrawAnnotation, drawAnnotation(r.rect, r.key.c_str(), r.value.get()));
#undef DRAW

template <> void Draw::draw(const DrawDrawable& r) {
    SkASSERT(r.index >= 0);
    SkASSERT(r.index < fDrawableCount);
    if (fDrawables) {
        SkASSERT(nullptr == fDrawablePicts);
        fCanvas->drawDrawable(fDrawables[r.index], r.matrix);
    } else {
        fCanvas->drawPicture(fDrawablePicts[r.index], r.matrix, nullptr);
    }
}

// This is an SkRecord visitor that fills an SkBBoxHierarchy.
//
// The interesting part here is how to calculate bounds for ops which don't
// have intrinsic bounds.  What is the bounds of a Save or a Translate?
//
// We answer this by thinking about a particular definition of bounds: if I
// don't execute this op, pixels in this rectangle might draw incorrectly.  So
// the bounds of a Save, a Translate, a Restore, etc. are the union of the
// bounds of Draw* ops that they might have an effect on.  For any given
// Save/Restore block, the bounds of the Save, the Restore, and any other
// non-drawing ("control") ops inside are exactly the union of the bounds of
// the drawing ops inside that block.
//
// To implement this, we keep a stack of active Save blocks.  As we consume ops
// inside the Save/Restore block, drawing ops are unioned with the bounds of
// the block, and control ops are stashed away for later.  When we finish the
// block with a Restore, our bounds are complete, and we go back and fill them
// in for all the control ops we stashed away.
class FillBounds : SkNoncopyable {
public:
    FillBounds(const SkRect& cullRect, const SkRecord& record, SkRect bounds[])
        : fNumRecords(record.count())
        , fCullRect(cullRect)
        , fBounds(bounds) {
        fCTM = SkMatrix::I();
        fCurrentClipBounds = fCullRect;
    }

    void cleanUp() {
        // If we have any lingering unpaired Saves, simulate restores to make
        // sure all ops in those Save blocks have their bounds calculated.
        while (!fSaveStack.isEmpty()) {
            this->popSaveBlock();
        }

        // Any control ops not part of any Save/Restore block draw everywhere.
        while (!fControlIndices.isEmpty()) {
            this->popControl(fCullRect);
        }
    }

    void setCurrentOp(int currentOp) { fCurrentOp = currentOp; }


    template <typename T> void operator()(const T& op) {
        this->updateCTM(op);
        this->updateClipBounds(op);
        this->trackBounds(op);
    }

    // In this file, SkRect are in local coordinates, Bounds are translated back to identity space.
    typedef SkRect Bounds;

    int currentOp() const { return fCurrentOp; }
    const SkMatrix& ctm() const { return fCTM; }
    const Bounds& getBounds(int index) const { return fBounds[index]; }

    // Adjust rect for all paints that may affect its geometry, then map it to identity space.
    Bounds adjustAndMap(SkRect rect, const SkPaint* paint) const {
        // Inverted rectangles really confuse our BBHs.
        rect.sort();

        // Adjust the rect for its own paint.
        if (!AdjustForPaint(paint, &rect)) {
            // The paint could do anything to our bounds.  The only safe answer is the current clip.
            return fCurrentClipBounds;
        }

        // Adjust rect for all the paints from the SaveLayers we're inside.
        if (!this->adjustForSaveLayerPaints(&rect)) {
            // Same deal as above.
            return fCurrentClipBounds;
        }

        // Map the rect back to identity space.
        fCTM.mapRect(&rect);

        // Nothing can draw outside the current clip.
        if (!rect.intersect(fCurrentClipBounds)) {
            return Bounds::MakeEmpty();
        }

        return rect;
    }

private:
    struct SaveBounds {
        int controlOps;        // Number of control ops in this Save block, including the Save.
        Bounds bounds;         // Bounds of everything in the block.
        const SkPaint* paint;  // Unowned.  If set, adjusts the bounds of all ops in this block.
        SkMatrix ctm;
    };

    // Only Restore, SetMatrix, Concat, and Translate change the CTM.
    template <typename T> void updateCTM(const T&) {}
    void updateCTM(const Restore& op)   { fCTM = op.matrix; }
    void updateCTM(const SetMatrix& op) { fCTM = op.matrix; }
    void updateCTM(const Concat& op)    { fCTM.preConcat(op.matrix); }
    void updateCTM(const Translate& op) { fCTM.preTranslate(op.dx, op.dy); }

    // Most ops don't change the clip.
    template <typename T> void updateClipBounds(const T&) {}

    // Clip{Path,RRect,Rect,Region} obviously change the clip.  They all know their bounds already.
    void updateClipBounds(const ClipPath&   op) { this->updateClipBoundsForClipOp(op.devBounds); }
    void updateClipBounds(const ClipRRect&  op) { this->updateClipBoundsForClipOp(op.devBounds); }
    void updateClipBounds(const ClipRect&   op) { this->updateClipBoundsForClipOp(op.devBounds); }
    void updateClipBounds(const ClipRegion& op) { this->updateClipBoundsForClipOp(op.devBounds); }

    // The bounds of clip ops need to be adjusted for the paints of saveLayers they're inside.
    void updateClipBoundsForClipOp(const SkIRect& devBounds) {
        Bounds clip = SkRect::Make(devBounds);
        // We don't call adjustAndMap() because as its last step it would intersect the adjusted
        // clip bounds with the previous clip, exactly what we can't do when the clip grows.
        if (this->adjustForSaveLayerPaints(&clip)) {
            fCurrentClipBounds = clip.intersect(fCullRect) ? clip : Bounds::MakeEmpty();
        } else {
            fCurrentClipBounds = fCullRect;
        }
    }

    // Restore holds the devBounds for the clip after the {save,saveLayer}/restore block completes.
    void updateClipBounds(const Restore& op) {
        // This is just like the clip ops above, but we need to skip the effects (if any) of our
        // paired saveLayer (if it is one); it has not yet been popped off the save stack.  Our
        // devBounds reflect the state of the world after the saveLayer/restore block is done,
        // so they are not affected by the saveLayer's paint.
        const int kSavesToIgnore = 1;
        Bounds clip = SkRect::Make(op.devBounds);
        if (this->adjustForSaveLayerPaints(&clip, kSavesToIgnore)) {
            fCurrentClipBounds = clip.intersect(fCullRect) ? clip : Bounds::MakeEmpty();
        } else {
            fCurrentClipBounds = fCullRect;
        }
    }

