blob: 3b7cf8566fc98c4440afee6eef423564ee4fc057 [file] [log] [blame]
/*
* Copyright (C) Research In Motion Limited 2009-2010. All rights reserved.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public License
* along with this library; see the file COPYING.LIB. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#include "config.h"
#include "PainterOpenVG.h"
#include "Color.h"
#include "DashArray.h"
#include "FloatPoint.h"
#include "FloatQuad.h"
#include "FloatRect.h"
#include "IntRect.h"
#include "IntSize.h"
#include "NotImplemented.h"
#include "SurfaceOpenVG.h"
#include "TransformationMatrix.h"
#include "VGUtils.h"
#if PLATFORM(EGL)
#include "EGLUtils.h"
#endif
#include <vgu.h>
#include <wtf/Assertions.h>
#include <wtf/MathExtras.h>
namespace WebCore {
static bool isNonRotatedAffineTransformation(const TransformationMatrix& matrix)
{
return matrix.m12() <= FLT_EPSILON && matrix.m13() <= FLT_EPSILON && matrix.m14() <= FLT_EPSILON
&& matrix.m21() <= FLT_EPSILON && matrix.m23() <= FLT_EPSILON && matrix.m24() <= FLT_EPSILON
&& matrix.m31() <= FLT_EPSILON && matrix.m32() <= FLT_EPSILON && matrix.m34() <= FLT_EPSILON
&& matrix.m44() >= 1 - FLT_EPSILON;
}
static VGCapStyle toVGCapStyle(LineCap lineCap)
{
switch (lineCap) {
case RoundCap:
return VG_CAP_ROUND;
case SquareCap:
return VG_CAP_SQUARE;
case ButtCap:
default:
return VG_CAP_BUTT;
}
}
static VGJoinStyle toVGJoinStyle(LineJoin lineJoin)
{
switch (lineJoin) {
case RoundJoin:
return VG_JOIN_ROUND;
case BevelJoin:
return VG_JOIN_BEVEL;
case MiterJoin:
default:
return VG_JOIN_MITER;
}
}
static VGFillRule toVGFillRule(WindRule fillRule)
{
return fillRule == RULE_EVENODD ? VG_EVEN_ODD : VG_NON_ZERO;
}
static VGuint colorToVGColor(const Color& color)
{
VGuint vgColor = color.red();
vgColor = (vgColor << 8) | color.green();
vgColor = (vgColor << 8) | color.blue();
vgColor = (vgColor << 8) | color.alpha();
return vgColor;
}
static void setVGSolidColor(VGPaintMode paintMode, const Color& color)
{
VGPaint paint = vgCreatePaint();
vgSetParameteri(paint, VG_PAINT_TYPE, VG_PAINT_TYPE_COLOR);
vgSetColor(paint, colorToVGColor(color));
vgSetPaint(paint, paintMode);
vgDestroyPaint(paint);
ASSERT_VG_NO_ERROR();
}
struct PlatformPainterState {
TransformationMatrix surfaceTransformationMatrix;
CompositeOperator compositeOperation;
float opacity;
bool scissoringEnabled;
FloatRect scissorRect;
Color fillColor;
StrokeStyle strokeStyle;
Color strokeColor;
float strokeThickness;
LineCap strokeLineCap;
LineJoin strokeLineJoin;
float strokeMiterLimit;
DashArray strokeDashArray;
float strokeDashOffset;
bool antialiasingEnabled;
PlatformPainterState()
: compositeOperation(CompositeSourceOver)
, opacity(1.0)
, scissoringEnabled(false)
, fillColor(Color::black)
, strokeStyle(NoStroke)
, strokeThickness(0.0)
, strokeLineCap(ButtCap)
, strokeLineJoin(MiterJoin)
, strokeMiterLimit(4.0)
, strokeDashOffset(0.0)
, antialiasingEnabled(true)
{
}
PlatformPainterState(const PlatformPainterState& state)
{
surfaceTransformationMatrix = state.surfaceTransformationMatrix;
scissoringEnabled = state.scissoringEnabled;
scissorRect = state.scissorRect;
copyPaintState(&state);
}
void copyPaintState(const PlatformPainterState* other)
{
compositeOperation = other->compositeOperation;
opacity = other->opacity;
fillColor = other->fillColor;
