efl/legacy/evas/src/lib/engines/common/evas_map_image.c

404 lines
12 KiB
C

/*
* vim:ts=8:sw=3:sts=8:noexpandtab:cino=>5n-3f0^-2{2
*/
#include "evas_common.h"
#include "evas_blend_private.h"
#ifdef BUILD_SCALE_SMOOTH
# ifdef BUILD_MMX
# undef SCALE_USING_MMX
# define SCALE_USING_MMX
# endif
#endif
#define FPI 8
#define FPI1 (1 << (FPI))
#define FPIH (1 << (FPI - 1))
#define FPFPI1 (1 << (FP + FPI))
typedef struct _Line Line;
typedef struct _Span Span;
struct _Span
{
int x1, x2;
FPc o1, o2, z1, z2;
FPc u[2], v[2];
DATA32 col[2];
};
struct _Line
{
Span span[2];
};
static FPc
_interp(int x1, int x2, int p, FPc u1, FPc u2)
{
FPc u;
x2 -= x1;
p -= x1;
u = u2 - u1;
u = (u * p) / (x2 + 1);
// FIXME: do z persp
return u1 + u;
}
static DATA32
_interp_col(int x1, int x2, int p, DATA32 col1, DATA32 col2)
{
x2 -= x1;
p -= x1;
p = (p << 8) / (x2 + 1);
// FIXME: do z persp
return INTERP_256(p, col2, col1);
}
static void
_limit(Span *s, int c1, int c2, int nocol)
{
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]);
if (!nocol)
s->col[0] = _interp_col(s->x1, s->x2, c1, s->col[0], s->col[1]);
s->x1 = c1;
s->o1 = c1 << FP;
// FIXME: do s->z1
}
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]);
if (!nocol)
s->col[1] = _interp_col(s->x1, s->x2, c2, s->col[0], s->col[1]);
s->x2 = c2;
s->o2 = c2 << FP;
// FIXME: do s->z2
}
}
// 12.63 % of time - this can improve
static void
_calc_spans(RGBA_Map_Point *p, Line *spans, int ystart, int yend, int cx, int cy, int cw, int ch)
{
int i, y, yp;
int py[4];
int edge[4][4], edge_num, swapped, order[4];
FPc uv[4][2], u, v, x, h, t;
DATA32 col[4];
#if 1 // maybe faster on x86?
for (i = 0; i < 4; i++) py[i] = p[i].y >> FP;
# define PY(x) (py[x])
#else
# define PY(x) (p[x].y >> FP)
#endif
if ((PY(0) == PY(1)) && (PY(0) == PY(2)) && (PY(0) == PY(3)))
{
int leftp, rightp;
int nocol = 1;
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;
if (p[i].col != 0xffffffff) nocol = 0;
}
for (y = ystart; y <= yend; y++)
{
yp = y - ystart;
if (y == PY(0))
{
i = 0;
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].col[0] = p[leftp].col;
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;
spans[yp].span[i].col[1] = p[rightp].col;
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, nocol);
i++;
spans[yp].span[i].x1 = -1;
}
}
else
spans[yp].span[0].x1 = -1;
}
return;
}
for (y = ystart; y <= yend; y++)
{
int nocol = 1;
yp = y - ystart;
edge_num = 0;
for (i = 0; i < 4; i++)
{
if ((PY(i) <= y) && (PY((i + 1) % 4) > y))
{
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++;
}
if (p[i].col != 0xffffffff) nocol = 0;
}
// calculate line x points for each edge
for (i = 0; i < edge_num; i++)
{
int e1 = edge[i][0];
int e2 = edge[i][1];
FPc t256;
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);
/*
// FIXME: 3d accuracy here
// XXX t needs adjusting. above its a linear interp point
// only.
