[PATCH v2 1/8] d2d1: Add new bezier helper functions.

Connor McAdams conmanx360 at gmail.com
Fri May 15 14:03:14 CDT 2020


Signed-off-by: Connor McAdams <conmanx360 at gmail.com>
---
 dlls/d2d1/geometry.c | 64 +++++++++++++++++++++++++++++---------------
 1 file changed, 43 insertions(+), 21 deletions(-)

diff --git a/dlls/d2d1/geometry.c b/dlls/d2d1/geometry.c
index c18b648aef..59de86e718 100644
--- a/dlls/d2d1/geometry.c
+++ b/dlls/d2d1/geometry.c
@@ -409,6 +409,32 @@ static void d2d_point_normalise(D2D1_POINT_2F *p)
         d2d_point_scale(p, 1.0f / l);
 }
 
+static void d2d_bezier_cubic_to_quad(const D2D1_POINT_2F *p0, const D2D1_POINT_2F *p1,
+        const D2D1_POINT_2F *p2, const D2D1_POINT_2F *p3, D2D1_POINT_2F *c0)
+{
+    c0->x =  (p1->x + p2->x) * 0.75f;
+    c0->y =  (p1->y + p2->y) * 0.75f;
+    c0->x -= (p0->x + p3->x) * 0.25f;
+    c0->y -= (p0->y + p3->y) * 0.25f;
+}
+
+static void d2d_bezier_quad_to_cubic(const D2D1_POINT_2F *p0, const D2D1_POINT_2F *p1,
+        const D2D1_POINT_2F *p2, D2D1_POINT_2F *c0, D2D1_POINT_2F *c1)
+{
+    d2d_point_lerp(c0, p0, p1, 2.0f / 3.0f);
+    d2d_point_lerp(c1, p2, p1, 2.0f / 3.0f);
+}
+
+static BOOL d2d_vertex_type_is_bezier(enum d2d_vertex_type t)
+{
+    return (t == D2D_VERTEX_TYPE_BEZIER || t == D2D_VERTEX_TYPE_SPLIT_BEZIER);
+}
+
+static BOOL d2d_vertex_type_is_split_bezier(enum d2d_vertex_type t)
+{
+    return t == D2D_VERTEX_TYPE_SPLIT_BEZIER;
+}
+
 /* This implementation is based on the paper "Adaptive Precision
  * Floating-Point Arithmetic and Fast Robust Geometric Predicates" and
  * associated (Public Domain) code by Jonathan Richard Shewchuk. */
@@ -1875,7 +1901,7 @@ static BOOL d2d_geometry_apply_intersections(struct d2d_geometry *geometry,
 
         figure = &geometry->u.path.figures[inter->figure_idx];
         vertex_type = figure->vertex_types[inter->vertex_idx + vertex_offset];
-        if (vertex_type != D2D_VERTEX_TYPE_BEZIER && vertex_type != D2D_VERTEX_TYPE_SPLIT_BEZIER)
+        if (!d2d_vertex_type_is_bezier(vertex_type))
         {
             if (!d2d_figure_insert_vertex(&geometry->u.path.figures[inter->figure_idx],
                     inter->vertex_idx + vertex_offset + 1, inter->p))
@@ -1961,9 +1987,9 @@ static BOOL d2d_geometry_intersect_self(struct d2d_geometry *geometry)
                 for (idx_q.vertex_idx = 0; idx_q.vertex_idx < max_q; ++idx_q.vertex_idx)
                 {
                     type_q = figure_q->vertex_types[idx_q.vertex_idx];
-                    if (type_q == D2D_VERTEX_TYPE_BEZIER)
+                    if (d2d_vertex_type_is_bezier(type_q))
                     {
-                        if (type_p == D2D_VERTEX_TYPE_BEZIER)
+                        if (d2d_vertex_type_is_bezier(type_p))
                         {
                             if (!d2d_geometry_intersect_bezier_bezier(geometry, &intersections,
                                     &idx_p, 0.0f, 1.0f, &idx_q, 0.0f, 1.0f))
@@ -1978,7 +2004,7 @@ static BOOL d2d_geometry_intersect_self(struct d2d_geometry *geometry)
                     }
                     else
                     {
-                        if (type_p == D2D_VERTEX_TYPE_BEZIER)
+                        if (d2d_vertex_type_is_bezier(type_p))
                         {
                             if (!d2d_geometry_intersect_bezier_line(geometry, &intersections, &idx_p, &idx_q))
                                 goto done;
@@ -1991,7 +2017,7 @@ static BOOL d2d_geometry_intersect_self(struct d2d_geometry *geometry)
                     }
                 }
             }
-            if (type_p == D2D_VERTEX_TYPE_BEZIER)
+            if (d2d_vertex_type_is_bezier(type_p))
                 ++idx_p.control_idx;
         }
     }
@@ -2328,7 +2354,7 @@ static BOOL d2d_geometry_add_figure_outline(struct d2d_geometry *geometry,
         if (!i)
         {
             prev_type = figure->vertex_types[figure->vertex_count - 1];
-            if (prev_type == D2D_VERTEX_TYPE_BEZIER)
+            if (d2d_vertex_type_is_bezier(prev_type))
                 prev = &figure->bezier_controls[figure->bezier_control_count - 1];
             else
                 prev = &figure->vertices[figure->vertex_count - 1];
@@ -2336,13 +2362,13 @@ static BOOL d2d_geometry_add_figure_outline(struct d2d_geometry *geometry,
         else
         {
             prev_type = figure->vertex_types[i - 1];
-            if (prev_type == D2D_VERTEX_TYPE_BEZIER)
+            if (d2d_vertex_type_is_bezier(prev_type))
                 prev = &figure->bezier_controls[bezier_idx - 1];
             else
                 prev = &figure->vertices[i - 1];
         }
 