strokeStyle = other->strokeStyle;
strokeColor = other->strokeColor;
strokeThickness = other->strokeThickness;
strokeLineCap = other->strokeLineCap;
strokeLineJoin = other->strokeLineJoin;
strokeMiterLimit = other->strokeMiterLimit;
strokeDashArray = other->strokeDashArray;
strokeDashOffset = other->strokeDashOffset;
antialiasingEnabled = other->antialiasingEnabled;
}
void applyState(PainterOpenVG* painter)
{
ASSERT(painter);
setVGSolidColor(VG_FILL_PATH, fillColor);
setVGSolidColor(VG_STROKE_PATH, strokeColor);
vgSetf(VG_STROKE_LINE_WIDTH, strokeThickness);
vgSeti(VG_STROKE_CAP_STYLE, toVGCapStyle(strokeLineCap));
vgSeti(VG_STROKE_JOIN_STYLE, toVGJoinStyle(strokeLineJoin));
vgSetf(VG_STROKE_MITER_LIMIT, strokeMiterLimit);
if (antialiasingEnabled)
vgSeti(VG_RENDERING_QUALITY, VG_RENDERING_QUALITY_FASTER);
else
vgSeti(VG_RENDERING_QUALITY, VG_RENDERING_QUALITY_NONANTIALIASED);
applyBlending(painter);
applyStrokeStyle();
applyTransformationMatrix(painter);
applyScissorRect();
}
void applyBlending(PainterOpenVG* painter)
{
VGBlendMode blendMode = VG_BLEND_SRC_OVER;
switch (compositeOperation) {
case CompositeClear: {
// Clear means "set to fully transparent regardless of SRC".
// We implement that by multiplying DST with white color
// (= no changes) and an alpha of 1.0 - opacity, so the destination
// pixels will be fully transparent when opacity == 1.0 and
// unchanged when opacity == 0.0.
blendMode = VG_BLEND_DST_IN;
const VGfloat values[] = { 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0 - opacity };
vgSetfv(VG_COLOR_TRANSFORM_VALUES, 8, values);
vgSeti(VG_COLOR_TRANSFORM, VG_TRUE);
ASSERT_VG_NO_ERROR();
break;
}
case CompositeCopy:
blendMode = VG_BLEND_SRC;
break;
case CompositeSourceOver:
blendMode = VG_BLEND_SRC_OVER;
break;
case CompositeSourceIn:
blendMode = VG_BLEND_SRC_IN;
break;
case CompositeSourceOut:
notImplemented();
break;
case CompositeSourceAtop:
notImplemented();
break;
case CompositeDestinationOver:
blendMode = VG_BLEND_DST_OVER;
break;
case CompositeDestinationIn:
blendMode = VG_BLEND_DST_IN;
break;
case CompositeDestinationOut:
notImplemented();
break;
case CompositeDestinationAtop:
notImplemented();
break;
case CompositeXOR:
notImplemented();
break;
case CompositePlusDarker:
blendMode = VG_BLEND_DARKEN;
break;
case CompositeHighlight:
notImplemented();
break;
case CompositePlusLighter:
blendMode = VG_BLEND_LIGHTEN;
break;
}
if (compositeOperation != CompositeClear) {
if (opacity >= (1.0 - FLT_EPSILON))
vgSeti(VG_COLOR_TRANSFORM, VG_FALSE);
else if (blendMode == VG_BLEND_SRC) {
blendMode = VG_BLEND_SRC_OVER;
VGfloat values[] = { 1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, opacity };
vgSetfv(VG_COLOR_TRANSFORM_VALUES, 8, values);
vgSeti(VG_COLOR_TRANSFORM, VG_TRUE);
} else {
VGfloat values[] = { 1.0, 1.0, 1.0, opacity, 0.0, 0.0, 0.0, 0.0 };
vgSetfv(VG_COLOR_TRANSFORM_VALUES, 8, values);
vgSeti(VG_COLOR_TRANSFORM, VG_TRUE);
}
ASSERT_VG_NO_ERROR();
}
vgSeti(VG_BLEND_MODE, blendMode);
ASSERT_VG_NO_ERROR();
}
void applyTransformationMatrix(PainterOpenVG* painter)
{
// There are *five* separate transforms that can be applied to OpenVG as of 1.1
// but it is not clear that we need to set them separately. Instead we set them
// all right here and let this be a call to essentially set the world transformation!
