skia2/gm/concavepaths.cpp
Stephen White 2f4686fa25 Quality and performance fixes for AA tessellating path renderer.
Use quads rather than triangles for the edge geometry. This allows
us to perform a simpler edge categorization (see below). It also
improves performance by reducing the number of edges processed during
the simplify and tessellate steps.

Label AA edges as three types: inner, outer, and connector. This
results in correct alpha values for intersected edges, even when
the top or bottom vertex has been merged with a vertex on edges
of different types.

Changed the "collinear edges" sample from the concavepaths GM for a
"fast-foward" shape, which more clearly shows the problem being fixed
here. (The collinearity from the "collinear edges" was actually being
removed earlier up the stack, causing the path to become convex and
not exercise the concave path renderers anyway.)

NOTE: this will cause changes in the "concavepaths" GM results, and
minor pixel diffs in a number of other tests.

Change-Id: I6c2b0cdb35cda42b01cf1100621271fef5be35b0
Reviewed-on: https://skia-review.googlesource.com/6430
Reviewed-by: Stephan White <senorblanco@chromium.org>
Commit-Queue: Stephan White <senorblanco@chromium.org>
2017-01-03 22:01:19 +00:00

416 lines
13 KiB
C++

/*
* Copyright 2015 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "gm.h"
#include "SkCanvas.h"
#include "SkPath.h"
#define WIDTH 400
#define HEIGHT 600
namespace {
// Concave test
void test_concave(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->translate(0, 0);
path.moveTo(SkIntToScalar(20), SkIntToScalar(20));
path.lineTo(SkIntToScalar(80), SkIntToScalar(20));
path.lineTo(SkIntToScalar(30), SkIntToScalar(30));
path.lineTo(SkIntToScalar(20), SkIntToScalar(80));
canvas->drawPath(path, paint);
}
// Reverse concave test
void test_reverse_concave(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(100, 0);
path.moveTo(SkIntToScalar(20), SkIntToScalar(20));
path.lineTo(SkIntToScalar(20), SkIntToScalar(80));
path.lineTo(SkIntToScalar(30), SkIntToScalar(30));
path.lineTo(SkIntToScalar(80), SkIntToScalar(20));
canvas->drawPath(path, paint);
canvas->restore();
}
// Bowtie (intersection)
void test_bowtie(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(200, 0);
path.moveTo(SkIntToScalar(20), SkIntToScalar(20));
path.lineTo(SkIntToScalar(80), SkIntToScalar(80));
path.lineTo(SkIntToScalar(80), SkIntToScalar(20));
path.lineTo(SkIntToScalar(20), SkIntToScalar(80));
canvas->drawPath(path, paint);
canvas->restore();
}
// "fake" bowtie (concave, but no intersection)
void test_fake_bowtie(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(300, 0);
path.moveTo(SkIntToScalar(20), SkIntToScalar(20));
path.lineTo(SkIntToScalar(50), SkIntToScalar(40));
path.lineTo(SkIntToScalar(80), SkIntToScalar(20));
path.lineTo(SkIntToScalar(80), SkIntToScalar(80));
path.lineTo(SkIntToScalar(50), SkIntToScalar(60));
path.lineTo(SkIntToScalar(20), SkIntToScalar(80));
canvas->drawPath(path, paint);
canvas->restore();
}
// Fish test (intersection/concave)
void test_fish(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(0, 100);
path.moveTo(SkIntToScalar(20), SkIntToScalar(20));
path.lineTo(SkIntToScalar(80), SkIntToScalar(80));
path.lineTo(SkIntToScalar(70), SkIntToScalar(50));
path.lineTo(SkIntToScalar(80), SkIntToScalar(20));
path.lineTo(SkIntToScalar(20), SkIntToScalar(80));
path.lineTo(SkIntToScalar(0), SkIntToScalar(50));
canvas->drawPath(path, paint);
canvas->restore();
}
// Overlapping "Fast-forward" icon: tests coincidence of inner and outer
// vertices generated by intersection.
void test_fast_forward(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(100, 100);
path.moveTo(SkIntToScalar(20), SkIntToScalar(20));
path.lineTo(SkIntToScalar(60), SkIntToScalar(50));
path.lineTo(SkIntToScalar(20), SkIntToScalar(80));
path.moveTo(SkIntToScalar(40), SkIntToScalar(20));
path.lineTo(SkIntToScalar(40), SkIntToScalar(80));
path.lineTo(SkIntToScalar(80), SkIntToScalar(50));
canvas->drawPath(path, paint);
canvas->restore();
}
// Square polygon with a square hole.
void test_hole(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(200, 100);
path.moveTo(SkIntToScalar(20), SkIntToScalar(20));
