Exemple #1
0
        //internal InsetOutsetCount ComputeBevel (Vector2 a, Vector2 b, Vector2 c, PenWorkspace ws)
        internal InsetOutsetCount ComputeBevel (ref JoinSample js, PenWorkspace ws)
        {
            Vector2 a = js.PointA;
            Vector2 b = js.PointB;
            Vector2 c = js.PointC;

            Vector2 edgeBA = new Vector2(a.X - b.X, a.Y - b.Y);
            Vector2 edgeBC = new Vector2(c.X - b.X, c.Y - b.Y);
            double dot = Vector2.Dot(edgeBA, edgeBC);
            if (dot < 0) {
                double den = edgeBA.LengthSquared() * edgeBC.LengthSquared();
                double cos2 = (dot * dot) / den;

                if (cos2 > _joinLimitCos2)
                    return ComputeMiter(ref js, ws);
            }

            Vector2 edgeAB = new Vector2(b.X - a.X, b.Y - a.Y);
            edgeAB.Normalize();
            Vector2 edgeABt = new Vector2(-edgeAB.Y, edgeAB.X);

            edgeBC.Normalize();
            Vector2 edgeBCt = new Vector2(-edgeBC.Y, edgeBC.X);

            Vector2 pointA = a;
            Vector2 pointC = c;

            short vertexCount = 0;

            if (Cross2D(edgeAB, edgeBC) > 0) {
                switch (Alignment) {
                    case PenAlignment.Center:
                        float w2 = Width / 2;
                        pointA = new Vector2(a.X - w2 * edgeABt.X, a.Y - w2 * edgeABt.Y);
                        pointC = new Vector2(c.X - w2 * edgeBCt.X, c.Y - w2 * edgeBCt.Y);

                        ws.XYInsetBuffer[0] = new Vector2(b.X + w2 * edgeABt.X, b.Y + w2 * edgeABt.Y);
                        ws.XYInsetBuffer[1] = new Vector2(b.X + w2 * edgeBCt.X, b.Y + w2 * edgeBCt.Y);

                        vertexCount = 2;
                        break;

                    case PenAlignment.Inset:
                        ws.XYInsetBuffer[0] = new Vector2(b.X + Width * edgeABt.X, b.Y + Width * edgeABt.Y);
                        ws.XYInsetBuffer[1] = new Vector2(b.X + Width * edgeBCt.X, b.Y + Width * edgeBCt.Y);

                        vertexCount = 2;
                        break;

                    case PenAlignment.Outset:
                        pointA = new Vector2(a.X - Width * edgeABt.X, a.Y - Width * edgeABt.Y);
                        pointC = new Vector2(c.X - Width * edgeBCt.X, c.Y - Width * edgeBCt.Y);

                        ws.XYInsetBuffer[0] = b;

                        vertexCount = 1;
                        break;
                }

                Vector2 point5;

                float tdiv = Vector2.Dot(edgeBCt, edgeAB);
                if (Math.Abs(tdiv) < 0.0005f) {
                    point5 = new Vector2((pointA.X + pointC.X) / 2, (pointA.Y + pointC.Y) / 2);
                }
                else {
                    float offset35 = Vector2.Dot(edgeBCt, pointC);
                    float t5 = (offset35 - Vector2.Dot(edgeBCt, pointA)) / tdiv;

                    point5 = new Vector2(pointA.X + t5 * edgeAB.X, pointA.Y + t5 * edgeAB.Y);
                }

                ws.XYOutsetBuffer[0] = point5;

                ws.UVOutsetBuffer[0] = new Vector2(1, js.LengthB);
                for (int i = 0; i < vertexCount; i++)
                    ws.UVInsetBuffer[i] = new Vector2(0, js.LengthB);

                return new InsetOutsetCount(vertexCount, 1, false);
            }
            else {
                switch (Alignment) {
                    case PenAlignment.Center:
                        float w2 = Width / 2;
                        pointA = new Vector2(a.X + w2 * edgeABt.X, a.Y + w2 * edgeABt.Y);
                        pointC = new Vector2(c.X + w2 * edgeBCt.X, c.Y + w2 * edgeBCt.Y);