VGMatrix vgMatrix(surfaceTransformationMatrix);
const VGfloat* vgFloatArray = vgMatrix.toVGfloat();
vgSeti(VG_MATRIX_MODE, VG_MATRIX_PATH_USER_TO_SURFACE);
vgLoadMatrix(vgFloatArray);
ASSERT_VG_NO_ERROR();
vgSeti(VG_MATRIX_MODE, VG_MATRIX_IMAGE_USER_TO_SURFACE);
vgLoadMatrix(vgFloatArray);
ASSERT_VG_NO_ERROR();
#ifdef OPENVG_VERSION_1_1
vgSeti(VG_MATRIX_MODE, VG_MATRIX_GLYPH_USER_TO_SURFACE);
vgLoadMatrix(vgFloatArray);
ASSERT_VG_NO_ERROR();
#endif
}
void applyScissorRect()
{
if (scissoringEnabled) {
vgSeti(VG_SCISSORING, VG_TRUE);
vgSetfv(VG_SCISSOR_RECTS, 4, VGRect(scissorRect).toVGfloat());
} else
vgSeti(VG_SCISSORING, VG_FALSE);
ASSERT_VG_NO_ERROR();
}
void applyStrokeStyle()
{
if (strokeStyle == DottedStroke) {
VGfloat vgFloatArray[2] = { 1.0, 1.0 };
vgSetfv(VG_STROKE_DASH_PATTERN, 2, vgFloatArray);
vgSetf(VG_STROKE_DASH_PHASE, 0.0);
} else if (strokeStyle == DashedStroke) {
if (!strokeDashArray.size()) {
VGfloat vgFloatArray[2] = { 4.0, 3.0 };
vgSetfv(VG_STROKE_DASH_PATTERN, 2, vgFloatArray);
} else {
Vector<VGfloat> vgFloatArray(strokeDashArray.size());
for (int i = 0; i < strokeDashArray.size(); ++i)
vgFloatArray[i] = strokeDashArray[i];
vgSetfv(VG_STROKE_DASH_PATTERN, vgFloatArray.size(), vgFloatArray.data());
}
vgSetf(VG_STROKE_DASH_PHASE, strokeDashOffset);
} else {
vgSetfv(VG_STROKE_DASH_PATTERN, 0, 0);
vgSetf(VG_STROKE_DASH_PHASE, 0.0);
}
ASSERT_VG_NO_ERROR();
}
inline bool strokeDisabled() const
{
return (compositeOperation == CompositeSourceOver
&& (strokeStyle == NoStroke || !strokeColor.alpha()));
}
inline bool fillDisabled() const
{
return (compositeOperation == CompositeSourceOver && !fillColor.alpha());
}
};
PainterOpenVG::PainterOpenVG()
: m_state(0)
, m_surface(0)
{
}
PainterOpenVG::PainterOpenVG(SurfaceOpenVG* surface)
: m_state(0)
, m_surface(0)
{
ASSERT(surface);
begin(surface);
}
PainterOpenVG::~PainterOpenVG()
{
end();
}
void PainterOpenVG::begin(SurfaceOpenVG* surface)
{
if (surface == m_surface)
return;
ASSERT(surface);
ASSERT(!m_state);
m_surface = surface;
m_stateStack.append(new PlatformPainterState());
m_state = m_stateStack.last();
m_surface->setActivePainter(this);
m_surface->makeCurrent();
}
void PainterOpenVG::end()
{
if (!m_surface)
return;
m_surface->setActivePainter(0);
m_surface = 0;
destroyPainterStates();
}
void PainterOpenVG::destroyPainterStates()
{
PlatformPainterState* state = 0;
while (!m_stateStack.isEmpty()) {
state = m_stateStack.last();
m_stateStack.removeLast();
delete state;
}
m_state = 0;
}
// Called by friend SurfaceOpenVG, private otherwise.
