From: Jim Van Verth Date: Thu, 2 Feb 2017 18:06:31 +0000 (-0500) Subject: Spot shadow cleanup and optimization X-Git-Tag: accepted/tizen/5.0/unified/20181102.025319~55^2~541 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=47784c18adc20d1bfefebd00c3ee98c669d79b4d;p=platform%2Fupstream%2FlibSkiaSharp.git Spot shadow cleanup and optimization Fixes clip polygon and centroid calculation. Clips interior umbra region against original path. BUG=skia:6119 Change-Id: I37a740ae004c38b75405e05158d92cf9fd954eda Reviewed-on: https://skia-review.googlesource.com/7823 Commit-Queue: Brian Salomon Reviewed-by: Brian Salomon --- diff --git a/src/utils/SkShadowTessellator.cpp b/src/utils/SkShadowTessellator.cpp index 530cdcd..a46eb40 100755 --- a/src/utils/SkShadowTessellator.cpp +++ b/src/utils/SkShadowTessellator.cpp @@ -6,6 +6,7 @@ */ #include "SkShadowTessellator.h" +#include "SkColorPriv.h" #include "SkGeometry.h" #include "SkPath.h" @@ -59,7 +60,7 @@ private: SkTDArray fColors; SkTDArray fIndices; - int fPrevInnerIndex; + int fPrevUmbraIndex; SkVector fPrevNormal; int fFirstVertex; SkVector fFirstNormal; @@ -110,7 +111,7 @@ SkAmbientShadowTessellator::SkAmbientShadowTessellator(const SkPath& path, , fUmbraColor(umbraColor) , fPenumbraColor(penumbraColor) , fTransparent(transparent) - , fPrevInnerIndex(-1) { + , fPrevUmbraIndex(-1) { // Outer ring: 3*numPts // Middle ring: numPts @@ -154,14 +155,14 @@ SkAmbientShadowTessellator::SkAmbientShadowTessellator(const SkPath& path, } SkVector normal; - if (compute_normal(fPositions[fPrevInnerIndex], fPositions[fFirstVertex], fRadius, fDirection, + if (compute_normal(fPositions[fPrevUmbraIndex], fPositions[fFirstVertex], fRadius, fDirection, &normal)) { this->addArc(normal); // close out previous arc - *fPositions.push() = fPositions[fPrevInnerIndex] + normal; + *fPositions.push() = fPositions[fPrevUmbraIndex] + normal; *fColors.push() = fPenumbraColor; - *fIndices.push() = fPrevInnerIndex; + *fIndices.push() = fPrevUmbraIndex; *fIndices.push() = fPositions.count() - 2; *fIndices.push() = fPositions.count() - 1; @@ -169,7 +170,7 @@ SkAmbientShadowTessellator::SkAmbientShadowTessellator(const SkPath& path, *fPositions.push() = fPositions[fFirstVertex] + normal; *fColors.push() = fPenumbraColor; - *fIndices.push() = fPrevInnerIndex; + *fIndices.push() = fPrevUmbraIndex; *fIndices.push() = fPositions.count() - 2; *fIndices.push() = fFirstVertex; @@ -183,13 +184,13 @@ SkAmbientShadowTessellator::SkAmbientShadowTessellator(const SkPath& path, fPositions[0] *= SkScalarFastInvert(fCentroidCount); *fIndices.push() = 0; - *fIndices.push() = fPrevInnerIndex; + *fIndices.push() = fPrevUmbraIndex; *fIndices.push() = fFirstVertex; } // final fan if (fPositions.count() >= 3) { - fPrevInnerIndex = fFirstVertex; + fPrevUmbraIndex = fFirstVertex; fPrevNormal = normal; this->addArc(fFirstNormal); @@ -234,7 +235,7 @@ void SkAmbientShadowTessellator::handleLine(const SkPoint& p) { fFirstVertex = fPositions.count(); fPrevNormal = fFirstNormal; - fPrevInnerIndex = fFirstVertex; + fPrevUmbraIndex = fFirstVertex; *fPositions.push() = fInitPoints[0]; *fColors.push() = fUmbraColor; @@ -251,7 +252,7 @@ void SkAmbientShadowTessellator::handleLine(const SkPoint& p) { } SkVector normal; - if (compute_normal(fPositions[fPrevInnerIndex], p, fRadius, fDirection, &normal)) { + if (compute_normal(fPositions[fPrevUmbraIndex], p, fRadius, fDirection, &normal)) { this->addArc(normal); this->finishArcAndAddEdge(p, normal); } @@ -313,9 +314,9 @@ void SkAmbientShadowTessellator::addArc(const SkVector& nextNormal) { SkVector nextNormal; nextNormal.fX = prevNormal.fX*rotCos - prevNormal.fY*rotSin; nextNormal.fY = prevNormal.fY*rotCos + prevNormal.fX*rotSin; - *fPositions.push() = fPositions[fPrevInnerIndex] + nextNormal; + *fPositions.push() = fPositions[fPrevUmbraIndex] + nextNormal; *fColors.push() = fPenumbraColor; - *fIndices.push() = fPrevInnerIndex; + *fIndices.push() = fPrevUmbraIndex; *fIndices.push() = fPositions.count() - 2; *fIndices.push() = fPositions.count() - 1; @@ -326,9 +327,9 @@ void SkAmbientShadowTessellator::addArc(const SkVector& nextNormal) { void SkAmbientShadowTessellator::finishArcAndAddEdge(const SkPoint& nextPoint, const SkVector& nextNormal) { // close out previous arc - *fPositions.push() = fPositions[fPrevInnerIndex] + nextNormal; + *fPositions.push() = fPositions[fPrevUmbraIndex] + nextNormal; *fColors.push() = fPenumbraColor; - *fIndices.push() = fPrevInnerIndex; + *fIndices.push() = fPrevUmbraIndex; *fIndices.push() = fPositions.count() - 2; *fIndices.push() = fPositions.count() - 1; @@ -342,7 +343,7 @@ void SkAmbientShadowTessellator::addEdge(const SkPoint& nextPoint, const SkVecto *fPositions.push() = nextPoint + nextNormal; *fColors.push() = fPenumbraColor; - *fIndices.push() = fPrevInnerIndex; + *fIndices.push() = fPrevUmbraIndex; *fIndices.push() = fPositions.count() - 3; *fIndices.push() = fPositions.count() - 2; @@ -356,11 +357,11 @@ void SkAmbientShadowTessellator::addEdge(const SkPoint& nextPoint, const SkVecto ++fCentroidCount; *fIndices.push() = 0; - *fIndices.push() = fPrevInnerIndex; + *fIndices.push() = fPrevUmbraIndex; *fIndices.push() = fPositions.count() - 2; } - fPrevInnerIndex = fPositions.count() - 2; + fPrevUmbraIndex = fPositions.count() - 2; fPrevNormal = nextNormal; } @@ -389,6 +390,9 @@ public: private: void computeClipBounds(const SkPath& path); + void checkUmbraAndTransformCentroid(SkScalar scale, const SkVector& xlate, + bool useDistanceToPoint); + bool clipUmbraPoint(const SkPoint& umbraPoint, const SkPoint& centroid, SkPoint* clipPoint); void handleLine(const SkPoint& p); void handleLine(SkScalar scale, const SkVector& xlate, SkPoint p); @@ -401,7 +405,7 @@ private: void handleConic(SkScalar scale, const SkVector& xlate, SkPoint pts[3], SkScalar w); void mapPoints(SkScalar scale, const SkVector& xlate, SkPoint* pts, int count); - void addInnerPoint(const SkPoint& pathPoint, SkColor umbraColor, SkScalar radiusSqd); + void addInnerPoint(const SkPoint& pathPoint); void addArc(const SkVector& nextNormal); void finishArcAndAddEdge(const SkVector& nextPoint, const SkVector& nextNormal); void addEdge(const