                        ws.XYOutsetBuffer[0] = new Vector2(b.X - w2 * edgeABt.X, b.Y - w2 * edgeABt.Y);
                        ws.XYOutsetBuffer[1] = new Vector2(b.X - w2 * edgeBCt.X, b.Y - w2 * edgeBCt.Y);

                        vertexCount = 2;
                        break;

                    case PenAlignment.Inset:
                        pointA = new Vector2(a.X + Width * edgeABt.X, a.Y + Width * edgeABt.Y);
                        pointC = new Vector2(c.X + Width * edgeBCt.X, c.Y + Width * edgeBCt.Y);

                        ws.XYOutsetBuffer[0] = b;

                        vertexCount = 1;
                        break;

                    case PenAlignment.Outset:
                        ws.XYOutsetBuffer[0] = new Vector2(b.X - Width * edgeABt.X, b.Y - Width * edgeABt.Y);
                        ws.XYOutsetBuffer[1] = new Vector2(b.X - Width * edgeBCt.X, b.Y - Width * edgeBCt.Y);

                        vertexCount = 2;
                        break;
                }

                Vector2 point0;

                float tdiv = Vector2.Dot(edgeBCt, edgeAB);
                if (Math.Abs(tdiv) < 0.0005f) {
                    point0 = new Vector2((pointA.X + pointC.X) / 2, (pointA.Y + pointC.Y) / 2);
                }
                else {
                    float offset01 = Vector2.Dot(edgeBCt, pointC);
                    float t0 = (offset01 - Vector2.Dot(edgeBCt, pointA)) / tdiv;

                    point0 = new Vector2(pointA.X + t0 * edgeAB.X, pointA.Y + t0 * edgeAB.Y);
                }

                ws.XYInsetBuffer[0] = point0;

                ws.UVInsetBuffer[0] = new Vector2(0, js.LengthB);
                for (int i = 0; i < vertexCount; i++)
                    ws.UVOutsetBuffer[i] = new Vector2(1, js.LengthB);

                return new InsetOutsetCount(1, vertexCount, true);
            }
        }
        private void AddPath (CCVector2[] points, int offset, int count, Pen pen, PenWorkspace ws)
        {
            RequestBufferSpace(count * 2, (count - 1) * 6);
            _ws.ResetWorkspace(pen);

            AddInfo(PrimitiveType.TriangleList, count * 2, (count - 1) * 6, pen.Brush);

            int baseVertexIndex = _vertexBufferIndex;

            AddStartPoint(points[offset + 0], points[offset + 1], pen, _ws);

            JoinSample js = new JoinSample(CCVector2.Zero, points[offset + 0], points[offset + 1]);

            for (int i = 0; i < count - 2; i++) {
                js.Advance(points[offset + i + 2]);
                AddMiteredJoint(ref js, pen, ws);
            }

            AddEndPoint(points[offset + count - 2], points[offset + count - 1], pen, _ws);

            for (int i = 0; i < count - 1; i++)
                AddSegment(baseVertexIndex + i * 2, baseVertexIndex + (i + 1) * 2);
        }
Exemple #3
0
        //internal InsetOutsetCount ComputeMiter (Vector2 a, Vector2 b, Vector2 c, PenWorkspace ws)
        internal InsetOutsetCount ComputeMiter (ref JoinSample js, PenWorkspace ws)
        {
            Vector2 a = js.PointA;
            Vector2 b = js.PointB;
            Vector2 c = js.PointC;

            Vector2 edgeAB = new Vector2(b.X - a.X, b.Y - a.Y);
            edgeAB.Normalize();
            Vector2 edgeABt = new Vector2(-edgeAB.Y, edgeAB.X);

            Vector2 edgeBC = new Vector2(c.X - b.X, c.Y - b.Y);
            edgeBC.Normalize();
            Vector2 edgeBCt = new Vector2(-edgeBC.Y, edgeBC.X);

