Replace the tiling algorithm with the one from "Random Access Vector Graphics".
This is a significant improvement in CPU time, as well as an overall simplification.
This commit is contained in:
parent
c61f3e5ae8
commit
a67b4dd5b7
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@ -20,16 +20,16 @@ use crate::options::{PreparedBuildOptions, PreparedRenderTransform, RenderComman
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use crate::paint::{PaintInfo, PaintMetadata};
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use crate::scene::{DisplayItem, Scene};
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use crate::tile_map::DenseTileMap;
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use crate::tiles::{self, DrawTilingPathInfo, PackedTile, TILE_HEIGHT, TILE_WIDTH};
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use crate::tiles::{Tiler, TilingPathInfo};
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use crate::tiler::Tiler;
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use crate::tiles::{self, DrawTilingPathInfo, PackedTile, TILE_HEIGHT, TILE_WIDTH, TilingPathInfo};
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use crate::z_buffer::{DepthMetadata, ZBuffer};
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use pathfinder_content::effects::{BlendMode, Filter};
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use pathfinder_content::fill::FillRule;
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use pathfinder_content::render_target::RenderTargetId;
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use pathfinder_geometry::line_segment::{LineSegment2F, LineSegmentU4, LineSegmentU8};
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use pathfinder_geometry::rect::{RectF, RectI};
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use pathfinder_geometry::rect::RectF;
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use pathfinder_geometry::transform2d::Transform2F;
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use pathfinder_geometry::vector::{Vector2F, Vector2I, vec2f, vec2i};
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use pathfinder_geometry::vector::{Vector2I, vec2i};
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use pathfinder_gpu::TextureSamplingFlags;
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use pathfinder_simd::default::{F32x4, I32x4};
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use std::sync::atomic::AtomicUsize;
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@ -49,6 +49,8 @@ pub(crate) struct SceneBuilder<'a, 'b> {
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#[derive(Debug)]
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pub(crate) struct ObjectBuilder {
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pub built_path: BuiltPath,
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/// During tiling, this stores the sum of backdrops for tile columns above the viewport.
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pub current_backdrops: Vec<i8>,
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pub fills: Vec<FillBatchEntry>,
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pub bounds: RectF,
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}
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@ -593,24 +595,15 @@ impl ObjectBuilder {
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fill_rule: FillRule,
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tiling_path_info: &TilingPathInfo)
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-> ObjectBuilder {
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ObjectBuilder {
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built_path: BuiltPath::new(path_bounds, view_box_bounds, fill_rule, tiling_path_info),
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bounds: path_bounds,
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fills: vec![],
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}
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let built_path = BuiltPath::new(path_bounds, view_box_bounds, fill_rule, tiling_path_info);
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let current_backdrops = vec![0; built_path.tiles.rect.width() as usize];
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ObjectBuilder { built_path, bounds: path_bounds, current_backdrops, fills: vec![] }
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}
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#[inline]
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pub(crate) fn tile_rect(&self) -> RectI {
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self.built_path.tiles.rect
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}
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fn add_fill(
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&mut self,
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scene_builder: &SceneBuilder,
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segment: LineSegment2F,
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tile_coords: Vector2I,
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) {
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pub(crate) fn add_fill(&mut self,
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scene_builder: &SceneBuilder,
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segment: LineSegment2F,
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tile_coords: Vector2I) {
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debug!("add_fill({:?} ({:?}))", segment, tile_coords);
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// Ensure this fill is in bounds. If not, cull it.
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@ -676,87 +669,6 @@ impl ObjectBuilder {
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alpha_tile_id
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}
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pub(crate) fn add_active_fill(
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&mut self,
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scene_builder: &SceneBuilder,
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left: f32,
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right: f32,
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mut winding: i32,
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tile_coords: Vector2I,
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) {
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let tile_origin_y = (tile_coords.y() * TILE_HEIGHT as i32) as f32;
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let left = vec2f(left, tile_origin_y);
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let right = vec2f(right, tile_origin_y);
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let segment = if winding < 0 {
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LineSegment2F::new(left, right)
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} else {
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LineSegment2F::new(right, left)
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};
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debug!(
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"... emitting active fill {} -> {} winding {} @ tile {:?}",
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left.x(),
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right.x(),
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winding,
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tile_coords
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);
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while winding != 0 {
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self.add_fill(scene_builder, segment, tile_coords);
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if winding < 0 {
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winding += 1
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} else {
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winding -= 1
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}
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}
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}
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pub(crate) fn generate_fill_primitives_for_line(
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&mut self,
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scene_builder: &SceneBuilder,
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mut segment: LineSegment2F,
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tile_y: i32,
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) {
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debug!(
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"... generate_fill_primitives_for_line(): segment={:?} tile_y={} ({}-{})",
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segment,
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tile_y,
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tile_y as f32 * TILE_HEIGHT as f32,
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(tile_y + 1) as f32 * TILE_HEIGHT as f32
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);
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let winding = segment.from_x() > segment.to_x();
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let (segment_left, segment_right) = if !winding {
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(segment.from_x(), segment.to_x())
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} else {
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(segment.to_x(), segment.from_x())
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};
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let mut subsegment_x = (segment_left as i32 & !(TILE_WIDTH as i32 - 1)) as f32;
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while subsegment_x < segment_right {
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let (mut fill_from, mut fill_to) = (segment.from(), segment.to());
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let subsegment_x_next = subsegment_x + TILE_WIDTH as f32;
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if subsegment_x_next < segment_right {
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let x = subsegment_x_next;
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let point = Vector2F::new(x, segment.solve_y_for_x(x));
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if !winding {
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fill_to = point;
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segment = LineSegment2F::new(point, segment.to());
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} else {
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fill_from = point;
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segment = LineSegment2F::new(segment.from(), point);
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}
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}
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let fill_segment = LineSegment2F::new(fill_from, fill_to);
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let fill_tile_coords = vec2i(subsegment_x as i32 / TILE_WIDTH as i32, tile_y);
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self.add_fill(scene_builder, fill_segment, fill_tile_coords);
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subsegment_x = subsegment_x_next;
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}
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}
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#[inline]
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pub(crate) fn tile_coords_to_local_index(&self, coords: Vector2I) -> Option<u32> {
