//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); }
//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); } }
/// <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(); }