//
// // FIXME: do in fixed pt. reduce divides
evas_common_cpu_end_opt();
//
int foc = 512, z0 = 0, px = 320, py = 240; // FIXME: need from map points
//
float focf, hf;
float z1, z2, y1, y2, dz, dy, zt, dydz, yt;
focf = foc;
hf = h;
// adjust for fixed point and focal length and z0 for map
z1 = (p[e1].z >> FP) - z0 + foc;
z2 = (p[e2].z >> FP) - z0 + foc;
// deltas
dz = z1 - z2;
if (dz != 0)
{
int pt;
// adjust for perspective point (being 0 0)
y1 = (p[e1].y >> FP) - py;
y2 = (p[e2].y >> FP) - py;
// correct for x &y not being in world coords - screen coords
y1 = (y1 * z1) / focf;
y2 = (y2 * z2) / focf;
// deltas
dy = y1 - y2;
yt = y - py;
dydz = dy / dz;
zt = (y2 - (dydz * z2)) / ((yt / focf) - dydz);
pt = t;
t = ((z1 - zt) * hf) / dz;
}
*/
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);
// FIXME: 3d accuracy for color too
t256 = (t << 8) / h; // maybe * 255?
col[i] = INTERP_256(t256, p[e2].col, p[e1].col);
// FIXME: store z persp
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].col[0] = col[order[0]];
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].col[1] = col[order[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, nocol);
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].col[0] = col[order[0]];
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];
spans[yp].span[i].col[1] = col[order[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, nocol);
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].col[0] = col[order[2]];
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];
spans[yp].span[i].col[1] = col[order[3]];
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, nocol);
}
}
else
spans[yp].span[0].x1 = -1;
}
}
#ifdef BUILD_SCALE_SMOOTH
# ifdef BUILD_MMX
# undef FUNC_NAME
# define FUNC_NAME evas_common_map4_rgba_internal_mmx
# undef SCALE_USING_MMX
# define SCALE_USING_MMX
# include "evas_map_image_internal.c"
# endif
# ifdef BUILD_C
# undef FUNC_NAME
# define FUNC_NAME evas_common_map4_rgba_internal
# undef SCALE_USING_MMX
# include "evas_map_image_internal.c"
# endif
#endif
EAPI void
evas_common_map4_rgba(RGBA_Image *src, RGBA_Image *dst,
RGBA_Draw_Context *dc,
RGBA_Map_Point *p,
int smooth, int level)
{
#ifdef BUILD_MMX
int mmx, sse, sse2;
#endif
Cutout_Rects *rects;
Cutout_Rect *r;
int c, cx, cy, cw, ch;
int i;
if (src->cache_entry.space == EVAS_COLORSPACE_ARGB8888)
evas_cache_image_load_data(&src->cache_entry);
evas_common_image_colorspace_normalize(src);
if (!src->image.data) return;
#ifdef BUILD_MMX
evas_common_cpu_can_do(&mmx, &sse, &sse2);
#endif
if ((!dc->cutout.rects) && (!dc->clip.use))
{
#ifdef BUILD_MMX
if (mmx)
evas_common_map4_rgba_internal_mmx(src, dst, dc, p, smooth, level);
else
#endif
#ifdef BUILD_C
evas_common_map4_rgba_internal(src, dst, dc, p, smooth, level);
#endif
return;
}
/* save out clip info */
c = dc->clip.use; cx = dc->clip.x; cy = dc->clip.y; cw = dc->clip.w; ch = dc->clip.h;
evas_common_draw_context_clip_clip(dc, 0, 0, dst->cache_entry.w, dst->cache_entry.h);
/* our clip is 0 size.. abort */
if ((dc->clip.w <= 0) || (dc->clip.h <= 0))
{
dc->clip.use = c; dc->clip.x = cx; dc->clip.y = cy; dc->clip.w = cw; dc->clip.h = ch;
return;
}
rects = evas_common_draw_context_apply_cutouts(dc);
for (i = 0; i < rects->active; ++i)
{
r = rects->rects + i;
evas_common_draw_context_set_clip(dc, r->x, r->y, r->w, r->h);
#ifdef BUILD_MMX
if (mmx)
evas_common_map4_rgba_internal_mmx(src, dst, dc, p, smooth, level);
else
#endif
#ifdef BUILD_C
evas_common_map4_rgba_internal(src, dst, dc, p, smooth, level);
#endif
}
evas_common_draw_context_apply_clear_cutouts(rects);
/* restore clip info */
dc->clip.use = c; dc->clip.x = cx; dc->clip.y = cy; dc->clip.w = cw; dc->clip.h = ch;
}