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self.built_path.tiles.coords_to_index(coords).map(|index| index as u32)
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@ -766,6 +678,23 @@ impl ObjectBuilder {
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pub(crate) fn local_tile_index_to_coords(&self, tile_index: u32) -> Vector2I {
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self.built_path.tiles.index_to_coords(tile_index as usize)
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}
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#[inline]
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pub(crate) fn adjust_alpha_tile_backdrop(&mut self, tile_coords: Vector2I, delta: i8) {
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let tile_offset = tile_coords - self.built_path.tiles.rect.origin();
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if tile_offset.x() < 0 || tile_offset.x() >= self.built_path.tiles.rect.width() ||
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tile_offset.y() >= self.built_path.tiles.rect.height() {
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return;
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}
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if tile_offset.y() < 0 {
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self.current_backdrops[tile_offset.x() as usize] += delta;
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return;
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}
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let local_tile_index = self.built_path.tiles.coords_to_index_unchecked(tile_coords);
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self.built_path.tiles.data[local_tile_index].backdrop += delta;
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}
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}
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impl<'a> PackedTile<'a> {
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@ -25,5 +25,6 @@ pub mod scene;
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mod allocator;
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mod builder;
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mod tile_map;
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mod tiler;
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mod tiles;
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mod z_buffer;
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@ -0,0 +1,261 @@
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// pathfinder/renderer/src/tiler.rs
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//
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// Copyright © 2020 The Pathfinder Project Developers.
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//
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// Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
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// http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
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// <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
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// option. This file may not be copied, modified, or distributed
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// except according to those terms.
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//! Implements the fast lattice-clipping algorithm from Nehab and Hoppe, "Random-Access Rendering
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//! of General Vector Graphics" 2006.
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use crate::builder::{ObjectBuilder, Occluder, SceneBuilder, SolidTiles};
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use crate::tiles::{PackedTile, TILE_HEIGHT, TILE_WIDTH, TileType, TilingPathInfo};
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use pathfinder_content::fill::FillRule;
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use pathfinder_content::outline::{ContourIterFlags, Outline};
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use pathfinder_content::segment::Segment;
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use pathfinder_geometry::line_segment::LineSegment2F;
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use pathfinder_geometry::rect::RectF;
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use pathfinder_geometry::vector::{Vector2F, Vector2I, vec2f, vec2i};
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const FLATTENING_TOLERANCE: f32 = 0.25;
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pub(crate) struct Tiler<'a, 'b> {
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scene_builder: &'a SceneBuilder<'b, 'a>,
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pub(crate) object_builder: ObjectBuilder,
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outline: &'a Outline,
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path_info: TilingPathInfo<'a>,
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}
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impl<'a, 'b> Tiler<'a, 'b> {
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pub(crate) fn new(scene_builder: &'a SceneBuilder<'b, 'a>,
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outline: &'a Outline,
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fill_rule: FillRule,
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view_box: RectF,
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path_info: TilingPathInfo<'a>)
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-> Tiler<'a, 'b> {
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let bounds = outline.bounds().intersection(view_box).unwrap_or(RectF::default());
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let object_builder = ObjectBuilder::new(bounds, view_box, fill_rule, &path_info);
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Tiler { scene_builder, object_builder, outline, path_info }
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}
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pub(crate) fn generate_tiles(&mut self) {
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for contour in self.outline.contours() {
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for segment in contour.iter(ContourIterFlags::empty()) {
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process_segment(&segment, self.scene_builder, &mut self.object_builder);
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}
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}
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self.propagate_backdrops();
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self.pack_and_cull();
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}
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fn propagate_backdrops(&mut self) {
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let tiles_across = self.object_builder.built_path.tiles.rect.width() as usize;
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for (draw_tile_index, draw_tile) in self.object_builder
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.built_path
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.tiles
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.data
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.iter_mut()
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.enumerate() {
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let column = draw_tile_index % tiles_across;
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let delta = draw_tile.backdrop;
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draw_tile.backdrop = self.object_builder.current_backdrops[column];
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self.object_builder.current_backdrops[column] += delta;
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}
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}
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fn pack_and_cull(&mut self) {
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let draw_tiling_path_info = match self.path_info {
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TilingPathInfo::Clip => return,
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TilingPathInfo::Draw(draw_tiling_path_info) => draw_tiling_path_info,
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};
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let blend_mode_is_destructive = draw_tiling_path_info.blend_mode.is_destructive();
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for (draw_tile_index, draw_tile) in self.object_builder
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.built_path
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.tiles
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.data
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.iter()
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.enumerate() {
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let packed_tile = PackedTile::new(draw_tile_index as u32,
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draw_tile,
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&draw_tiling_path_info,
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&self.object_builder);
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match packed_tile.tile_type {
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TileType::Solid => {
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match self.object_builder.built_path.solid_tiles {
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SolidTiles::Occluders(ref mut occluders) => {
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occluders.push(Occluder::new(packed_tile.tile_coords));
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}
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SolidTiles::Regular(ref mut solid_tiles) => {
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packed_tile.add_to(solid_tiles,
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&mut self.object_builder.built_path.clip_tiles,
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&draw_tiling_path_info,
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&self.scene_builder);
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}
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}
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}
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TileType::SingleMask => {
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debug_assert_ne!(packed_tile.draw_tile.alpha_tile_id.page(), !0);
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packed_tile.add_to(&mut self.object_builder.built_path.single_mask_tiles,
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&mut self.object_builder.built_path.clip_tiles,
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&draw_tiling_path_info,
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&self.scene_builder);
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}
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TileType::Empty if blend_mode_is_destructive => {
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packed_tile.add_to(&mut self.object_builder.built_path.empty_tiles,
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&mut self.object_builder.built_path.clip_tiles,
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&draw_tiling_path_info,
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&self.scene_builder);
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}
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TileType::Empty => {
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// Just cull.