void PainterOpenVG::applyState()
{
ASSERT(m_state);
m_state->applyState(this);
}
/**
* Copy the current back buffer image onto the surface.
*
* Call this method when all painting operations have been completed,
* otherwise the surface won't visibly change.
*/
void PainterOpenVG::blitToSurface()
{
ASSERT(m_state); // implies m_surface
m_surface->flush();
}
TransformationMatrix PainterOpenVG::transformationMatrix() const
{
ASSERT(m_state);
return m_state->surfaceTransformationMatrix;
}
void PainterOpenVG::concatTransformationMatrix(const TransformationMatrix& matrix)
{
ASSERT(m_state);
m_surface->makeCurrent();
// We do the multiplication ourself using WebCore's TransformationMatrix rather than
// offloading this to VG via vgMultMatrix to keep things simple and so we can maintain
// state ourselves.
m_state->surfaceTransformationMatrix.multLeft(matrix);
m_state->applyTransformationMatrix(this);
}
void PainterOpenVG::setTransformationMatrix(const TransformationMatrix& matrix)
{
ASSERT(m_state);
m_surface->makeCurrent();
m_state->surfaceTransformationMatrix = matrix;
m_state->applyTransformationMatrix(this);
}
CompositeOperator PainterOpenVG::compositeOperation() const
{
ASSERT(m_state);
return m_state->compositeOperation;
}
void PainterOpenVG::setCompositeOperation(CompositeOperator op)
{
ASSERT(m_state);
m_surface->makeCurrent();
m_state->compositeOperation = op;
m_state->applyBlending(this);
}
float PainterOpenVG::opacity() const
{
ASSERT(m_state);
return m_state->opacity;
}
void PainterOpenVG::setOpacity(float opacity)
{
ASSERT(m_state);
m_surface->makeCurrent();
m_state->opacity = opacity;
m_state->applyBlending(this);
}
float PainterOpenVG::strokeThickness() const
{
ASSERT(m_state);
return m_state->strokeThickness;
}
void PainterOpenVG::setStrokeThickness(float thickness)
{
ASSERT(m_state);
m_surface->makeCurrent();
m_state->strokeThickness = thickness;
vgSetf(VG_STROKE_LINE_WIDTH, thickness);
ASSERT_VG_NO_ERROR();
}
StrokeStyle PainterOpenVG::strokeStyle() const
{
ASSERT(m_state);
return m_state->strokeStyle;
}
void PainterOpenVG::setStrokeStyle(const StrokeStyle& style)
{
ASSERT(m_state);
m_surface->makeCurrent();
m_state->strokeStyle = style;
m_state->applyStrokeStyle();
}
void PainterOpenVG::setLineDash(const DashArray& dashArray, float dashOffset)
{
ASSERT(m_state);
m_surface->makeCurrent();
m_state->strokeDashArray = dashArray;
m_state->strokeDashOffset = dashOffset;
m_state->applyStrokeStyle();
}
void PainterOpenVG::setLineCap(LineCap lineCap)
{
ASSERT(m_state);
m_surface->makeCurrent();
m_state->strokeLineCap = lineCap;
vgSeti(VG_STROKE_CAP_STYLE, toVGCapStyle(lineCap));
ASSERT_VG_NO_ERROR();
}
void PainterOpenVG::setLineJoin(LineJoin lineJoin)
{
ASSERT(m_state);
m_surface->makeCurrent();
m_state->strokeLineJoin = lineJoin;
vgSeti(VG_STROKE_JOIN_STYLE, toVGJoinStyle(lineJoin));
ASSERT_VG_NO_ERROR();
}
void PainterOpenVG::setMiterLimit(float miterLimit)
{
ASSERT(m_state);
m_surface->makeCurrent();
m_state->strokeMiterLimit = miterLimit;
vgSetf(VG_STROKE_MITER_LIMIT, miterLimit);
ASSERT_VG_NO_ERROR();
}