            Vector2 point1, point2, point3, point4;

            switch (Alignment) {
                case PenAlignment.Center:
                    float w2 = Width / 2;

                    point2 = new Vector2(a.X + w2 * edgeABt.X, a.Y + w2 * edgeABt.Y);
                    point4 = new Vector2(a.X - w2 * edgeABt.X, a.Y - w2 * edgeABt.Y);

                    point1 = new Vector2(c.X + w2 * edgeBCt.X, c.Y + w2 * edgeBCt.Y);
                    point3 = new Vector2(c.X - w2 * edgeBCt.X, c.Y - w2 * edgeBCt.Y);
                    break;

                case PenAlignment.Inset:
                    point2 = new Vector2(a.X + Width * edgeABt.X, a.Y + Width * edgeABt.Y);
                    point4 = a;

                    point1 = new Vector2(c.X + Width * edgeBCt.X, c.Y + Width * edgeBCt.Y);
                    point3 = c;
                    break;

                case PenAlignment.Outset:
                    point2 = a;
                    point4 = new Vector2(a.X - Width * edgeABt.X, a.Y - Width * edgeABt.Y);

                    point1 = c;
                    point3 = new Vector2(c.X - Width * edgeBCt.X, c.Y - Width * edgeBCt.Y);
                    break;

                default:
                    point2 = Vector2.Zero;
                    point4 = Vector2.Zero;

                    point1 = Vector2.Zero;
                    point3 = Vector2.Zero;
                    break;
            }

            Vector2 point0, point5;

            float tdiv = Vector2.Dot(edgeBCt, edgeAB);

            if (Math.Abs(tdiv) < .0005f) {
                point0 = new Vector2((point2.X + point1.X) / 2, (point2.Y + point1.Y) / 2);
                point5 = new Vector2((point4.X + point3.X) / 2, (point4.Y + point3.Y) / 2);
            }
            else {
                float offset01 = Vector2.Dot(edgeBCt, point1);
                float t0 = (offset01 - Vector2.Dot(edgeBCt, point2)) / tdiv;

                float offset35 = Vector2.Dot(edgeBCt, point3);
                float t5 = (offset35 - Vector2.Dot(edgeBCt, point4)) / tdiv;

                point0 = new Vector2(point2.X + t0 * edgeAB.X, point2.Y + t0 * edgeAB.Y);
                point5 = new Vector2(point4.X + t5 * edgeAB.X, point4.Y + t5 * edgeAB.Y);
            }

            double miterLimit = MiterLimit * Width;
            if ((point0 - point5).LengthSquared() > miterLimit * miterLimit)
                return ComputeBevel(ref js, ws);

            ws.XYInsetBuffer[0] = point0;
            ws.XYOutsetBuffer[0] = point5;

            ws.UVInsetBuffer[0] = new Vector2(0, js.LengthB);
            ws.UVOutsetBuffer[0] = new Vector2(1, js.LengthB);

            return new InsetOutsetCount(1, 1);
        }
        /// <summary>
        /// Immediatley renders a <see cref="DrawCache"/> object.
        /// </summary>
        /// <param name="cache">A <see cref="DrawCache"/> object.</param>
        /// <remarks>Any previous unflushed geometry will be rendered first.</remarks>
        //public void DrawCache (DrawCache cache)
        //{
        //    if (_sortMode != DrawSortMode.Immediate)
        //        SetRenderState();

        //    FlushBuffer();

        //    cache.Render(_device, _defaultTexture);
        //}

        //private void SetRenderState ()
        //{
        //    _device.BlendState = (_blendState != null)
        //        ? _blendState : BlendState.AlphaBlend;

        //    _device.DepthStencilState = (_depthStencilState != null)
        //        ? _depthStencilState : DepthStencilState.None;

        //    _device.RasterizerState = (_rasterizerState != null)
        //        ? _rasterizerState : RasterizerState.CullCounterClockwise;

        //    _device.SamplerStates[0] = (_samplerState != null)
        //        ? _samplerState : SamplerState.PointWrap;

        //    _standardEffect.Projection = Matrix.CreateOrthographicOffCenter(0, _device.Viewport.Width, _device.Viewport.Height, 0, -1, 1);
        //    _standardEffect.World = _transform;
        //    _standardEffect.CurrentTechnique.Passes[0].Apply();

