evas/map: correct the interpolation in the span calculation.

As far as i tested, this quality will be better in map transformation,
especially in case of the object rotation on z-axis.
This commit is contained in:
ChunEon Park 2014-08-05 16:35:41 +09:00
parent 4af9664622
commit fdf71e9a66
1 changed files with 4 additions and 36 deletions

View File

@ -86,10 +86,10 @@ _interpolated_clip_span(Span *s, int c1, int c2, Eina_Bool interp_col)
static void
_calc_spans(RGBA_Map_Point *p, Line *spans, int ystart, int yend, int cx, int cy EINA_UNUSED, int cw, int ch EINA_UNUSED)
{
int i, y, yp, yy;
int i, y, yp;
int py[4];
int edge[4][4], edge_num, order[4];
FPc uv[4][2], u, v, x, t, uu, vv, edge_h;
FPc uv[4][2], u, v, x, t, edge_h;
DATA32 col[4];
Eina_Bool interp_col = EINA_FALSE;
Eina_Bool swapped;
@ -227,43 +227,11 @@ _calc_spans(RGBA_Map_Point *p, Line *spans, int ystart, int yend, int cx, int cy
*/
//compute texture u coordinate
u = p[e2].u - p[e1].u;
uu = u >> FP;
if (uu < 0) uu = -uu;
if (uu == edge_h)
{
yy = ((y << FP) - p[e1].y) >> FP;
if (u > 0)
u = p[e1].u + (yy << FP);
else
u = p[e1].u - (yy << FP) - (FP1 - 1);
}
else
{
if (u >= 0)
u = p[e1].u + ((u * t) / edge_h);
else
u = p[e1].u + (((u * t) - (FP1 / 2)) / edge_h);
}
u = p[e1].u + ((u * t) / edge_h);
//compute texture v coordinate
v = p[e2].v - p[e1].v;
vv = v >> FP;
if (vv < 0) vv = -vv;
if (vv == edge_h)
{
yy = ((y << FP) - p[e1].y) >> FP;
if (v > 0)
v = p[e1].v + (yy << FP);
else
v = p[e1].v - (yy << FP) - (FP1 - 1);
}
else
{
if (v >= 0)
v = p[e1].v + ((v * t) / edge_h);
else
v = p[e1].v + (((v * t) - (FP1 / 2)) / edge_h);
}
v = p[e1].v + ((v * t) / edge_h);
// FIXME: 3d accuracy for color too
t256 = (t << 8) / edge_h; // maybe * 255?