[PATCH] d2d: Suppress last empty segment also for D2D1_FIGURE_END_OPEN
Stefan Brüns
stefan.bruens at rwth-aachen.de
Mon Jan 3 10:59:19 CST 2022
On Montag, 3. Januar 2022 16:40:50 CET you wrote:
> On Mon, 3 Jan 2022 at 15:10, Stefan Brüns <stefan.bruens at rwth-aachen.de>
wrote:
> > On Montag, 3. Januar 2022 12:58:50 CET you wrote:
> > > On Fri, 31 Dec 2021 at 08:23, Stefan Brüns
> > > <stefan.bruens at rwth-aachen.de>
> >
> > wrote:
> > > > When the last vertex is coincident with the first vertex, the last
> > > > segment should be suppressed for both END_OPEN and END_CLOSED.
> > > >
> > > > When the last, zero length segment is not omitted
> > > > d2d_geometry_intersect_self will add invalid segments.
> > >
> > > Unfortunately, I don't think that's correct. For an END_OPEN figure,
> > > the first and last vertex coinciding doesn't imply that the last
> > > segment is a zero-length segment.
> >
> > Please supply an example where coinciding does not mean zero length.
> >
> > Last vertex refers to the second vertex of the last segment, not its start
> > vertex.
>
> Consider for example a triangle like this:
>
> p0, p3
> /\
> / \
> /____\
> p1 p2
>
> and the corresponding Direct2D calls:
>
> BeginFigure(p0, ...);
> AddLine(p1);
> AddLine(p2);
> AddLine(p3);
> EndFigure(END_OPEN/END_CLOSED);
>
> In the END_CLOSED case, we'd first create three segments:
>
> p0->p1
> p1->p2
> p2->p3
>
> and then we'd have a fourth implicit zero-length segment p3->p0. By
> removing the p3 vertex, we replace the p2->p3 and p3->p0 segments with
> an implicit p2->p0 segment.
>
> In the END_OPEN case however, we just have the three explicit segments
> above, without the implicit p3->p0 segment. In that case, removing the
> p3 vertex simply removes the p2->p3 segment, and we'd be left with the
> following figure:
Seems my explanation was somewhat unclear ...
I do not want to remove the last vertex (p3), but the last segment. In the
current code, vertex_type[3] (using your example) for p3->p0 is always marked
as TYPE_LINE (see EndFigure code). In case of p0 == p3, this causes troubles
in the intersection code. In case p0 != p3, the p3->p0 segment must be a line
(for intersection tests and filling), regardless if END_OPEN or END_CLOSED.
The only difference between OPEN or CLOSED is the stroking of the p3->p0
segment.
What seems to work quite fine is setting the TYPE for the last vertex
(vertex_type[3]) to either TYPE_LINE for non-coincident p3/p0, or TYPE_END
(newly added type) otherwise. (TYPE_NONE is already overloaded and can't be
used.)
For my current approach, see
https://build.opensuse.org/package/view_file/
home:StefanBruens:branches:Emulators/wine/0003-d2d1-Skip-last-empty-segment-
in-intersection-tests.patch?expand=1&rev=19
Regards, Stefan
--
Stefan Brüns / Bergstraße 21 / 52062 Aachen
home: +49 241 53809034 mobile: +49 151 50412019
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