xref: /aosp_15_r20/external/skia/tools/viewer/GraphitePrimitivesSlide.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2022 Google LLC
3*c8dee2aaSAndroid Build Coastguard Worker  *
4*c8dee2aaSAndroid Build Coastguard Worker  * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker  * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker  */
7*c8dee2aaSAndroid Build Coastguard Worker 
8*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkCanvas.h"
9*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkM44.h"
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPaint.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRRect.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkVertices.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTPin.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "tools/viewer/ClickHandlerSlide.h"
15*c8dee2aaSAndroid Build Coastguard Worker 
16*c8dee2aaSAndroid Build Coastguard Worker #include <unordered_set>
17*c8dee2aaSAndroid Build Coastguard Worker 
paint(SkColor color,float strokeWidth=-1.f,SkPaint::Join join=SkPaint::kMiter_Join)18*c8dee2aaSAndroid Build Coastguard Worker static SkPaint paint(SkColor color,
19*c8dee2aaSAndroid Build Coastguard Worker                      float strokeWidth = -1.f,
20*c8dee2aaSAndroid Build Coastguard Worker                      SkPaint::Join join = SkPaint::kMiter_Join) {
21*c8dee2aaSAndroid Build Coastguard Worker     SkPaint paint;
22*c8dee2aaSAndroid Build Coastguard Worker     paint.setColor(color);
23*c8dee2aaSAndroid Build Coastguard Worker     paint.setAntiAlias(true);
24*c8dee2aaSAndroid Build Coastguard Worker     if (strokeWidth >= 0.f) {
25*c8dee2aaSAndroid Build Coastguard Worker         paint.setStyle(SkPaint::kStroke_Style);
26*c8dee2aaSAndroid Build Coastguard Worker         paint.setStrokeWidth(strokeWidth);
27*c8dee2aaSAndroid Build Coastguard Worker         paint.setStrokeJoin(join);
28*c8dee2aaSAndroid Build Coastguard Worker     }
29*c8dee2aaSAndroid Build Coastguard Worker     return paint;
30*c8dee2aaSAndroid Build Coastguard Worker }
31*c8dee2aaSAndroid Build Coastguard Worker 
32*c8dee2aaSAndroid Build Coastguard Worker // Singular values for [a b][c d] 2x2 matrix, unordered.
singular_values(float a,float b,float c,float d)33*c8dee2aaSAndroid Build Coastguard Worker static std::pair<float, float> singular_values(float a, float b, float c, float d) {
34*c8dee2aaSAndroid Build Coastguard Worker     float s1 = a*a + b*b + c*c + d*d;
35*c8dee2aaSAndroid Build Coastguard Worker 
36*c8dee2aaSAndroid Build Coastguard Worker     float e = a*a + b*b - c*c - d*d;
37*c8dee2aaSAndroid Build Coastguard Worker     float f = a*c + b*d;
38*c8dee2aaSAndroid Build Coastguard Worker     float s2 = SkScalarSqrt(e*e + 4*f*f);
39*c8dee2aaSAndroid Build Coastguard Worker 
40*c8dee2aaSAndroid Build Coastguard Worker     float singular1 = SkScalarSqrt(0.5f * (s1 + s2));
41*c8dee2aaSAndroid Build Coastguard Worker     float singular2 = SkScalarSqrt(0.5f * (s1 - s2));
42*c8dee2aaSAndroid Build Coastguard Worker 
43*c8dee2aaSAndroid Build Coastguard Worker     return {singular1, singular2};
44*c8dee2aaSAndroid Build Coastguard Worker }
45*c8dee2aaSAndroid Build Coastguard Worker 
46*c8dee2aaSAndroid Build Coastguard Worker static constexpr float kAARadius = 10.f;
47*c8dee2aaSAndroid Build Coastguard Worker 
48*c8dee2aaSAndroid Build Coastguard Worker //              [m00 m01 * m03]                                 [f(u,v)]
49*c8dee2aaSAndroid Build Coastguard Worker // Assuming M = [m10 m11 * m13], define the projected p'(u,v) = [g(u,v)] where
50*c8dee2aaSAndroid Build Coastguard Worker //              [ *   *  *  * ]
51*c8dee2aaSAndroid Build Coastguard Worker //              [m30 m31 * m33]
52*c8dee2aaSAndroid Build Coastguard Worker //                                                        [x]     [u]
53*c8dee2aaSAndroid Build Coastguard Worker // f(u,v) = x(u,v) / w(u,v), g(u,v) = y(u,v) / w(u,v) and [y] = M*[v]
54*c8dee2aaSAndroid Build Coastguard Worker //                                                        [*] =   [0]
55*c8dee2aaSAndroid Build Coastguard Worker //                                                        [w]     [1]
56*c8dee2aaSAndroid Build Coastguard Worker //
57*c8dee2aaSAndroid Build Coastguard Worker // x(u,v) = m00*u + m01*v + m03
58*c8dee2aaSAndroid Build Coastguard Worker // y(u,v) = m10*u + m11*v + m13
59*c8dee2aaSAndroid Build Coastguard Worker // w(u,v) = m30*u + m31*v + m33
60*c8dee2aaSAndroid Build Coastguard Worker //
61*c8dee2aaSAndroid Build Coastguard Worker // dx/du = m00, dx/dv = m01,
62*c8dee2aaSAndroid Build Coastguard Worker // dy/du = m10, dy/dv = m11
63*c8dee2aaSAndroid Build Coastguard Worker // dw/du = m30, dw/dv = m31
64*c8dee2aaSAndroid Build Coastguard Worker //
65*c8dee2aaSAndroid Build Coastguard Worker // df/du = (dx/du*w - x*dw/du)/w^2 = (m00*w - m30*x)/w^2
66*c8dee2aaSAndroid Build Coastguard Worker // df/dv = (dx/dv*w - x*dw/dv)/w^2 = (m01*w - m31*x)/w^2
67*c8dee2aaSAndroid Build Coastguard Worker // dg/du = (dy/du*w - y*dw/du)/w^2 = (m10*w - m30*y)/w^2
68*c8dee2aaSAndroid Build Coastguard Worker // dg/dv = (dy/dv*w - y*dw/du)/w^2 = (m11*w - m31*y)/w^2
69*c8dee2aaSAndroid Build Coastguard Worker //
70*c8dee2aaSAndroid Build Coastguard Worker // Singular values of [df/du df/dv] define perspective correct minimum and maximum scale factors
71*c8dee2aaSAndroid Build Coastguard Worker //                    [dg/du dg/dv]
72*c8dee2aaSAndroid Build Coastguard Worker // for M evaluated at  (u,v)
local_aa_radius(const SkM44 & matrix,const SkV2 & p)73*c8dee2aaSAndroid Build Coastguard Worker static float local_aa_radius(const SkM44& matrix, const SkV2& p) {
74*c8dee2aaSAndroid Build Coastguard Worker     SkV4 devP = matrix.map(p.x, p.y, 0.f, 1.f);
75*c8dee2aaSAndroid Build Coastguard Worker 
76*c8dee2aaSAndroid Build Coastguard Worker     const float dxdu = matrix.rc(0,0);
77*c8dee2aaSAndroid Build Coastguard Worker     const float dxdv = matrix.rc(0,1);
78*c8dee2aaSAndroid Build Coastguard Worker     const float dydu = matrix.rc(1,0);
79*c8dee2aaSAndroid Build Coastguard Worker     const float dydv = matrix.rc(1,1);
80*c8dee2aaSAndroid Build Coastguard Worker     const float dwdu = matrix.rc(3,0);
81*c8dee2aaSAndroid Build Coastguard Worker     const float dwdv = matrix.rc(3,1);
82*c8dee2aaSAndroid Build Coastguard Worker 
83*c8dee2aaSAndroid Build Coastguard Worker     float invW2 = 1.f / (devP.w * devP.w);
84*c8dee2aaSAndroid Build Coastguard Worker     // non-persp has invW2 = 1, devP.w = 1, dwdu = 0, dwdv = 0
85*c8dee2aaSAndroid Build Coastguard Worker     float dfdu = (devP.w*dxdu - devP.x*dwdu) * invW2; // non-persp -> dxdu -> m00
86*c8dee2aaSAndroid Build Coastguard Worker     float dfdv = (devP.w*dxdv - devP.x*dwdv) * invW2; // non-persp -> dxdv -> m01
87*c8dee2aaSAndroid Build Coastguard Worker     float dgdu = (devP.w*dydu - devP.y*dwdu) * invW2; // non-persp -> dydu -> m10
88*c8dee2aaSAndroid Build Coastguard Worker     float dgdv = (devP.w*dydv - devP.y*dwdv) * invW2; // non-persp -> dydv -> m11
89*c8dee2aaSAndroid Build Coastguard Worker 
90*c8dee2aaSAndroid Build Coastguard Worker     // no-persp, this is the singular values of [m00,m01][m10,m11], which is just the upper 2x2
91*c8dee2aaSAndroid Build Coastguard Worker     // and equivalent to SkMatrix::getMinmaxScales().
92*c8dee2aaSAndroid Build Coastguard Worker     auto [sv1, sv2] = singular_values(dfdu, dfdv, dgdu, dgdv);
93*c8dee2aaSAndroid Build Coastguard Worker 
94*c8dee2aaSAndroid Build Coastguard Worker     // The minimum and maximum singular values of the above matrix represent the min and maximum
95*c8dee2aaSAndroid Build Coastguard Worker     // scale factors that could be applied by the 'matrix'. So if 'p' is moved 1px locally it will
96*c8dee2aaSAndroid Build Coastguard Worker     // move between [min, max]px after transformation. Thus, moving 1/min px locally will move
97*c8dee2aaSAndroid Build Coastguard Worker     // between [1, max/min]px after transformation, ensuring the device-space offset exceeds the
98*c8dee2aaSAndroid Build Coastguard Worker     // minimum AA offset for analytic AA.
