rendutil.cpp: API cleanup + minor related OSD render cleanups

This commit is contained in:
AJR 2022-01-22 13:30:35 -05:00
parent 6d2f9e1fda
commit defa0f3262
5 changed files with 104 additions and 134 deletions

View File

@ -2349,11 +2349,11 @@ void render_target::add_container_primitives(render_primitive_list &list, const
// clip the primitive
if (!m_transform_container && PRIMFLAG_GET_VECTOR(curitem.flags()))
{
clipped = render_clip_line(&prim->bounds, &root_cliprect);
clipped = render_clip_line(prim->bounds, root_cliprect);
}
else
{
clipped = render_clip_line(&prim->bounds, &cliprect);
clipped = render_clip_line(prim->bounds, cliprect);
}
break;
@ -2386,7 +2386,7 @@ void render_target::add_container_primitives(render_primitive_list &list, const
prim->texcoords = oriented_texcoords[finalorient];
// apply clipping
clipped = render_clip_quad(&prim->bounds, &cliprect, &prim->texcoords);
clipped = render_clip_quad(prim->bounds, cliprect, &prim->texcoords);
// apply the final orientation from the quad flags and then build up the final flags
prim->flags |= (curitem.flags() & ~(PRIMFLAG_TEXORIENT_MASK | PRIMFLAG_BLENDMODE_MASK | PRIMFLAG_TEXFORMAT_MASK))
@ -2446,7 +2446,7 @@ void render_target::add_container_primitives(render_primitive_list &list, const
prim->texcoords = oriented_texcoords[finalorient];
// apply clipping
clipped = render_clip_quad(&prim->bounds, &cliprect, &prim->texcoords);
clipped = render_clip_quad(prim->bounds, cliprect, &prim->texcoords);
// apply the final orientation from the quad flags and then build up the final flags
prim->flags |= (curitem.flags() & ~(PRIMFLAG_TEXORIENT_MASK | PRIMFLAG_BLENDMODE_MASK | PRIMFLAG_TEXFORMAT_MASK))
@ -2462,7 +2462,7 @@ void render_target::add_container_primitives(render_primitive_list &list, const
| PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA);
// apply clipping
clipped = render_clip_quad(&prim->bounds, &cliprect, nullptr);
clipped = render_clip_quad(prim->bounds, cliprect, nullptr);
}
}
break;
@ -2587,7 +2587,7 @@ void render_target::add_element_primitives(render_primitive_list &list, const ob
}
// add to the list or free if we're clipped out
bool const clipped = render_clip_quad(&prim->bounds, &cliprect, &prim->texcoords);
bool const clipped = render_clip_quad(prim->bounds, cliprect, &prim->texcoords);
list.append_or_return(*prim, clipped);
}
}

