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https://github.com/RGBCube/serenity
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The existing scanline method works just fine, and only needs the points to be available as floats. This commit reverts the complex polygon mitigation, and instead fixes the rasterization process to avoid generating complex polygons because of precision issues.
111 lines
3.1 KiB
C++
111 lines
3.1 KiB
C++
/*
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* Copyright (c) 2020, Andreas Kling <kling@serenityos.org>
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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*
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
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* OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#pragma once
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#include <AK/HashMap.h>
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#include <AK/Optional.h>
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#include <AK/Vector.h>
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#include <LibGfx/FloatPoint.h>
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#include <LibGfx/Forward.h>
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namespace Gfx {
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class Path {
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public:
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struct Segment {
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enum class Type {
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Invalid,
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MoveTo,
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LineTo,
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QuadraticBezierCurveTo,
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};
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Type type { Type::Invalid };
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FloatPoint point;
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Optional<FloatPoint> through {};
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};
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Path() { }
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void move_to(const FloatPoint& point)
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{
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m_segments.append({ Segment::Type::MoveTo, point });
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}
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void line_to(const FloatPoint& point)
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{
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m_segments.append({ Segment::Type::LineTo, point });
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invalidate_split_lines();
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}
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void quadratic_bezier_curve_to(const FloatPoint& through, const FloatPoint& point)
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{
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m_segments.append({ Segment::Type::QuadraticBezierCurveTo, point, through });
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invalidate_split_lines();
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}
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void close();
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struct LineSegment {
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FloatPoint from, to;
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float inverse_slope;
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float x_of_minimum_y;
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float maximum_y;
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float minimum_y;
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float x;
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};
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const Vector<Segment>& segments() const { return m_segments; }
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const auto& split_lines()
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{
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if (m_split_lines.has_value())
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return m_split_lines.value();
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segmentize_path();
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ASSERT(m_split_lines.has_value());
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return m_split_lines.value();
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}
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String to_string() const;
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private:
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void invalidate_split_lines()
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{
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m_split_lines.clear();
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}
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void segmentize_path();
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Vector<Segment> m_segments;
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Optional<Vector<LineSegment>> m_split_lines {};
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};
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inline const LogStream& operator<<(const LogStream& stream, const Path& path)
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{
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return stream << path.to_string();
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}
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}
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