99*c8dee2aaSAndroid Build Coastguard Worker     float minScale = std::min(sv1, sv2);
100*c8dee2aaSAndroid Build Coastguard Worker     return kAARadius / minScale;
101*c8dee2aaSAndroid Build Coastguard Worker }
102*c8dee2aaSAndroid Build Coastguard Worker 
103*c8dee2aaSAndroid Build Coastguard Worker static constexpr float kMiterScale = 1.f;
104*c8dee2aaSAndroid Build Coastguard Worker static constexpr float kBevelScale = 0.0f;
105*c8dee2aaSAndroid Build Coastguard Worker static constexpr float kRoundScale = SK_FloatSqrt2 - 1.f;
106*c8dee2aaSAndroid Build Coastguard Worker 
107*c8dee2aaSAndroid Build Coastguard Worker struct LocalCornerVert {
108*c8dee2aaSAndroid Build Coastguard Worker     SkV2 fPosition;     // In unit square that each corner is normalized to
109*c8dee2aaSAndroid Build Coastguard Worker     SkV2 fNormal;       // Direction that AA outset is applied in
110*c8dee2aaSAndroid Build Coastguard Worker 
111*c8dee2aaSAndroid Build Coastguard Worker     float fStrokeScale; // Signed scale factor applied to external stroke radius, should be [-1,1]
112*c8dee2aaSAndroid Build Coastguard Worker     float fMirrorScale; // Scale fPosition.yx, along with external join-scale, should be [0,1].
113*c8dee2aaSAndroid Build Coastguard Worker     float fCenterWeight; // Added to external center scale, > 0 forces point to center instead.
114*c8dee2aaSAndroid Build Coastguard Worker 
115*c8dee2aaSAndroid Build Coastguard Worker     // 'cornerMapping' is a row-major 2x2 matrix [[x y], [z w]] to flip and rotate the normalized
116*c8dee2aaSAndroid Build Coastguard Worker     // positions into the local coord space.
transformLocalCornerVert117*c8dee2aaSAndroid Build Coastguard Worker     SkV3 transform(const SkM44& m, const SkV4& cornerMapping, const SkV2& cornerPt,
118*c8dee2aaSAndroid Build Coastguard Worker                    const SkV2& cornerRadii, const SkV4& devCenter, float centerWeight,
119*c8dee2aaSAndroid Build Coastguard Worker                    float strokeRadius, float joinScale, float localAARadius) const {
120*c8dee2aaSAndroid Build Coastguard Worker         const bool snapToCenter = centerWeight + fCenterWeight > 0.f;
121*c8dee2aaSAndroid Build Coastguard Worker         if (snapToCenter) {
122*c8dee2aaSAndroid Build Coastguard Worker             return {devCenter.x, devCenter.y, devCenter.w};
123*c8dee2aaSAndroid Build Coastguard Worker         } else {
124*c8dee2aaSAndroid Build Coastguard Worker             // Normalized position before any additional AA offsets
125*c8dee2aaSAndroid Build Coastguard Worker             SkV2 normalizedPos = fPosition + joinScale*fMirrorScale*SkV2{fPosition.y, fPosition.x};
126*c8dee2aaSAndroid Build Coastguard Worker             // scales the normalized unit corner to the actual radii of the corner, before any AA
127*c8dee2aaSAndroid Build Coastguard Worker             // offsets are added.
128*c8dee2aaSAndroid Build Coastguard Worker             SkV2 scale = cornerRadii + SkV2{fStrokeScale*strokeRadius, fStrokeScale*strokeRadius};
129*c8dee2aaSAndroid Build Coastguard Worker             normalizedPos = scale*normalizedPos - cornerRadii;
130*c8dee2aaSAndroid Build Coastguard Worker 
131*c8dee2aaSAndroid Build Coastguard Worker             if (fStrokeScale < 0.f) {
132*c8dee2aaSAndroid Build Coastguard Worker                 // An inset, which means it might cross over or might be forced to the center
133*c8dee2aaSAndroid Build Coastguard Worker                 SkV2 maxInset = scale - SkV2{localAARadius, localAARadius};
134*c8dee2aaSAndroid Build Coastguard Worker                 if (maxInset.x < 0.f || maxInset.y < 0.f) {
135*c8dee2aaSAndroid Build Coastguard Worker                     normalizedPos =
136*c8dee2aaSAndroid Build Coastguard Worker                             SkV2{std::min(maxInset.x, 0.f), std::min(maxInset.y, 0.f)}
137*c8dee2aaSAndroid Build Coastguard Worker                             - cornerRadii;
138*c8dee2aaSAndroid Build Coastguard Worker                 } else {
139*c8dee2aaSAndroid Build Coastguard Worker                     normalizedPos += localAARadius * fNormal;
140*c8dee2aaSAndroid Build Coastguard Worker                 }
141*c8dee2aaSAndroid Build Coastguard Worker             } // else no normal offsetting, or device-space offsetting
142*c8dee2aaSAndroid Build Coastguard Worker 
143*c8dee2aaSAndroid Build Coastguard Worker             SkV2 localPos =
144*c8dee2aaSAndroid Build Coastguard Worker                    {cornerMapping.x*normalizedPos.x + cornerMapping.y*normalizedPos.y + cornerPt.x,
145*c8dee2aaSAndroid Build Coastguard Worker                     cornerMapping.z*normalizedPos.x + cornerMapping.w*normalizedPos.y + cornerPt.y};
146*c8dee2aaSAndroid Build Coastguard Worker             SkV4 devPos = m.map(localPos.x, localPos.y, 0.f, 1.f);
147*c8dee2aaSAndroid Build Coastguard Worker 
148*c8dee2aaSAndroid Build Coastguard Worker             const bool deviceSpaceNormal =
149*c8dee2aaSAndroid Build Coastguard Worker                     fStrokeScale > 0.f && (fNormal.x > 0.f || fNormal.y > 0.f);
150*c8dee2aaSAndroid Build Coastguard Worker             if (deviceSpaceNormal) {
151*c8dee2aaSAndroid Build Coastguard Worker                 SkV2 devNorm;
152*c8dee2aaSAndroid Build Coastguard Worker                 {
153*c8dee2aaSAndroid Build Coastguard Worker                     // To calculate a device-space normal, we use the normal matrix (A^-1)^T where
154*c8dee2aaSAndroid Build Coastguard Worker                     // A is CTM * T(cornerPt) * cornerMapping * scale. We inline the calculation
155*c8dee2aaSAndroid Build Coastguard Worker                     // of (T(cornerPt)*cornerMapping*scale)^-1^T * [nx, ny, 0, 0] = N', which means
156*c8dee2aaSAndroid Build Coastguard Worker                     // that CTM^-1^T * N' is equivalent to N'^T*CTM^-1, which can be calculated with
157*c8dee2aaSAndroid Build Coastguard Worker                     // two dot products if the CTM inverse is uploaded to the GPU.
158*c8dee2aaSAndroid Build Coastguard Worker 
159*c8dee2aaSAndroid Build Coastguard Worker                     // We add epsilon so that rectangular corners are not degenerate, and circular
160*c8dee2aaSAndroid Build Coastguard Worker                     // corners remain unmodified. This only slightly increases inaccuracy for
161*c8dee2aaSAndroid Build Coastguard Worker                     // elliptical corners.
162*c8dee2aaSAndroid Build Coastguard Worker                     float sx = (scale.y + SK_ScalarNearlyZero) / (scale.x + SK_ScalarNearlyZero);
163*c8dee2aaSAndroid Build Coastguard Worker                     // Needed to calculate intermediate W of transformed normal.
164*c8dee2aaSAndroid Build Coastguard Worker                     float px = cornerMapping.y*cornerPt.y - cornerMapping.w*cornerPt.x;
165*c8dee2aaSAndroid Build Coastguard Worker                     float py = cornerMapping.z*cornerPt.x - cornerMapping.x*cornerPt.y;
166*c8dee2aaSAndroid Build Coastguard Worker                     // Inverse CTM, presumably calculated once as a uniform
167*c8dee2aaSAndroid Build Coastguard Worker                     SkM44 inv;
168*c8dee2aaSAndroid Build Coastguard Worker                     SkAssertResult(m.invert(&inv));
169*c8dee2aaSAndroid Build Coastguard Worker 
170*c8dee2aaSAndroid Build Coastguard Worker                     SkV4 normX4 = { sx*cornerMapping.w*fNormal.x,
171*c8dee2aaSAndroid Build Coastguard Worker                                    -sx*cornerMapping.y*fNormal.x,
172*c8dee2aaSAndroid Build Coastguard Worker                                    0.f,
173*c8dee2aaSAndroid Build Coastguard Worker                                    sx*px*fNormal.x};
174*c8dee2aaSAndroid Build Coastguard Worker                     SkV4 normY4 = {-cornerMapping.z*fNormal.y,
175*c8dee2aaSAndroid Build Coastguard Worker                                     cornerMapping.x*fNormal.y,
176*c8dee2aaSAndroid Build Coastguard Worker                                    0.f,
177*c8dee2aaSAndroid Build Coastguard Worker                                    py*fNormal.y};
178*c8dee2aaSAndroid Build Coastguard Worker 
179*c8dee2aaSAndroid Build Coastguard Worker                     SkV2 normX = {inv.col(0).dot(normX4), inv.col(1).dot(normX4)};
180*c8dee2aaSAndroid Build Coastguard Worker                     SkV2 normY = {inv.col(0).dot(normY4), inv.col(1).dot(normY4)};
181*c8dee2aaSAndroid Build Coastguard Worker 
182*c8dee2aaSAndroid Build Coastguard Worker                     if (joinScale == kMiterScale && fNormal.x > 0.f && fNormal.y > 0.f) {
183*c8dee2aaSAndroid Build Coastguard Worker                         // normX and normY represent adjacent edges' normals, so if we normalize
184*c8dee2aaSAndroid Build Coastguard Worker                         // them before adding together, we'll have a vector that bisects the edge
185*c8dee2aaSAndroid Build Coastguard Worker                         // normals instead of a vector matching fNormal, which is what we want when
186*c8dee2aaSAndroid Build Coastguard Worker                         // we're at a miter corner.