    // We also take advantage of SaveLayer bounds when present to further cut the clip down.
    void updateClipBounds(const SaveLayer& op)  {
        if (op.bounds) {
            // adjustAndMap() intersects these layer bounds with the previous clip for us.
            fCurrentClipBounds = this->adjustAndMap(*op.bounds, op.paint);
        }
    }

    // The bounds of these ops must be calculated when we hit the Restore
    // from the bounds of the ops in the same Save block.
    void trackBounds(const Save&)          { this->pushSaveBlock(nullptr); }
    void trackBounds(const SaveLayer& op)  { this->pushSaveBlock(op.paint); }
    void trackBounds(const Restore&) { fBounds[fCurrentOp] = this->popSaveBlock(); }

    void trackBounds(const SetMatrix&)         { this->pushControl(); }
    void trackBounds(const Concat&)            { this->pushControl(); }
    void trackBounds(const Translate&)         { this->pushControl(); }
    void trackBounds(const TranslateZ&)        { this->pushControl(); }
    void trackBounds(const ClipRect&)          { this->pushControl(); }
    void trackBounds(const ClipRRect&)         { this->pushControl(); }
    void trackBounds(const ClipPath&)          { this->pushControl(); }
    void trackBounds(const ClipRegion&)        { this->pushControl(); }


    // For all other ops, we can calculate and store the bounds directly now.
    template <typename T> void trackBounds(const T& op) {
        fBounds[fCurrentOp] = this->bounds(op);
        this->updateSaveBounds(fBounds[fCurrentOp]);
    }

    void pushSaveBlock(const SkPaint* paint) {
        // Starting a new Save block.  Push a new entry to represent that.
        SaveBounds sb;
        sb.controlOps = 0;
        // If the paint affects transparent black, the bound shouldn't be smaller
        // than the current clip bounds.
        sb.bounds =
            PaintMayAffectTransparentBlack(paint) ? fCurrentClipBounds : Bounds::MakeEmpty();
        sb.paint = paint;
        sb.ctm = this->fCTM;

        fSaveStack.push(sb);
        this->pushControl();
    }

    static bool PaintMayAffectTransparentBlack(const SkPaint* paint) {
        if (paint) {
            // FIXME: this is very conservative
            if (paint->getImageFilter() || paint->getColorFilter()) {
                return true;
            }

            // Unusual blendmodes require us to process a saved layer
            // even with operations outisde the clip.
            // For example, DstIn is used by masking layers.
            // https://code.google.com/p/skia/issues/detail?id=1291
            // https://crbug.com/401593
            switch (paint->getBlendMode()) {
                // For each of the following transfer modes, if the source
                // alpha is zero (our transparent black), the resulting
                // blended alpha is not necessarily equal to the original
                // destination alpha.
                case SkBlendMode::kClear:
                case SkBlendMode::kSrc:
                case SkBlendMode::kSrcIn:
                case SkBlendMode::kDstIn:
                case SkBlendMode::kSrcOut:
                case SkBlendMode::kDstATop:
                case SkBlendMode::kModulate:
                    return true;
                    break;
                default:
                    break;
            }
        }
        return false;
    }

    Bounds popSaveBlock() {
        // We're done the Save block.  Apply the block's bounds to all control ops inside it.
        SaveBounds sb;
        fSaveStack.pop(&sb);

        while (sb.controlOps --> 0) {
            this->popControl(sb.bounds);
        }

        // This whole Save block may be part another Save block.
        this->updateSaveBounds(sb.bounds);

        // If called from a real Restore (not a phony one for balance), it'll need the bounds.
        return sb.bounds;
    }

    void pushControl() {
        fControlIndices.push(fCurrentOp);
        if (!fSaveStack.isEmpty()) {
            fSaveStack.top().controlOps++;
        }
    }

    void popControl(const Bounds& bounds) {
        fBounds[fControlIndices.top()] = bounds;
        fControlIndices.pop();
    }

    void updateSaveBounds(const Bounds& bounds) {
        // If we're in a Save block, expand its bounds to cover these bounds too.
        if (!fSaveStack.isEmpty()) {
            fSaveStack.top().bounds.join(bounds);
        }
    }

    // FIXME: this method could use better bounds
    Bounds bounds(const DrawText&) const { return fCurrentClipBounds; }

    Bounds bounds(const DrawPaint&) const { return fCurrentClipBounds; }
    Bounds bounds(const NoOp&)  const { return Bounds::MakeEmpty(); }    // NoOps don't draw.

    Bounds bounds(const DrawRect& op) const { return this->adjustAndMap(op.rect, &op.paint); }
    Bounds bounds(const DrawRegion& op) const {
        SkRect rect = SkRect::Make(op.region.getBounds());
        return this->adjustAndMap(rect, &op.paint);
    }
    Bounds bounds(const DrawOval& op) const { return this->adjustAndMap(op.oval, &op.paint); }
    // Tighter arc bounds?
    Bounds bounds(const DrawArc& op) const { return this->adjustAndMap(op.oval, &op.paint); }
    Bounds bounds(const DrawRRect& op) const {
        return this->adjustAndMap(op.rrect.rect(), &op.paint);
    }
    Bounds bounds(const DrawDRRect& op) const {
        return this->adjustAndMap(op.outer.rect(), &op.paint);
    }
    Bounds bounds(const DrawImage& op) const {
        const SkImage* image = op.image.get();
        SkRect rect = SkRect::MakeXYWH(op.left, op.top, image->width(), image->height());

        return this->adjustAndMap(rect, op.paint);
    }
    Bounds bounds(const DrawImageLattice& op) const {
        return this->adjustAndMap(op.dst, op.paint);
    }
    Bounds bounds(const DrawImageRect& op) const {
        return this->adjustAndMap(op.dst, op.paint);
    }
    Bounds bounds(const DrawImageNine& op) const {
        return this->adjustAndMap(op.dst, op.paint);
    }
    Bounds bounds(const DrawPath& op) const {
        return op.path.isInverseFillType() ? fCurrentClipBounds
                                           : this->adjustAndMap(op.path.getBounds(), &op.paint);
    }
    Bounds bounds(const DrawPoints& op) const {
        SkRect dst;
        dst.set(op.pts, op.count);

