}
-bool GlGeometry::decomposeOutline(const Shape &shape)
+bool GlGeometry::decomposeOutline(const Shape& shape)
{
- const PathCommand *cmds = nullptr;
+ const PathCommand* cmds = nullptr;
auto cmdCnt = shape.pathCommands(&cmds);
- Point *pts = nullptr;
+ Point* pts = nullptr;
auto ptsCnt = shape.pathCoords(const_cast<const Point**>(&pts));
//No actual shape data
return true;
}
-bool GlGeometry::generateAAPoints(TVG_UNUSED const Shape &shape, float strokeWd, RenderUpdateFlag flag)
+bool GlGeometry::generateAAPoints(TVG_UNUSED const Shape& shape, float strokeWd, RenderUpdateFlag flag)
{
for (auto& shapeGeometry : mPrimitives)
{
- std::vector<PointNormals> normalInfo;
+ vector<PointNormals> normalInfo;
constexpr float blurDir = -1.0f;
float antiAliasWidth = 1.0f;
vector<SmoothPoint>& aaPts = shapeGeometry.mAAPoints;
return true;
}
-bool GlGeometry::tesselate(TVG_UNUSED const Shape &shape, float viewWd, float viewHt, RenderUpdateFlag flag)
+bool GlGeometry::tesselate(TVG_UNUSED const Shape& shape, float viewWd, float viewHt, RenderUpdateFlag flag)
{
for (auto& shapeGeometry : mPrimitives)
{
}
-GlPoint GlGeometry::normalizePoint(const GlPoint &pt, float viewWd, float viewHt)
+GlPoint GlGeometry::normalizePoint(const GlPoint& pt, float viewWd, float viewHt)
{
GlPoint p;
p.x = (pt.x * 2.0f / viewWd) - 1.0f;
return p;
}
-void GlGeometry::addGeometryPoint(VertexDataArray &geometry, const GlPoint &pt, float viewWd, float viewHt, float opacity)
+void GlGeometry::addGeometryPoint(VertexDataArray& geometry, const GlPoint &pt, float viewWd, float viewHt, float opacity)
{
VertexData tv = { normalizePoint(pt, viewWd, viewHt), opacity};
geometry.vertices.push_back(tv);
}
-GlPoint GlGeometry::getNormal(const GlPoint &p1, const GlPoint &p2)
+GlPoint GlGeometry::getNormal(const GlPoint& p1, const GlPoint& p2)
{
GlPoint normal = p1 - p2;
normal.normalize();
return GlPoint(-normal.y, normal.x);
}
-float GlGeometry::dotProduct(const GlPoint &p1, const GlPoint &p2)
+float GlGeometry::dotProduct(const GlPoint& p1, const GlPoint& p2)
{
return (p1.x * p2.x + p1.y * p2.y);
}
-GlPoint GlGeometry::extendEdge(const GlPoint &pt, const GlPoint &normal, float scalar)
+GlPoint GlGeometry::extendEdge(const GlPoint& pt, const GlPoint& normal, float scalar)
{
GlPoint tmp = (normal * scalar);
return (pt + tmp);
}
-void GlGeometry::addPoint(GlPrimitive& primitve, const GlPoint &pt, GlPoint &min, GlPoint &max)
+void GlGeometry::addPoint(GlPrimitive& primitve, const GlPoint& pt, GlPoint& min, GlPoint& max)
{
if (pt.x < min.x) min.x = pt.x;
if (pt.y < min.y) min.y = pt.y;
primitve.mAAPoints.push_back(GlPoint(pt.x, pt.y));
}
-void GlGeometry::addTriangleFanIndices(uint32_t &curPt, std::vector<uint32_t> &indices)
+void GlGeometry::addTriangleFanIndices(uint32_t& curPt, vector<uint32_t>& indices)
{
indices.push_back(0);
indices.push_back(curPt - 1);
indices.push_back(curPt);
}
-void GlGeometry::addQuadIndices(uint32_t &curPt, std::vector<uint32_t> &indices)
+void GlGeometry::addQuadIndices(uint32_t& curPt, vector<uint32_t>& indices)
{
indices.push_back(curPt);
indices.push_back(curPt + 1);
curPt += 4;
}
-bool GlGeometry::isBezierFlat(const GlPoint &p1, const GlPoint &c1, const GlPoint &c2, const GlPoint &p2)
+bool GlGeometry::isBezierFlat(const GlPoint& p1, const GlPoint& c1, const GlPoint& c2, const GlPoint& p2)
{
GlPoint diff1 = (c1 * 3.0f) - (p1 * 2.0f) - p2;
GlPoint diff2 = (c2 * 3.0f) - (p2 * 2.0f) - p1;
return false;
}
-void GlGeometry::decomposeCubicCurve(GlPrimitive& primitve, const GlPoint &pt1, const GlPoint &cpt1, const GlPoint &cpt2, const GlPoint &pt2, GlPoint &min, GlPoint &max)
+void GlGeometry::decomposeCubicCurve(GlPrimitive& primitve, const GlPoint& pt1, const GlPoint& cpt1, const GlPoint& cpt2, const GlPoint& pt2, GlPoint& min, GlPoint& max)
{
if (isBezierFlat(pt1, cpt1, cpt2, pt2))
{