187*c8dee2aaSAndroid Build Coastguard Worker                         normX = normX.normalize();
188*c8dee2aaSAndroid Build Coastguard Worker                         normY = normY.normalize();
189*c8dee2aaSAndroid Build Coastguard Worker                         if (normX.dot(normY) < -0.8) {
190*c8dee2aaSAndroid Build Coastguard Worker                             // Nearly opposite directions, so the sum could have cancellation, so
191*c8dee2aaSAndroid Build Coastguard Worker                             // instead bisect orthogonal vectors and flip to keep consistent
192*c8dee2aaSAndroid Build Coastguard Worker                             float sign = normX.cross(normY) >= 0.f ? 1.f : -1.f;
193*c8dee2aaSAndroid Build Coastguard Worker                             normX = sign*SkV2{-normX.y, normX.x};
194*c8dee2aaSAndroid Build Coastguard Worker                             normY = sign*SkV2{normY.y, -normY.x};
195*c8dee2aaSAndroid Build Coastguard Worker                         }
196*c8dee2aaSAndroid Build Coastguard Worker                     }
197*c8dee2aaSAndroid Build Coastguard Worker 
198*c8dee2aaSAndroid Build Coastguard Worker                     devNorm = (normX + normY).normalize();
199*c8dee2aaSAndroid Build Coastguard Worker                 }
200*c8dee2aaSAndroid Build Coastguard Worker 
201*c8dee2aaSAndroid Build Coastguard Worker                 // The local coordinates for a device-space AA outset are clamped to the non-outset
202*c8dee2aaSAndroid Build Coastguard Worker                 // point, which means we don't care about remaining in the same pre-homogenous
203*c8dee2aaSAndroid Build Coastguard Worker                 // divide plane. This makes it very easy to determine a homogenous coordinate that
204*c8dee2aaSAndroid Build Coastguard Worker                 // projects to the correct device-space position.
205*c8dee2aaSAndroid Build Coastguard Worker                 devPos.x += devPos.w * kAARadius * devNorm.x;
206*c8dee2aaSAndroid Build Coastguard Worker                 devPos.y += devPos.w * kAARadius * devNorm.y;
207*c8dee2aaSAndroid Build Coastguard Worker             }
208*c8dee2aaSAndroid Build Coastguard Worker 
209*c8dee2aaSAndroid Build Coastguard Worker             return SkV3{devPos.x, devPos.y, devPos.w};
210*c8dee2aaSAndroid Build Coastguard Worker         }
211*c8dee2aaSAndroid Build Coastguard Worker     }
212*c8dee2aaSAndroid Build Coastguard Worker };
213*c8dee2aaSAndroid Build Coastguard Worker 
214*c8dee2aaSAndroid Build Coastguard Worker static constexpr float kHR2 = SK_ScalarRoot2Over2; // "half root 2"
215*c8dee2aaSAndroid Build Coastguard Worker 
216*c8dee2aaSAndroid Build Coastguard Worker static constexpr LocalCornerVert kCornerTemplate[19] = {
217*c8dee2aaSAndroid Build Coastguard Worker     // Stroke-scale should be -1, 0, or 1.
218*c8dee2aaSAndroid Build Coastguard Worker     // Mirror-scale should be 0 or 1.
219*c8dee2aaSAndroid Build Coastguard Worker     // Center-weight should be -2 to never snap to center, -1 to snap when stroke coords would
220*c8dee2aaSAndroid Build Coastguard Worker     //     overlap, and 0 to snap for fill-style or overlapping coords.
221*c8dee2aaSAndroid Build Coastguard Worker     // Local-aa-scale should be 0 or 1.
222*c8dee2aaSAndroid Build Coastguard Worker 
223*c8dee2aaSAndroid Build Coastguard Worker     //  position,       normal,   stroke-scale   mirror-scale   center-weight
224*c8dee2aaSAndroid Build Coastguard Worker     // Device-space AA outsets from outer curve
225*c8dee2aaSAndroid Build Coastguard Worker     { {0.0f, 1.0f}, { 0.0f,  1.0f},  1.0f,          0.0f,           -2.f  },
226*c8dee2aaSAndroid Build Coastguard Worker     { {0.0f, 1.0f}, { 0.0f,  1.0f},  1.0f,          1.0f,           -2.f  },
227*c8dee2aaSAndroid Build Coastguard Worker     { {0.0f, 1.0f}, { kHR2,  kHR2},  1.0f,          1.0f,           -2.f  },
228*c8dee2aaSAndroid Build Coastguard Worker     { {1.0f, 0.0f}, { kHR2,  kHR2},  1.0f,          1.0f,           -2.f  },
229*c8dee2aaSAndroid Build Coastguard Worker     { {1.0f, 0.0f}, { 1.0f,  0.0f},  1.0f,          1.0f,           -2.f  },
230*c8dee2aaSAndroid Build Coastguard Worker     { {1.0f, 0.0f}, { 1.0f,  0.0f},  1.0f,          0.0f,           -2.f  },
231*c8dee2aaSAndroid Build Coastguard Worker 
232*c8dee2aaSAndroid Build Coastguard Worker     // Outer anchors (no local or device-space normal outset)
233*c8dee2aaSAndroid Build Coastguard Worker     { {0.0f, 1.0f}, { 0.0f,  0.0f},  1.0f,          0.0f,           -2.f  },
234*c8dee2aaSAndroid Build Coastguard Worker     { {0.0f, 1.0f}, { 0.0f,  0.0f},  1.0f,          1.0f,           -2.f  },
235*c8dee2aaSAndroid Build Coastguard Worker     { {1.0f, 0.0f}, { 0.0f,  0.0f},  1.0f,          1.0f,           -2.f  },
236*c8dee2aaSAndroid Build Coastguard Worker     { {1.0f, 0.0f}, { 0.0f,  0.0f},  1.0f,          0.0f,           -2.f  },
237*c8dee2aaSAndroid Build Coastguard Worker 
238*c8dee2aaSAndroid Build Coastguard Worker     // Center of stroke (equivalent to outer anchors when filling)
239*c8dee2aaSAndroid Build Coastguard Worker     { {0.0f, 1.0f}, { 0.0f,  0.0f},  0.0f,          0.0f,           -2.f  },
240*c8dee2aaSAndroid Build Coastguard Worker     { {0.0f, 1.0f}, { 0.0f,  0.0f},  0.0f,          1.0f,           -2.f  },
241*c8dee2aaSAndroid Build Coastguard Worker     { {1.0f, 0.0f}, { 0.0f,  0.0f},  0.0f,          1.0f,           -2.f  },
242*c8dee2aaSAndroid Build Coastguard Worker     { {1.0f, 0.0f}, { 0.0f,  0.0f},  0.0f,          0.0f,           -2.f  },
243*c8dee2aaSAndroid Build Coastguard Worker 
244*c8dee2aaSAndroid Build Coastguard Worker     // Inner AA insets from inner curve
245*c8dee2aaSAndroid Build Coastguard Worker     { {0.0f, 1.0f}, { 0.0f, -1.0f}, -1.0f,          0.0f,           -1.f  },
246*c8dee2aaSAndroid Build Coastguard Worker     { {0.5f, 0.5f}, {-kHR2, -kHR2}, -1.0f,          1.0f,           -1.f  },
247*c8dee2aaSAndroid Build Coastguard Worker     { {1.0f, 0.0f}, {-1.0f,  0.0f}, -1.0f,          0.0f,           -1.f  },
248*c8dee2aaSAndroid Build Coastguard Worker 
249*c8dee2aaSAndroid Build Coastguard Worker     // Center filling vertices (equal to inner AA insets unless center-weight = 1)
250*c8dee2aaSAndroid Build Coastguard Worker     { {0.5f, 0.5f}, {-kHR2, -kHR2}, -1.0f,          1.0f,            0.f  },
251*c8dee2aaSAndroid Build Coastguard Worker     { {1.0f, 0.0f}, {-1.0f,  0.0f}, -1.0f,          0.0f,            0.f  },
252*c8dee2aaSAndroid Build Coastguard Worker };
253*c8dee2aaSAndroid Build Coastguard Worker 
compute_corner(SkV3 devPts[19],const SkM44 & m,const SkV4 & cornerMapping,const SkV2 & cornerPt,const SkV2 & cornerRadii,const SkV4 & center,float centerWeight,float localAARadius,float strokeRadius,SkPaint::Join join)254*c8dee2aaSAndroid Build Coastguard Worker static void compute_corner(SkV3 devPts[19], const SkM44& m, const SkV4& cornerMapping,
255*c8dee2aaSAndroid Build Coastguard Worker                            const SkV2& cornerPt, const SkV2& cornerRadii, const SkV4& center,
256*c8dee2aaSAndroid Build Coastguard Worker                            float centerWeight, float localAARadius, float strokeRadius,
257*c8dee2aaSAndroid Build Coastguard Worker                            SkPaint::Join join) {
258*c8dee2aaSAndroid Build Coastguard Worker     float joinScale;
259*c8dee2aaSAndroid Build Coastguard Worker 
260*c8dee2aaSAndroid Build Coastguard Worker     // TODO: checking against localAARadius can snap to rect corner unexpectedly under high skew
261*c8dee2aaSAndroid Build Coastguard Worker     // because localAARadius gets so big, but would be nice to be fuzzy here.
262*c8dee2aaSAndroid Build Coastguard Worker     if (cornerRadii.x <= 0.f || cornerRadii.y <= 0.f) {
263*c8dee2aaSAndroid Build Coastguard Worker         // Effectively a rectangular corner
264*c8dee2aaSAndroid Build Coastguard Worker         joinScale = kMiterScale; // default for rect corners
265*c8dee2aaSAndroid Build Coastguard Worker         if (strokeRadius > 0.f) {
266*c8dee2aaSAndroid Build Coastguard Worker             // Non-hairline strokes need to adjust the join scale factor to match style.
267*c8dee2aaSAndroid Build Coastguard Worker             if (join == SkPaint::kBevel_Join) {
268*c8dee2aaSAndroid Build Coastguard Worker                 joinScale = kBevelScale;
269*c8dee2aaSAndroid Build Coastguard Worker             } else if (join == SkPaint::kRound_Join) {
270*c8dee2aaSAndroid Build Coastguard Worker                 joinScale = kRoundScale;
271*c8dee2aaSAndroid Build Coastguard Worker             }
272*c8dee2aaSAndroid Build Coastguard Worker         }
273*c8dee2aaSAndroid Build Coastguard Worker     } else {
274*c8dee2aaSAndroid Build Coastguard Worker         // Rounded filled corner vertices are always positioned for a round join since the
275*c8dee2aaSAndroid Build Coastguard Worker         // underlying geometry has no real tangent discontinuity.