SkVector& nextPoint, const SkVector& nextNormal); @@ -409,12 +413,14 @@ private: SkScalar fRadius; SkColor fUmbraColor; SkColor fPenumbraColor; + bool fTransparent; + bool fValidUmbra; SkTDArray fPositions; SkTDArray fColors; SkTDArray fIndices; - int fPrevInnerIndex; + int fPrevUmbraIndex; SkPoint fPrevPoint; SkVector fPrevNormal; int fFirstVertex; @@ -424,6 +430,10 @@ private: SkPoint fCentroid; SkTDArray fClipPolygon; + SkTDArray fClipVectors; + int fCurrPolyPoint; + bool fPrevUmbraOutside; + bool fFirstUmbraOutside; // first three points SkTDArray fInitPoints; @@ -431,42 +441,55 @@ private: SkTDArray fPointBuffer; }; + + SkSpotShadowTessellator::SkSpotShadowTessellator(const SkPath& path, SkScalar scale, const SkVector& translate, SkScalar radius, SkColor umbraColor, SkColor penumbraColor, - bool /* transparent */) + bool transparent) : fRadius(radius) , fUmbraColor(umbraColor) , fPenumbraColor(penumbraColor) - , fPrevInnerIndex(-1) { + , fTransparent(transparent) + , fPrevUmbraIndex(-1) { // TODO: calculate these better - // Outer ring: 3*numPts + // Penumbra ring: 3*numPts + // Umbra ring: numPts // Inner ring: numPts - fPositions.setReserve(4 * path.countPoints()); - fColors.setReserve(4 * path.countPoints()); - // Outer ring: 12*numPts - // Inner ring: 0 - fIndices.setReserve(12 * path.countPoints()); + fPositions.setReserve(5 * path.countPoints()); + fColors.setReserve(5 * path.countPoints()); + // Penumbra ring: 12*numPts + // Umbra ring: 3*numPts + fIndices.setReserve(15 * path.countPoints()); fInitPoints.setReserve(3); fClipPolygon.setReserve(path.countPoints()); + // compute rough clip bounds for umbra, plus centroid this->computeClipBounds(path); + if (fClipPolygon.count() < 3) { + return; + } // We are going to apply 'scale' and 'xlate' (in that order) to each computed path point. We // want the effect to be to scale the points relative to the path centroid and then translate // them by the 'translate' param we were passed. SkVector xlate = fCentroid * (1.f - scale) + translate; - // Also translate the centroid by the global translate. - fCentroid += translate; + + // check to see if we have a valid umbra at all + bool usePointCheck = path.isRRect(nullptr) || path.isRect(nullptr) || path.isOval(nullptr); + this->checkUmbraAndTransformCentroid(scale, translate, usePointCheck); + fPrevUmbraOutside = false; // walk around the path, tessellate and generate inner and outer rings SkPath::Iter iter(path, true); SkPoint pts[4]; SkPath::Verb verb; - *fPositions.push() = fCentroid; - *fColors.push() = fUmbraColor; + if (fTransparent) { + *fPositions.push() = fCentroid; + *fColors.push() = fUmbraColor; + } while ((verb = iter.next(pts)) != SkPath::kDone_Verb) { switch (verb) { case SkPath::kLine_Verb: @@ -496,44 +519,69 @@ SkSpotShadowTessellator::SkSpotShadowTessellator(const SkPath& path, // close out previous arc *fPositions.push() = fPrevPoint + normal; *fColors.push() = fPenumbraColor; - *fIndices.push() = fPrevInnerIndex; + *fIndices.push() = fPrevUmbraIndex; *fIndices.push() = fPositions.count() - 