Color PainterOpenVG::strokeColor() const
{
ASSERT(m_state);
return m_state->strokeColor;
}
void PainterOpenVG::setStrokeColor(const Color& color)
{
ASSERT(m_state);
m_surface->makeCurrent();
m_state->strokeColor = color;
setVGSolidColor(VG_STROKE_PATH, color);
}
Color PainterOpenVG::fillColor() const
{
ASSERT(m_state);
return m_state->fillColor;
}
void PainterOpenVG::setFillColor(const Color& color)
{
ASSERT(m_state);
m_surface->makeCurrent();
m_state->fillColor = color;
setVGSolidColor(VG_FILL_PATH, color);
}
bool PainterOpenVG::antialiasingEnabled() const
{
ASSERT(m_state);
return m_state->antialiasingEnabled;
}
void PainterOpenVG::setAntialiasingEnabled(bool enabled)
{
ASSERT(m_state);
m_surface->makeCurrent();
m_state->antialiasingEnabled = enabled;
if (enabled)
vgSeti(VG_RENDERING_QUALITY, VG_RENDERING_QUALITY_FASTER);
else
vgSeti(VG_RENDERING_QUALITY, VG_RENDERING_QUALITY_NONANTIALIASED);
}
void PainterOpenVG::scale(const FloatSize& scaleFactors)
{
ASSERT(m_state);
m_surface->makeCurrent();
TransformationMatrix matrix = m_state->surfaceTransformationMatrix;
matrix.scaleNonUniform(scaleFactors.width(), scaleFactors.height());
setTransformationMatrix(matrix);
}
void PainterOpenVG::rotate(float radians)
{
ASSERT(m_state);
m_surface->makeCurrent();
TransformationMatrix matrix = m_state->surfaceTransformationMatrix;
matrix.rotate(rad2deg(radians));
setTransformationMatrix(matrix);
}
void PainterOpenVG::translate(float dx, float dy)
{
ASSERT(m_state);
m_surface->makeCurrent();
TransformationMatrix matrix = m_state->surfaceTransformationMatrix;
matrix.translate(dx, dy);
setTransformationMatrix(matrix);
}
void PainterOpenVG::intersectScissorRect(const FloatRect& rect)
{
// Scissor rectangles are defined by float values, but e.g. painting
// something red to a float-clipped rectangle and then painting something
// white to the same rectangle will leave some red remnants as it is
// rendered to full pixels in between. Also, some OpenVG implementations
// are likely to clip to integer coordinates anyways because of the above
// effect. So considering the above (and confirming through tests) the
// visual result is better if we clip to the enclosing integer rectangle
// rather than the exact float rectangle for scissoring.
if (m_state->scissoringEnabled)
m_state->scissorRect.intersect(FloatRect(enclosingIntRect(rect)));
else {
m_state->scissoringEnabled = true;
m_state->scissorRect = FloatRect(enclosingIntRect(rect));
}
m_state->applyScissorRect();
}
void PainterOpenVG::intersectClipRect(const FloatRect& rect)
{
ASSERT(m_state);
m_surface->makeCurrent();
if (m_state->surfaceTransformationMatrix.isIdentity()) {
// No transformation required, skip all the complex stuff.
intersectScissorRect(rect);
return;
}
// Check if the actual destination rectangle is still rectilinear (can be
// represented as FloatRect) so we could apply scissoring instead of
// (potentially more expensive) path clipping. Note that scissoring is not
// subject to transformations, so we need to do the transformation to
// surface coordinates by ourselves.