        // Pad the bounding box a little to make sure hairline points' bounds aren't empty.
        SkScalar stroke = SkMaxScalar(op.paint.getStrokeWidth(), 0.01f);
        dst.outset(stroke/2, stroke/2);

        return this->adjustAndMap(dst, &op.paint);
    }
    Bounds bounds(const DrawPatch& op) const {
        SkRect dst;
        dst.set(op.cubics, SkPatchUtils::kNumCtrlPts);
        return this->adjustAndMap(dst, &op.paint);
    }
    Bounds bounds(const DrawVertices& op) const {
        SkRect dst;
        dst.set(op.vertices, op.vertexCount);
        return this->adjustAndMap(dst, &op.paint);
    }

    Bounds bounds(const DrawAtlas& op) const {
        if (op.cull) {
            // TODO: <reed> can we pass nullptr for the paint? Isn't cull already "correct"
            // for the paint (by the caller)?
            return this->adjustAndMap(*op.cull, op.paint);
        } else {
            return fCurrentClipBounds;
        }
    }

    Bounds bounds(const DrawPicture& op) const {
        SkRect dst = op.picture->cullRect();
        op.matrix.mapRect(&dst);
        return this->adjustAndMap(dst, op.paint);
    }

    Bounds bounds(const DrawShadowedPicture& op) const {
        SkRect dst = op.picture->cullRect();
        op.matrix.mapRect(&dst);
        return this->adjustAndMap(dst, op.paint);
    }

    Bounds bounds(const DrawPosText& op) const {
        const int N = op.paint.countText(op.text, op.byteLength);
        if (N == 0) {
            return Bounds::MakeEmpty();
        }

        SkRect dst;
        dst.set(op.pos, N);
        AdjustTextForFontMetrics(&dst, op.paint);
        return this->adjustAndMap(dst, &op.paint);
    }
    Bounds bounds(const DrawPosTextH& op) const {
        const int N = op.paint.countText(op.text, op.byteLength);
        if (N == 0) {
            return Bounds::MakeEmpty();
        }

        SkScalar left = op.xpos[0], right = op.xpos[0];
        for (int i = 1; i < N; i++) {
            left  = SkMinScalar(left,  op.xpos[i]);
            right = SkMaxScalar(right, op.xpos[i]);
        }
        SkRect dst = { left, op.y, right, op.y };
        AdjustTextForFontMetrics(&dst, op.paint);
        return this->adjustAndMap(dst, &op.paint);
    }
    Bounds bounds(const DrawTextOnPath& op) const {
        SkRect dst = op.path.getBounds();

        // Pad all sides by the maximum padding in any direction we'd normally apply.
        SkRect pad = { 0, 0, 0, 0};
        AdjustTextForFontMetrics(&pad, op.paint);

        // That maximum padding happens to always be the right pad today.
        SkASSERT(pad.fLeft == -pad.fRight);
        SkASSERT(pad.fTop  == -pad.fBottom);
        SkASSERT(pad.fRight > pad.fBottom);
        dst.outset(pad.fRight, pad.fRight);

        return this->adjustAndMap(dst, &op.paint);
    }

    Bounds bounds(const DrawTextRSXform& op) const {
        if (op.cull) {
            return this->adjustAndMap(*op.cull, nullptr);
        } else {
            return fCurrentClipBounds;
        }
    }

    Bounds bounds(const DrawTextBlob& op) const {
        SkRect dst = op.blob->bounds();
        dst.offset(op.x, op.y);
        return this->adjustAndMap(dst, &op.paint);
    }

    Bounds bounds(const DrawDrawable& op) const {
        return this->adjustAndMap(op.worstCaseBounds, nullptr);
    }

    Bounds bounds(const DrawAnnotation& op) const {
        return this->adjustAndMap(op.rect, nullptr);
    }

    static void AdjustTextForFontMetrics(SkRect* rect, const SkPaint& paint) {
#ifdef SK_DEBUG
        SkRect correct = *rect;
#endif
        // crbug.com/373785 ~~> xPad = 4x yPad
        // crbug.com/424824 ~~> bump yPad from 2x text size to 2.5x
        const SkScalar yPad = 2.5f * paint.getTextSize(),
                       xPad = 4.0f * yPad;
        rect->outset(xPad, yPad);
#ifdef SK_DEBUG
        SkPaint::FontMetrics metrics;
        paint.getFontMetrics(&metrics);
        correct.fLeft   += metrics.fXMin;
        correct.fTop    += metrics.fTop;
        correct.fRight  += metrics.fXMax;
        correct.fBottom += metrics.fBottom;
        // See skia:2862 for why we ignore small text sizes.
        SkASSERTF(paint.getTextSize() < 0.001f || rect->contains(correct),
                  "%f %f %f %f vs. %f %f %f %f\n",
                  -xPad, -yPad, +xPad, +yPad,
                  metrics.fXMin, metrics.fTop, metrics.fXMax, metrics.fBottom);
#endif
    }

    // Returns true if rect was meaningfully adjusted for the effects of paint,
    // false if the paint could affect the rect in unknown ways.
    static bool AdjustForPaint(const SkPaint* paint, SkRect* rect) {
        if (paint) {
            if (paint->canComputeFastBounds()) {
                *rect = paint->computeFastBounds(*rect, rect);
                return true;
            }
            return false;
        }
        return true;
    }

    bool adjustForSaveLayerPaints(SkRect* rect, int savesToIgnore = 0) const {
        for (int i = fSaveStack.count() - 1 - savesToIgnore; i >= 0; i--) {
            SkMatrix inverse;
            if (!fSaveStack[i].ctm.invert(&inverse)) {
                return false;
            }
            inverse.mapRect(rect);
            if (!AdjustForPaint(fSaveStack[i].paint, rect)) {
                return false;
            }
            fSaveStack[i].ctm.mapRect(rect);
        }
        return true;
    }

    const int fNumRecords;

    // We do not guarantee anything for operations outside of the cull rect
    const SkRect fCullRect;

    // Conservative identity-space bounds for each op in the SkRecord.
    Bounds* fBounds;

