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wine
wine-winehq
Commits
2187a1ed
Commit
2187a1ed
authored
Aug 16, 2017
by
Henri Verbeet
Committed by
Alexandre Julliard
Aug 18, 2017
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Plain Diff
d2d1: Split overlapping bezier control triangles.
Signed-off-by:
Henri Verbeet
<
hverbeet@codeweavers.com
>
Signed-off-by:
Alexandre Julliard
<
julliard@winehq.org
>
parent
3895f07c
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Inline
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Showing
2 changed files
with
160 additions
and
2 deletions
+160
-2
geometry.c
dlls/d2d1/geometry.c
+159
-1
d2d1.c
dlls/d2d1/tests/d2d1.c
+1
-1
No files found.
dlls/d2d1/geometry.c
View file @
2187a1ed
...
...
@@ -2641,9 +2641,138 @@ static BOOL d2d_geometry_get_next_bezier_segment_idx(struct d2d_geometry *geomet
return
d2d_geometry_get_bezier_segment_idx
(
geometry
,
idx
,
TRUE
);
}
static
BOOL
d2d_geometry_check_bezier_overlap
(
struct
d2d_geometry
*
geometry
,
const
struct
d2d_segment_idx
*
idx_p
,
const
struct
d2d_segment_idx
*
idx_q
)
{
const
D2D1_POINT_2F
*
a
[
3
],
*
b
[
3
],
*
p
[
2
],
*
q
;
const
struct
d2d_figure
*
figure
;
D2D1_POINT_2F
v_q
[
3
],
v_p
,
v_qp
;
unsigned
int
i
,
j
,
score
;
float
det
,
t
;
figure
=
&
geometry
->
u
.
path
.
figures
[
idx_p
->
figure_idx
];
a
[
0
]
=
&
figure
->
vertices
[
idx_p
->
vertex_idx
];
a
[
1
]
=
&
figure
->
bezier_controls
[
idx_p
->
control_idx
];
if
(
idx_p
->
vertex_idx
==
figure
->
vertex_count
-
1
)
a
[
2
]
=
&
figure
->
vertices
[
0
];
else
a
[
2
]
=
&
figure
->
vertices
[
idx_p
->
vertex_idx
+
1
];
figure
=
&
geometry
->
u
.
path
.
figures
[
idx_q
->
figure_idx
];
b
[
0
]
=
&
figure
->
vertices
[
idx_q
->
vertex_idx
];
b
[
1
]
=
&
figure
->
bezier_controls
[
idx_q
->
control_idx
];
if
(
idx_q
->
vertex_idx
==
figure
->
vertex_count
-
1
)
b
[
2
]
=
&
figure
->
vertices
[
0
];
else
b
[
2
]
=
&
figure
->
vertices
[
idx_q
->
vertex_idx
+
1
];
if
(
d2d_point_ccw
(
a
[
0
],
a
[
1
],
a
[
2
])
==
0
.
0
f
||
d2d_point_ccw
(
b
[
0
],
b
[
1
],
b
[
2
])
==
0
.
0
f
)
return
FALSE
;
d2d_point_subtract
(
&
v_q
[
0
],
b
[
1
],
b
[
0
]);
d2d_point_subtract
(
&
v_q
[
1
],
b
[
2
],
b
[
0
]);
d2d_point_subtract
(
&
v_q
[
2
],
b
[
1
],
b
[
2
]);
/* Check for intersections between the edges. Strictly speaking we'd only
* need to check 8 of the 9 possible intersections, since if there's any
* intersection there has to be a second intersection as well. */
for
(
i
=
0
;
i
<
3
;
++
i
)
{
d2d_point_subtract
(
&
v_p
,
a
[(
i
&
1
)
+
1
],
a
[
i
&
2
]);
for
(
j
=
0
;
j
<
3
;
++
j
)
{
det
=
v_p
.
x
*
v_q
[
j
].
y
-
v_p
.
y
*
v_q
[
j
].
x
;
if
(
det
==
0
.