FloatQuad effectiveScissorQuad =
m_state->surfaceTransformationMatrix.mapQuad(FloatQuad(rect));
if (effectiveScissorQuad.isRectilinear())
intersectScissorRect(effectiveScissorQuad.boundingBox());
else {
// The transformed scissorRect cannot be represented as FloatRect
// anymore, so we need to perform masking instead. Not yet implemented.
notImplemented();
}
}
void PainterOpenVG::drawRect(const FloatRect& rect, VGbitfield specifiedPaintModes)
{
ASSERT(m_state);
VGbitfield paintModes = 0;
if (!m_state->strokeDisabled())
paintModes |= VG_STROKE_PATH;
if (!m_state->fillDisabled())
paintModes |= VG_FILL_PATH;
paintModes &= specifiedPaintModes;
if (!paintModes)
return;
m_surface->makeCurrent();
VGPath path = vgCreatePath(
VG_PATH_FORMAT_STANDARD, VG_PATH_DATATYPE_F,
1.0 /* scale */, 0.0 /* bias */,
5 /* expected number of segments */,
5 /* expected number of total coordinates */,
VG_PATH_CAPABILITY_APPEND_TO);
ASSERT_VG_NO_ERROR();
if (vguRect(path, rect.x(), rect.y(), rect.width(), rect.height()) == VGU_NO_ERROR) {
vgDrawPath(path, paintModes);
ASSERT_VG_NO_ERROR();
}
vgDestroyPath(path);
ASSERT_VG_NO_ERROR();
}
void PainterOpenVG::drawRoundedRect(const FloatRect& rect, const IntSize& topLeft, const IntSize& topRight, const IntSize& bottomLeft, const IntSize& bottomRight, VGbitfield specifiedPaintModes)
{
ASSERT(m_state);
VGbitfield paintModes = 0;
if (!m_state->strokeDisabled())
paintModes |= VG_STROKE_PATH;
if (!m_state->fillDisabled())
paintModes |= VG_FILL_PATH;
paintModes &= specifiedPaintModes;
if (!paintModes)
return;
m_surface->makeCurrent();
VGPath path = vgCreatePath(
VG_PATH_FORMAT_STANDARD, VG_PATH_DATATYPE_F,
1.0 /* scale */, 0.0 /* bias */,
10 /* expected number of segments */,
25 /* expected number of total coordinates */,
VG_PATH_CAPABILITY_APPEND_TO);
ASSERT_VG_NO_ERROR();
// clamp corner arc sizes
FloatSize clampedTopLeft = FloatSize(topLeft).shrunkTo(rect.size()).expandedTo(FloatSize());
FloatSize clampedTopRight = FloatSize(topRight).shrunkTo(rect.size()).expandedTo(FloatSize());
FloatSize clampedBottomLeft = FloatSize(bottomLeft).shrunkTo(rect.size()).expandedTo(FloatSize());
FloatSize clampedBottomRight = FloatSize(bottomRight).shrunkTo(rect.size()).expandedTo(FloatSize());
// As OpenVG's coordinate system is flipped in comparison to WebKit's,
// we have to specify the opposite value for the "clockwise" value.
static const VGubyte pathSegments[] = {
VG_MOVE_TO_ABS,
VG_HLINE_TO_REL,
VG_SCCWARC_TO_REL,
VG_VLINE_TO_REL,
VG_SCCWARC_TO_REL,
VG_HLINE_TO_REL,
VG_SCCWARC_TO_REL,
VG_VLINE_TO_REL,
VG_SCCWARC_TO_REL,
VG_CLOSE_PATH
};
// Also, the rounded rectangle path proceeds from the top to the bottom,
// requiring height distances and clamped radius sizes to be flipped.