path.lineTo(SkIntToScalar(80), SkIntToScalar(20));
path.lineTo(SkIntToScalar(80), SkIntToScalar(80));
path.lineTo(SkIntToScalar(20), SkIntToScalar(80));
path.moveTo(SkIntToScalar(30), SkIntToScalar(30));
path.lineTo(SkIntToScalar(30), SkIntToScalar(70));
path.lineTo(SkIntToScalar(70), SkIntToScalar(70));
path.lineTo(SkIntToScalar(70), SkIntToScalar(30));
canvas->drawPath(path, paint);
canvas->restore();
}
// Star test (self-intersecting)
void test_star(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(300, 100);
path.moveTo(30, 20);
path.lineTo(50, 80);
path.lineTo(70, 20);
path.lineTo(20, 57);
path.lineTo(80, 57);
path.close();
canvas->drawPath(path, paint);
canvas->restore();
}
// Stairstep with repeated vert (intersection)
void test_stairstep(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(0, 200);
path.moveTo(SkIntToScalar(50), SkIntToScalar(50));
path.lineTo(SkIntToScalar(50), SkIntToScalar(20));
path.lineTo(SkIntToScalar(80), SkIntToScalar(20));
path.lineTo(SkIntToScalar(50), SkIntToScalar(50));
path.lineTo(SkIntToScalar(20), SkIntToScalar(50));
path.lineTo(SkIntToScalar(20), SkIntToScalar(80));
canvas->drawPath(path, paint);
canvas->restore();
}
void test_stairstep2(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(100, 200);
path.moveTo(20, 60);
path.lineTo(35, 80);
path.lineTo(50, 60);
path.lineTo(65, 80);
path.lineTo(80, 60);
canvas->drawPath(path, paint);
canvas->restore();
}
// Overlapping segments
void test_overlapping(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(200, 200);
path.moveTo(SkIntToScalar(20), SkIntToScalar(80));
path.lineTo(SkIntToScalar(80), SkIntToScalar(80));
path.lineTo(SkIntToScalar(80), SkIntToScalar(20));
path.lineTo(SkIntToScalar(80), SkIntToScalar(30));
canvas->drawPath(path, paint);
canvas->restore();
}
// Two "island" triangles inside a containing rect.
// This exercises the partnering code in the tessellator.
void test_partners(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(300, 200);
path.moveTo(20, 80);
path.lineTo(80, 80);
path.lineTo(80, 20);
path.lineTo(20, 20);
path.moveTo(30, 30);
path.lineTo(45, 50);
path.lineTo(30, 70);
path.moveTo(70, 30);
path.lineTo(70, 70);
path.lineTo(55, 50);
canvas->drawPath(path, paint);
canvas->restore();
}
// Monotone test 1 (point in the middle)
void test_monotone_1(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(0, 300);
path.moveTo(SkIntToScalar(20), SkIntToScalar(20));
path.quadTo(SkIntToScalar(20), SkIntToScalar(50),
SkIntToScalar(80), SkIntToScalar(50));
path.quadTo(SkIntToScalar(20), SkIntToScalar(50),
SkIntToScalar(20), SkIntToScalar(80));
canvas->drawPath(path, paint);
canvas->restore();
}
// Monotone test 2 (point at the top)
void test_monotone_2(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(100, 300);
path.moveTo(SkIntToScalar(20), SkIntToScalar(20));
path.lineTo(SkIntToScalar(80), SkIntToScalar(30));
path.quadTo(SkIntToScalar(20), SkIntToScalar(20),
SkIntToScalar(20), SkIntToScalar(80));
canvas->drawPath(path, paint);
canvas->restore();
}
// Monotone test 3 (point at the bottom)
void test_monotone_3(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(200, 300);
path.moveTo(SkIntToScalar(20), SkIntToScalar(80));
path.lineTo(SkIntToScalar(80), SkIntToScalar(70));
path.quadTo(SkIntToScalar(20), SkIntToScalar(80),
SkIntToScalar(20), SkIntToScalar(20));
canvas->drawPath(path, paint);
canvas->restore();
}
// Monotone test 4 (merging of two monotones)
void test_monotone_4(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(300, 300);
path.moveTo(80, 25);
path.lineTo(50, 39);
path.lineTo(20, 25);
path.lineTo(40, 45);
path.lineTo(70, 50);
path.lineTo(80, 80);
canvas->drawPath(path, paint);
canvas->restore();
}
// Monotone test 5 (aborted merging of two monotones)
void test_monotone_5(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(0, 400);
path.moveTo(50, 20);
path.lineTo(80, 80);
path.lineTo(50, 50);
path.lineTo(20, 80);
canvas->drawPath(path, paint);
canvas->restore();
}
// Degenerate intersection test
void test_degenerate(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(100, 400);
path.moveTo(50, 20);
path.lineTo(70, 30);
path.lineTo(20, 50);
path.moveTo(50, 20);
path.lineTo(80, 80);
path.lineTo(50, 80);
canvas->drawPath(path, paint);