    // We walk fCurrentOp through the SkRecord, as we go using updateCTM()
    // and updateClipBounds() to maintain the exact CTM (fCTM) and conservative
    // identity-space bounds of the current clip (fCurrentClipBounds).
    int fCurrentOp;
    SkMatrix fCTM;
    Bounds fCurrentClipBounds;

    // Used to track the bounds of Save/Restore blocks and the control ops inside them.
    SkTDArray<SaveBounds> fSaveStack;
    SkTDArray<int>   fControlIndices;
};

}  // namespace SkRecords
Пример #12
0
namespace SkRecords {

// FIXME: SkBitmaps are stateful, so we need to copy them to play back in multiple threads.
static SkBitmap shallow_copy(const SkBitmap& bitmap) {
    return bitmap;
}

// NoOps draw nothing.
template <> void Draw::draw(const NoOp&) {}

#define DRAW(T, call) template <> void Draw::draw(const T& r) { fCanvas->call; }
DRAW(Restore, restore());
DRAW(Save, save());
DRAW(SaveLayer, saveLayer(r.bounds, r.paint, r.flags));
DRAW(PopCull, popCull());
DRAW(PushCull, pushCull(r.rect));
DRAW(Clear, clear(r.color));
DRAW(SetMatrix, setMatrix(SkMatrix::Concat(fInitialCTM, r.matrix)));

DRAW(ClipPath, clipPath(r.path, r.op, r.doAA));
DRAW(ClipRRect, clipRRect(r.rrect, r.op, r.doAA));
DRAW(ClipRect, clipRect(r.rect, r.op, r.doAA));
DRAW(ClipRegion, clipRegion(r.region, r.op));

DRAW(BeginCommentGroup, beginCommentGroup(r.description));
DRAW(AddComment, addComment(r.key, r.value));
DRAW(EndCommentGroup, endCommentGroup());

DRAW(DrawBitmap, drawBitmap(shallow_copy(r.bitmap), r.left, r.top, r.paint));
DRAW(DrawBitmapMatrix, drawBitmapMatrix(shallow_copy(r.bitmap), r.matrix, r.paint));
DRAW(DrawBitmapNine, drawBitmapNine(shallow_copy(r.bitmap), r.center, r.dst, r.paint));
DRAW(DrawBitmapRectToRect,
        drawBitmapRectToRect(shallow_copy(r.bitmap), r.src, r.dst, r.paint, r.flags));
DRAW(DrawDRRect, drawDRRect(r.outer, r.inner, r.paint));
DRAW(DrawImage, drawImage(r.image, r.left, r.top, r.paint));
DRAW(DrawImageRect, drawImageRect(r.image, r.src, r.dst, r.paint));
DRAW(DrawOval, drawOval(r.oval, r.paint));
DRAW(DrawPaint, drawPaint(r.paint));
DRAW(DrawPath, drawPath(r.path, r.paint));
DRAW(DrawPatch, drawPatch(r.cubics, r.colors, r.texCoords, r.xmode, r.paint));
DRAW(DrawPicture, drawPicture(r.picture, r.matrix, r.paint));
DRAW(DrawPoints, drawPoints(r.mode, r.count, r.pts, r.paint));
DRAW(DrawPosText, drawPosText(r.text, r.byteLength, r.pos, r.paint));
DRAW(DrawPosTextH, drawPosTextH(r.text, r.byteLength, r.xpos, r.y, r.paint));
DRAW(DrawRRect, drawRRect(r.rrect, r.paint));
DRAW(DrawRect, drawRect(r.rect, r.paint));
DRAW(DrawSprite, drawSprite(shallow_copy(r.bitmap), r.left, r.top, r.paint));
DRAW(DrawText, drawText(r.text, r.byteLength, r.x, r.y, r.paint));
DRAW(DrawTextBlob, drawTextBlob(r.blob, r.x, r.y, r.paint));
DRAW(DrawTextOnPath, drawTextOnPath(r.text, r.byteLength, r.path, r.matrix, r.paint));
DRAW(DrawVertices, drawVertices(r.vmode, r.vertexCount, r.vertices, r.texs, r.colors,
                                r.xmode.get(), r.indices, r.indexCount, r.paint));
DRAW(DrawData, drawData(r.data, r.length));
#undef DRAW

// This is an SkRecord visitor that fills an SkBBoxHierarchy.
//
// The interesting part here is how to calculate bounds for ops which don't
// have intrinsic bounds.  What is the bounds of a Save or a Translate?
//
// We answer this by thinking about a particular definition of bounds: if I
// don't execute this op, pixels in this rectangle might draw incorrectly.  So
// the bounds of a Save, a Translate, a Restore, etc. are the union of the
// bounds of Draw* ops that they might have an effect on.  For any given
// Save/Restore block, the bounds of the Save, the Restore, and any other
// non-drawing ("control") ops inside are exactly the union of the bounds of
// the drawing ops inside that block.
//
// To implement this, we keep a stack of active Save blocks.  As we consume ops
// inside the Save/Restore block, drawing ops are unioned with the bounds of
// the block, and control ops are stashed away for later.  When we finish the
// block with a Restore, our bounds are complete, and we go back and fill them
// in for all the control ops we stashed away.
class FillBounds : SkNoncopyable {
public:
    FillBounds(const SkRect& cullRect, const SkRecord& record, SkBBoxHierarchy* bbh) 
        : fCullRect(cullRect)
        , fBounds(record.count()) {
        // Calculate bounds for all ops.  This won't go quite in order, so we'll need
        // to store the bounds separately then feed them in to the BBH later in order.
        fCTM = &SkMatrix::I();
        fCurrentClipBounds = fCullRect;
        for (fCurrentOp = 0; fCurrentOp < record.count(); fCurrentOp++) {
            record.visit<void>(fCurrentOp, *this);
        }

        // If we have any lingering unpaired Saves, simulate restores to make
        // sure all ops in those Save blocks have their bounds calculated.
        while (!fSaveStack.isEmpty()) {
            this->popSaveBlock();
        }

        // Any control ops not part of any Save/Restore block draw everywhere.
        while (!fControlIndices.isEmpty()) {
            this->popControl(fCullRect);
        }