2; *fIndices.push() = fPositions.count() - 1; + // add to center fan + if (fTransparent) { + *fIndices.push() = 0; + *fIndices.push() = fPrevUmbraIndex; + *fIndices.push() = fFirstVertex; + // or to clip ring + } else { + if (fFirstUmbraOutside) { + *fIndices.push() = fPrevUmbraIndex; + *fIndices.push() = fFirstVertex; + *fIndices.push() = fFirstVertex + 1; + if (fPrevUmbraOutside) { + // fill out quad + *fIndices.push() = fPrevUmbraIndex; + *fIndices.push() = fFirstVertex + 1; + *fIndices.push() = fPrevUmbraIndex + 1; + } + } else if (fPrevUmbraOutside) { + // add tri + *fIndices.push() = fPrevUmbraIndex; + *fIndices.push() = fFirstVertex; + *fIndices.push() = fPrevUmbraIndex + 1; + } + } + // add final edge *fPositions.push() = fFirstPoint + normal; *fColors.push() = fPenumbraColor; - *fIndices.push() = fPrevInnerIndex; + *fIndices.push() = fPrevUmbraIndex; *fIndices.push() = fPositions.count() - 2; *fIndices.push() = fFirstVertex; *fIndices.push() = fPositions.count() - 2; *fIndices.push() = fPositions.count() - 1; *fIndices.push() = fFirstVertex; - - // add to center fan - *fIndices.push() = 0; - *fIndices.push() = fPrevInnerIndex; - *fIndices.push() = fFirstVertex; } // final fan if (fPositions.count() >= 3) { - fPrevInnerIndex = fFirstVertex; + fPrevUmbraIndex = fFirstVertex; fPrevPoint = fFirstPoint; fPrevNormal = normal; this->addArc(fFirstNormal); *fIndices.push() = fFirstVertex; *fIndices.push() = fPositions.count() - 1; - *fIndices.push() = fFirstVertex + 1; + if (fFirstUmbraOutside) { + *fIndices.push() = fFirstVertex + 2; + } else { + *fIndices.push() = fFirstVertex + 1; + } } } void SkSpotShadowTessellator::computeClipBounds(const SkPath& path) { // walk around the path and compute clip polygon // if original path is transparent, will accumulate sum of points for centroid + // for Bezier curves, we compute additional interior points on curve SkPath::Iter iter(path, true); SkPoint pts[4]; SkPath::Verb verb; @@ -542,6 +590,14 @@ void SkSpotShadowTessellator::computeClipBounds(const SkPath& path) { int centroidCount = 0; fClipPolygon.reset(); + // coefficients to compute cubic Bezier at t = 5/16 + const SkScalar kA = 0.32495117187f; + const SkScalar kB = 0.44311523437f; + const SkScalar kC = 0.20141601562f; + const SkScalar kD = 0.03051757812f; + + SkPoint curvePoint; + SkScalar w; while ((verb = iter.next(pts)) != SkPath::kDone_Verb) { switch (verb) { case SkPath::kMove_Verb: @@ -552,23 +608,41 @@ void SkSpotShadowTessellator::computeClipBounds(const SkPath& path) { *fClipPolygon.push() = pts[1]; break; case SkPath::kQuad_Verb: - fCentroid += pts[1]; + // point at t = 1/2 + curvePoint.fX = 0.25f*pts[0].fX + 0.5f*pts[1].fX + 0.25f*pts[2].fX; + curvePoint.fY = 0.25f*pts[0].fY + 0.5f*pts[1].fY + 0.25f*pts[2].fY; + *fClipPolygon.push() = curvePoint; + fCentroid += curvePoint; + *fClipPolygon.push() = pts[2]; fCentroid += pts[2]; centroidCount += 2; - *fClipPolygon.push() = pts[2]; break; case SkPath::kConic_Verb: - fCentroid += pts[1]; + // point at t = 1/2 + w = iter.conicWeight(); + curvePoint.fX = 0.25f*pts[0].fX + w*0.5f*pts[1].fX + 0.25f*pts[2].fX; + curvePoint.fY = 0.25f*pts[0].fY + w*0.5f*pts[1].fY + 0.25f*pts[2].fY; + curvePoint *= SkScalarInvert(0.5f + 0.5f*w); + *fClipPolygon.push() = curvePoint; + fCentroid += curvePoint; + *fClipPolygon.push() = pts[2]; fCentroid += pts[2]; centroidCount += 2; - *fClipPolygon.push() = pts[2]; break; case SkPath::kCubic_Verb: - fCentroid += pts[1]; - fCentroid += pts[2]; + // point at t = 5/16 + curvePoint.fX = kA*pts[0].fX + kB*pts[1].fX + kC*pts[2].fX + kD*pts[3].fX; + curvePoint.fY = kA*pts[0].fY + kB*pts[1].fY + kC*pts[2].fY + kD*pts[3].fY; + *fClipPolygon.push() = curvePoint; + fCentroid += curvePoint; + // point at t = 11/16 + curvePoint.fX = kD*pts[0].fX + kC*pts[1].fX + kB*pts[2].fX + kA*pts[3].fX; + curvePoint.fY = kD*pts[0].fY + kC*pts[1].fY + kB*pts[2].fY + kA*pts[3].fY; + *fClipPolygon.push() = curvePoint; + fCentroid += curvePoint; + *fClipPolygon.push() = pts[3]; fCentroid += pts[3]; centroidCount += 3; - *fClipPolygon.push() = pts[3]; break; case SkPath::kClose_Verb: break; @@ -578,6 +652,113 @@ void SkSpotShadowTessellator::computeClipBounds(const SkPath& path) { } fCentroid *= SkScalarInvert(centroidCount); + fCurrPolyPoint = fClipPolygon.count() - 1; +} + +void SkSpotShadowTessellator::checkUmbraAndTransformCentroid(SkScalar scale, + const SkVector& xlate, + bool useDistanceToPoint) { + SkASSERT(fClipPolygon.count() >= 3); + SkPoint transformedCentroid = fCentroid; + transformedCentroid += xlate; + + SkScalar localRadius = fRadius / scale; + localRadius *= localRadius; + + // init umbra check + SkVector w = fCentroid - fClipPolygon[0]; + SkVector v0 = fClipPolygon[1] - fClipPolygon[0]; + *fClipVectors.push() = v0; + bool validUmbra; + SkScalar minDistance; + // check distance against line segment + if (useDistanceToPoint) { + minDistance = w.lengthSqd(); + } else { + SkScalar vSq = v0.dot(v0); + SkScalar wDotV = w.dot(v0); + minDistance = w.dot(w) - wDotV*wDotV/vSq; + } + validUmbra = (minDistance >= localRadius); + + // init centroid check + bool hiddenCentroid = true; + SkVector v1 = transformedCentroid - fClipPolygon[0]; + SkScalar initCross = v0.cross(v1); + + for (int p = 1; p < fClipPolygon.count(); ++p) { + // Determine whether we have a real umbra by insetting clipPolygon by radius/scale + // and see if it extends past centroid. + // TODO: adjust this later for more accurate umbra calcs + w = fCentroid - fClipPolygon[p]; + v0 = fClipPolygon[(p + 1) % fClipPolygon.count()] - fClipPolygon[p]; + *fClipVectors.push() = v0; + // check distance against line segment + SkScalar distance; + if (useDistanceToPoint) { + distance = w.lengthSqd(); + } else { + SkScalar vSq = v0.dot(v0); + SkScalar wDotV = w.dot(v0); + distance = w.dot(w) - wDotV*wDotV/vSq; + } + if (distance < localRadius) { + validUmbra = false; + } + if (distance < minDistance) { + minDistance = distance; + } + // Determine if transformed centroid is inside clipPolygon. + v1 = transformedCentroid - fClipPolygon[p]; + if (initCross*v0.cross(v1) <= 0) { + hiddenCentroid = false; + } + } + SkASSERT(fClipVectors.count() == fClipPolygon.count()); + + if (!validUmbra) { + SkScalar ratio = 256 * SkScalarSqrt(minDistance / localRadius); + // they aren't PMColors, but the interpolation algorithm is the same + fUmbraColor = SkPMLerp(fUmbraColor, fPenumbraColor, (unsigned)ratio); + } + + fTransparent = fTransparent || !hiddenCentroid || !validUmbra; + fValidUmbra = validUmbra; + fCentroid = transformedCentroid; +} + +bool SkSpotShadowTessellator::clipUmbraPoint(const SkPoint& umbraPoint, const SkPoint& centroid, + SkPoint* clipPoint) { + SkVector segmentVector = centroid - umbraPoint; + + int startPolyPoint = fCurrPolyPoint; + do { + SkVector dp = umbraPoint - fClipPolygon[fCurrPolyPoint]; + SkScalar denom = fClipVectors[fCurrPolyPoint].cross(segmentVector); + SkScalar t_num = dp.cross(segmentVector); + // if line segments are nearly parallel + if (SkScalarNearlyZero(denom)) { + // and collinear + if (SkScalarNearlyZero(t_num)) { + return false; + } + // otherwise are separate, will try the next poly segment + // else if crossing lies within poly segment + } else if (t_num >= 0 && t_num <= denom) { + SkScalar s_num = dp.cross(fClipVectors[fCurrPolyPoint]); + // if umbra point is inside the clip polygon + if (s_num < 0) { + return false; + } else { + segmentVector *= s_num/denom; + *clipPoint = umbraPoint + segmentVector; + return true; + } + } + fCurrPolyPoint = (fCurrPolyPoint + 1) % fClipPolygon.count(); + } while (fCurrPolyPoint != startPolyPoint); + + return false; } void SkSpotShadowTessellator::mapPoints(SkScalar scale, const SkVector& xlate, @@ -621,9 +802,21 @@ void SkSpotShadowTessellator::handleLine(const SkPoint& p) { fFirstVertex = fPositions.count(); fPrevNormal = fFirstNormal; fPrevPoint = fFirstPoint; - fPrevInnerIndex = fFirstVertex; + fPrevUmbraIndex = fFirstVertex; + + this->addInnerPoint(fFirstPoint); + + if (!fTransparent) { + SkPoint clipPoint; + bool isOutside = this->clipUmbraPoint(fPositions[fFirstVertex], fCentroid, &clipPoint); + if (isOutside) { + *fPositions.push() = clipPoint; + *fColors.push() = fUmbraColor; + } + fPrevUmbraOutside = isOutside; + fFirstUmbraOutside = isOutside; + } - this->addInnerPoint(fFirstPoint, fUmbraColor, fRadius); SkPoint newPoint = fFirstPoint + fFirstNormal; *fPositions.push() = newPoint; *fColors.push() = fPenumbraColor; @@ -699,21 +892,21 @@ void SkSpotShadowTessellator::handleConic(SkScalar scale, const SkVector& xlate, } } -void SkSpotShadowTessellator::addInnerPoint(const SkPoint& pathPoint, SkColor umbraColor, - SkScalar radius) { +void SkSpotShadowTessellator::addInnerPoint(const SkPoint& pathPoint) { SkVector v = fCentroid - pathPoint; SkScalar distance = v.length(); - if (distance < radius) { - *fPositions.push() = fCentroid; - *fColors.push() = umbraColor; // fix this - // TODO: deal with fanning from centroid + SkScalar t; + if (fValidUmbra) { + SkASSERT(distance >= fRadius); + t = fRadius / distance; } else { - SkScalar t = radius / distance; - v *= t; - SkPoint innerPoint = pathPoint + v; - *fPositions.push() = innerPoint; - *fColors.push() = umbraColor; + t = 0.95f; } + v *= t; + SkPoint