summaryrefslogtreecommitdiffstats
path: root/src/art_vpath_bpath.c
blob: 2459f23fdae67d5228e5102ad60b32793eebaf48 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
/* Libart_LGPL - library of basic graphic primitives
 * Copyright (C) 1998 Raph Levien
 *
 * 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; if not, write to the
 * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
 * Boston, MA 02111-1307, USA.
 */

/* Basic constructors and operations for bezier paths */

#include "config.h"
#include "art_vpath_bpath.h"

#include <math.h>

#include "art_misc.h"

#include "art_bpath.h"
#include "art_vpath.h"

/* p must be allocated 2^level points. */

/* level must be >= 1 */
ArtPoint *
art_bezier_to_vec (double x0, double y0,
		   double x1, double y1,
		   double x2, double y2,
		   double x3, double y3,
		   ArtPoint *p,
		   int level)
{
  double x_m, y_m;

#ifdef VERBOSE
  printf ("bezier_to_vec: %g,%g %g,%g %g,%g %g,%g %d\n",
	  x0, y0, x1, y1, x2, y2, x3, y3, level);
#endif
  if (level == 1) {
    x_m = (x0 + 3 * (x1 + x2) + x3) * 0.125;
    y_m = (y0 + 3 * (y1 + y2) + y3) * 0.125;
    p->x = x_m;
    p->y = y_m;
    p++;
    p->x = x3;
    p->y = y3;
    p++;
#ifdef VERBOSE
    printf ("-> (%g, %g) -> (%g, %g)\n", x_m, y_m, x3, y3);
#endif
  } else {
    double xa1, ya1;
    double xa2, ya2;
    double xb1, yb1;
    double xb2, yb2;

    xa1 = (x0 + x1) * 0.5;
    ya1 = (y0 + y1) * 0.5;
    xa2 = (x0 + 2 * x1 + x2) * 0.25;
    ya2 = (y0 + 2 * y1 + y2) * 0.25;
    xb1 = (x1 + 2 * x2 + x3) * 0.25;
    yb1 = (y1 + 2 * y2 + y3) * 0.25;
    xb2 = (x2 + x3) * 0.5;
    yb2 = (y2 + y3) * 0.5;
    x_m = (xa2 + xb1) * 0.5;
    y_m = (ya2 + yb1) * 0.5;
#ifdef VERBOSE
    printf ("%g,%g %g,%g %g,%g %g,%g\n", xa1, ya1, xa2, ya2,
	    xb1, yb1, xb2, yb2);
#endif
    p = art_bezier_to_vec (x0, y0, xa1, ya1, xa2, ya2, x_m, y_m, p, level - 1);
    p = art_bezier_to_vec (x_m, y_m, xb1, yb1, xb2, yb2, x3, y3, p, level - 1);
  }
  return p;
}

#define RENDER_LEVEL 4
#define RENDER_SIZE (1 << (RENDER_LEVEL))

/**
 * art_vpath_render_bez: Render a bezier segment into the vpath. 
 * @p_vpath: Where the pointer to the #ArtVpath structure is stored.
 * @pn_points: Pointer to the number of points in *@p_vpath.
 * @pn_points_max: Pointer to the number of points allocated.
 * @x0: X coordinate of starting bezier point.
 * @y0: Y coordinate of starting bezier point.
 * @x1: X coordinate of first bezier control point.
 * @y1: Y coordinate of first bezier control point.
 * @x2: X coordinate of second bezier control point.
 * @y2: Y coordinate of second bezier control point.
 * @x3: X coordinate of ending bezier point.
 * @y3: Y coordinate of ending bezier point.
 * @flatness: Flatness control.
 *
 * Renders a bezier segment into the vector path, reallocating and
 * updating *@p_vpath and *@pn_vpath_max as necessary. *@pn_vpath is
 * incremented by the number of vector points added.
 *
 * This step includes (@x0, @y0) but not (@x3, @y3).
 *
 * The @flatness argument guides the amount of subdivision. The Adobe
 * PostScript reference manual defines flatness as the maximum
 * deviation between the any point on the vpath approximation and the
 * corresponding point on the "true" curve, and we follow this
 * definition here. A value of 0.25 should ensure high quality for aa
 * rendering.
**/
static void
art_vpath_render_bez (ArtVpath **p_vpath, int *pn, int *pn_max,
		      double x0, double y0,
		      double x1, double y1,
		      double x2, double y2,
		      double x3, double y3,
		      double flatness)
{
  /* It's possible to optimize this routine a fair amount.