        // Finally feed all stored bounds into the BBH.  They'll be returned in this order.
        SkASSERT(bbh);
        bbh->insert(&fBounds, record.count());
    }

    template <typename T> void operator()(const T& op) {
        this->updateCTM(op);
        this->updateClipBounds(op);
        this->trackBounds(op);
    }

private:
    // In this file, SkRect are in local coordinates, Bounds are translated back to identity space.
    typedef SkRect Bounds;

    struct SaveBounds {
        int controlOps;        // Number of control ops in this Save block, including the Save.
        Bounds bounds;         // Bounds of everything in the block.
        const SkPaint* paint;  // Unowned.  If set, adjusts the bounds of all ops in this block.
    };

    // Only Restore and SetMatrix change the CTM.
    template <typename T> void updateCTM(const T&) {}
    void updateCTM(const Restore& op)   { fCTM = &op.matrix; }
    void updateCTM(const SetMatrix& op) { fCTM = &op.matrix; }

    // Most ops don't change the clip.
    template <typename T> void updateClipBounds(const T&) {}

    // Clip{Path,RRect,Rect,Region} obviously change the clip.  They all know their bounds already.
    void updateClipBounds(const ClipPath&   op) { this->updateClipBoundsForClipOp(op.devBounds); }
    void updateClipBounds(const ClipRRect&  op) { this->updateClipBoundsForClipOp(op.devBounds); }
    void updateClipBounds(const ClipRect&   op) { this->updateClipBoundsForClipOp(op.devBounds); }
    void updateClipBounds(const ClipRegion& op) { this->updateClipBoundsForClipOp(op.devBounds); }

    // The bounds of clip ops need to be adjusted for the paints of saveLayers they're inside.
    void updateClipBoundsForClipOp(const SkIRect& devBounds) {
        Bounds clip = SkRect::Make(devBounds);
        // We don't call adjustAndMap() because as its last step it would intersect the adjusted
        // clip bounds with the previous clip, exactly what we can't do when the clip grows.
        fCurrentClipBounds = this->adjustForSaveLayerPaints(&clip) ? clip : fCullRect;
    }

    // Restore holds the devBounds for the clip after the {save,saveLayer}/restore block completes.
    void updateClipBounds(const Restore& op) {
        // This is just like the clip ops above, but we need to skip the effects (if any) of our
        // paired saveLayer (if it is one); it has not yet been popped off the save stack.  Our
        // devBounds reflect the state of the world after the saveLayer/restore block is done,
        // so they are not affected by the saveLayer's paint.
        const int kSavesToIgnore = 1;
        Bounds clip = SkRect::Make(op.devBounds);
        fCurrentClipBounds =
            this->adjustForSaveLayerPaints(&clip, kSavesToIgnore) ? clip : fCullRect;
    }

    // We also take advantage of SaveLayer bounds when present to further cut the clip down.
    void updateClipBounds(const SaveLayer& op)  {
        if (op.bounds) {
            // adjustAndMap() intersects these layer bounds with the previous clip for us.
            fCurrentClipBounds = this->adjustAndMap(*op.bounds, op.paint);
        }
    }

    // The bounds of these ops must be calculated when we hit the Restore
    // from the bounds of the ops in the same Save block.
    void trackBounds(const Save&)          { this->pushSaveBlock(NULL); }
    void trackBounds(const SaveLayer& op)  { this->pushSaveBlock(op.paint); }
    void trackBounds(const Restore&) { fBounds[fCurrentOp] = this->popSaveBlock(); }

    void trackBounds(const SetMatrix&)         { this->pushControl(); }
    void trackBounds(const ClipRect&)          { this->pushControl(); }
    void trackBounds(const ClipRRect&)         { this->pushControl(); }
    void trackBounds(const ClipPath&)          { this->pushControl(); }
    void trackBounds(const ClipRegion&)        { this->pushControl(); }
    void trackBounds(const PushCull&)          { this->pushControl(); }
    void trackBounds(const PopCull&)           { this->pushControl(); }
    void trackBounds(const BeginCommentGroup&) { this->pushControl(); }
    void trackBounds(const AddComment&)        { this->pushControl(); }
    void trackBounds(const EndCommentGroup&)   { this->pushControl(); }
    void trackBounds(const DrawData&)          { this->pushControl(); }

    // For all other ops, we can calculate and store the bounds directly now.
    template <typename T> void trackBounds(const T& op) {
        fBounds[fCurrentOp] = this->bounds(op);
        this->updateSaveBounds(fBounds[fCurrentOp]);
    }

    void pushSaveBlock(const SkPaint* paint) {
        // Starting a new Save block.  Push a new entry to represent that.
        SaveBounds sb;
        sb.controlOps = 0;
        // If the paint affects transparent black, the bound shouldn't be smaller
        // than the current clip bounds.
        sb.bounds =
            PaintMayAffectTransparentBlack(paint) ? fCurrentClipBounds : Bounds::MakeEmpty();
        sb.paint = paint;

        fSaveStack.push(sb);
        this->pushControl();
    }

    static bool PaintMayAffectTransparentBlack(const SkPaint* paint) {
        if (paint) {
            // FIXME: this is very conservative
            if (paint->getImageFilter() || paint->getColorFilter()) {
                return true;
            }

            // Unusual Xfermodes require us to process a saved layer
            // even with operations outisde the clip.
            // For example, DstIn is used by masking layers.
            // https://code.google.com/p/skia/issues/detail?id=1291
            // https://crbug.com/401593
            SkXfermode* xfermode = paint->getXfermode();
            SkXfermode::Mode mode;
            // SrcOver is ok, and is also the common case with a NULL xfermode.
            // So we should make that the fast path and bypass the mode extraction
            // and test.
            if (xfermode && xfermode->asMode(&mode)) {
                switch (mode) {
                    // For each of the following transfer modes, if the source
                    // alpha is zero (our transparent black), the resulting
                    // blended alpha is not necessarily equal to the original
                    // destination alpha.
                    case SkXfermode::kClear_Mode:
                    case SkXfermode::kSrc_Mode:
                    case SkXfermode::kSrcIn_Mode:
                    case SkXfermode::kDstIn_Mode:
                    case SkXfermode::kSrcOut_Mode:
                    case SkXfermode::kDstATop_Mode:
                    case SkXfermode::kModulate_Mode:
                        return true;
                        break;
                    default:
                        break;
                }
            }
        }
        return false;
    }