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}
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}
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}
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}
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}
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fn process_segment(segment: &Segment,
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scene_builder: &SceneBuilder,
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object_builder: &mut ObjectBuilder) {
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// TODO(pcwalton): Stop degree elevating.
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if segment.is_quadratic() {
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let cubic = segment.to_cubic();
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return process_segment(&cubic, scene_builder, object_builder);
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}
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if segment.is_line() ||
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(segment.is_cubic() && segment.as_cubic_segment().is_flat(FLATTENING_TOLERANCE)) {
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return process_line_segment(segment.baseline, scene_builder, object_builder);
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}
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// TODO(pcwalton): Use a smarter flattening algorithm.
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let (prev, next) = segment.split(0.5);
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process_segment(&prev, scene_builder, object_builder);
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process_segment(&next, scene_builder, object_builder);
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}
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// This is the meat of the technique. It implements the fast lattice-clipping algorithm from
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// Nehab and Hoppe, "Random-Access Rendering of General Vector Graphics" 2006.
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//
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// The algorithm to step through tiles is Amanatides and Woo, "A Fast Voxel Traversal Algorithm for
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// Ray Tracing" 1987: http://www.cse.yorku.ca/~amana/research/grid.pdf
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fn process_line_segment(line_segment: LineSegment2F,
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scene_builder: &SceneBuilder,
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object_builder: &mut ObjectBuilder) {
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let tile_size = vec2f(TILE_WIDTH as f32, TILE_HEIGHT as f32);
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let tile_size_recip = Vector2F::splat(1.0) / tile_size;
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let tile_line_segment =
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(line_segment.0 * tile_size_recip.0.concat_xy_xy(tile_size_recip.0)).floor().to_i32x4();
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let from_tile_coords = Vector2I(tile_line_segment.xy());
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let to_tile_coords = Vector2I(tile_line_segment.zw());
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let vector = line_segment.vector();
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let step = vec2f(vector.x().signum(), vector.y().signum()).to_i32();
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let first_tile_crossing =
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(from_tile_coords + vec2i(if step.x() <= 0 { 0 } else { 1 },
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if step.y() <= 0 { 0 } else { 1 })).to_f32() * tile_size;
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let mut t_max = (first_tile_crossing - line_segment.from()) / vector;
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let t_delta = (tile_size / vector).abs();
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let (mut current_position, mut tile_coords) = (line_segment.from(), from_tile_coords);
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let mut last_step_direction = None;
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let mut iteration = 0;
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loop {
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// Quick check to catch missing the end tile.
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debug_assert!(iteration < MAX_ITERATIONS);
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let next_step_direction = if t_max.x() < t_max.y() {
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StepDirection::X
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} else if t_max.x() > t_max.y() {
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StepDirection::Y
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} else {
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// This should only happen if the line's destination is precisely on a corner point
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// between tiles:
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//
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// +-----+--O--+
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// | | / |
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// | |/ |
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// +-----O-----+
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// | | end |
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// | | tile|
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// +-----+-----+
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//
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// In that case we just need to step in the positive direction to move to the lower
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// right tile.
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if step.x() > 0 { StepDirection::X } else { StepDirection::Y }
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};
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let next_t =
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(if next_step_direction == StepDirection::X { t_max.x() } else { t_max.y() }).min(1.0);
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// If we've reached the end tile, don't step at all.
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let next_step_direction = if tile_coords == to_tile_coords {
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None
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} else {
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Some(next_step_direction)
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};
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let next_position = line_segment.sample(next_t);
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let clipped_line_segment = LineSegment2F::new(current_position, next_position);
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object_builder.add_fill(scene_builder, clipped_line_segment, tile_coords);
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// Add extra fills if necessary.
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if step.y() < 0 && next_step_direction == Some(StepDirection::Y) {
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// Leaves through top boundary.