     First, once the _dot conditions are met, they will also be met in
     all further subdivisions. So we might recurse to a different
     routine that only checks the _perp conditions.

     Second, the distance _should_ decrease according to fairly
     predictable rules (a factor of 4 with each subdivision). So it might
     be possible to note that the distance is within a factor of 4 of
     acceptable, and subdivide once. But proving this might be hard.

     Third, at the last subdivision, x_m and y_m can be computed more
     expeditiously (as in the routine above).

     Finally, if we were able to subdivide by, say 2 or 3, this would
     allow considerably finer-grain control, i.e. fewer points for the
     same flatness tolerance. This would speed things up downstream.

     In any case, this routine is unlikely to be the bottleneck. It's
     just that I have this undying quest for more speed...

  */
  do
    {
    /* don't subdivide inside this */
    double x3_0, y3_0;
    double z3_0_dot;
    double z1_dot, z2_dot;
    double z1_perp, z2_perp;
    double max_perp_sq;

    x3_0 = x3 - x0;
    y3_0 = y3 - y0;

    /* z3_0_dot is dist z0-z3 squared */
    z3_0_dot = x3_0 * x3_0 + y3_0 * y3_0;

    if (z3_0_dot > 0.001)
      {
       /* we can avoid subdivision if:

          z1 has distance no more than flatness from the z0-z3 line

          z1 is no more z0'ward than flatness past z0-z3

          z1 is more z0'ward than z3'ward on the line traversing z0-z3

          and correspondingly for z2 */

        /* perp is distance from line, multiplied by dist z0-z3 */
        max_perp_sq = flatness * flatness * z3_0_dot;

        z1_perp = (y1 - y0) * x3_0 - (x1 - x0) * y3_0;
        if (z1_perp * z1_perp > max_perp_sq)
          break;

        z2_perp = (y3 - y2) * x3_0 - (x3 - x2) * y3_0;
        if (z2_perp * z2_perp > max_perp_sq)
          break;

        z1_dot = (x1 - x0) * x3_0 + (y1 - y0) * y3_0;
        if (z1_dot < 0 && z1_dot * z1_dot > max_perp_sq)
          break;

        if (z1_dot + z1_dot > z3_0_dot)
          break;

        z2_dot = (x3 - x2) * x3_0 + (y3 - y2) * y3_0;
        if (z2_dot < 0 && z2_dot * z2_dot > max_perp_sq)
          break;

        if (z2_dot + z2_dot > z3_0_dot)
          break;
      }
    else
      {
      /* if start and end point are almost identical, the flatness tests
       * don't work properly, so fall back on testing whether both of
       * the other two control points are the same as the start point,
       * too.
       */
        if (hypot(x1 - x0, y1 - y0) > 0.001
            || hypot(x2 - x0, y2 - y0) > 0.001)
            break;
      }

      art_vpath_add_point (p_vpath, pn, pn_max,
                           ART_LINETO, x3, y3);
      return;
    } while (0);
  double x_m, y_m;
  double xa1, ya1;
  double xa2, ya2;
  double xb1, yb1;
  double xb2, yb2;