umbraPoint = pathPoint + v; + *fPositions.push() = umbraPoint; + *fColors.push() = fUmbraColor; + fPrevPoint = pathPoint; } @@ -729,7 +922,7 @@ void SkSpotShadowTessellator::addArc(const SkVector& nextNormal) { nextNormal.fY = prevNormal.fY*rotCos + prevNormal.fX*rotSin; *fPositions.push() = fPrevPoint + nextNormal; *fColors.push() = fPenumbraColor; - *fIndices.push() = fPrevInnerIndex; + *fIndices.push() = fPrevUmbraIndex; *fIndices.push() = fPositions.count() - 2; *fIndices.push() = fPositions.count() - 1; @@ -743,7 +936,7 @@ void SkSpotShadowTessellator::finishArcAndAddEdge(const SkPoint& nextPoint, SkPoint newPoint = fPrevPoint + nextNormal; *fPositions.push() = newPoint; *fColors.push() = fPenumbraColor; - *fIndices.push() = fPrevInnerIndex; + *fIndices.push() = fPrevUmbraIndex; *fIndices.push() = fPositions.count() - 2; *fIndices.push() = fPositions.count() - 1; @@ -751,26 +944,58 @@ void SkSpotShadowTessellator::finishArcAndAddEdge(const SkPoint& nextPoint, } void SkSpotShadowTessellator::addEdge(const SkPoint& nextPoint, const SkVector& nextNormal) { - // add next quad - this->addInnerPoint(nextPoint, fUmbraColor, fRadius); + // add next umbra point + this->addInnerPoint(nextPoint); + int prevPenumbraIndex = fPositions.count() - 2; + int currUmbraIndex = fPositions.count() - 1; + + // add to center fan if transparent or centroid showing + if (fTransparent) { + *fIndices.push() = 0; + *fIndices.push() = fPrevUmbraIndex; + *fIndices.push() = currUmbraIndex; + // otherwise add to clip ring + } else { + if (!fTransparent) { + SkPoint clipPoint; + bool isOutside = clipUmbraPoint(fPositions[currUmbraIndex], fCentroid, &clipPoint); + if (isOutside) { + *fPositions.push() = clipPoint; + *fColors.push() = fUmbraColor; + + *fIndices.push() = fPrevUmbraIndex; + *fIndices.push() = currUmbraIndex; + *fIndices.push() = currUmbraIndex + 1; + if (fPrevUmbraOutside) { + // fill out quad + *fIndices.push() = fPrevUmbraIndex; + *fIndices.push() = currUmbraIndex + 1; + *fIndices.push() = fPrevUmbraIndex + 1; + } + } else if (fPrevUmbraOutside) { + // add tri + *fIndices.push() = fPrevUmbraIndex; + *fIndices.push() = currUmbraIndex; + *fIndices.push() = fPrevUmbraIndex + 1; + } + fPrevUmbraOutside = isOutside; + } + } + + // add next penumbra point and quad SkPoint newPoint = nextPoint + nextNormal; *fPositions.push() = newPoint; *fColors.push() = fPenumbraColor; - *fIndices.push() = fPrevInnerIndex; - *fIndices.push() = fPositions.count() - 3; - *fIndices.push() = fPositions.count() - 2; + *fIndices.push() = fPrevUmbraIndex; + *fIndices.push() = prevPenumbraIndex; + *fIndices.push() = currUmbraIndex; - *fIndices.push() = fPositions.count() - 3; + *fIndices.push() = prevPenumbraIndex; *fIndices.push() = fPositions.count() - 1; - *fIndices.push() = fPositions.count() - 2; - - // add to center fan - *fIndices.push() = 0; - *fIndices.push() = fPrevInnerIndex; - *fIndices.push() = fPositions.count() - 2; + *fIndices.push() = currUmbraIndex; - fPrevInnerIndex = fPositions.count() - 2; + fPrevUmbraIndex = currUmbraIndex; fPrevNormal = nextNormal; }