    Bounds popSaveBlock() {
        // We're done the Save block.  Apply the block's bounds to all control ops inside it.
        SaveBounds sb;
        fSaveStack.pop(&sb);

        while (sb.controlOps --> 0) {
            this->popControl(sb.bounds);
        }

        // This whole Save block may be part another Save block.
        this->updateSaveBounds(sb.bounds);

        // If called from a real Restore (not a phony one for balance), it'll need the bounds.
        return sb.bounds;
    }

    void pushControl() {
        fControlIndices.push(fCurrentOp);
        if (!fSaveStack.isEmpty()) {
            fSaveStack.top().controlOps++;
        }
    }

    void popControl(const Bounds& bounds) {
        fBounds[fControlIndices.top()] = bounds;
        fControlIndices.pop();
    }

    void updateSaveBounds(const Bounds& bounds) {
        // If we're in a Save block, expand its bounds to cover these bounds too.
        if (!fSaveStack.isEmpty()) {
            fSaveStack.top().bounds.join(bounds);
        }
    }

    // FIXME: this method could use better bounds
    Bounds bounds(const DrawText&) const { return fCurrentClipBounds; }

    Bounds bounds(const Clear&) const { return fCullRect; }             // Ignores the clip.
    Bounds bounds(const DrawPaint&) const { return fCurrentClipBounds; }
    Bounds bounds(const NoOp&)  const { return Bounds::MakeEmpty(); }    // NoOps don't draw.

    Bounds bounds(const DrawSprite& op) const {
        const SkBitmap& bm = op.bitmap;
        return Bounds::MakeXYWH(op.left, op.top, bm.width(), bm.height());  // Ignores the matrix.
    }

    Bounds bounds(const DrawRect& op) const { return this->adjustAndMap(op.rect, &op.paint); }
    Bounds bounds(const DrawOval& op) const { return this->adjustAndMap(op.oval, &op.paint); }
    Bounds bounds(const DrawRRect& op) const {
        return this->adjustAndMap(op.rrect.rect(), &op.paint);
    }
    Bounds bounds(const DrawDRRect& op) const {
        return this->adjustAndMap(op.outer.rect(), &op.paint);
    }
    Bounds bounds(const DrawImage& op) const {
        const SkImage* image = op.image;
        SkRect rect = SkRect::MakeXYWH(op.left, op.top, image->width(), image->height());

        return this->adjustAndMap(rect, op.paint);
    }
    Bounds bounds(const DrawImageRect& op) const {
        return this->adjustAndMap(op.dst, op.paint);
    }
    Bounds bounds(const DrawBitmapRectToRect& op) const {
        return this->adjustAndMap(op.dst, op.paint);
    }
    Bounds bounds(const DrawBitmapNine& op) const {
        return this->adjustAndMap(op.dst, op.paint);
    }
    Bounds bounds(const DrawBitmap& op) const {
        const SkBitmap& bm = op.bitmap;
        return this->adjustAndMap(SkRect::MakeXYWH(op.left, op.top, bm.width(), bm.height()),
                                  op.paint);
    }
    Bounds bounds(const DrawBitmapMatrix& op) const {
        const SkBitmap& bm = op.bitmap;
        SkRect dst = SkRect::MakeWH(bm.width(), bm.height());
        op.matrix.mapRect(&dst);
        return this->adjustAndMap(dst, op.paint);
    }

    Bounds bounds(const DrawPath& op) const {
        return op.path.isInverseFillType() ? fCurrentClipBounds
                                           : this->adjustAndMap(op.path.getBounds(), &op.paint);
    }
    Bounds bounds(const DrawPoints& op) const {
        SkRect dst;
        dst.set(op.pts, op.count);

        // Pad the bounding box a little to make sure hairline points' bounds aren't empty.
        SkScalar stroke = SkMaxScalar(op.paint.getStrokeWidth(), 0.01f);
        dst.outset(stroke/2, stroke/2);

        return this->adjustAndMap(dst, &op.paint);
    }
    Bounds bounds(const DrawPatch& op) const {
        SkRect dst;
        dst.set(op.cubics, SkPatchUtils::kNumCtrlPts);
        return this->adjustAndMap(dst, &op.paint);
    }
    Bounds bounds(const DrawVertices& op) const {
        SkRect dst;
        dst.set(op.vertices, op.vertexCount);
        return this->adjustAndMap(dst, &op.paint);
    }

    Bounds bounds(const DrawPicture& op) const {
        SkRect dst = op.picture->cullRect();
        if (op.matrix) {
            op.matrix->mapRect(&dst);
        }
        return this->adjustAndMap(dst, op.paint);
    }

    Bounds bounds(const DrawPosText& op) const {
        const int N = op.paint.countText(op.text, op.byteLength);
        if (N == 0) {
            return Bounds::MakeEmpty();
        }

        SkRect dst;
        dst.set(op.pos, N);
        AdjustTextForFontMetrics(&dst, op.paint);
        return this->adjustAndMap(dst, &op.paint);
    }
    Bounds bounds(const DrawPosTextH& op) const {
        const int N = op.paint.countText(op.text, op.byteLength);
        if (N == 0) {
            return Bounds::MakeEmpty();
        }

        SkScalar left = op.xpos[0], right = op.xpos[0];
        for (int i = 1; i < N; i++) {
            left  = SkMinScalar(left,  op.xpos[i]);
            right = SkMaxScalar(right, op.xpos[i]);
        }
        SkRect dst = { left, op.y, right, op.y };
        AdjustTextForFontMetrics(&dst, op.paint);
        return this->adjustAndMap(dst, &op.paint);
    }
    Bounds bounds(const DrawTextOnPath& op) const {
        SkRect dst = op.path.getBounds();

        // Pad all sides by the maximum padding in any direction we'd normally apply.
        SkRect pad = { 0, 0, 0, 0};
        AdjustTextForFontMetrics(&pad, op.paint);