View File

@ -19,6 +19,7 @@
#include <csetjmp>
#include <cstdlib>
#include <tuple>
namespace {
@ -375,118 +376,118 @@ static void resample_argb_bitmap_bilinear(u32 *dest, u32 drowpixels, u32 dwidth,
}
/*-------------------------------------------------
render_clip_line - clip a line to a rectangle
-------------------------------------------------*/
//-------------------------------------------------
// render_clip_line - clip a line to a rectangle
//-------------------------------------------------
bool render_clip_line(render_bounds *bounds, const render_bounds *clip)
bool render_clip_line(render_bounds &bounds, const render_bounds &clip)
{
/* loop until we get a final result */
while (1)
// loop until we get a final result
while (true)
{
u8 code0 = 0, code1 = 0;
u8 thiscode;
float x, y;
/* compute Cohen Sutherland bits for first coordinate */
if (bounds->y0 > clip->y1)
// compute Cohen Sutherland bits for first coordinate
if (bounds.y0 > clip.y1)
code0 |= 1;
if (bounds->y0 < clip->y0)
if (bounds.y0 < clip.y0)
code0 |= 2;
if (bounds->x0 > clip->x1)
if (bounds.x0 > clip.x1)
code0 |= 4;
if (bounds->x0 < clip->x0)
if (bounds.x0 < clip.x0)
code0 |= 8;
/* compute Cohen Sutherland bits for second coordinate */
if (bounds->y1 > clip->y1)
// compute Cohen Sutherland bits for second coordinate
if (bounds.y1 > clip.y1)
code1 |= 1;
if (bounds->y1 < clip->y0)
if (bounds.y1 < clip.y0)
code1 |= 2;
if (bounds->x1 > clip->x1)
if (bounds.x1 > clip.x1)
code1 |= 4;
if (bounds->x1 < clip->x0)
if (bounds.x1 < clip.x0)
code1 |= 8;
/* trivial accept: just return false */
// trivial accept: just return false
if ((code0 | code1) == 0)
return false;
/* trivial reject: just return true */
// trivial reject: just return true
if ((code0 & code1) != 0)
return true;
/* fix one of the OOB cases */
// fix one of the OOB cases
thiscode = code0 ? code0 : code1;
/* off the bottom */
// off the bottom
if (thiscode & 1)
{
x = bounds->x0 + (bounds->x1 - bounds->x0) * (clip->y1 - bounds->y0) / (bounds->y1 - bounds->y0);
y = clip->y1;
x = bounds.x0 + (bounds.x1 - bounds.x0) * (clip.y1 - bounds.y0) / (bounds.y1 - bounds.y0);
y = clip.y1;
}
/* off the top */
// off the top
else if (thiscode & 2)
{
x = bounds->x0 + (bounds->x1 - bounds->x0) * (clip->y0 - bounds->y0) / (bounds->y1 - bounds->y0);
y = clip->y0;
x = bounds.x0 + (bounds.x1 - bounds.x0) * (clip.y0 - bounds.y0) / (bounds.y1 - bounds.y0);
y = clip.y0;
}
/* off the right */
// off the right
else if (thiscode & 4)
{
y = bounds->y0 + (bounds->y1 - bounds->y0) * (clip->x1 - bounds->x0) / (bounds->x1 - bounds->x0);
x = clip->x1;
y = bounds.y0 + (bounds.y1 - bounds.y0) * (clip.x1 - bounds.x0) / (bounds.x1 - bounds.x0);
x = clip.x1;
}
/* off the left */
// off the left
else
{
y = bounds->y0 + (bounds->y1 - bounds->y0) * (clip->x0 - bounds->x0) / (bounds->x1 - bounds->x0);
x = clip->x0;
y = bounds.y0 + (bounds.y1 - bounds.y0) * (clip.x0 - bounds.x0) / (bounds.x1 - bounds.x0);
x = clip.x0;
}
/* fix the appropriate coordinate */
// fix the appropriate coordinate
if (thiscode == code0)
{
bounds->x0 = x;
bounds->y0 = y;
bounds.x0 = x;
bounds.y0 = y;
}
else
{
bounds->x1 = x;
bounds->y1 = y;
bounds.x1 = x;
bounds.y1 = y;
}
}
}
/*-------------------------------------------------
render_clip_quad - clip a quad to a rectangle
-------------------------------------------------*/
//-------------------------------------------------
// render_clip_quad - clip a quad to a rectangle
//-------------------------------------------------
bool render_clip_quad(render_bounds *bounds, const render_bounds *clip, render_quad_texuv *texcoords)
bool render_clip_quad(render_bounds &bounds, const render_bounds &clip, render_quad_texuv *texcoords)
{
/* ensure our assumptions about the bounds are correct */
assert(bounds->x0 <= bounds->x1);
assert(bounds->y0 <= bounds->y1);
// ensure our assumptions about the bounds are correct
assert(bounds.x0 <= bounds.x1);
assert(bounds.y0 <= bounds.y1);
/* trivial reject */
if (bounds->y1 < clip->y0)
// trivial reject
if (bounds.y1 < clip.y0)
return true;
if (bounds->y0 > clip->y1)
if (bounds.y0 > clip.y1)
return true;
if (bounds->x1 < clip->x0)
if (bounds.x1 < clip.x0)
return true;
if (bounds->x0 > clip->x1)
if (bounds.x0 > clip.x1)
return true;
/* clip top (x0,y0)-(x1,y1) */
if (bounds->y0 < clip->y0)
// clip top (x0,y0)-(x1,y1)
if (bounds.y0 < clip.y0)
{
float frac = (clip->y0 - bounds->y0) / (bounds->y1 - bounds->y0);
bounds->y0 = clip->y0;
float frac = (clip.y0 - bounds.y0) / (bounds.y1 - bounds.y0);
bounds.y0 = clip.y0;
if (texcoords != nullptr)
{
texcoords->tl.u += (texcoords->bl.u - texcoords->tl.u) * frac;
@ -496,11 +497,11 @@ bool render_clip_quad(render_bounds *bounds, const render_bounds *clip, render_q