0
f
)
continue
;
d2d_point_subtract
(
&
v_qp
,
a
[
i
&
2
],
b
[
j
&
2
]);
t
=
(
v_q
[
j
].
x
*
v_qp
.
y
-
v_q
[
j
].
y
*
v_qp
.
x
)
/
det
;
if
(
t
<=
0
.
0
f
||
t
>=
1
.
0
f
)
continue
;
t
=
(
v_p
.
x
*
v_qp
.
y
-
v_p
.
y
*
v_qp
.
x
)
/
det
;
if
(
t
<=
0
.
0
f
||
t
>=
1
.
0
f
)
continue
;
return
TRUE
;
}
}
/* Check if one triangle is contained within the other. */
for
(
j
=
0
,
score
=
0
,
q
=
a
[
1
],
p
[
0
]
=
b
[
2
];
j
<
3
;
++
j
)
{
p
[
1
]
=
b
[
j
];
d2d_point_subtract
(
&
v_p
,
p
[
1
],
p
[
0
]);
d2d_point_subtract
(
&
v_qp
,
q
,
p
[
0
]);
if
((
q
->
y
<
p
[
0
]
->
y
)
!=
(
q
->
y
<
p
[
1
]
->
y
)
&&
v_qp
.
x
<
v_p
.
x
*
(
v_qp
.
y
/
v_p
.
y
))
++
score
;
p
[
0
]
=
p
[
1
];
}
if
(
score
&
1
)
return
TRUE
;
for
(
j
=
0
,
score
=
0
,
q
=
b
[
1
],
p
[
0
]
=
a
[
2
];
j
<
3
;
++
j
)
{
p
[
1
]
=
a
[
j
];
d2d_point_subtract
(
&
v_p
,
p
[
1
],
p
[
0
]);
d2d_point_subtract
(
&
v_qp
,
q
,
p
[
0
]);
if
((
q
->
y
<
p
[
0
]
->
y
)
!=
(
q
->
y
<
p
[
1
]
->
y
)
&&
v_qp
.
x
<
v_p
.
x
*
(
v_qp
.
y
/
v_p
.
y
))
++
score
;
p
[
0
]
=
p
[
1
];
}
return
score
&
1
;
}
static
float
d2d_geometry_bezier_ccw
(
struct
d2d_geometry
*
geometry
,
const
struct
d2d_segment_idx
*
idx
)
{
const
struct
d2d_figure
*
figure
=
&
geometry
->
u
.
path
.
figures
[
idx
->
figure_idx
];
size_t
next
=
idx
->
vertex_idx
+
1
;
if
(
next
==
figure
->
vertex_count
)
next
=
0
;
return
d2d_point_ccw
(
&
figure
->
vertices
[
idx
->
vertex_idx
],
&
figure
->
bezier_controls
[
idx
->
control_idx
],
&
figure
->
vertices
[
next
]);
}
static
BOOL
d2d_geometry_split_bezier
(
struct
d2d_geometry
*
geometry
,
const
struct
d2d_segment_idx
*
idx
)
{
const
D2D1_POINT_2F
*
p
[
3
];
struct
d2d_figure
*
figure
;
D2D1_POINT_2F
q
[
3
];
size_t
next
;
figure
=
&
geometry
->
u
.
path
.
figures
[
idx
->
figure_idx
];
p
[
0
]
=
&
figure
->
vertices
[
idx
->
vertex_idx
];
p
[
1
]
=
&
figure
->
bezier_controls
[
idx
->
control_idx
];
next
=
idx
->
vertex_idx
+
1
;
if
(
next
==
figure
->
vertex_count
)
next
=
0
;
p
[
2
]
=
&
figure
->
vertices
[
next
];
d2d_point_lerp
(
&
q
[
0
],
p
[
0
],
p
[
1
],
0
.
5
f
);
d2d_point_lerp
(
&
q
[
1
],
p
[
1
],
p
[
2
],
0
.
5
f
);
d2d_point_lerp
(
&
q
[
2
],
&
q
[
0
],
&
q
[
1
],
0
.
5
f
);
figure
->
bezier_controls
[
idx
->
control_idx
]
=
q
[
0
];
if
(
!