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let auxiliary_segment = LineSegment2F::new(clipped_line_segment.to(),
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tile_coords.to_f32() * tile_size);
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object_builder.add_fill(scene_builder, auxiliary_segment, tile_coords);
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} else if step.y() > 0 && last_step_direction == Some(StepDirection::Y) {
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// Enters through top boundary.
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let auxiliary_segment = LineSegment2F::new(tile_coords.to_f32() * tile_size,
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clipped_line_segment.from());
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object_builder.add_fill(scene_builder, auxiliary_segment, tile_coords);
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}
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// Adjust backdrop if necessary.
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if step.x() < 0 && last_step_direction == Some(StepDirection::X) {
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// Entered through right boundary.
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object_builder.adjust_alpha_tile_backdrop(tile_coords, 1);
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} else if step.x() > 0 && next_step_direction == Some(StepDirection::X) {
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// Leaving through right boundary.
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object_builder.adjust_alpha_tile_backdrop(tile_coords, -1);
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}
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// Take a step.
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match next_step_direction {
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None => break,
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Some(StepDirection::X) => {
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t_max += vec2f(t_delta.x(), 0.0);
|
||||
tile_coords += vec2i(step.x(), 0);
|
||||
}
|
||||
Some(StepDirection::Y) => {
|
||||
t_max += vec2f(0.0, t_delta.y());
|
||||
tile_coords += vec2i(0, step.y());
|
||||
}
|
||||
}
|
||||
|
||||
current_position = next_position;
|
||||
last_step_direction = next_step_direction;
|
||||
|
||||
iteration += 1;
|
||||
}
|
||||
|
||||
const MAX_ITERATIONS: u32 = 1024;
|
||||
}
|
||||
|
||||
#[derive(Clone, Copy, PartialEq, Debug)]
|
||||
enum StepDirection {
|
||||
X,
|
||||
Y,
|
||||
}
|
|
@ -8,36 +8,17 @@
|
|||
// option. This file may not be copied, modified, or distributed
|
||||
// except according to those terms.
|
||||
|
||||
use crate::builder::{BuiltPath, ObjectBuilder, Occluder, SceneBuilder, SolidTiles};
|
||||
use crate::builder::{BuiltPath, ObjectBuilder};
|
||||
use crate::gpu_data::{AlphaTileId, TileObjectPrimitive};
|
||||
use crate::paint::{PaintId, PaintMetadata};
|
||||
use pathfinder_content::effects::BlendMode;
|
||||
use pathfinder_content::fill::FillRule;
|
||||
use pathfinder_content::outline::{Contour, Outline, PointIndex};
|
||||
use pathfinder_content::segment::Segment;
|
||||
use pathfinder_geometry::line_segment::LineSegment2F;
|
||||
use pathfinder_geometry::rect::{RectF, RectI};
|
||||
use pathfinder_geometry::vector::{Vector2F, Vector2I, vec2f, vec2i};
|
||||
use std::mem;
|
||||
|
||||
// TODO(pcwalton): Make this configurable.
|
||||
const FLATTENING_TOLERANCE: f32 = 0.1;
|
||||
use pathfinder_geometry::vector::{Vector2I, vec2f};
|
||||
|
||||
pub const TILE_WIDTH: u32 = 16;
|
||||
pub const TILE_HEIGHT: u32 = 16;
|
||||
|
||||
pub(crate) struct Tiler<'a, 'b> {
|
||||
scene_builder: &'a SceneBuilder<'b, 'a>,
|
||||
pub(crate) object_builder: ObjectBuilder,
|
||||
outline: &'a Outline,
|
||||
path_info: TilingPathInfo<'a>,
|
||||
|
||||
point_queue: Vec<QueuedEndpoint>,
|
||||
next_point_queue: Vec<QueuedEndpoint>,
|
||||
active_edges: Vec<ActiveEdge>,
|
||||
old_active_edges: Vec<ActiveEdge>,
|
||||
}
|
||||
|
||||
#[derive(Clone, Copy)]
|
||||
pub(crate) enum TilingPathInfo<'a> {
|
||||
Clip,
|
||||
|
@ -53,339 +34,6 @@ pub(crate) struct DrawTilingPathInfo<'a> {
|
|||
pub(crate) fill_rule: FillRule,
|
||||
}
|
||||
|
||||
impl<'a, 'b> Tiler<'a, 'b> {
|
||||
#[allow(clippy::or_fun_call)]
|
||||
pub(crate) fn new(
|
||||
scene_builder: &'a SceneBuilder<'b, 'a>,
|
||||
outline: &'a Outline,
|
||||
fill_rule: FillRule,
|
||||
view_box: RectF,
|
||||
path_info: TilingPathInfo<'a>,
|
||||
) -> Tiler<'a, 'b> {
|
||||
let bounds = outline
|
||||
.bounds()
|
||||
.intersection(view_box)
|
||||
.unwrap_or(RectF::default());
|
||||
let object_builder = ObjectBuilder::new(bounds, view_box, fill_rule, &path_info);
|
||||
|
||||
Tiler {
|
||||
scene_builder,
|
||||
object_builder,
|
||||
outline,
|
||||
path_info,
|
||||
|
||||
point_queue: Vec::new(),
|
||||
next_point_queue: Vec::new(),
|
||||
active_edges: Vec::new(),
|
||||
old_active_edges: Vec::new(),
|
||||
}
|
||||
}
|
||||
|
||||
pub(crate) fn generate_tiles(&mut self) {
|
||||
// Initialize the point queue.