        // That maximum padding happens to always be the right pad today.
        SkASSERT(pad.fLeft == -pad.fRight);
        SkASSERT(pad.fTop  == -pad.fBottom);
        SkASSERT(pad.fRight > pad.fBottom);
        dst.outset(pad.fRight, pad.fRight);

        return this->adjustAndMap(dst, &op.paint);
    }

    Bounds bounds(const DrawTextBlob& op) const {
        SkRect dst = op.blob->bounds();
        dst.offset(op.x, op.y);
        return this->adjustAndMap(dst, &op.paint);
    }

    static void AdjustTextForFontMetrics(SkRect* rect, const SkPaint& paint) {
#ifdef SK_DEBUG
        SkRect correct = *rect;
#endif
        // crbug.com/373785 ~~> xPad = 4x yPad
        // crbug.com/424824 ~~> bump yPad from 2x text size to 2.5x
        const SkScalar yPad = 2.5f * paint.getTextSize(),
                       xPad = 4.0f * yPad;
        rect->outset(xPad, yPad);
#ifdef SK_DEBUG
        SkPaint::FontMetrics metrics;
        paint.getFontMetrics(&metrics);
        correct.fLeft   += metrics.fXMin;
        correct.fTop    += metrics.fTop;
        correct.fRight  += metrics.fXMax;
        correct.fBottom += metrics.fBottom;
        // See skia:2862 for why we ignore small text sizes.
        SkASSERTF(paint.getTextSize() < 0.001f || rect->contains(correct),
                  "%f %f %f %f vs. %f %f %f %f\n",
                  -xPad, -yPad, +xPad, +yPad,
                  metrics.fXMin, metrics.fTop, metrics.fXMax, metrics.fBottom);
#endif
    }

    // Returns true if rect was meaningfully adjusted for the effects of paint,
    // false if the paint could affect the rect in unknown ways.
    static bool AdjustForPaint(const SkPaint* paint, SkRect* rect) {
        if (paint) {
            if (paint->canComputeFastBounds()) {
                *rect = paint->computeFastBounds(*rect, rect);
                return true;
            }
            return false;
        }
        return true;
    }

    bool adjustForSaveLayerPaints(SkRect* rect, int savesToIgnore = 0) const {
        for (int i = fSaveStack.count() - 1 - savesToIgnore; i >= 0; i--) {
            if (!AdjustForPaint(fSaveStack[i].paint, rect)) {
                return false;
            }
        }
        return true;
    }

    // Adjust rect for all paints that may affect its geometry, then map it to identity space.
    Bounds adjustAndMap(SkRect rect, const SkPaint* paint) const {
        // Inverted rectangles really confuse our BBHs.
        rect.sort();

        // Adjust the rect for its own paint.
        if (!AdjustForPaint(paint, &rect)) {
            // The paint could do anything to our bounds.  The only safe answer is the current clip.
            return fCurrentClipBounds;
        }

        // Adjust rect for all the paints from the SaveLayers we're inside.
        if (!this->adjustForSaveLayerPaints(&rect)) {
            // Same deal as above.
            return fCurrentClipBounds;
        }

        // Map the rect back to identity space.
        fCTM->mapRect(&rect);

        // Nothing can draw outside the current clip.
        // (Only bounded ops call into this method, so oddballs like Clear don't matter here.)
        rect.intersect(fCurrentClipBounds);
        return rect;
    }

    // We do not guarantee anything for operations outside of the cull rect
    const SkRect fCullRect;

    // Conservative identity-space bounds for each op in the SkRecord.
    SkAutoTMalloc<Bounds> fBounds;

    // We walk fCurrentOp through the SkRecord, as we go using updateCTM()
    // and updateClipBounds() to maintain the exact CTM (fCTM) and conservative
    // identity-space bounds of the current clip (fCurrentClipBounds).
    unsigned fCurrentOp;
    const SkMatrix* fCTM;
    Bounds fCurrentClipBounds;

    // Used to track the bounds of Save/Restore blocks and the control ops inside them.
    SkTDArray<SaveBounds> fSaveStack;
    SkTDArray<unsigned>   fControlIndices;
};

}  // namespace SkRecords
Пример #13
0
	//----------
	void Device::drawWorld() {
		auto colorSource = this->getColorSource();
		auto depthSource = this->getDepthSource();
		auto bodySource = this->getBodySource();

		if (!depthSource) {
			ofLogError("ofxKinectForWindows2::Device::drawPrettyMesh") << "No depth source initialised";
			return;
		}
		
		//point cloud
		{
			//setup some point cloud properties for kicks
			bool usePointSize = true;

#if OF_VERSION_MAJOR > 0 || OF_VERSION_MINOR >= 10
			auto mainWindow = std::static_pointer_cast<ofAppGLFWWindow>(ofGetCurrentWindow());
			usePointSize = mainWindow ? mainWindow->getSettings().glVersionMajor <= 2 : false;
#endif

			usePointSize = false;

			if (usePointSize) {
				glPushAttrib(GL_POINT_BIT);
				glPointSize(5.0f);
				glEnable(GL_POINT_SMOOTH);
			}

			ofPushStyle();

			bool useColor = colorSource.get();
			if (useColor) {
				useColor &= colorSource->getTexture().isAllocated();
			}

			if (useColor) {
				//bind kinect color camera texture and draw mesh from depth (which has texture coordinates)
				colorSource->getTexture().bind();
			}

			auto opts = Source::Depth::PointCloudOptions(true, Source::Depth::PointCloudOptions::TextureCoordinates::ColorCamera);
			auto mesh = depthSource->getMesh(opts);

			//draw point cloud
			mesh.drawVertices();

			//draw triangles
			ofSetColor(255, 150);
			mesh.drawWireframe();

			//draw fills faded
			ofSetColor(255, 50);
			mesh.drawFaces();

			if (useColor) {
				//unbind colour camera
				colorSource->getTexture().unbind();
			}

			ofPopStyle();

			//clear the point cloud drawing attributes
			if (usePointSize) {
				glPopAttrib();
			}
		}
		
		//bodies and floor
		if (bodySource) {
			bodySource->drawWorld();

			ofPushMatrix();
			ofRotateDeg(90, 0, 0, 1);
			ofMultMatrix(bodySource->getFloorTransform());
			ofDrawGridPlane(5.0f);
			ofPopMatrix();
		}

