evas map: move to floating point coordinate system in high-quality drawing.

evas map has used integer coodinate system since it's born,

since object's transition is jiggled, not perfectly smooth.

It's obvious because Positioning must be stepping with integer units
without any subpixel rendering.

Currently, this patch is a sort of preparatory to improve this,
only valid for high-quality evas map (smooth + anti-aliasing)
This commit is contained in:
Hermet Park 2019-04-18 19:30:33 +09:00
parent 70a7dfff46
commit 9c66a4751c
2 changed files with 4 additions and 3 deletions

View File

@ -774,8 +774,8 @@ _evas_common_map_rgba_internal_high(RGBA_Image *src, RGBA_Image *dst,
Check alpha transparency. */
for (int i = 0; i < 4; i++)
{
x[i] = ((float) (p[i].x >> FP)) + 0.5;
y[i] = ((float) (p[i].y >> FP)) + 0.5;
x[i] = p[i].fx + 0.5;
y[i] = p[i].fy + 0.5;
u[i] = (p[i].u >> FP);
v[i] = (p[i].v >> FP);
c[i] = p[i].col;

View File

@ -2494,7 +2494,8 @@ _draw_thread_map_draw(void *data)
continue;
}
if ((m->pts[0 + offset].x == m->pts[3 + offset].x) &&
if (!(map->anti_alias && map->smooth) && //For sub-pixel rendering
(m->pts[0 + offset].x == m->pts[3 + offset].x) &&
(m->pts[1 + offset].x == m->pts[2 + offset].x) &&
(m->pts[0 + offset].y == m->pts[1 + offset].y) &&
(m->pts[3 + offset].y == m->pts[2 + offset].y) &&