276*c8dee2aaSAndroid Build Coastguard Worker         joinScale = kRoundScale;
277*c8dee2aaSAndroid Build Coastguard Worker     }
278*c8dee2aaSAndroid Build Coastguard Worker 
279*c8dee2aaSAndroid Build Coastguard Worker     for (size_t i = 0; i < std::size(kCornerTemplate); ++i) {
280*c8dee2aaSAndroid Build Coastguard Worker         devPts[i] = kCornerTemplate[i].transform(m, cornerMapping, cornerPt, cornerRadii,
281*c8dee2aaSAndroid Build Coastguard Worker                                                  center, centerWeight, strokeRadius, joinScale,
282*c8dee2aaSAndroid Build Coastguard Worker                                                  localAARadius);
283*c8dee2aaSAndroid Build Coastguard Worker     }
284*c8dee2aaSAndroid Build Coastguard Worker }
285*c8dee2aaSAndroid Build Coastguard Worker 
286*c8dee2aaSAndroid Build Coastguard Worker static const uint16_t kBR = 0*std::size(kCornerTemplate);
287*c8dee2aaSAndroid Build Coastguard Worker static const uint16_t kTR = 1*std::size(kCornerTemplate);
288*c8dee2aaSAndroid Build Coastguard Worker static const uint16_t kTL = 2*std::size(kCornerTemplate);
289*c8dee2aaSAndroid Build Coastguard Worker static const uint16_t kBL = 3*std::size(kCornerTemplate);
290*c8dee2aaSAndroid Build Coastguard Worker static const size_t kVertexCount = 4*std::size(kCornerTemplate);
compute_vertices(SkV3 devPts[kVertexCount],const SkM44 & m,const SkRRect & rrect,float strokeRadius,SkPaint::Join join)291*c8dee2aaSAndroid Build Coastguard Worker static void compute_vertices(SkV3 devPts[kVertexCount],
292*c8dee2aaSAndroid Build Coastguard Worker                              const SkM44& m,
293*c8dee2aaSAndroid Build Coastguard Worker                              const SkRRect& rrect,
294*c8dee2aaSAndroid Build Coastguard Worker                              float strokeRadius,
295*c8dee2aaSAndroid Build Coastguard Worker                              SkPaint::Join join) {
296*c8dee2aaSAndroid Build Coastguard Worker     SkV4 devCenter = m.map(rrect.getBounds().centerX(), rrect.getBounds().centerY(), 0.f, 1.f);
297*c8dee2aaSAndroid Build Coastguard Worker 
298*c8dee2aaSAndroid Build Coastguard Worker     float localAARadius = std::max({
299*c8dee2aaSAndroid Build Coastguard Worker             local_aa_radius(m, {rrect.getBounds().fRight, rrect.getBounds().fBottom}),
300*c8dee2aaSAndroid Build Coastguard Worker             local_aa_radius(m, {rrect.getBounds().fRight, rrect.getBounds().fTop}),
301*c8dee2aaSAndroid Build Coastguard Worker             local_aa_radius(m, {rrect.getBounds().fLeft, rrect.getBounds().fTop}),
302*c8dee2aaSAndroid Build Coastguard Worker             local_aa_radius(m, {rrect.getBounds().fLeft, rrect.getBounds().fBottom})
303*c8dee2aaSAndroid Build Coastguard Worker         });
304*c8dee2aaSAndroid Build Coastguard Worker 
305*c8dee2aaSAndroid Build Coastguard Worker     float centerWeight = 0.f; // No center snapping
306*c8dee2aaSAndroid Build Coastguard Worker     if (strokeRadius < 0.f) {
307*c8dee2aaSAndroid Build Coastguard Worker         // A fill, so inner vertices need to snap to the center and then adjust the stroke radius
308*c8dee2aaSAndroid Build Coastguard Worker         // to 0 for later math to work out nicely.
309*c8dee2aaSAndroid Build Coastguard Worker         strokeRadius = 0.f;
310*c8dee2aaSAndroid Build Coastguard Worker         centerWeight = 1.f;
311*c8dee2aaSAndroid Build Coastguard Worker     }
312*c8dee2aaSAndroid Build Coastguard Worker 
313*c8dee2aaSAndroid Build Coastguard Worker     // Check if the inset amount (max stroke-radius + local-aa-radius) would interfere with the
314*c8dee2aaSAndroid Build Coastguard Worker     // opposite edge's inset or interfere with the adjacent corner's curve. When this happens, snap
315*c8dee2aaSAndroid Build Coastguard Worker     // all the interior vertices to the center and let the fragment shader work through it.
316*c8dee2aaSAndroid Build Coastguard Worker     // TODO: Could force centerWeight = 2 for filled rects and quads for simplicity around non
317*c8dee2aaSAndroid Build Coastguard Worker     // orthogonal inset overlap calculations.
318*c8dee2aaSAndroid Build Coastguard Worker     float maxInset = strokeRadius + localAARadius;
319*c8dee2aaSAndroid Build Coastguard Worker     if (maxInset >= rrect.width() - maxInset || // L/R stroke insets would cross over
320*c8dee2aaSAndroid Build Coastguard Worker         maxInset >= rrect.height() - maxInset || // T/B stroke insets would cross over
321*c8dee2aaSAndroid Build Coastguard Worker         maxInset >= rrect.width() - rrect.radii(SkRRect::kLowerLeft_Corner).fX || // X corner cross
322*c8dee2aaSAndroid Build Coastguard Worker         maxInset >= rrect.width() - rrect.radii(SkRRect::kLowerRight_Corner).fX ||
323*c8dee2aaSAndroid Build Coastguard Worker         maxInset >= rrect.width() - rrect.radii(SkRRect::kUpperLeft_Corner).fX ||
324*c8dee2aaSAndroid Build Coastguard Worker         maxInset >= rrect.width() - rrect.radii(SkRRect::kUpperRight_Corner).fX ||
325*c8dee2aaSAndroid Build Coastguard Worker         maxInset >= rrect.height() - rrect.radii(SkRRect::kLowerLeft_Corner).fY || // Y corner cross
326*c8dee2aaSAndroid Build Coastguard Worker         maxInset >= rrect.height() - rrect.radii(SkRRect::kLowerRight_Corner).fY ||
327*c8dee2aaSAndroid Build Coastguard Worker         maxInset >= rrect.height() - rrect.radii(SkRRect::kUpperLeft_Corner).fY ||
328*c8dee2aaSAndroid Build Coastguard Worker         maxInset >= rrect.height() - rrect.radii(SkRRect::kUpperRight_Corner).fY) {
329*c8dee2aaSAndroid Build Coastguard Worker         // All interior vertices need to snap to the center
330*c8dee2aaSAndroid Build Coastguard Worker         centerWeight = 2.f;
331*c8dee2aaSAndroid Build Coastguard Worker     }
332*c8dee2aaSAndroid Build Coastguard Worker 
333*c8dee2aaSAndroid Build Coastguard Worker     // The normalized corner template is defined relative to the quarter circle with positive X
334*c8dee2aaSAndroid Build Coastguard Worker     // and positive Y, with a counter clockwise winding (if +Y points down). This corresponds to
335*c8dee2aaSAndroid Build Coastguard Worker     // the bottom-right corner.