        //    if (_effect != null)
        //        _effect.CurrentTechnique.Passes[0].Apply();
        //}

        private void AddMiteredJoint (ref JoinSample js, Pen pen, PenWorkspace ws)
        {
            InsetOutsetCount vioCount = pen.ComputeMiter(ref js, ws);

            AddVertex(ws.XYInsetBuffer[0], pen.ColorAt(ws.UVInsetBuffer[0], ws.PathLengthScale), pen);
            AddVertex(ws.XYOutsetBuffer[0], pen.ColorAt(ws.UVOutsetBuffer[0], ws.PathLengthScale), pen);
        }
        private int AddJoint (int pointIndex, ref JoinSample joinSample, PenWorkspace ws, Buffer<Vector2> insetBuffer, Buffer<Vector2> outsetBuffer)
        {
            InsetOutsetCount vioCount = new InsetOutsetCount();

            switch (_pen.LineJoin) {
                case LineJoin.Miter:
                    vioCount = _pen.ComputeMiter(ref joinSample, ws);
                    break;
                case LineJoin.Bevel:
                    vioCount = _pen.ComputeBevel(ref joinSample, ws);
                    break;
            }

            if (insetBuffer != null) {
                for (int i = 0; i < vioCount.InsetCount; i++)
                    insetBuffer.SetNext(ws.XYInsetBuffer[i]);
            }
            if (outsetBuffer != null) {
                for (int i = 0; i < vioCount.OutsetCount; i++)
                    outsetBuffer.SetNext(ws.XYOutsetBuffer[i]);
            }

            return (_strokeType != StrokeType.Outline) ? AddJoint(pointIndex, vioCount, ws) : 0;
        }
        private void CompileClosedPath (IList<Vector2> points, IList<float> accumLengths, int offset, int count, Pen outlinePen)
        {
            if (_strokeType != StrokeType.Outline)
                InitializeBuffers(count + 1);

            if (IsClose(points[offset], points[offset + count - 1]))
                count--;

            IList<float> lengths = accumLengths ?? _zeroList;

            Buffer<Vector2> insetBuffer = null;
            Buffer<Vector2> outsetBuffer = null;

            if (outlinePen != null && _strokeType != StrokeType.Fill) {
                insetBuffer = Pools<Buffer<Vector2>>.Obtain();
                outsetBuffer = Pools<Buffer<Vector2>>.Obtain();

                int vCount = _positionData != null ? _positionData.Length : _pen.MaximumVertexCount(count);

                insetBuffer.EnsureCapacity(vCount);
                outsetBuffer.EnsureCapacity(vCount);
            }

            PenWorkspace ws = Pools<PenWorkspace>.Obtain();
            ws.ResetWorkspace(_pen);

            JoinSample joinSample = new JoinSample(points[offset + count - 1], points[offset + 0], points[offset + 1], 0, lengths[offset + 0], lengths[offset + 1]);

            int vBaseIndex = _vertexBufferIndex;
            int vBaseCount = AddJoint(0, ref joinSample, ws, insetBuffer, outsetBuffer);

            int vPrevCount = 0;
            int vNextCount = vBaseCount;

            for (int i = 0; i < count - 2; i++) {
                joinSample.Advance(points[offset + i + 2], lengths[offset + i + 2]);

                vPrevCount = vNextCount;
                vNextCount = AddJoint(i + 1,ref joinSample, ws, insetBuffer, outsetBuffer);
                if (_strokeType != StrokeType.Outline)
                    AddSegment(_vertexBufferIndex - vNextCount - vPrevCount, vPrevCount, _jointCCW[i], _vertexBufferIndex - vNextCount, vNextCount, _jointCCW[i + 1]);
            }

            joinSample.Advance(points[offset + 0], lengths[offset + 0]);

            vPrevCount = vNextCount;
            vNextCount = AddJoint(count - 1, ref joinSample, ws, insetBuffer, outsetBuffer);

            if (_strokeType != StrokeType.Outline) {
                AddSegment(_vertexBufferIndex - vNextCount - vPrevCount, vPrevCount, _jointCCW[count - 2], _vertexBufferIndex - vNextCount, vNextCount, _jointCCW[count - 1]);
                AddSegment(_vertexBufferIndex - vNextCount, vNextCount, _jointCCW[count - 1], vBaseIndex, vBaseCount, _jointCCW[0]);
            }