-        if (type == D2D_VERTEX_TYPE_BEZIER)
+        if (d2d_vertex_type_is_bezier(type))
             next = &figure->bezier_controls[bezier_idx++];
         else if (i == figure->vertex_count - 1)
             next = &figure->vertices[0];
@@ -2372,7 +2398,7 @@ static BOOL d2d_geometry_add_figure_outline(struct d2d_geometry *geometry,
             ERR("Failed to add line segment.\n");
             return FALSE;
         }
-        else if (type == D2D_VERTEX_TYPE_BEZIER)
+        else if (d2d_vertex_type_is_bezier(type))
         {
             const D2D1_POINT_2F *p2;
 
@@ -2577,10 +2603,8 @@ static void STDMETHODCALLTYPE d2d_geometry_sink_AddBeziers(ID2D1GeometrySink *if
         D2D1_RECT_F bezier_bounds;
 
         /* FIXME: This tries to approximate a cubic bezier with a quadratic one. */
-        p.x = (beziers[i].point1.x + beziers[i].point2.x) * 0.75f;
-        p.y = (beziers[i].point1.y + beziers[i].point2.y) * 0.75f;
-        p.x -= (figure->vertices[figure->vertex_count - 1].x + beziers[i].point3.x) * 0.25f;
-        p.y -= (figure->vertices[figure->vertex_count - 1].y + beziers[i].point3.y) * 0.25f;
+        d2d_bezier_cubic_to_quad(&figure->vertices[figure->vertex_count - 1], &beziers[i].point1,
+                &beziers[i].point2, &beziers[i].point3, &p);
         figure->vertex_types[figure->vertex_count - 1] = D2D_VERTEX_TYPE_BEZIER;
 
         d2d_rect_get_bezier_bounds(&bezier_bounds, &figure->vertices[figure->vertex_count - 1],
@@ -2674,8 +2698,7 @@ static BOOL d2d_geometry_get_bezier_segment_idx(struct d2d_geometry *geometry, s
 
         for (; idx->vertex_idx < figure->vertex_count; ++idx->vertex_idx)
         {
-            if (figure->vertex_types[idx->vertex_idx] == D2D_VERTEX_TYPE_BEZIER
-                    || figure->vertex_types[idx->vertex_idx] == D2D_VERTEX_TYPE_SPLIT_BEZIER)
+            if (d2d_vertex_type_is_bezier(figure->vertex_types[idx->vertex_idx]))
                 return TRUE;
         }
     }
@@ -3198,7 +3221,7 @@ static HRESULT STDMETHODCALLTYPE d2d_path_geometry_GetBounds(ID2D1PathGeometry *
         for (bezier_idx = 0, ++j; j < figure->vertex_count; ++j)
         {
             if (figure->vertex_types[j] == D2D_VERTEX_TYPE_NONE
-                    || figure->vertex_types[j] == D2D_VERTEX_TYPE_SPLIT_BEZIER)
+                    || d2d_vertex_type_is_split_bezier(figure->vertex_types[j]))
                 continue;
 
             switch (type)
@@ -3230,7 +3253,7 @@ static HRESULT STDMETHODCALLTYPE d2d_path_geometry_GetBounds(ID2D1PathGeometry *
             type = figure->vertex_types[j];
         }
 
-        if (type == D2D_VERTEX_TYPE_BEZIER)
+        if (d2d_vertex_type_is_bezier(type))
         {
             p1 = figure->original_bezier_controls[bezier_idx++];
             d2d_point_transform(&p1, transform, p1.x, p1.y);
@@ -3355,8 +3378,7 @@ static void d2d_geometry_simplify_quadratic(ID2D1SimplifiedGeometrySink *sink,
 {
     D2D1_BEZIER_SEGMENT b;
 
-    d2d_point_lerp(&b.point1, p0, p1, 2.0f / 3.0f);
-    d2d_point_lerp(&b.point2, p2, p1, 2.0f / 3.0f);
+    d2d_bezier_quad_to_cubic(p0, p1, p2, &b.point1, &b.point2);
     b.point3 = *p2;
 
     if (option == D2D1_GEOMETRY_SIMPLIFICATION_OPTION_LINES)
@@ -3401,7 +3423,7 @@ static HRESULT STDMETHODCALLTYPE d2d_path_geometry_Simplify(ID2D1PathGeometry *i
         for (bezier_idx = 0, ++j; j < figure->vertex_count; ++j)
         {
             if (figure->vertex_types[j] == D2D_VERTEX_TYPE_NONE
-                    || figure->vertex_types[j] == D2D_VERTEX_TYPE_SPLIT_BEZIER)
+                    || d2d_vertex_type_is_split_bezier(figure->vertex_types[j]))
                 continue;
 
             switch (type)
@@ -3436,7 +3458,7 @@ static HRESULT STDMETHODCALLTYPE d2d_path_geometry_Simplify(ID2D1PathGeometry *i
             type = figure->vertex_types[j];
         }
 
-        if (type == D2D_VERTEX_TYPE_BEZIER)
+        if (d2d_vertex_type_is_bezier(type))
         {
             p1 = figure->original_bezier_controls[bezier_idx++];
             if (transform)
-- 
2.20.1




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