fill in last fixme on rendering code and make it better written by moving

comon code blobs to functions.



SVN revision: 43298
This commit is contained in:
Carsten Haitzler 2009-10-26 14:06:21 +00:00
parent cc6a5c7181
commit b0695a6712
1 changed files with 156 additions and 244 deletions

View File

@ -32,9 +32,6 @@ evas_common_map4_rgba_internal(RGBA_Image *src, RGBA_Image *dst,
RGBA_Map_Point *p,
int smooth, int level);
//extern const DATA8 _evas_dither_44[4][4];
//extern const DATA8 _evas_dither_128128[128][128];
static FPc
_interp(int x1, int x2, int p, FPc u1, FPc u2)
{
@ -47,6 +44,25 @@ _interp(int x1, int x2, int p, FPc u1, FPc u2)
return u1 + u;
}
static void
_limit(Span *s, int c1, int c2)
{
if (s->x1 < c1)
{
s->u[0] = _interp(s->x1, s->x2, c1, s->u[0], s->u[1]);
s->v[0] = _interp(s->x1, s->x2, c1, s->v[0], s->v[1]);
s->x1 = c1;
s->o1 = c1 << FP;
}
if (s->x2 > c2)
{
s->u[1] = _interp(s->x1, s->x2, c2, s->u[0], s->u[1]);
s->v[1] = _interp(s->x1, s->x2, c2, s->v[0], s->v[1]);
s->x2 = c2;
s->o2 = c2 << FP;
}
}
EAPI void
evas_common_map4_rgba(RGBA_Image *src, RGBA_Image *dst,
RGBA_Draw_Context *dc,
@ -106,264 +122,160 @@ _calc_spans(RGBA_Map_Point *p, Line *spans, int ystart, int yend, int cx, int cy
if ((PY(0) == PY(1)) && (PY(0) == PY(2)) && (PY(0) == PY(3)))
{
// all on one line. eg:
//
// |----------|
// FIXME:
// find min x point and max x point and span those
}
else
{
int leftp, rightp;
leftp = rightp = 0;
for (i = 1; i < 4; i++)
{
if (p[i].x < p[leftp].x) leftp = i;
if (p[i].x > p[rightp].x) rightp = i;
}
for (y = ystart; y <= yend; y++)
{
yp = y - ystart;
edge_num = 0;
//--------------------
if ((PY(0) <= y) && (PY(1) > y)) // 0 above, 1, below
{
edge[edge_num][0] = 0;
edge[edge_num][1] = 1;
edge_num++;
}
else if ((PY(1) <= y) && (PY(0) > y)) // 1 above, 0, below
{
edge[edge_num][0] = 1;
edge[edge_num][1] = 0;
edge_num++;
}
//--------------------
if ((PY(1) <= y) && (PY(2) > y)) // 1 above, 2, below
{
edge[edge_num][0] = 1;
edge[edge_num][1] = 2;
edge_num++;
}
else if ((PY(2) <= y) && (PY(1) > y)) // 2 above, 1, below
{
edge[edge_num][0] = 2;
edge[edge_num][1] = 1;
edge_num++;
}
//--------------------
if ((PY(2) <= y) && (PY(3) > y)) // 2 above, 3, below
{
edge[edge_num][0] = 2;
edge[edge_num][1] = 3;
edge_num++;
}
else if ((PY(3) <= y) && (PY(2) > y)) // 3 above, 2, below
{
edge[edge_num][0] = 3;
edge[edge_num][1] = 2;
edge_num++;
}
//--------------------
if ((PY(3) <= y) && (PY(0) > y)) // 3 above, 0, below
{
edge[edge_num][0] = 3;
edge[edge_num][1] = 0;
edge_num++;
}
else if ((PY(0) <= y) && (PY(3) > y)) // 0 above, 3, below
{
edge[edge_num][0] = 0;
edge[edge_num][1] = 3;
edge_num++;
}
// calculate line x points for each edge
for (i = 0; i < edge_num; i++)
{
int e1 = edge[i][0];
int e2 = edge[i][1];
h = (p[e2].y - p[e1].y) >> FP; // height of edge
t = (((y << FP) + (FP1 - 1)) - p[e1].y) >> FP;
x = p[e2].x - p[e1].x;
x = p[e1].x + ((x * t) / h);
u = p[e2].u - p[e1].u;
u = p[e1].u + ((u * t) / h);
v = p[e2].v - p[e1].v;
v = p[e1].v + ((v * t) / h);
uv[i][1] = v;
uv[i][0] = u;
edge[i][2] = x >> FP;
edge[i][3] = x;
// also fill in order
order[i] = i;
}
// sort edges from left to right - bubble. its a small list!