|
||||
self.init_point_queue();
|
||||
|
||||
// Reset active edges.
|
||||
self.active_edges.clear();
|
||||
self.old_active_edges.clear();
|
||||
|
||||
// Generate strips.
|
||||
let tile_rect = self.object_builder.tile_rect();
|
||||
for strip_origin_y in tile_rect.min_y()..tile_rect.max_y() {
|
||||
self.generate_strip(strip_origin_y);
|
||||
}
|
||||
|
||||
// Pack and cull.
|
||||
self.pack_and_cull();
|
||||
|
||||
// Done!
|
||||
debug!("{:#?}", self.object_builder.built_path);
|
||||
}
|
||||
|
||||
fn generate_strip(&mut self, strip_origin_y: i32) {
|
||||
// Process old active edges.
|
||||
self.process_old_active_edges(strip_origin_y);
|
||||
|
||||
// Add new active edges.
|
||||
let strip_max_y = ((strip_origin_y + 1) * TILE_HEIGHT as i32) as f32;
|
||||
while let Some(queued_endpoint) = self.point_queue.pop() {
|
||||
// Note that this test must be `>`, not `>=`, in order to make sure we don't miss
|
||||
// active edges that lie precisely on the tile strip boundary.
|
||||
if queued_endpoint.y > strip_max_y {
|
||||
self.next_point_queue.push(queued_endpoint);
|
||||
continue;
|
||||
}
|
||||
|
||||
self.add_new_active_edge(strip_origin_y, queued_endpoint);
|
||||
}
|
||||
|
||||
mem::swap(&mut self.point_queue, &mut self.next_point_queue);
|
||||
}
|
||||
|
||||
fn pack_and_cull(&mut self) {
|
||||
let draw_tiling_path_info = match self.path_info {
|
||||
TilingPathInfo::Clip => return,
|
||||
TilingPathInfo::Draw(draw_tiling_path_info) => draw_tiling_path_info,
|
||||
};
|
||||
|
||||
let blend_mode_is_destructive = draw_tiling_path_info.blend_mode.is_destructive();
|
||||
|
||||
for (draw_tile_index, draw_tile) in self.object_builder
|
||||
.built_path
|
||||
.tiles
|
||||
.data
|
||||
.iter()
|
||||
.enumerate() {
|
||||
let packed_tile = PackedTile::new(draw_tile_index as u32,
|
||||
draw_tile,
|
||||
&draw_tiling_path_info,
|
||||
&self.object_builder);
|
||||
|
||||
match packed_tile.tile_type {
|
||||
TileType::Solid => {
|
||||
match self.object_builder.built_path.solid_tiles {
|
||||
SolidTiles::Occluders(ref mut occluders) => {
|
||||
occluders.push(Occluder::new(packed_tile.tile_coords));
|
||||
}
|
||||
SolidTiles::Regular(ref mut solid_tiles) => {
|
||||
packed_tile.add_to(solid_tiles,
|
||||
&mut self.object_builder.built_path.clip_tiles,
|
||||
&draw_tiling_path_info,
|
||||
&self.scene_builder);
|
||||
}
|
||||
}
|
||||
}
|
||||
TileType::SingleMask => {
|
||||
debug_assert_ne!(packed_tile.draw_tile.alpha_tile_id.page(), !0);
|
||||
packed_tile.add_to(&mut self.object_builder.built_path.single_mask_tiles,
|
||||
&mut self.object_builder.built_path.clip_tiles,
|
||||
&draw_tiling_path_info,
|
||||
&self.scene_builder);
|
||||
}
|
||||
TileType::Empty if blend_mode_is_destructive => {
|
||||
packed_tile.add_to(&mut self.object_builder.built_path.empty_tiles,
|
||||
&mut self.object_builder.built_path.clip_tiles,
|
||||
&draw_tiling_path_info,
|
||||
&self.scene_builder);
|
||||
}
|
||||
TileType::Empty => {
|
||||
// Just cull.
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn process_old_active_edges(&mut self, tile_y: i32) {
|
||||
let mut current_tile_x = self.object_builder.tile_rect().min_x();
|
||||
let mut current_subtile_x = 0.0;
|
||||
let mut current_winding = 0;
|
||||
|
||||
debug_assert!(self.old_active_edges.is_empty());
|
||||
mem::swap(&mut self.old_active_edges, &mut self.active_edges);
|
||||
|
||||
// FIXME(pcwalton): Yuck.
|
||||
let mut last_segment_x = -9999.0;
|
||||
|
||||
let tile_top = (tile_y * TILE_HEIGHT as i32) as f32;
|
||||
|
||||
debug!("---------- tile y {}({}) ----------", tile_y, tile_top);
|
||||
debug!("old active edges: {:#?}", self.old_active_edges);
|
||||
|
||||
self.old_active_edges.sort_unstable_by(|a, b| a.crossing.x().partial_cmp(&b.crossing.x()).unwrap());
|
||||
for mut active_edge in self.old_active_edges.drain(..) {
|
||||
// Determine x-intercept and winding.