            Pools<PenWorkspace>.Release(ws);

            if (outlinePen != null && _strokeType != StrokeType.Fill) {
                Array.Reverse(insetBuffer.Data, 0, insetBuffer.Index);

                _outlinePaths = new GraphicsPath[] {
                    new GraphicsPath(outlinePen, insetBuffer.Data, PathType.Closed, 0, insetBuffer.Index),
                    new GraphicsPath(outlinePen, outsetBuffer.Data, PathType.Closed, 0, outsetBuffer.Index),
                };

                Pools<Buffer<Vector2>>.Release(insetBuffer);
                Pools<Buffer<Vector2>>.Release(outsetBuffer);
            }
        }
        private void CompileOpenPath (IList<Vector2> points, IList<float> accumLengths, int offset, int count, Pen outlinePen)
        {
            if (_strokeType != StrokeType.Outline)
                InitializeBuffers(count);

            IList<float> lengths = accumLengths ?? _zeroList;

            Buffer<Vector2> insetBuffer = null;
            Buffer<Vector2> outsetBuffer = null;

            if (outlinePen != null && _strokeType != StrokeType.Fill) {
                insetBuffer = Pools<Buffer<Vector2>>.Obtain();
                outsetBuffer = Pools<Buffer<Vector2>>.Obtain();

                int vCount = _positionData != null ? _positionData.Length : _pen.MaximumVertexCount(count);

                insetBuffer.EnsureCapacity(vCount);
                outsetBuffer.EnsureCapacity(vCount);
            }

            PenWorkspace ws = Pools<PenWorkspace>.Obtain();
            ws.ResetWorkspace(_pen);
            ws.PathLength = lengths[offset + count - 1];

            int vPrevCount = 0;
            int vNextCount = AddStartPoint(0, points[offset + 0], points[offset + 1], ws, insetBuffer);

            if (insetBuffer != null)
                Array.Reverse(insetBuffer.Data, 0, insetBuffer.Index);

            JoinSample joinSample = new JoinSample(Vector2.Zero, points[offset + 0], points[offset + 1], 0, lengths[offset + 0], lengths[offset + 1]);

            for (int i = 0; i < count - 2; i++) {
                joinSample.Advance(points[offset + i + 2], lengths[offset + i + 2]);

                vPrevCount = vNextCount;
                vNextCount = AddJoint(i + 1, ref joinSample, ws, insetBuffer, outsetBuffer);
                if (_strokeType != StrokeType.Outline)
                    AddSegment(_vertexBufferIndex - vNextCount - vPrevCount, vPrevCount, _jointCCW[i], _vertexBufferIndex - vNextCount, vNextCount, _jointCCW[i + 1]);
            }

            /*for (int i = 0; i < count - 2; i++) {
                int i0 = offset + i;
                int i1 = i0 + 1;
                int i2 = i0 + 2;

                vPrevCount = vNextCount;
                vNextCount = AddJoint(i + 1, points[i0], points[i1], points[i2], lengths[i0], lengths[i1], lengths[i2], ws, insetBuffer, outsetBuffer);
                if (_strokeType != StrokeType.Outline)
                    AddSegment(_vertexBufferIndex - vNextCount - vPrevCount, vPrevCount, _jointCCW[i], _vertexBufferIndex - vNextCount, vNextCount, _jointCCW[i + 1]);
            }*/

            vPrevCount = vNextCount;
            vNextCount = AddEndPoint(count - 1, points[offset + count - 2], points[offset + count - 1], ws, insetBuffer);
            if (_strokeType != StrokeType.Outline)
                AddSegment(_vertexBufferIndex - vNextCount - vPrevCount, vPrevCount, _jointCCW[count - 2], _vertexBufferIndex - vNextCount, vNextCount, _jointCCW[count - 1]);

            if (insetBuffer != null)
                Array.Reverse(insetBuffer.Data, 0, insetBuffer.Index);