do
{
swapped = 0;
for (i = 0; i < (edge_num - 1); i++)
{
if (edge[order[i]][2] > edge[order[i + 1]][2])
{
t = order[i];
order[i] = order[i + 1];
order[i + 1] = t;
swapped = 1;
}
}
}
while (swapped);
if (edge_num == 2)
if (y == PY(0))
{
i = 0;
spans[yp].span[i].x1 = edge[order[0]][2];
spans[yp].span[i].o1 = edge[order[0]][3];
spans[yp].span[i].u[0] = uv[order[0]][0];
spans[yp].span[i].v[0] = uv[order[0]][1];
spans[yp].span[i].x2 = edge[order[1]][2];
spans[yp].span[i].o2 = edge[order[1]][3];
spans[yp].span[i].u[1] = uv[order[1]][0];
spans[yp].span[i].v[1] = uv[order[1]][1];
spans[yp].span[i].x1 = p[leftp].x >> FP;
spans[yp].span[i].o1 = p[leftp].x;
spans[yp].span[i].u[0] = p[leftp].u;
spans[yp].span[i].v[0] = p[leftp].v;
spans[yp].span[i].x2 = p[rightp].x >> FP;
spans[yp].span[i].o2 = p[rightp].x;
spans[yp].span[i].u[1] = p[rightp].u;
spans[yp].span[i].v[1] = p[rightp].v;
if ((spans[yp].span[i].x1 >= (cx + cw)) ||
(spans[yp].span[i].x2 < cx))
{
spans[yp].span[i].x1 = -1;
}
spans[yp].span[i].x1 = -1;
else
{
if (spans[yp].span[i].x1 < cx)
{
spans[yp].span[i].u[0] =
_interp(spans[yp].span[i].x1,
spans[yp].span[i].x2, 0,
spans[yp].span[i].u[0],
spans[yp].span[i].u[1]);
spans[yp].span[i].v[0] =
_interp(spans[yp].span[i].x1,
spans[yp].span[i].x2, 0,
spans[yp].span[i].v[0],
spans[yp].span[i].v[1]);
spans[yp].span[i].x1 = cx;
spans[yp].span[i].o1 = cx << FP;
}
if (spans[yp].span[i].x2 >= (cx + cw))
{
spans[yp].span[i].u[1] =
_interp(spans[yp].span[i].x1,
spans[yp].span[i].x2, (cx + cw),
spans[yp].span[i].u[0],
spans[yp].span[i].u[1]);
spans[yp].span[i].v[1] =
_interp(spans[yp].span[i].x1,
spans[yp].span[i].x2, (cx + cw),
spans[yp].span[i].v[0],
spans[yp].span[i].v[1]);
spans[yp].span[i].x2 = (cx + cw);
spans[yp].span[i].o2 = (cx + cw) << FP;
}
_limit(&(spans[yp].span[i]), cx, cx + cw);
i++;
spans[yp].span[i].x1 = -1;
}
}
else if (edge_num == 4)
{
i = 0;
spans[yp].span[i].x1 = edge[order[0]][2];
spans[yp].span[i].u[0] = uv[order[0]][0];
spans[yp].span[i].v[0] = uv[order[0]][1];
spans[yp].span[i].x2 = edge[order[1]][2];
spans[yp].span[i].u[1] = uv[order[1]][0];
spans[yp].span[i].v[1] = uv[order[1]][1];
if ((spans[yp].span[i].x1 >= (cx + cw)) ||
(spans[yp].span[i].x2 < cx))
{
spans[yp].span[i].x1 = -1;
}
else
{
if (spans[yp].span[i].x1 < cx)
{
spans[yp].span[i].u[0] =
_interp(spans[yp].span[i].x1,
spans[yp].span[i].x2, 0,
spans[yp].span[i].u[0],
spans[yp].span[i].u[1]);
spans[yp].span[i].v[0] =
_interp(spans[yp].span[i].x1,
spans[yp].span[i].x2, 0,
spans[yp].span[i].v[0],
spans[yp].span[i].v[1]);
spans[yp].span[i].x1 = cx;
spans[yp].span[i].o1 = cx << FP;
}
if (spans[yp].span[i].x2 >= (cx + cw))
{
spans[yp].span[i].u[1] =
_interp(spans[yp].span[i].x1,
spans[yp].span[i].x2, (cx + cw),
spans[yp].span[i].u[0],
spans[yp].span[i].u[1]);
spans[yp].span[i].v[1] =
_interp(spans[yp].span[i].x1,
spans[yp].span[i].x2, (cx + cw),
spans[yp].span[i].v[0],
spans[yp].span[i].v[1]);
spans[yp].span[i].x2 = (cx + cw);
spans[yp].span[i].o2 = (cx + cw) << FP;
}
i++;
}
spans[yp].span[i].x1 = edge[order[2]][2];
spans[yp].span[i].u[0] = uv[order[2]][0];
spans[yp].span[i].v[0] = uv[order[2]][1];
spans[yp].span[i].x2 = edge[order[3]][2];
spans[yp].span[i].u[1] = uv[order[3]][0];
spans[yp].span[i].v[1] = uv[order[3]][1];
if ((spans[yp].span[i].x1 >= (cx + cw)) ||
(spans[yp].span[i].x2 < cx))
{
spans[yp].span[i].x1 = -1;
}
else
{
int l = cx;