336*c8dee2aaSAndroid Build Coastguard Worker     static constexpr SkV4 kBRBasis = { 1.f,  0.f,  0.f,  1.f};
337*c8dee2aaSAndroid Build Coastguard Worker     static constexpr SkV4 kTRBasis = { 0.f,  1.f, -1.f,  0.f};
338*c8dee2aaSAndroid Build Coastguard Worker     static constexpr SkV4 kTLBasis = {-1.f,  0.f,  0.f, -1.f};
339*c8dee2aaSAndroid Build Coastguard Worker     static constexpr SkV4 kBLBasis = { 0.f, -1.f,  1.f,  0.f};
340*c8dee2aaSAndroid Build Coastguard Worker 
341*c8dee2aaSAndroid Build Coastguard Worker     compute_corner(devPts + kBR, m, kBRBasis,
342*c8dee2aaSAndroid Build Coastguard Worker                    {rrect.getBounds().fRight,
343*c8dee2aaSAndroid Build Coastguard Worker                     rrect.getBounds().fBottom},
344*c8dee2aaSAndroid Build Coastguard Worker                    {rrect.radii(SkRRect::kLowerRight_Corner).fX,
345*c8dee2aaSAndroid Build Coastguard Worker                     rrect.radii(SkRRect::kLowerRight_Corner).fY},
346*c8dee2aaSAndroid Build Coastguard Worker                    devCenter, centerWeight, localAARadius, strokeRadius, join);
347*c8dee2aaSAndroid Build Coastguard Worker     compute_corner(devPts + kTR, m, kTRBasis,
348*c8dee2aaSAndroid Build Coastguard Worker                    {rrect.getBounds().fRight,
349*c8dee2aaSAndroid Build Coastguard Worker                     rrect.getBounds().fTop},
350*c8dee2aaSAndroid Build Coastguard Worker                    {rrect.radii(SkRRect::kUpperRight_Corner).fY,
351*c8dee2aaSAndroid Build Coastguard Worker                     rrect.radii(SkRRect::kUpperRight_Corner).fX},
352*c8dee2aaSAndroid Build Coastguard Worker                    devCenter, centerWeight, localAARadius,strokeRadius, join);
353*c8dee2aaSAndroid Build Coastguard Worker     compute_corner(devPts + kTL, m, kTLBasis,
354*c8dee2aaSAndroid Build Coastguard Worker                    {rrect.getBounds().fLeft,
355*c8dee2aaSAndroid Build Coastguard Worker                     rrect.getBounds().fTop},
356*c8dee2aaSAndroid Build Coastguard Worker                    {rrect.radii(SkRRect::kUpperLeft_Corner).fX,
357*c8dee2aaSAndroid Build Coastguard Worker                     rrect.radii(SkRRect::kUpperLeft_Corner).fY},
358*c8dee2aaSAndroid Build Coastguard Worker                    devCenter, centerWeight, localAARadius,strokeRadius, join);
359*c8dee2aaSAndroid Build Coastguard Worker     compute_corner(devPts + kBL, m, kBLBasis,
360*c8dee2aaSAndroid Build Coastguard Worker                    {rrect.getBounds().fLeft,
361*c8dee2aaSAndroid Build Coastguard Worker                     rrect.getBounds().fBottom},
362*c8dee2aaSAndroid Build Coastguard Worker                    {rrect.radii(SkRRect::kLowerLeft_Corner).fY,
363*c8dee2aaSAndroid Build Coastguard Worker                     rrect.radii(SkRRect::kLowerLeft_Corner).fX},
364*c8dee2aaSAndroid Build Coastguard Worker                    devCenter, centerWeight, localAARadius,strokeRadius, join);
365*c8dee2aaSAndroid Build Coastguard Worker }
366*c8dee2aaSAndroid Build Coastguard Worker 
367*c8dee2aaSAndroid Build Coastguard Worker // All indices
368*c8dee2aaSAndroid Build Coastguard Worker static const uint16_t kIndices[] = {
369*c8dee2aaSAndroid Build Coastguard Worker     // Exterior AA ramp outset
370*c8dee2aaSAndroid Build Coastguard Worker     kBR+0,kBR+6,kBR+1,kBR+7,kBR+2,kBR+8,kBR+3,kBR+8,kBR+4,kBR+9,kBR+5,kBR+9,
371*c8dee2aaSAndroid Build Coastguard Worker     kTR+0,kTR+6,kTR+1,kTR+7,kTR+2,kTR+8,kTR+3,kTR+8,kTR+4,kTR+9,kTR+5,kTR+9,
372*c8dee2aaSAndroid Build Coastguard Worker     kTL+0,kTL+6,kTL+1,kTL+7,kTL+2,kTL+8,kTL+3,kTL+8,kTL+4,kTL+9,kTL+5,kTL+9,
373*c8dee2aaSAndroid Build Coastguard Worker     kBL+0,kBL+6,kBL+1,kBL+7,kBL+2,kBL+8,kBL+3,kBL+8,kBL+4,kBL+9,kBL+5,kBL+9,
374*c8dee2aaSAndroid Build Coastguard Worker     kBR+0,kBR+6,kBR+6, // close and extra vertex to jump to next strip
375*c8dee2aaSAndroid Build Coastguard Worker     // Outer to central curve
376*c8dee2aaSAndroid Build Coastguard Worker     kBR+6,kBR+10,kBR+7,kBR+11,kBR+8,kBR+12,kBR+9,kBR+13,
377*c8dee2aaSAndroid Build Coastguard Worker     kTR+6,kTR+10,kTR+7,kTR+11,kTR+8,kTR+12,kTR+9,kTR+13,
378*c8dee2aaSAndroid Build Coastguard Worker     kTL+6,kTL+10,kTL+7,kTL+11,kTL+8,kTL+12,kTL+9,kTL+13,
379*c8dee2aaSAndroid Build Coastguard Worker     kBL+6,kBL+10,kBL+7,kBL+11,kBL+8,kBL+12,kBL+9,kBL+13,
380*c8dee2aaSAndroid Build Coastguard Worker     kBR+6,kBR+10,kBR+10, // close and extra vertex to jump to next strip
381*c8dee2aaSAndroid Build Coastguard Worker     // Center to inner curve's insets
382*c8dee2aaSAndroid Build Coastguard Worker     kBR+10,kBR+14,kBR+11,kBR+15,kBR+12,kBR+16,kBR+13,kBR+16,
383*c8dee2aaSAndroid Build Coastguard Worker     kTR+10,kTR+14,kTR+11,kTR+15,kTR+12,kTR+16,kTR+13,kTR+16,
384*c8dee2aaSAndroid Build Coastguard Worker     kTL+10,kTL+14,kTL+11,kTL+15,kTL+12,kTL+16,kTL+13,kTL+16,
385*c8dee2aaSAndroid Build Coastguard Worker     kBL+10,kBL+14,kBL+11,kBL+15,kBL+12,kBL+16,kBL+13,kBL+16,
386*c8dee2aaSAndroid Build Coastguard Worker     kBR+10,kBR+14,kBR+14, // close and extra vertex to jump to next strip
387*c8dee2aaSAndroid Build Coastguard Worker     // Inner inset to center of shape
388*c8dee2aaSAndroid Build Coastguard Worker     kBR+14,kBR+17,kBR+15,kBR+17,kBR+16,kBR+16,kBR+18,kTR+14,
389*c8dee2aaSAndroid Build Coastguard Worker     kTR+14,kTR+17,kTR+15,kTR+17,kTR+16,kTR+16,kTR+18,kTL+14,
390*c8dee2aaSAndroid Build Coastguard Worker     kTL+14,kTL+17,kTL+15,kTL+17,kTL+16,kTL+16,kTL+18,kBL+14,
391*c8dee2aaSAndroid Build Coastguard Worker     kBL+14,kBL+17,kBL+15,kBL+17,kBL+16,kBL+16,kBL+18,kBR+14 // close
392*c8dee2aaSAndroid Build Coastguard Worker };
393*c8dee2aaSAndroid Build Coastguard Worker 
394*c8dee2aaSAndroid Build Coastguard Worker // Separated to draw with different colors (vs. duplicating vertices to change colors).
395*c8dee2aaSAndroid Build Coastguard Worker static const uint16_t kOuterCornerIndices[] = {
396*c8dee2aaSAndroid Build Coastguard Worker     kBR+0,  kBR+0,kBR+6,kBR+1,kBR+7,kBR+2,kBR+8,kBR+3,kBR+8,kBR+4,kBR+9,kBR+5,  kBR+5,
397*c8dee2aaSAndroid Build Coastguard Worker     kTR+0,  kTR+0,kTR+6,kTR+1,kTR+7,kTR+2,kTR+8,kTR+3,kTR+8,kTR+4,kTR+9,kTR+5,  kTR+5,
398*c8dee2aaSAndroid Build Coastguard Worker     kTL+0,  kTL+0,kTL+6,kTL+1,kTL+7,kTL+2,kTL+8,kTL+3,kTL+8,kTL+4,kTL+9,kTL+5,  kTL+5,
399*c8dee2aaSAndroid Build Coastguard Worker     kBL+0,  kBL+0,kBL+6,kBL+1,kBL+7,kBL+2,kBL+8,kBL+3,kBL+8,kBL+4,kBL+9,kBL+5,  kBL+5,
400*c8dee2aaSAndroid Build Coastguard Worker 
401*c8dee2aaSAndroid Build Coastguard Worker     kBR+6,  kBR+6,kBR+10,kBR+7,kBR+11,kBR+8,kBR+12,kBR+9,kBR+13,  kBR+13,
402*c8dee2aaSAndroid Build Coastguard Worker     kTR+6,  kTR+6,kTR+10,kTR+7,kTR+11,kTR+8,kTR+12,kTR+9,kTR+13,  kTR+13,
403*c8dee2aaSAndroid Build Coastguard Worker     kTL+6,  kTL+6,kTL+10,kTL+7,kTL+11,kTL+8,kTL+12,kTL+9,kTL+13,  kTL+13,
404*c8dee2aaSAndroid Build Coastguard Worker     kBL+6,  kBL+6,kBL+10,kBL+7,kBL+11,kBL+8,kBL+12,kBL+9,kBL+13,  kBL+13
405*c8dee2aaSAndroid Build Coastguard Worker };
406*c8dee2aaSAndroid Build Coastguard Worker 
407*c8dee2aaSAndroid Build Coastguard Worker static const uint16_t kInnerCornerIndices[] = {
408*c8dee2aaSAndroid Build Coastguard Worker     kBR+10,  kBR+10,kBR+14,kBR+11,kBR+15,kBR+12,kBR+16,kBR+13,  kBR+13,
409*c8dee2aaSAndroid Build Coastguard Worker     kTR+10,  kTR+10,kTR+14,kTR+11,kTR+15,kTR+12,kTR+16,kTR+13,  kTR+13,
410*c8dee2aaSAndroid Build Coastguard Worker     kTL+10,  kTL+10,kTL+14,kTL+11,kTL+15,kTL+12,kTL+16,kTL+13,  kTL+13,
411*c8dee2aaSAndroid Build Coastguard Worker     kBL+10,  kBL+10,kBL+14,kBL+11,kBL+15,kBL+12,kBL+16,kBL+13,  kBL+13,
412*c8dee2aaSAndroid Build Coastguard Worker };
413*c8dee2aaSAndroid Build Coastguard Worker 
414*c8dee2aaSAndroid Build Coastguard Worker static const uint16_t kInteriorIndices[] = {
415*c8dee2aaSAndroid Build Coastguard Worker     kBR+14,kBR+17,kBR+15,kBR+17,kBR+16,kBR+16,kBR+18,kTR+14,