|
||||
let segment_x = active_edge.crossing.x();
|
||||
let edge_winding =
|
||||
if active_edge.segment.baseline.from_y() < active_edge.segment.baseline.to_y() {
|
||||
1
|
||||
} else {
|
||||
-1
|
||||
};
|
||||
|
||||
debug!(
|
||||
"tile Y {}({}): segment_x={} edge_winding={} current_tile_x={} \
|
||||
current_subtile_x={} current_winding={}",
|
||||
tile_y,
|
||||
tile_top,
|
||||
segment_x,
|
||||
edge_winding,
|
||||
current_tile_x,
|
||||
current_subtile_x,
|
||||
current_winding
|
||||
);
|
||||
debug!(
|
||||
"... segment={:#?} crossing={:?}",
|
||||
active_edge.segment, active_edge.crossing
|
||||
);
|
||||
|
||||
// FIXME(pcwalton): Remove this debug code!
|
||||
debug_assert!(segment_x >= last_segment_x);
|
||||
last_segment_x = segment_x;
|
||||
|
||||
// Do initial subtile fill, if necessary.
|
||||
let segment_tile_x = f32::floor(segment_x) as i32 / TILE_WIDTH as i32;
|
||||
if current_tile_x < segment_tile_x && current_subtile_x > 0.0 {
|
||||
let current_x =
|
||||
(current_tile_x * TILE_WIDTH as i32) as f32 + current_subtile_x;
|
||||
let tile_right_x = ((current_tile_x + 1) * TILE_WIDTH as i32) as f32;
|
||||
let current_tile_coords = vec2i(current_tile_x, tile_y);
|
||||
self.object_builder.add_active_fill(
|
||||
self.scene_builder,
|
||||
current_x,
|
||||
tile_right_x,
|
||||
current_winding,
|
||||
current_tile_coords,
|
||||
);
|
||||
current_tile_x += 1;
|
||||
current_subtile_x = 0.0;
|
||||
}
|
||||
|
||||
// Move over to the correct tile, filling in as we go.
|
||||
while current_tile_x < segment_tile_x {
|
||||
debug!(
|
||||
"... emitting backdrop {} @ tile {}",
|
||||
current_winding, current_tile_x
|
||||
);
|
||||
let current_tile_coords = vec2i(current_tile_x, tile_y);
|
||||
if let Some(tile_index) = self.object_builder
|
||||
.tile_coords_to_local_index(current_tile_coords) {
|
||||
// FIXME(pcwalton): Handle winding overflow.
|
||||
self.object_builder.built_path.tiles.data[tile_index as usize].backdrop =
|
||||
current_winding as i8;
|
||||
}
|
||||
|
||||
current_tile_x += 1;
|
||||
current_subtile_x = 0.0;
|
||||
}
|
||||
|
||||
// Do final subtile fill, if necessary.
|
||||
debug_assert_eq!(current_tile_x, segment_tile_x);
|
||||
let segment_subtile_x =
|
||||
segment_x - (current_tile_x * TILE_WIDTH as i32) as f32;
|
||||
if segment_subtile_x > current_subtile_x {
|
||||
let current_x =
|
||||
(current_tile_x * TILE_WIDTH as i32) as f32 + current_subtile_x;
|
||||
let current_tile_coords = vec2i(current_tile_x, tile_y);
|
||||
self.object_builder.add_active_fill(
|
||||
self.scene_builder,
|
||||
current_x,
|
||||
segment_x,
|
||||
current_winding,
|
||||
current_tile_coords,
|
||||
);
|
||||
current_subtile_x = segment_subtile_x;
|
||||
}
|
||||
|
||||
// Update winding.
|
||||
current_winding += edge_winding;
|
||||
|
||||
// Process the edge.
|
||||
debug!("about to process existing active edge {:#?}", active_edge);
|
||||
debug_assert!(f32::abs(active_edge.crossing.y() - tile_top) < 0.1);
|
||||
active_edge.process(self.scene_builder, &mut self.object_builder, tile_y);
|
||||
if !active_edge.segment.is_none() {
|
||||
self.active_edges.push(active_edge);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn add_new_active_edge(&mut self, tile_y: i32, queued_endpoint: QueuedEndpoint) {
|
||||
let outline = &self.outline;
|
||||
let point_index = queued_endpoint.point_index;
|
||||
|
||||
let contour = &outline.contours()[point_index.contour() as usize];
|
||||
|
||||
// TODO(pcwalton): Could use a bitset of processed edges…
|
||||
let prev_endpoint_index = contour.prev_endpoint_index_of(point_index.point());
|
||||
let next_endpoint_index = contour.next_endpoint_index_of(point_index.point());
|
||||
|
||||
debug!(
|
||||
"adding new active edge, tile_y={} point_index={} prev={} next={} pos={:?} \
|
||||
prevpos={:?} nextpos={:?}",
|
||||
tile_y,
|
||||
point_index.point(),
|
||||
prev_endpoint_index,
|
||||
next_endpoint_index,
|
||||
contour.position_of(point_index.point()),
|
||||
contour.position_of(prev_endpoint_index),
|
||||
contour.position_of(next_endpoint_index)
|
||||
);
|
||||
|
||||
if contour.point_is_logically_above(point_index.point(), prev_endpoint_index) {
|
||||
debug!("... adding prev endpoint");
|
||||
|
||||
process_active_segment(
|
||||
contour,
|
||||
prev_endpoint_index,
|
||||
&mut self.active_edges,
|
||||
self.scene_builder,
|
||||
&mut self.object_builder,
|
||||
tile_y,
|
||||
);
|
||||
|
||||
self.point_queue.push(QueuedEndpoint {
|
||||
point_index: PointIndex::new(point_index.contour(), prev_endpoint_index),
|
||||
y: contour.position_of(prev_endpoint_index).y(),
|
||||
});
|
||||
|
||||
debug!("... done adding prev endpoint");
|
||||
}
|
||||
|
||||
if contour.point_is_logically_above(point_index.point(), next_endpoint_index) {
|
||||
debug!(
|
||||
"... adding next endpoint {} -> {}",
|
||||
point_index.point(),
|
||||
next_endpoint_index
|
||||
);
|
||||
|
||||
process_active_segment(
|
||||
contour,
|
||||
point_index.point(),
|
||||
&mut self.active_edges,
|
||||
self.scene_builder,
|
||||
&mut self.object_builder,
|
||||
tile_y,
|
||||
);
|
||||
|
||||
self.point_queue.push(QueuedEndpoint {
|
||||
point_index: PointIndex::new(point_index.contour(), next_endpoint_index),
|
||||
y: contour.position_of(next_endpoint_index).y(),
|
||||
});
|
||||
|
||||
debug!("... done adding next endpoint");
|
||||
}
|
||||
}
|
||||
|
||||
fn init_point_queue(&mut self) {
|
||||
// Find MIN points.