const VGfloat pathData[] = {
rect.x() + clampedTopLeft.width(), rect.y(),
rect.width() - clampedTopLeft.width() - clampedTopRight.width(),
clampedTopRight.width(), clampedTopRight.height(), 0, clampedTopRight.width(), clampedTopRight.height(),
rect.height() - clampedTopRight.height() - clampedBottomRight.height(),
clampedBottomRight.width(), clampedBottomRight.height(), 0, -clampedBottomRight.width(), clampedBottomRight.height(),
-(rect.width() - clampedBottomLeft.width() - clampedBottomRight.width()),
clampedBottomLeft.width(), clampedBottomLeft.height(), 0, -clampedBottomLeft.width(), -clampedBottomLeft.height(),
-(rect.height() - clampedTopLeft.height() - clampedBottomLeft.height()),
clampedTopLeft.width(), clampedTopLeft.height(), 0, clampedTopLeft.width(), -clampedTopLeft.height(),
};
vgAppendPathData(path, 10, pathSegments, pathData);
vgDrawPath(path, paintModes);
vgDestroyPath(path);
ASSERT_VG_NO_ERROR();
}
void PainterOpenVG::drawLine(const IntPoint& from, const IntPoint& to)
{
ASSERT(m_state);
if (m_state->strokeDisabled())
return;
m_surface->makeCurrent();
VGPath path = vgCreatePath(
VG_PATH_FORMAT_STANDARD, VG_PATH_DATATYPE_F,
1.0 /* scale */, 0.0 /* bias */,
2 /* expected number of segments */,
4 /* expected number of total coordinates */,
VG_PATH_CAPABILITY_APPEND_TO);
ASSERT_VG_NO_ERROR();
VGUErrorCode errorCode;
// Try to align lines to pixels, centering them between pixels for odd thickness values.
if (fmod(m_state->strokeThickness + 0.5, 2.0) < 1.0)
errorCode = vguLine(path, from.x(), from.y(), to.x(), to.y());
else if ((to.y() - from.y()) > (to.x() - from.x())) // more vertical than horizontal
errorCode = vguLine(path, from.x() + 0.5, from.y(), to.x() + 0.5, to.y());
else
errorCode = vguLine(path, from.x(), from.y() + 0.5, to.x(), to.y() + 0.5);
if (errorCode == VGU_NO_ERROR) {
vgDrawPath(path, VG_STROKE_PATH);
ASSERT_VG_NO_ERROR();
}
vgDestroyPath(path);
ASSERT_VG_NO_ERROR();
}
void PainterOpenVG::drawArc(const IntRect& rect, int startAngle, int angleSpan, VGbitfield specifiedPaintModes)
{
ASSERT(m_state);
VGbitfield paintModes = 0;
if (!m_state->strokeDisabled())
paintModes |= VG_STROKE_PATH;
if (!m_state->fillDisabled())
paintModes |= VG_FILL_PATH;
paintModes &= specifiedPaintModes;
if (!paintModes)
return;
m_surface->makeCurrent();
VGPath path = vgCreatePath(
VG_PATH_FORMAT_STANDARD, VG_PATH_DATATYPE_F,
1.0 /* scale */, 0.0 /* bias */,
2 /* expected number of segments */,
4 /* expected number of total coordinates */,
VG_PATH_CAPABILITY_APPEND_TO);
ASSERT_VG_NO_ERROR();
if (vguArc(path, rect.x() + rect.width() / 2.0, rect.y() + rect.height() / 2.0, rect.width(), rect.height(), -startAngle, -angleSpan, VGU_ARC_OPEN) == VGU_NO_ERROR) {
vgDrawPath(path, VG_STROKE_PATH);
ASSERT_VG_NO_ERROR();
}
vgDestroyPath(path);
ASSERT_VG_NO_ERROR();
}
void PainterOpenVG::drawEllipse(const IntRect& rect, VGbitfield specifiedPaintModes)
{
ASSERT(m_state);