416*c8dee2aaSAndroid Build Coastguard Worker     kTR+14,kTR+17,kTR+15,kTR+17,kTR+16,kTR+16,kTR+18,kTL+14,
417*c8dee2aaSAndroid Build Coastguard Worker     kTL+14,kTL+17,kTL+15,kTL+17,kTL+16,kTL+16,kTL+18,kBL+14,
418*c8dee2aaSAndroid Build Coastguard Worker     kBL+14,kBL+17,kBL+15,kBL+17,kBL+16,kBL+16,kBL+18,kBR+14 // close
419*c8dee2aaSAndroid Build Coastguard Worker };
420*c8dee2aaSAndroid Build Coastguard Worker 
421*c8dee2aaSAndroid Build Coastguard Worker // Implicit in the original mesh from the tri-strip connections between corners
422*c8dee2aaSAndroid Build Coastguard Worker static const uint16_t kEdgeIndices[] = {
423*c8dee2aaSAndroid Build Coastguard Worker     kBR+5,   kBR+5,kBR+9,kTR+0,kTR+6,      kTR+6,
424*c8dee2aaSAndroid Build Coastguard Worker     kBR+9,   kBR+9,kBR+13,kTR+6,kTR+10,    kTR+10,
425*c8dee2aaSAndroid Build Coastguard Worker     kBR+13,  kBR+13,kBR+16,kTR+10,kTR+14,  kTR+14,
426*c8dee2aaSAndroid Build Coastguard Worker 
427*c8dee2aaSAndroid Build Coastguard Worker     kTR+5,   kTR+5,kTR+9,kTL+0,kTL+6,      kTL+6,
428*c8dee2aaSAndroid Build Coastguard Worker     kTR+9,   kTR+9,kTR+13,kTL+6,kTL+10,    kTL+10,
429*c8dee2aaSAndroid Build Coastguard Worker     kTR+13,  kTR+13,kTR+16,kTL+10,kTL+14,  kTL+14,
430*c8dee2aaSAndroid Build Coastguard Worker 
431*c8dee2aaSAndroid Build Coastguard Worker     kTL+5,   kTL+5,kTL+9,kBL+0,kBL+6,      kBL+6,
432*c8dee2aaSAndroid Build Coastguard Worker     kTL+9,   kTL+9,kTL+13,kBL+6,kBL+10,    kBL+10,
433*c8dee2aaSAndroid Build Coastguard Worker     kTL+13,  kTL+13,kTL+16,kBL+10,kBL+14,  kBL+14,
434*c8dee2aaSAndroid Build Coastguard Worker 
435*c8dee2aaSAndroid Build Coastguard Worker     kBL+5,   kBL+5,kBL+9,kBR+0,kBR+6,      kBR+6,
436*c8dee2aaSAndroid Build Coastguard Worker     kBL+9,   kBL+9,kBL+13,kBR+6,kBR+10,    kBR+10,
437*c8dee2aaSAndroid Build Coastguard Worker     kBL+13,  kBL+13,kBL+16,kBR+10,kBR+14,  kBR+14,
438*c8dee2aaSAndroid Build Coastguard Worker };
439*c8dee2aaSAndroid Build Coastguard Worker 
440*c8dee2aaSAndroid Build Coastguard Worker class GraphitePrimitivesSlide : public ClickHandlerSlide {
441*c8dee2aaSAndroid Build Coastguard Worker     static constexpr float kControlPointRadius = 3.f;
442*c8dee2aaSAndroid Build Coastguard Worker     static constexpr float kBaseScale = 50.f;
443*c8dee2aaSAndroid Build Coastguard Worker 
444*c8dee2aaSAndroid Build Coastguard Worker public:
GraphitePrimitivesSlide()445*c8dee2aaSAndroid Build Coastguard Worker     GraphitePrimitivesSlide()
446*c8dee2aaSAndroid Build Coastguard Worker         : fOrigin{300.f, 300.f}
447*c8dee2aaSAndroid Build Coastguard Worker         , fXAxisPoint{300.f + kBaseScale, 300.f}
448*c8dee2aaSAndroid Build Coastguard Worker         , fYAxisPoint{300.f, 300.f + kBaseScale}
449*c8dee2aaSAndroid Build Coastguard Worker         , fStrokeWidth{10.f}
450*c8dee2aaSAndroid Build Coastguard Worker         , fJoinMode(SkPaint::kMiter_Join)
451*c8dee2aaSAndroid Build Coastguard Worker         , fMode(PrimitiveMode::kFillRect) {
452*c8dee2aaSAndroid Build Coastguard Worker         fName = "GraphitePrimitives";
453*c8dee2aaSAndroid Build Coastguard Worker     }
454*c8dee2aaSAndroid Build Coastguard Worker 
draw(SkCanvas * canvas)455*c8dee2aaSAndroid Build Coastguard Worker     void draw(SkCanvas* canvas) override {
456*c8dee2aaSAndroid Build Coastguard Worker         canvas->save();
457*c8dee2aaSAndroid Build Coastguard Worker         SkM44 viewMatrix = canvas->getLocalToDevice();
458*c8dee2aaSAndroid Build Coastguard Worker 
459*c8dee2aaSAndroid Build Coastguard Worker         canvas->concat(this->basisMatrix());
460*c8dee2aaSAndroid Build Coastguard Worker 
461*c8dee2aaSAndroid Build Coastguard Worker         SkM44 totalMatrix = canvas->getLocalToDevice();
462*c8dee2aaSAndroid Build Coastguard Worker 
463*c8dee2aaSAndroid Build Coastguard Worker             // Base shape + style
464*c8dee2aaSAndroid Build Coastguard Worker             SkRRect rrect = this->primitiveShape();
465*c8dee2aaSAndroid Build Coastguard Worker             canvas->drawRRect(rrect, paint(SK_ColorBLUE, this->strokeWidth(), fJoinMode));
466*c8dee2aaSAndroid Build Coastguard Worker         canvas->restore();
467*c8dee2aaSAndroid Build Coastguard Worker 
468*c8dee2aaSAndroid Build Coastguard Worker         canvas->save();
469*c8dee2aaSAndroid Build Coastguard Worker         canvas->resetMatrix();
470*c8dee2aaSAndroid Build Coastguard Worker             // Draw the full mesh directly in device space
471*c8dee2aaSAndroid Build Coastguard Worker             this->drawVertices(canvas, totalMatrix);
472*c8dee2aaSAndroid Build Coastguard Worker             // Draw the controls in device space so we get consistent circles for the click points.
473*c8dee2aaSAndroid Build Coastguard Worker             SkV4 origin = viewMatrix.map(fOrigin.x, fOrigin.y, 0.f, 1.f);
474*c8dee2aaSAndroid Build Coastguard Worker             SkV4 xAxis = viewMatrix.map(fXAxisPoint.x, fXAxisPoint.y, 0.f, 1.f);
475*c8dee2aaSAndroid Build Coastguard Worker             SkV4 yAxis = viewMatrix.map(fYAxisPoint.x, fYAxisPoint.y, 0.f, 1.f);
476*c8dee2aaSAndroid Build Coastguard Worker 
477*c8dee2aaSAndroid Build Coastguard Worker             // Axes
478*c8dee2aaSAndroid Build Coastguard Worker             canvas->drawLine({origin.x/origin.w, origin.y/origin.w},
479*c8dee2aaSAndroid Build Coastguard Worker                              {xAxis.x/xAxis.w, xAxis.y/xAxis.w}, paint(SK_ColorRED, 0.f));
480*c8dee2aaSAndroid Build Coastguard Worker             canvas->drawLine({origin.x/origin.w, origin.y/origin.w},
481*c8dee2aaSAndroid Build Coastguard Worker                              {yAxis.x/yAxis.w, yAxis.y/yAxis.w}, paint(SK_ColorGREEN, 0.f));
482*c8dee2aaSAndroid Build Coastguard Worker 
483*c8dee2aaSAndroid Build Coastguard Worker             // Control points
484*c8dee2aaSAndroid Build Coastguard Worker             canvas->drawCircle({origin.x/origin.w, origin.y/origin.w},
485*c8dee2aaSAndroid Build Coastguard Worker                                kControlPointRadius, paint(SK_ColorBLACK));
486*c8dee2aaSAndroid Build Coastguard Worker             canvas->drawCircle({xAxis.x/xAxis.w, xAxis.y/xAxis.w},
487*c8dee2aaSAndroid Build Coastguard Worker                                kControlPointRadius, paint(SK_ColorRED));
488*c8dee2aaSAndroid Build Coastguard Worker             canvas->drawCircle({yAxis.x/yAxis.w, yAxis.y/yAxis.w},
489*c8dee2aaSAndroid Build Coastguard Worker                                kControlPointRadius, paint(SK_ColorGREEN));
490*c8dee2aaSAndroid Build Coastguard Worker         canvas->restore();
491*c8dee2aaSAndroid Build Coastguard Worker     }
492*c8dee2aaSAndroid Build Coastguard Worker 
493*c8dee2aaSAndroid Build Coastguard Worker     bool onChar(SkUnichar) override;
494*c8dee2aaSAndroid Build Coastguard Worker 
495*c8dee2aaSAndroid Build Coastguard Worker protected:
496*c8dee2aaSAndroid Build Coastguard Worker     Click* onFindClickHandler(SkScalar x, SkScalar y, skui::ModifierKey) override;
497*c8dee2aaSAndroid Build Coastguard Worker     bool onClick(Click*) override;
498*c8dee2aaSAndroid Build Coastguard Worker 
499*c8dee2aaSAndroid Build Coastguard Worker private:
500*c8dee2aaSAndroid Build Coastguard Worker     class Click;
501*c8dee2aaSAndroid Build Coastguard Worker 
502*c8dee2aaSAndroid Build Coastguard Worker     enum class PrimitiveMode {
503*c8dee2aaSAndroid Build Coastguard Worker         kFillRect,
504*c8dee2aaSAndroid Build Coastguard Worker         kFillRRect,
505*c8dee2aaSAndroid Build Coastguard Worker         kStrokeRect,
506*c8dee2aaSAndroid Build Coastguard Worker         kStrokeRRect
507*c8dee2aaSAndroid Build Coastguard Worker     };
508*c8dee2aaSAndroid Build Coastguard Worker 
509*c8dee2aaSAndroid Build Coastguard Worker     // Computed from 3 control points. Concat with CTM to get total matrix.