		//draw the view cones of depth and colour cameras
		ofPushStyle();
		ofNoFill();
		ofSetLineWidth(2.0f);
		ofSetColor(100, 200, 100);
		depthSource->drawFrustum();
		if (colorSource) {
			ofSetColor(200, 100, 100);
			colorSource->drawFrustum();
		}
		ofPopStyle();
	}
Пример #14
0
void MeshPainter::drawMesh(Viewport3dSettings *viewportSettings, GSProductMesh *meshProduct, PaintLayer layer, bool background, int reflectionCount)
{
	MMesh *mesh = &( meshProduct->getMMeshForDisplay() );

	if ( mesh->getVertices().size() == 0 )
	{
		return;
	}

	ViewSettings *viewSettings = viewportSettings->getViewSettings();
	bool verticesFlag = viewportSettings->bForegroundVertices;
	bool cullFlag = viewSettings->bBackfaceCull;
	bool multilayerFlag = viewSettings->bMultilayer;
	bool markedfacesFlag = viewportSettings->bForegroundMarkedFaces;
	MeshLiveSubdWireframeMode liveSubdWireMode = background  ?  meshLiveSubdivisionWireframeMode  :  viewSettings->meshLiveSubdivisionWireframeMode;
	bool bLiveSubdivision = background  ?  bMeshLiveSubdivisionEnabled  :  viewSettings->bMeshLiveSubdivisionEnabled;
	bool bBackgroundTransparent = viewportSettings->bBackgroundTransparent;

	bool wireframeFlag, solidFlag, smoothFlag, texturedFlag;

	if ( background )
	{
		wireframeFlag = viewportSettings->bBackgroundWireframe;
		solidFlag = viewportSettings->bBackgroundSolid;
		smoothFlag = viewportSettings->bBackgroundSmooth;
		texturedFlag = viewportSettings->bBackgroundMaterial;
	}
	else
	{
		wireframeFlag = viewportSettings->bForegroundWireframe;
		solidFlag = viewportSettings->bForegroundSolid;
		smoothFlag = viewportSettings->bForegroundSmooth;
		texturedFlag = viewportSettings->bForegroundMaterial;
	}


	MMesh *subdMesh = NULL;

	if ( bLiveSubdivision )
	{
		int subdIterations = background  ?  meshLiveSubdivisionIterations  :  viewSettings->meshLiveSubdivisionIterations;
		int subdMaxFaces = background  ?  meshLiveSubdivisionMaxFaces  :  viewSettings->meshLiveSubdivisionMaxFaces;
		MPreserveNormalSharpness normalSharpness = background  ?  meshLiveSubdivisionNormalSharpness  :  viewSettings->meshLiveSubdivisionNormalSharpness;
		subdMesh = mesh->getLiveSubdivisionMesh( subdIterations, subdMaxFaces, normalSharpness );
	}

	if ( background  &&  bBackgroundTransparent )
	{
		if ( reflectionCount & 0x1 )
		{
			glCullFace( GL_FRONT );
		}
		else
		{
			glCullFace( GL_BACK );
		}
		glEnable( GL_CULL_FACE );


		if ( bLiveSubdivision )
		{
			if ( solidFlag   &&   ( layer == PAINTLAYER_OVERLAY_BLEND  ||  layer == PAINTLAYER_OVERLAY_BLEND_NODEPTH ) )
			{
				beginSolidRendering();
				drawSolidTransparent( subdMesh, smoothFlag );
				endSolidRendering();
			}
		}
		else
		{
			if ( solidFlag   &&   ( layer == PAINTLAYER_OVERLAY_BLEND  ||  layer == PAINTLAYER_OVERLAY_BLEND_NODEPTH ) )
			{
				beginSolidRendering();
				drawSolidTransparent( mesh, smoothFlag );
				endSolidRendering();
			}
		}

		if ( wireframeFlag )
		{
			if ( layer == PAINTLAYER_OVERLAY_BLEND  ||  layer == PAINTLAYER_OVERLAY_BLEND_NODEPTH )
			{
				drawWireframe( mesh, background, layer == PAINTLAYER_OVERLAY_BLEND_NODEPTH, reflectionCount != 0, true );
			}
		}

		glDisable( GL_CULL_FACE );
	}
	else
	{
		if ( cullFlag )
		{
			if ( reflectionCount & 0x1 )
			{
				glCullFace( GL_FRONT );
			}
			else
			{
				glCullFace( GL_BACK );
			}
			glEnable( GL_CULL_FACE );
		}


		if ( bLiveSubdivision )
		{
			if ( solidFlag  &&  layer == PAINTLAYER_OBJECTS )
			{
				beginSolidRendering();
				drawSolidUntextured( subdMesh, background, false, true, true );
				endSolidRendering();
			}
		}
		else
		{
			if ( solidFlag  &&  layer == PAINTLAYER_OBJECTS )
			{
				beginSolidRendering();
				drawSolid( viewportSettings, mesh, background, texturedFlag, reflectionCount != 0, smoothFlag );
				endSolidRendering();
			}
		}

		if ( bLiveSubdivision  &&  liveSubdWireMode != MESHLIVESUBDWIRE_NONE  &&  !background )
		{
			if ( layer == PAINTLAYER_WIREFRAME  ||  ( layer == PAINTLAYER_TRANSPARENCY  &&  multilayerFlag ) )
			{
				drawSubdividedWireframe( subdMesh, layer == PAINTLAYER_TRANSPARENCY, liveSubdWireMode );
			}
		}

		if ( wireframeFlag )
		{
			if ( layer == PAINTLAYER_WIREFRAME  ||  ( layer == PAINTLAYER_TRANSPARENCY  &&  multilayerFlag ) )
			{
				drawWireframe( mesh, background, layer == PAINTLAYER_TRANSPARENCY, reflectionCount != 0, false );
			}
		}

		if ( verticesFlag  &&  !background )
		{
			if ( layer == PAINTLAYER_WIREFRAME  ||  ( layer == PAINTLAYER_TRANSPARENCY  && multilayerFlag ) )
			{
				drawVertices( mesh, layer == PAINTLAYER_TRANSPARENCY, reflectionCount != 0 );
			}
		}

		if ( cullFlag )
		{
			glDisable( GL_CULL_FACE );
		}

		if ( markedfacesFlag  &&  layer == PAINTLAYER_OVERLAY_BLEND  &&  !background  &&  reflectionCount == 0 )
		{
			drawMarkedFacesPass( mesh );
		}
	}
}
Пример #15
0
void drawMap(Graph &graph, Map<coordT> &m) {
	drawVertices(m);
	drawEdges(graph, m);
}