(
d2d_figure_insert_bezier_control
(
figure
,
idx
->
control_idx
+
1
,
&
q
[
1
])))
return
FALSE
;
if
(
!
(
d2d_figure_insert_vertex
(
figure
,
idx
->
vertex_idx
+
1
,
q
[
2
])))
return
FALSE
;
figure
->
vertex_types
[
idx
->
vertex_idx
+
1
]
=
D2D_VERTEX_TYPE_SPLIT_BEZIER
;
return
TRUE
;
}
static
HRESULT
d2d_geometry_resolve_beziers
(
struct
d2d_geometry
*
geometry
)
{
struct
d2d_segment_idx
idx_p
;
struct
d2d_segment_idx
idx_p
,
idx_q
;
struct
d2d_bezier_vertex
*
b
;
const
D2D1_POINT_2F
*
p
[
3
];
struct
d2d_figure
*
figure
;
...
...
@@ -2652,6 +2781,34 @@ static HRESULT d2d_geometry_resolve_beziers(struct d2d_geometry *geometry)
if
(
!
d2d_geometry_get_first_bezier_segment_idx
(
geometry
,
&
idx_p
))
return
S_OK
;
/* Split overlapping bezier control triangles. */
while
(
d2d_geometry_get_next_bezier_segment_idx
(
geometry
,
&
idx_p
))
{
d2d_geometry_get_first_bezier_segment_idx
(
geometry
,
&
idx_q
);
while
(
idx_q
.
figure_idx
<
idx_p
.
figure_idx
||
idx_q
.
vertex_idx
<
idx_p
.
vertex_idx
)
{
while
(
d2d_geometry_check_bezier_overlap
(
geometry
,
&
idx_p
,
&
idx_q
))
{
if
(
fabsf
(
d2d_geometry_bezier_ccw
(
geometry
,
&
idx_q
))
>
fabsf
(
d2d_geometry_bezier_ccw
(
geometry
,
&
idx_p
)))
{
if
(
!
d2d_geometry_split_bezier
(
geometry
,
&
idx_q
))
return
E_OUTOFMEMORY
;
if
(
idx_p
.
figure_idx
==
idx_q
.
figure_idx
)
{
++
idx_p
.
vertex_idx
;
++
idx_p
.
control_idx
;
}
}
else
{
if
(
!
d2d_geometry_split_bezier
(
geometry
,
&
idx_p
))
return
E_OUTOFMEMORY
;
}
}
d2d_geometry_get_next_bezier_segment_idx
(
geometry
,
&
idx_q
);
}
}
for
(
i
=
0
;
i
<
geometry
->
u
.
path
.
figure_count
;
++
i
)
{
geometry
->
fill
.
bezier_vertex_count
+=
3
*
geometry
->
u
.
path
.
figures
[
i
].
bezier_control_count
;
...
...
@@ -2666,6 +2823,7 @@ static HRESULT d2d_geometry_resolve_beziers(struct d2d_geometry *geometry)
}
bezier_idx
=
0
;
d2d_geometry_get_first_bezier_segment_idx
(
geometry
,
&
idx_p
);
for
(;;)
{
float
sign
=
-
1
.
0
f
;
...
...
dlls/d2d1/tests/d2d1.c
View file @
2187a1ed
...
...
@@ -5696,7 +5696,7 @@ static void test_bezier_intersect(void)
"sQGRAbEBkAGyAZABsgGPAbMBjwG0AY4BtAGNAbUBjQG2AYwBtgGLAbgBigG4AYoBuQGJAboBhwG7"
"AYcBvAGGAb0BhQG+AYQBvwGDAcABggHBAYIBwgGAAcMBf8QBfsYBfMgBe8gBesoBeMwBd80BddAB"
"c9EBcdQBb9YBbNkBatsBaN0BZeEBYuQBX+gBW+0BVvEBUvUBTvwBR4QCQIoCOZgCK6oCGQIA"
);
todo_wine
ok
(
match
,
"Figure does not match.
\n
"
);
ok
(
match
,
"Figure does not match.
\n
"
);
ID2D1SolidColorBrush_Release
(
brush
);
ID2D1RenderTarget_Release
(
rt
);
...
...
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