basisMatrix() const510*c8dee2aaSAndroid Build Coastguard Worker     SkM44 basisMatrix() const {
511*c8dee2aaSAndroid Build Coastguard Worker         SkV2 xAxis = (fXAxisPoint - fOrigin) / kBaseScale;
512*c8dee2aaSAndroid Build Coastguard Worker         SkV2 yAxis = (fYAxisPoint - fOrigin) / kBaseScale;
513*c8dee2aaSAndroid Build Coastguard Worker 
514*c8dee2aaSAndroid Build Coastguard Worker         return SkM44::Cols({xAxis.x, xAxis.y, 0.f, 0.f},
515*c8dee2aaSAndroid Build Coastguard Worker                            {yAxis.x, yAxis.y, 0.f, 0.f},
516*c8dee2aaSAndroid Build Coastguard Worker                            {0.f, 0.f, 1.f, 0.f},
517*c8dee2aaSAndroid Build Coastguard Worker                            {fOrigin.x, fOrigin.y, 0.f, 1.f});
518*c8dee2aaSAndroid Build Coastguard Worker     }
519*c8dee2aaSAndroid Build Coastguard Worker 
strokeWidth() const520*c8dee2aaSAndroid Build Coastguard Worker     float strokeWidth() const {
521*c8dee2aaSAndroid Build Coastguard Worker         if (fMode == PrimitiveMode::kFillRect || fMode == PrimitiveMode::kFillRRect) {
522*c8dee2aaSAndroid Build Coastguard Worker             return -1.f;
523*c8dee2aaSAndroid Build Coastguard Worker         }
524*c8dee2aaSAndroid Build Coastguard Worker         return fStrokeWidth;
525*c8dee2aaSAndroid Build Coastguard Worker     }
526*c8dee2aaSAndroid Build Coastguard Worker 
primitiveShape() const527*c8dee2aaSAndroid Build Coastguard Worker     SkRRect primitiveShape() const {
528*c8dee2aaSAndroid Build Coastguard Worker         static const SkRect kOuterBounds = SkRect::MakeLTRB(-kBaseScale, -kBaseScale,
529*c8dee2aaSAndroid Build Coastguard Worker                                                             kBaseScale, kBaseScale);
530*c8dee2aaSAndroid Build Coastguard Worker         // Filled rounded rects can have arbitrary corners
531*c8dee2aaSAndroid Build Coastguard Worker         static const SkVector kOuterRadii[4] = { { 0.25f * kBaseScale, 0.75f * kBaseScale },
532*c8dee2aaSAndroid Build Coastguard Worker                                                  { 0.f, 0.f},
533*c8dee2aaSAndroid Build Coastguard Worker                                                  { 0.5f * kBaseScale, 0.5f * kBaseScale },
534*c8dee2aaSAndroid Build Coastguard Worker                                                  { 0.75f * kBaseScale, 0.25f * kBaseScale } };
535*c8dee2aaSAndroid Build Coastguard Worker         // // Stroked rounded rects will only have circular corners
536*c8dee2aaSAndroid Build Coastguard Worker         static const SkVector kStrokeRadii[4] = { { 0.25f * kBaseScale, 0.25f * kBaseScale },
537*c8dee2aaSAndroid Build Coastguard Worker                                                   { 0.f, 0.f },
538*c8dee2aaSAndroid Build Coastguard Worker                                                   { 0.5f * kBaseScale, 0.5f * kBaseScale },
539*c8dee2aaSAndroid Build Coastguard Worker                                                   { 0.75f * kBaseScale, 0.75f * kBaseScale } };
540*c8dee2aaSAndroid Build Coastguard Worker 
541*c8dee2aaSAndroid Build Coastguard Worker         float strokeRadius = 0.5f * fStrokeWidth;
542*c8dee2aaSAndroid Build Coastguard Worker         switch(fMode) {
543*c8dee2aaSAndroid Build Coastguard Worker             case PrimitiveMode::kFillRect:
544*c8dee2aaSAndroid Build Coastguard Worker                 return SkRRect::MakeRect(kOuterBounds.makeOutset(strokeRadius, strokeRadius));
545*c8dee2aaSAndroid Build Coastguard Worker             case PrimitiveMode::kFillRRect: {
546*c8dee2aaSAndroid Build Coastguard Worker                 SkRRect rrect;
547*c8dee2aaSAndroid Build Coastguard Worker                 rrect.setRectRadii(kOuterBounds, kOuterRadii);
548*c8dee2aaSAndroid Build Coastguard Worker                 rrect.outset(strokeRadius, strokeRadius);
549*c8dee2aaSAndroid Build Coastguard Worker                 return rrect; }
550*c8dee2aaSAndroid Build Coastguard Worker             case PrimitiveMode::kStrokeRect:
551*c8dee2aaSAndroid Build Coastguard Worker                 return SkRRect::MakeRect(kOuterBounds);
552*c8dee2aaSAndroid Build Coastguard Worker             case PrimitiveMode::kStrokeRRect: {
553*c8dee2aaSAndroid Build Coastguard Worker                 SkRRect rrect;
554*c8dee2aaSAndroid Build Coastguard Worker                 rrect.setRectRadii(kOuterBounds, kStrokeRadii);
555*c8dee2aaSAndroid Build Coastguard Worker                 return rrect;
556*c8dee2aaSAndroid Build Coastguard Worker             }
557*c8dee2aaSAndroid Build Coastguard Worker         }
558*c8dee2aaSAndroid Build Coastguard Worker 
559*c8dee2aaSAndroid Build Coastguard Worker         SkUNREACHABLE;
560*c8dee2aaSAndroid Build Coastguard Worker     }
561*c8dee2aaSAndroid Build Coastguard Worker 
drawVertices(SkCanvas * canvas,const SkM44 & ctm)562*c8dee2aaSAndroid Build Coastguard Worker     void drawVertices(SkCanvas* canvas, const SkM44& ctm) {
563*c8dee2aaSAndroid Build Coastguard Worker         SkRRect rrect = this->primitiveShape();
564*c8dee2aaSAndroid Build Coastguard Worker         float strokeRadius = 0.5f * this->strokeWidth();
565*c8dee2aaSAndroid Build Coastguard Worker 
566*c8dee2aaSAndroid Build Coastguard Worker         SkV3 points[kVertexCount];
567*c8dee2aaSAndroid Build Coastguard Worker         SkPoint vertices[kVertexCount];
568*c8dee2aaSAndroid Build Coastguard Worker         compute_vertices(points, ctm, rrect, strokeRadius, fJoinMode);
569*c8dee2aaSAndroid Build Coastguard Worker         // SkCanvas::drawVertices() wants SkPoint, but normally we'd let the GPU handle the
570*c8dee2aaSAndroid Build Coastguard Worker         // perspective division and clipping.
571*c8dee2aaSAndroid Build Coastguard Worker         for (size_t i = 0; i < kVertexCount; ++i) {
572*c8dee2aaSAndroid Build Coastguard Worker             vertices[i] = SkPoint{points[i].x/points[i].z, points[i].y/points[i].z};
573*c8dee2aaSAndroid Build Coastguard Worker         }
574*c8dee2aaSAndroid Build Coastguard Worker 
575*c8dee2aaSAndroid Build Coastguard Worker         auto drawMeshSubset = [vertices, canvas](SkColor color,
576*c8dee2aaSAndroid Build Coastguard Worker                                                  const uint16_t* indices,
577*c8dee2aaSAndroid Build Coastguard Worker                                                  size_t indexCount) {
578*c8dee2aaSAndroid Build Coastguard Worker             sk_sp<SkVertices> mesh = SkVertices::MakeCopy(
579*c8dee2aaSAndroid Build Coastguard Worker                     SkVertices::kTriangleStrip_VertexMode, kVertexCount, vertices,
580*c8dee2aaSAndroid Build Coastguard Worker                     nullptr, nullptr, (int) indexCount, indices);
581*c8dee2aaSAndroid Build Coastguard Worker             SkPaint meshPaint;
582*c8dee2aaSAndroid Build Coastguard Worker             meshPaint.setColor(color);
583*c8dee2aaSAndroid Build Coastguard Worker             meshPaint.setAlphaf(0.5f);
584*c8dee2aaSAndroid Build Coastguard Worker             canvas->drawVertices(mesh, SkBlendMode::kSrc, meshPaint);
585*c8dee2aaSAndroid Build Coastguard Worker         };
586*c8dee2aaSAndroid Build Coastguard Worker         if (fColorize) {
587*c8dee2aaSAndroid Build Coastguard Worker             drawMeshSubset(SK_ColorGRAY,
588*c8dee2aaSAndroid Build Coastguard Worker                            kEdgeIndices,
589*c8dee2aaSAndroid Build Coastguard Worker                            std::size(kEdgeIndices));
590*c8dee2aaSAndroid Build Coastguard Worker             drawMeshSubset(SK_ColorDKGRAY,
591*c8dee2aaSAndroid Build Coastguard Worker                            kInteriorIndices,
592*c8dee2aaSAndroid Build Coastguard Worker                            std::size(kInteriorIndices));
593*c8dee2aaSAndroid Build Coastguard Worker             drawMeshSubset(SK_ColorMAGENTA,
594*c8dee2aaSAndroid Build Coastguard Worker                            kInnerCornerIndices,
595*c8dee2aaSAndroid Build Coastguard Worker                            std::size(kInnerCornerIndices));
596*c8dee2aaSAndroid Build Coastguard Worker             drawMeshSubset(SK_ColorCYAN,
597*c8dee2aaSAndroid Build Coastguard Worker                            kOuterCornerIndices,
598*c8dee2aaSAndroid Build Coastguard Worker                            std::size(kOuterCornerIndices));
599*c8dee2aaSAndroid Build Coastguard Worker         } else {
600*c8dee2aaSAndroid Build Coastguard Worker             drawMeshSubset(SK_ColorGRAY, kIndices, std::size(kIndices));
601*c8dee2aaSAndroid Build Coastguard Worker         }
602*c8dee2aaSAndroid Build Coastguard Worker 
603*c8dee2aaSAndroid Build Coastguard Worker         // Draw the edges over the triangle strip mesh, but keep track of edges already drawn so
604*c8dee2aaSAndroid Build Coastguard Worker         // that we don't oversaturate AA on edges shared by multiple triangles.