  xa1 = (x0 + x1) * 0.5;
  ya1 = (y0 + y1) * 0.5;
  xa2 = (x0 + 2 * x1 + x2) * 0.25;
  ya2 = (y0 + 2 * y1 + y2) * 0.25;
  xb1 = (x1 + 2 * x2 + x3) * 0.25;
  yb1 = (y1 + 2 * y2 + y3) * 0.25;
  xb2 = (x2 + x3) * 0.5;
  yb2 = (y2 + y3) * 0.5;
  x_m = (xa2 + xb1) * 0.5;
  y_m = (ya2 + yb1) * 0.5;
#ifdef VERBOSE
  printf ("%g,%g %g,%g %g,%g %g,%g\n", xa1, ya1, xa2, ya2,
	  xb1, yb1, xb2, yb2);
#endif
  art_vpath_render_bez (p_vpath, pn, pn_max,
			x0, y0, xa1, ya1, xa2, ya2, x_m, y_m, flatness);
  art_vpath_render_bez (p_vpath, pn, pn_max,
			x_m, y_m, xb1, yb1, xb2, yb2, x3, y3, flatness);
}

/**
 * art_bez_path_to_vec: Create vpath from bezier path.
 * @bez: Bezier path.
 * @flatness: Flatness control.
 *
 * Creates a vector path closely approximating the bezier path defined by
 * @bez. The @flatness argument controls the amount of subdivision. In
 * general, the resulting vpath deviates by at most @flatness pixels
 * from the "ideal" path described by @bez.
 *
 * Return value: Newly allocated vpath.
 **/
ArtVpath *
art_bez_path_to_vec (const ArtBpath *bez, double flatness)
{
  ArtVpath *vec;
  int vec_n, vec_n_max;
  int bez_index;
  double x, y;

  vec_n = 0;
  vec_n_max = RENDER_SIZE;
  vec = art_new (ArtVpath, vec_n_max);

  /* Initialization is unnecessary because of the precondition that the
     bezier path does not begin with LINETO or CURVETO, but is here
     to make the code warning-free. */
  x = 0;
  y = 0;

  bez_index = 0;
  do
    {
#ifdef VERBOSE
      printf ("%s %g %g\n",
	      bez[bez_index].code == ART_CURVETO ? "curveto" :
	      bez[bez_index].code == ART_LINETO ? "lineto" :
	      bez[bez_index].code == ART_MOVETO ? "moveto" :
	      bez[bez_index].code == ART_MOVETO_OPEN ? "moveto-open" :
	      "end", bez[bez_index].x3, bez[bez_index].y3);
#endif
      /* make sure space for at least one more code */
      if (vec_n >= vec_n_max)
	art_expand (vec, ArtVpath, vec_n_max);
      switch (bez[bez_index].code)
	{
	case ART_MOVETO_OPEN:
	case ART_MOVETO:
	case ART_LINETO:
	  x = bez[bez_index].x3;
	  y = bez[bez_index].y3;
	  vec[vec_n].code = bez[bez_index].code;
	  vec[vec_n].x = x;
	  vec[vec_n].y = y;
	  vec_n++;
	  break;
	case ART_END:
	  vec[vec_n].code = bez[bez_index].code;
	  vec[vec_n].x = 0;
	  vec[vec_n].y = 0;
	  vec_n++;
	  break;
	case ART_CURVETO:
#ifdef VERBOSE
	  printf ("%g,%g %g,%g %g,%g %g,%g\n", x, y,
			 bez[bez_index].x1, bez[bez_index].y1,
			 bez[bez_index].x2, bez[bez_index].y2,
			 bez[bez_index].x3, bez[bez_index].y3);
#endif
	  art_vpath_render_bez (&vec, &vec_n, &vec_n_max,
				x, y,
				bez[bez_index].x1, bez[bez_index].y1,
				bez[bez_index].x2, bez[bez_index].y2,
				bez[bez_index].x3, bez[bez_index].y3,
				flatness);
	  x = bez[bez_index].x3;
	  y = bez[bez_index].y3;
	  break;
	}
    }
  while (bez[bez_index++].code != ART_END);
  return vec;
}