|
||||
self.point_queue.clear();
|
||||
for (contour_index, contour) in self.outline.contours().iter().enumerate() {
|
||||
let contour_index = contour_index as u32;
|
||||
let mut cur_endpoint_index = 0;
|
||||
let mut prev_endpoint_index = contour.prev_endpoint_index_of(cur_endpoint_index);
|
||||
let mut next_endpoint_index = contour.next_endpoint_index_of(cur_endpoint_index);
|
||||
loop {
|
||||
if contour.point_is_logically_above(cur_endpoint_index, prev_endpoint_index)
|
||||
&& contour.point_is_logically_above(cur_endpoint_index, next_endpoint_index)
|
||||
{
|
||||
self.point_queue.push(QueuedEndpoint {
|
||||
point_index: PointIndex::new(contour_index, cur_endpoint_index),
|
||||
y: contour.position_of(cur_endpoint_index).y(),
|
||||
});
|
||||
}
|
||||
|
||||
if cur_endpoint_index >= next_endpoint_index {
|
||||
break;
|
||||
}
|
||||
|
||||
prev_endpoint_index = cur_endpoint_index;
|
||||
cur_endpoint_index = next_endpoint_index;
|
||||
next_endpoint_index = contour.next_endpoint_index_of(cur_endpoint_index);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl<'a> TilingPathInfo<'a> {
|
||||
pub(crate) fn has_destructive_blend_mode(&self) -> bool {
|
||||
match *self {
|
||||
|
@ -412,11 +60,11 @@ pub(crate) enum TileType {
|
|||
}
|
||||
|
||||
impl<'a> PackedTile<'a> {
|
||||
fn new(draw_tile_index: u32,
|
||||
draw_tile: &'a TileObjectPrimitive,
|
||||
draw_tiling_path_info: &DrawTilingPathInfo<'a>,
|
||||
object_builder: &ObjectBuilder)
|
||||
-> PackedTile<'a> {
|
||||
pub(crate) fn new(draw_tile_index: u32,
|
||||
draw_tile: &'a TileObjectPrimitive,
|
||||
draw_tiling_path_info: &DrawTilingPathInfo<'a>,
|
||||
object_builder: &ObjectBuilder)
|
||||
-> PackedTile<'a> {
|
||||
let tile_coords = object_builder.local_tile_index_to_coords(draw_tile_index as u32);
|
||||
|
||||
// First, if the draw tile is empty, cull it regardless of clip.
|
||||
|
@ -522,158 +170,6 @@ pub fn round_rect_out_to_tile_bounds(rect: RectF) -> RectI {
|
|||
(rect * vec2f(1.0 / TILE_WIDTH as f32, 1.0 / TILE_HEIGHT as f32)).round_out().to_i32()
|
||||
}
|
||||
|
||||
fn process_active_segment(
|
||||
contour: &Contour,
|
||||
from_endpoint_index: u32,
|
||||
active_edges: &mut Vec<ActiveEdge>,
|
||||
builder: &SceneBuilder,
|
||||
object_builder: &mut ObjectBuilder,
|
||||
tile_y: i32,
|
||||
) {
|
||||
let mut active_edge = ActiveEdge::from_segment(&contour.segment_after(from_endpoint_index));
|
||||
debug!("... process_active_segment({:#?})", active_edge);
|
||||
active_edge.process(builder, object_builder, tile_y);
|
||||
if !active_edge.segment.is_none() {
|
||||
debug!("... ... pushing resulting active edge: {:#?}", active_edge);
|
||||
active_edges.push(active_edge);
|
||||
}
|
||||
}
|
||||
|
||||
// Queued endpoints
|
||||
|
||||
struct QueuedEndpoint {
|
||||
point_index: PointIndex,
|
||||
y: f32,
|
||||
}
|
||||
|
||||
// Active edges
|
||||
|
||||
#[derive(Clone, PartialEq, Debug)]
|
||||
struct ActiveEdge {
|
||||
segment: Segment,
|
||||
// TODO(pcwalton): Shrink `crossing` down to just one f32?