VGbitfield paintModes = 0;
if (!m_state->strokeDisabled())
paintModes |= VG_STROKE_PATH;
if (!m_state->fillDisabled())
paintModes |= VG_FILL_PATH;
paintModes &= specifiedPaintModes;
if (!paintModes)
return;
m_surface->makeCurrent();
VGPath path = vgCreatePath(
VG_PATH_FORMAT_STANDARD, VG_PATH_DATATYPE_F,
1.0 /* scale */, 0.0 /* bias */,
4 /* expected number of segments */,
12 /* expected number of total coordinates */,
VG_PATH_CAPABILITY_APPEND_TO);
ASSERT_VG_NO_ERROR();
if (vguEllipse(path, rect.x() + rect.width() / 2.0, rect.y() + rect.height() / 2.0, rect.width(), rect.height()) == VGU_NO_ERROR) {
vgDrawPath(path, paintModes);
ASSERT_VG_NO_ERROR();
}
vgDestroyPath(path);
ASSERT_VG_NO_ERROR();
}
void PainterOpenVG::drawPolygon(size_t numPoints, const FloatPoint* points, VGbitfield specifiedPaintModes)
{
ASSERT(m_state);
VGbitfield paintModes = 0;
if (!m_state->strokeDisabled())
paintModes |= VG_STROKE_PATH;
if (!m_state->fillDisabled())
paintModes |= VG_FILL_PATH;
paintModes &= specifiedPaintModes;
if (!paintModes)
return;
m_surface->makeCurrent();
// Path segments: all points + "close path".
const VGint numSegments = numPoints + 1;
const VGint numCoordinates = numPoints * 2;
VGPath path = vgCreatePath(
VG_PATH_FORMAT_STANDARD, VG_PATH_DATATYPE_F,
1.0 /* scale */, 0.0 /* bias */,
numSegments /* expected number of segments */,
numCoordinates /* expected number of total coordinates */,
VG_PATH_CAPABILITY_APPEND_TO);
ASSERT_VG_NO_ERROR();
Vector<VGfloat> vgPoints(numCoordinates);
for (int i = 0; i < numPoints; ++i) {
vgPoints[i*2] = points[i].x();
vgPoints[i*2 + 1] = points[i].y();
}
if (vguPolygon(path, vgPoints.data(), numPoints, VG_TRUE /* closed */) == VGU_NO_ERROR) {
vgDrawPath(path, paintModes);
ASSERT_VG_NO_ERROR();
}
vgDestroyPath(path);
ASSERT_VG_NO_ERROR();
}
void PainterOpenVG::save(PainterOpenVG::SaveMode saveMode)
{
ASSERT(m_state);
// If the underlying context/surface was switched away by someone without
// telling us, it might not correspond to the one assigned to this painter.
// Switch back so we can save the state properly. (Should happen rarely.)
// Use DontSaveOrApplyPainterState mode in order to avoid recursion.
m_surface->makeCurrent(SurfaceOpenVG::DontSaveOrApplyPainterState);
if (saveMode == PainterOpenVG::CreateNewState) {
PlatformPainterState* state = new PlatformPainterState(*m_state);
m_stateStack.append(state);
m_state = m_stateStack.last();
} else { // if (saveMode == PainterOpenVG::CreateNewStateWithPaintStateOnly) {
PlatformPainterState* state = new PlatformPainterState();
state->copyPaintState(m_state);
m_stateStack.append(state);
m_state = m_stateStack.last();
}
}
void PainterOpenVG::restore()
{
ASSERT(m_stateStack.size() >= 2);
m_surface->makeCurrent(SurfaceOpenVG::DontApplyPainterState);
PlatformPainterState* state = m_stateStack.last();
m_stateStack.removeLast();
delete state;
m_state = m_stateStack.last();
m_state->applyState(this);
}
}