canvas->restore();
}
// Two triangles with a coincident edge.
void test_coincident_edge(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(200, 400);
path.moveTo(80, 20);
path.lineTo(80, 80);
path.lineTo(20, 80);
path.moveTo(20, 20);
path.lineTo(80, 80);
path.lineTo(20, 80);
canvas->drawPath(path, paint);
canvas->restore();
}
// Bowtie with a coincident triangle (one triangle vertex coincident with the
// bowtie's intersection).
void test_bowtie_coincident_triangle(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(300, 400);
path.moveTo(SkIntToScalar(20), SkIntToScalar(20));
path.lineTo(SkIntToScalar(80), SkIntToScalar(80));
path.lineTo(SkIntToScalar(80), SkIntToScalar(20));
path.lineTo(SkIntToScalar(20), SkIntToScalar(80));
path.moveTo(SkIntToScalar(50), SkIntToScalar(50));
path.lineTo(SkIntToScalar(80), SkIntToScalar(20));
path.lineTo(SkIntToScalar(80), SkIntToScalar(80));
canvas->drawPath(path, paint);
canvas->restore();
}
// Coincident edges (big ones first, coincident vert on top).
void test_coincident_edges_1(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(0, 500);
path.moveTo(SkIntToScalar(20), SkIntToScalar(20));
path.lineTo(SkIntToScalar(80), SkIntToScalar(80));
path.lineTo(SkIntToScalar(20), SkIntToScalar(80));
path.moveTo(SkIntToScalar(20), SkIntToScalar(20));
path.lineTo(SkIntToScalar(50), SkIntToScalar(50));
path.lineTo(SkIntToScalar(20), SkIntToScalar(50));
canvas->drawPath(path, paint);
canvas->restore();
}
// Coincident edges (small ones first, coincident vert on top).
void test_coincident_edges_2(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(100, 500);
path.moveTo(SkIntToScalar(20), SkIntToScalar(20));
path.lineTo(SkIntToScalar(50), SkIntToScalar(50));
path.lineTo(SkIntToScalar(20), SkIntToScalar(50));
path.moveTo(SkIntToScalar(20), SkIntToScalar(20));
path.lineTo(SkIntToScalar(80), SkIntToScalar(80));
path.lineTo(SkIntToScalar(20), SkIntToScalar(80));
canvas->drawPath(path, paint);
canvas->restore();
}
// Coincident edges (small ones first, coincident vert on bottom).
void test_coincident_edges_3(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(200, 500);
path.moveTo(SkIntToScalar(20), SkIntToScalar(80));
path.lineTo(SkIntToScalar(20), SkIntToScalar(50));
path.lineTo(SkIntToScalar(50), SkIntToScalar(50));
path.moveTo(SkIntToScalar(20), SkIntToScalar(80));
path.lineTo(SkIntToScalar(20), SkIntToScalar(20));
path.lineTo(SkIntToScalar(80), SkIntToScalar(20));
canvas->drawPath(path, paint);
canvas->restore();
}
// Coincident edges (big ones first, coincident vert on bottom).
void test_coincident_edges_4(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(300, 500);
path.moveTo(SkIntToScalar(20), SkIntToScalar(80));
path.lineTo(SkIntToScalar(20), SkIntToScalar(20));
path.lineTo(SkIntToScalar(80), SkIntToScalar(20));
path.moveTo(SkIntToScalar(20), SkIntToScalar(80));
path.lineTo(SkIntToScalar(20), SkIntToScalar(50));
path.lineTo(SkIntToScalar(50), SkIntToScalar(50));
canvas->drawPath(path, paint);
canvas->restore();
}
};
class ConcavePathsGM : public skiagm::GM {
public:
ConcavePathsGM() {}
protected:
SkString onShortName() override {
return SkString("concavepaths");
}
SkISize onISize() override {
return SkISize::Make(WIDTH, HEIGHT);
}
void onDraw(SkCanvas* canvas) override {
SkPaint paint;
paint.setAntiAlias(true);
paint.setStyle(SkPaint::kFill_Style);
test_concave(canvas, paint);
test_reverse_concave(canvas, paint);
test_bowtie(canvas, paint);
test_fake_bowtie(canvas, paint);
test_fish(canvas, paint);
test_fast_forward(canvas, paint);
test_hole(canvas, paint);
test_star(canvas, paint);
test_stairstep(canvas, paint);
test_stairstep2(canvas, paint);
test_overlapping(canvas, paint);
test_partners(canvas, paint);
test_monotone_1(canvas, paint);
test_monotone_2(canvas, paint);
test_monotone_3(canvas, paint);
test_monotone_4(canvas, paint);
test_monotone_5(canvas, paint);
test_degenerate(canvas, paint);
test_coincident_edge(canvas, paint);
test_bowtie_coincident_triangle(canvas, paint);
test_coincident_edges_1(canvas, paint);
test_coincident_edges_2(canvas, paint);
test_coincident_edges_3(canvas, paint);
test_coincident_edges_4(canvas, paint);
}
private:
typedef skiagm::GM INHERITED;
};
DEF_GM( return new ConcavePathsGM; )