|
||||
crossing: Vector2F,
|
||||
}
|
||||
|
||||
impl ActiveEdge {
|
||||
fn from_segment(segment: &Segment) -> ActiveEdge {
|
||||
let crossing = if segment.baseline.from_y() < segment.baseline.to_y() {
|
||||
segment.baseline.from()
|
||||
} else {
|
||||
segment.baseline.to()
|
||||
};
|
||||
ActiveEdge::from_segment_and_crossing(segment, crossing)
|
||||
}
|
||||
|
||||
fn from_segment_and_crossing(segment: &Segment, crossing: Vector2F) -> ActiveEdge {
|
||||
ActiveEdge { segment: *segment, crossing }
|
||||
}
|
||||
|
||||
fn process(&mut self,
|
||||
builder: &SceneBuilder,
|
||||
object_builder: &mut ObjectBuilder,
|
||||
tile_y: i32) {
|
||||
|
||||
let tile_bottom = ((tile_y + 1) * TILE_HEIGHT as i32) as f32;
|
||||
debug!(
|
||||
"process_active_edge({:#?}, tile_y={}({}))",
|
||||
self, tile_y, tile_bottom
|
||||
);
|
||||
|
||||
let mut segment = self.segment;
|
||||
let winding = segment.baseline.y_winding();
|
||||
|
||||
if segment.is_line() {
|
||||
let line_segment = segment.as_line_segment();
|
||||
self.segment =
|
||||
match self.process_line_segment(line_segment, builder, object_builder, tile_y) {
|
||||
Some(lower_part) => Segment::line(lower_part),
|
||||
None => Segment::none(),
|
||||
};
|
||||
return;
|
||||
}
|
||||
|
||||
// TODO(pcwalton): Don't degree elevate!
|
||||
if !segment.is_cubic() {
|
||||
segment = segment.to_cubic();
|
||||
}
|
||||
|
||||
// If necessary, draw initial line.
|
||||
if self.crossing.y() < segment.baseline.min_y() {
|
||||
let first_line_segment =
|
||||
LineSegment2F::new(self.crossing, segment.baseline.upper_point()).orient(winding);
|
||||
if self.process_line_segment(first_line_segment, builder, object_builder, tile_y)
|
||||
.is_some() {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
let mut oriented_segment = segment.orient(winding);
|
||||
loop {
|
||||
let mut split_t = 1.0;
|
||||
let mut before_segment = oriented_segment;
|
||||
let mut after_segment = None;
|
||||
|
||||
while !before_segment
|
||||
.as_cubic_segment()
|
||||
.is_flat(FLATTENING_TOLERANCE)
|
||||
{
|
||||
split_t *= 0.5;
|
||||
let (before, after) = oriented_segment.as_cubic_segment().split(split_t);
|
||||
before_segment = before;
|
||||
after_segment = Some(after);
|
||||
}
|
||||
|
||||
debug!(
|
||||
"... tile_y={} winding={} segment={:?} t={} before_segment={:?}
|
||||
after_segment={:?}",
|
||||
tile_y, winding, segment, split_t, before_segment, after_segment
|
||||
);
|
||||
|
||||
let line = before_segment.baseline.orient(winding);
|
||||
match self.process_line_segment(line, builder, object_builder, tile_y) {
|
||||
Some(lower_part) if split_t == 1.0 => {
|
||||
self.segment = Segment::line(lower_part);
|
||||
return;
|
||||
}
|
||||
None if split_t == 1.0 => {
|
||||
self.segment = Segment::none();
|
||||
return;
|
||||
}
|
||||
Some(_) => {
|
||||
self.segment = after_segment.unwrap().orient(winding);
|
||||
return;
|
||||
}
|
||||
None => oriented_segment = after_segment.unwrap(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn process_line_segment(
|
||||
&mut self,
|
||||
line_segment: LineSegment2F,
|
||||
builder: &SceneBuilder,
|
||||
object_builder: &mut ObjectBuilder,
|
||||
tile_y: i32,
|
||||
) -> Option<LineSegment2F> {
|
||||
let tile_bottom = ((tile_y + 1) * TILE_HEIGHT as i32) as f32;
|
||||
debug!(
|
||||
"process_line_segment({:?}, tile_y={}) tile_bottom={}",
|
||||
line_segment, tile_y, tile_bottom
|
||||
);
|
||||
|
||||
if line_segment.max_y() <= tile_bottom {
|
||||
object_builder.generate_fill_primitives_for_line(builder, line_segment, tile_y);
|
||||
return None;
|
||||
}
|
||||
|
||||
let (upper_part, lower_part) = line_segment.split_at_y(tile_bottom);
|
||||
object_builder.generate_fill_primitives_for_line(builder, upper_part, tile_y);
|
||||
self.crossing = lower_part.upper_point();
|
||||
Some(lower_part)
|
||||
}
|
||||
}
|
||||
|
||||
impl Default for TileObjectPrimitive {
|
||||
#[inline]
|
||||
fn default() -> TileObjectPrimitive {
|
||||
|
|
Loading…
Reference in New Issue