            Pools<PenWorkspace>.Release(ws);

            if (outlinePen != null && _strokeType != StrokeType.Fill) {
                Buffer<Vector2> mergedBuffer = Pools<Buffer<Vector2>>.Obtain();
                mergedBuffer.EnsureCapacity(insetBuffer.Index + outsetBuffer.Index);

                Array.Copy(insetBuffer.Data, 0, mergedBuffer.Data, 0, insetBuffer.Index);
                Array.Copy(outsetBuffer.Data, 0, mergedBuffer.Data, insetBuffer.Index, outsetBuffer.Index);

                _outlinePaths = new GraphicsPath[] {
                    new GraphicsPath(outlinePen, mergedBuffer.Data, PathType.Closed, 0, insetBuffer.Index + outsetBuffer.Index),
                };

                Pools<Buffer<Vector2>>.Release(mergedBuffer);
                Pools<Buffer<Vector2>>.Release(insetBuffer);
                Pools<Buffer<Vector2>>.Release(outsetBuffer);
            }
        }
Exemple #8
0
        /// <summary>
        /// Computes and adds a quadrilateral path to the batch of figures to be rendered.
        /// </summary>
        /// <param name="pen">The pen to render the path with.</param>
        /// <param name="points">An array containing the coordinates of the quad.</param>
        /// <param name="offset">The offset into the points array.</param>
        /// <param name="angle">The angle to rotate the quad by around its weighted center in radians.  Positive values rotate clockwise.</param>
        /// <exception cref="InvalidOperationException"><c>DrawQuad</c> was called, but <see cref="Begin()"/> has not yet been called.</exception>
        public void DrawQuad (Pen pen, Vector2[] points, int offset, float angle)
        {
            if (!_inDraw)
                throw new InvalidOperationException();
            if (pen == null)
                throw new ArgumentNullException("pen");
            if (points == null)
                throw new ArgumentNullException("points");
            if (points.Length < offset + 4)
                throw new ArgumentException("Points array is too small for the given offset.");

            RequestBufferSpace(8, 24);
            _ws.ResetWorkspace(pen);

            AddInfo(PrimitiveType.TriangleList, 8, 24, pen.Brush);

            if (points != _geometryBuffer)
                Array.Copy(points, _geometryBuffer, 4);

            if (angle != 0) {
                float centerX = (_geometryBuffer[0].X + _geometryBuffer[1].X + _geometryBuffer[2].X + _geometryBuffer[3].X) / 4;
                float centerY = (_geometryBuffer[0].Y + _geometryBuffer[1].Y + _geometryBuffer[2].Y + _geometryBuffer[3].Y) / 4;
                Vector2 center = new Vector2(centerX, centerY);

                Matrix transform = Matrix.CreateRotationZ(angle);
                transform.Translation = new Vector3(center, 0);

                for (int i = 0; i < 4; i++)
                    _geometryBuffer[i] = Vector2.Transform(_geometryBuffer[i] - center, transform);
            }

            int baseVertexIndex = _vertexBufferIndex;

            JoinSample js = new JoinSample(_geometryBuffer[0], _geometryBuffer[1], _geometryBuffer[2]);
            AddMiteredJoint(ref js, pen, _ws);
            js.Advance(_geometryBuffer[3]);
            AddMiteredJoint(ref js, pen, _ws);
            js.Advance(_geometryBuffer[0]);
            AddMiteredJoint(ref js, pen, _ws);
            js.Advance(_geometryBuffer[1]);
            AddMiteredJoint(ref js, pen, _ws);

            AddSegment(baseVertexIndex + 0, baseVertexIndex + 2);
            AddSegment(baseVertexIndex + 2, baseVertexIndex + 4);
            AddSegment(baseVertexIndex + 4, baseVertexIndex + 6);
            AddSegment(baseVertexIndex + 6, baseVertexIndex + 0);

            if (_sortMode == DrawSortMode.Immediate)
                FlushBuffer();
        }