if (i > 0) l = spans[yp].span[i - 1].x2;
if (spans[yp].span[i].x1 < l)
{
spans[yp].span[i].u[0] =
_interp(spans[yp].span[i].x1,
spans[yp].span[i].x2, l,
spans[yp].span[i].u[0],
spans[yp].span[i].u[1]);
spans[yp].span[i].v[0] =
_interp(spans[yp].span[i].x1,
spans[yp].span[i].x2, l,
spans[yp].span[i].v[0],
spans[yp].span[i].v[1]);
spans[yp].span[i].x1 = l;
spans[yp].span[i].o1 = l << FP;
}
if (spans[yp].span[i].x2 >= (cx + cw))
{
spans[yp].span[i].u[1] =
_interp(spans[yp].span[i].x1,
spans[yp].span[i].x2, (cx + cw),
spans[yp].span[i].u[0],
spans[yp].span[i].u[1]);
spans[yp].span[i].v[1] =
_interp(spans[yp].span[i].x1,
spans[yp].span[i].x2, (cx + cw),
spans[yp].span[i].v[0],
spans[yp].span[i].v[1]);
spans[yp].span[i].x2 = (cx + cw);
spans[yp].span[i].o2 = (cx + cw) << FP;
}
}
}
else
spans[yp].span[0].x1 = -1;
}
return;
}
for (y = ystart; y <= yend; y++)
{
yp = y - ystart;
edge_num = 0;
for (i = 0; i < 4; i++)
{
if ((PY(i) <= y) && (PY((i + 1) % 4) > y))
{
spans[yp].span[0].x1 = -1;
edge[edge_num][0] = i;
edge[edge_num][1] = (i + 1) % 4;
edge_num++;
}
else if ((PY((i + 1) % 4) <= y) && (PY(i) > y))
{
edge[edge_num][0] = (i + 1) % 4;
edge[edge_num][1] = i;
edge_num++;
}
}
// calculate line x points for each edge
for (i = 0; i < edge_num; i++)
{
int e1 = edge[i][0];
int e2 = edge[i][1];
h = (p[e2].y - p[e1].y) >> FP; // height of edge
t = (((y << FP) + (FP1 - 1)) - p[e1].y) >> FP;
x = p[e2].x - p[e1].x;
x = p[e1].x + ((x * t) / h);
u = p[e2].u - p[e1].u;
u = p[e1].u + ((u * t) / h);
v = p[e2].v - p[e1].v;
v = p[e1].v + ((v * t) / h);
uv[i][1] = v;
uv[i][0] = u;
edge[i][2] = x >> FP;
edge[i][3] = x;
// also fill in order
order[i] = i;
}
// sort edges from left to right - bubble. its a small list!
do
{
swapped = 0;
for (i = 0; i < (edge_num - 1); i++)
{
if (edge[order[i]][2] > edge[order[i + 1]][2])
{
t = order[i];
order[i] = order[i + 1];
order[i + 1] = t;
swapped = 1;
}
}
}
while (swapped);
if (edge_num == 2)
{
i = 0;
spans[yp].span[i].x1 = edge[order[0]][2];
spans[yp].span[i].o1 = edge[order[0]][3];
spans[yp].span[i].u[0] = uv[order[0]][0];
spans[yp].span[i].v[0] = uv[order[0]][1];
spans[yp].span[i].x2 = edge[order[1]][2];
spans[yp].span[i].o2 = edge[order[1]][3];
spans[yp].span[i].u[1] = uv[order[1]][0];
spans[yp].span[i].v[1] = uv[order[1]][1];
if ((spans[yp].span[i].x1 >= (cx + cw)) ||
(spans[yp].span[i].x2 < cx))
spans[yp].span[i].x1 = -1;
else
{
_limit(&(spans[yp].span[i]), cx, cx + cw);
i++;
spans[yp].span[i].x1 = -1;
}
}
else if (edge_num == 4)
{
i = 0;
spans[yp].span[i].x1 = edge[order[0]][2];
spans[yp].span[i].u[0] = uv[order[0]][0];
spans[yp].span[i].v[0] = uv[order[0]][1];
spans[yp].span[i].x2 = edge[order[1]][2];
spans[yp].span[i].u[1] = uv[order[1]][0];
spans[yp].span[i].v[1] = uv[order[1]][1];
if ((spans[yp].span[i].x1 >= (cx + cw)) ||
(spans[yp].span[i].x2 < cx))
spans[yp].span[i].x1 = -1;
else
{
_limit(&(spans[yp].span[i]), cx, cx + cw);
i++;
}
spans[yp].span[i].x1 = edge[order[2]][2];
spans[yp].span[i].u[0] = uv[order[2]][0];
spans[yp].span[i].v[0] = uv[order[2]][1];
spans[yp].span[i].x2 = edge[order[3]][2];
spans[yp].span[i].u[1] = uv[order[3]][0];
spans[yp].span[i].v[1] = uv[order[3]][1];
if ((spans[yp].span[i].x1 >= (cx + cw)) ||
(spans[yp].span[i].x2 < cx))
spans[yp].span[i].x1 = -1;
else
{
int l = cx;
if (i > 0) l = spans[yp].span[i - 1].x2;
_limit(&(spans[yp].span[i]), l, cx + cw);
}
}
else
spans[yp].span[0].x1 = -1;
}
}