605*c8dee2aaSAndroid Build Coastguard Worker         std::unordered_set<uint32_t> edges;
606*c8dee2aaSAndroid Build Coastguard Worker         auto drawEdge = [&edges, vertices, canvas](uint16_t e0, uint16_t e1) {
607*c8dee2aaSAndroid Build Coastguard Worker             uint32_t edgeID = (std::max(e0, e1) << 16) | std::min(e0, e1);
608*c8dee2aaSAndroid Build Coastguard Worker             if (edges.find(edgeID) == edges.end()) {
609*c8dee2aaSAndroid Build Coastguard Worker                 edges.insert(edgeID);
610*c8dee2aaSAndroid Build Coastguard Worker                 if (SkScalarNearlyEqual(vertices[e0].fX, vertices[e1].fX) &&
611*c8dee2aaSAndroid Build Coastguard Worker                     SkScalarNearlyEqual(vertices[e0].fY, vertices[e1].fY)) {
612*c8dee2aaSAndroid Build Coastguard Worker                     return;
613*c8dee2aaSAndroid Build Coastguard Worker                 }
614*c8dee2aaSAndroid Build Coastguard Worker                 canvas->drawLine(vertices[e0], vertices[e1], paint(SK_ColorBLACK, 0.f));
615*c8dee2aaSAndroid Build Coastguard Worker             }
616*c8dee2aaSAndroid Build Coastguard Worker         };
617*c8dee2aaSAndroid Build Coastguard Worker         for (size_t i = 2; i < std::size(kIndices); ++i) {
618*c8dee2aaSAndroid Build Coastguard Worker             drawEdge(kIndices[i-1], kIndices[i]);
619*c8dee2aaSAndroid Build Coastguard Worker             drawEdge(kIndices[i-2], kIndices[i]);
620*c8dee2aaSAndroid Build Coastguard Worker         }
621*c8dee2aaSAndroid Build Coastguard Worker     }
622*c8dee2aaSAndroid Build Coastguard Worker 
623*c8dee2aaSAndroid Build Coastguard Worker     // This Sample is responsive to the entire transform of the viewer slide, including the
624*c8dee2aaSAndroid Build Coastguard Worker     // transform (rotation, scale, and perspective) selected from the widget. The 3 points below
625*c8dee2aaSAndroid Build Coastguard Worker     // define the location and basis of the local coordinate space, relative to the viewer's
626*c8dee2aaSAndroid Build Coastguard Worker     // coordinate space. This is used instead of the root canvas coordinate space because it aligns
627*c8dee2aaSAndroid Build Coastguard Worker     // with the coordinate space that the click handler operates in.
628*c8dee2aaSAndroid Build Coastguard Worker     SkV2 fOrigin;
629*c8dee2aaSAndroid Build Coastguard Worker     SkV2 fXAxisPoint;
630*c8dee2aaSAndroid Build Coastguard Worker     SkV2 fYAxisPoint;
631*c8dee2aaSAndroid Build Coastguard Worker 
632*c8dee2aaSAndroid Build Coastguard Worker     float fStrokeWidth;
633*c8dee2aaSAndroid Build Coastguard Worker     SkPaint::Join fJoinMode;
634*c8dee2aaSAndroid Build Coastguard Worker     PrimitiveMode fMode;
635*c8dee2aaSAndroid Build Coastguard Worker     bool fColorize = true;
636*c8dee2aaSAndroid Build Coastguard Worker };
637*c8dee2aaSAndroid Build Coastguard Worker 
638*c8dee2aaSAndroid Build Coastguard Worker class GraphitePrimitivesSlide::Click : public ClickHandlerSlide::Click {
639*c8dee2aaSAndroid Build Coastguard Worker public:
Click(SkV2 * point)640*c8dee2aaSAndroid Build Coastguard Worker     Click(SkV2* point) : fPoint(point) {}
641*c8dee2aaSAndroid Build Coastguard Worker 
drag()642*c8dee2aaSAndroid Build Coastguard Worker     void drag() {
643*c8dee2aaSAndroid Build Coastguard Worker         SkVector delta = fCurr - fPrev;
644*c8dee2aaSAndroid Build Coastguard Worker         *fPoint += {delta.fX, delta.fY};
645*c8dee2aaSAndroid Build Coastguard Worker     }
646*c8dee2aaSAndroid Build Coastguard Worker 
647*c8dee2aaSAndroid Build Coastguard Worker private:
648*c8dee2aaSAndroid Build Coastguard Worker     SkV2* fPoint;
649*c8dee2aaSAndroid Build Coastguard Worker };
650*c8dee2aaSAndroid Build Coastguard Worker 
onFindClickHandler(SkScalar x,SkScalar y,skui::ModifierKey)651*c8dee2aaSAndroid Build Coastguard Worker ClickHandlerSlide::Click* GraphitePrimitivesSlide::onFindClickHandler(SkScalar x, SkScalar y,
652*c8dee2aaSAndroid Build Coastguard Worker                                                                       skui::ModifierKey) {
653*c8dee2aaSAndroid Build Coastguard Worker     auto selected = [x,y](const SkV2& p) {
654*c8dee2aaSAndroid Build Coastguard Worker         return ((p - SkV2{x,y}).length() < kControlPointRadius);
655*c8dee2aaSAndroid Build Coastguard Worker     };
656*c8dee2aaSAndroid Build Coastguard Worker 
657*c8dee2aaSAndroid Build Coastguard Worker     if (selected(fOrigin)) {
658*c8dee2aaSAndroid Build Coastguard Worker         return new Click(&fOrigin);
659*c8dee2aaSAndroid Build Coastguard Worker     } else if (selected(fXAxisPoint)) {
660*c8dee2aaSAndroid Build Coastguard Worker         return new Click(&fXAxisPoint);
661*c8dee2aaSAndroid Build Coastguard Worker     } else if (selected(fYAxisPoint)) {
662*c8dee2aaSAndroid Build Coastguard Worker         return new Click(&fYAxisPoint);
663*c8dee2aaSAndroid Build Coastguard Worker     } else {
664*c8dee2aaSAndroid Build Coastguard Worker         return nullptr;
665*c8dee2aaSAndroid Build Coastguard Worker     }
666*c8dee2aaSAndroid Build Coastguard Worker }
667*c8dee2aaSAndroid Build Coastguard Worker 
onClick(ClickHandlerSlide::Click * click)668*c8dee2aaSAndroid Build Coastguard Worker bool GraphitePrimitivesSlide::onClick(ClickHandlerSlide::Click* click) {
669*c8dee2aaSAndroid Build Coastguard Worker     Click* myClick = (Click*) click;
670*c8dee2aaSAndroid Build Coastguard Worker     myClick->drag();
671*c8dee2aaSAndroid Build Coastguard Worker     return true;
672*c8dee2aaSAndroid Build Coastguard Worker }
673*c8dee2aaSAndroid Build Coastguard Worker 
onChar(SkUnichar code)674*c8dee2aaSAndroid Build Coastguard Worker bool GraphitePrimitivesSlide::onChar(SkUnichar code) {
675*c8dee2aaSAndroid Build Coastguard Worker         switch(code) {
676*c8dee2aaSAndroid Build Coastguard Worker             case '1':
677*c8dee2aaSAndroid Build Coastguard Worker                 fMode = PrimitiveMode::kFillRect;
678*c8dee2aaSAndroid Build Coastguard Worker                 return true;
679*c8dee2aaSAndroid Build Coastguard Worker             case '2':
680*c8dee2aaSAndroid Build Coastguard Worker                 fMode = PrimitiveMode::kFillRRect;
681*c8dee2aaSAndroid Build Coastguard Worker                 return true;
682*c8dee2aaSAndroid Build Coastguard Worker             case '3':
683*c8dee2aaSAndroid Build Coastguard Worker                 fMode = PrimitiveMode::kStrokeRect;
684*c8dee2aaSAndroid Build Coastguard Worker                 return true;
685*c8dee2aaSAndroid Build Coastguard Worker             case '4':
686*c8dee2aaSAndroid Build Coastguard Worker                 fMode = PrimitiveMode::kStrokeRRect;
687*c8dee2aaSAndroid Build Coastguard Worker                 return true;
688*c8dee2aaSAndroid Build Coastguard Worker             case '-':
689*c8dee2aaSAndroid Build Coastguard Worker                 fStrokeWidth = std::max(0.f, fStrokeWidth - 0.4f);
690*c8dee2aaSAndroid Build Coastguard Worker                 return true;
691*c8dee2aaSAndroid Build Coastguard Worker             case '=':
692*c8dee2aaSAndroid Build Coastguard Worker                 fStrokeWidth = std::min(5 * kBaseScale, fStrokeWidth + 0.4f);
693*c8dee2aaSAndroid Build Coastguard Worker                 return true;
694*c8dee2aaSAndroid Build Coastguard Worker             case 'q':
695*c8dee2aaSAndroid Build Coastguard Worker                 fJoinMode = SkPaint::kRound_Join;
696*c8dee2aaSAndroid Build Coastguard Worker                 return true;
697*c8dee2aaSAndroid Build Coastguard Worker             case 'w':
698*c8dee2aaSAndroid Build Coastguard Worker                 fJoinMode = SkPaint::kBevel_Join;
699*c8dee2aaSAndroid Build Coastguard Worker                 return true;
700*c8dee2aaSAndroid Build Coastguard Worker             case 'e':
701*c8dee2aaSAndroid Build Coastguard Worker                 fJoinMode = SkPaint::kMiter_Join;
702*c8dee2aaSAndroid Build Coastguard Worker                 return true;
703*c8dee2aaSAndroid Build Coastguard Worker             case 'r':
704*c8dee2aaSAndroid Build Coastguard Worker                 fStrokeWidth = 10.f;
705*c8dee2aaSAndroid Build Coastguard Worker                 fOrigin = {300.f, 300.f};
706*c8dee2aaSAndroid Build Coastguard Worker                 fXAxisPoint = {300.f + kBaseScale, 300.f};
707*c8dee2aaSAndroid Build Coastguard Worker                 fYAxisPoint = {300.f, 300.f + kBaseScale};
708*c8dee2aaSAndroid Build Coastguard Worker                 return true;
709*c8dee2aaSAndroid Build Coastguard Worker             case 'c':
710*c8dee2aaSAndroid Build Coastguard Worker                 fColorize = !fColorize;
711*c8dee2aaSAndroid Build Coastguard Worker                 return true;
712*c8dee2aaSAndroid Build Coastguard Worker         }
713*c8dee2aaSAndroid Build Coastguard Worker         return false;
714*c8dee2aaSAndroid Build Coastguard Worker }
715*c8dee2aaSAndroid Build Coastguard Worker 
716*c8dee2aaSAndroid Build Coastguard Worker DEF_SLIDE(return new GraphitePrimitivesSlide();)
717