}
}
/* clip bottom (x3,y3)-(x2,y2) */
if (bounds->y1 > clip->y1)
// clip bottom (x3,y3)-(x2,y2)
if (bounds.y1 > clip.y1)
{
float frac = (bounds->y1 - clip->y1) / (bounds->y1 - bounds->y0);
bounds->y1 = clip->y1;
float frac = (bounds.y1 - clip.y1) / (bounds.y1 - bounds.y0);
bounds.y1 = clip.y1;
if (texcoords != nullptr)
{
texcoords->bl.u -= (texcoords->bl.u - texcoords->tl.u) * frac;
@ -510,11 +511,11 @@ bool render_clip_quad(render_bounds *bounds, const render_bounds *clip, render_q
}
}
/* clip left (x0,y0)-(x3,y3) */
if (bounds->x0 < clip->x0)
// clip left (x0,y0)-(x3,y3)
if (bounds.x0 < clip.x0)
{
float frac = (clip->x0 - bounds->x0) / (bounds->x1 - bounds->x0);
bounds->x0 = clip->x0;
float frac = (clip.x0 - bounds.x0) / (bounds.x1 - bounds.x0);
bounds.x0 = clip.x0;
if (texcoords != nullptr)
{
texcoords->tl.u += (texcoords->tr.u - texcoords->tl.u) * frac;
@ -524,11 +525,11 @@ bool render_clip_quad(render_bounds *bounds, const render_bounds *clip, render_q
}
}
/* clip right (x1,y1)-(x2,y2) */
if (bounds->x1 > clip->x1)
// clip right (x1,y1)-(x2,y2)
if (bounds.x1 > clip.x1)
{
float frac = (bounds->x1 - clip->x1) / (bounds->x1 - bounds->x0);
bounds->x1 = clip->x1;
float frac = (bounds.x1 - clip.x1) / (bounds.x1 - bounds.x0);
bounds.x1 = clip.x1;
if (texcoords != nullptr)
{
texcoords->tr.u -= (texcoords->tr.u - texcoords->tl.u) * frac;
@ -541,14 +542,14 @@ bool render_clip_quad(render_bounds *bounds, const render_bounds *clip, render_q
}
/*-------------------------------------------------
render_line_to_quad - convert a line and a
width to four points
-------------------------------------------------*/
//-------------------------------------------------
// render_line_to_quad - convert a line and a
// width to four points
//-----------------------------------------------
void render_line_to_quad(const render_bounds *bounds, float width, float length_extension, render_bounds *bounds0, render_bounds *bounds1)
std::pair<render_bounds, render_bounds> render_line_to_quad(const render_bounds &bounds, float width, float length_extension)
{
render_bounds modbounds = *bounds;
render_bounds modbounds = bounds;
/*
High-level logic -- due to math optimizations, this info is lost below.
@ -595,18 +596,18 @@ void render_line_to_quad(const render_bounds *bounds, float width, float length_
D.y = p1.y - 0.5 * w * u.x
*/
/* we only care about the half-width */
// we only care about the half-width
float half_width = width * 0.5f;
/* compute a vector from point 0 to point 1 */
// compute a vector from point 0 to point 1
float unitx = modbounds.x1 - modbounds.x0;
float unity = modbounds.y1 - modbounds.y0;
/* points just use a +1/+1 unit vector; this gives a nice diamond pattern */
// points just use a +1/+1 unit vector; this gives a nice diamond pattern
if (unitx == 0 && unity == 0)
{
/* length of a unit vector (1,1) */
float unit_length = 0.70710678f;
// length of a unit vector (1,1)
constexpr float unit_length = 0.70710678f;
unitx = unity = unit_length * half_width;
modbounds.x0 -= unitx;
@ -615,12 +616,12 @@ void render_line_to_quad(const render_bounds *bounds, float width, float length_
modbounds.y1 += unity;
}
/* lines need to be divided by their length */
// lines need to be divided by their length
else
{
float length = sqrtf(unitx * unitx + unity * unity);
/* extend line length */
// extend line length
if (length_extension > 0.0f)
{
float half_length_extension = length_extension *0.5f;
@ -634,27 +635,16 @@ void render_line_to_quad(const render_bounds *bounds, float width, float length_
modbounds.y1 += directiony * half_length_extension;
}
/* prescale unitx and unity by the half-width */
// prescale unitx and unity by the half-width
float invlength = half_width / length;
unitx *= invlength;
unity *= invlength;
}
/* rotate the unit vector by 90 degrees and add to point 0 */
bounds0->x0 = modbounds.x0 - unity;
bounds0->y0 = modbounds.y0 + unitx;
/* rotate the unit vector by -90 degrees and add to point 0 */
bounds0->x1 = modbounds.x0 + unity;
bounds0->y1 = modbounds.y0 - unitx;
/* rotate the unit vector by 90 degrees and add to point 1 */
bounds1->x0 = modbounds.x1 - unity;
bounds1->y0 = modbounds.y1 + unitx;
/* rotate the unit vector by -90 degrees and add to point 1 */
bounds1->x1 = modbounds.x1 + unity;
bounds1->y1 = modbounds.y1 - unitx;
// rotate the unit vector by 90 and -90 degrees and add to points 0 and 1
return std::make_pair(
render_bounds{ modbounds.x0 - unity, modbounds.y0 + unitx, modbounds.x0 + unity, modbounds.y0 - unitx },
render_bounds{ modbounds.x1 - unity, modbounds.y1 + unitx, modbounds.x1 + unity, modbounds.y1 - unitx });
}

View File

@ -17,6 +17,7 @@
#include <algorithm>
#include <cmath>
#include <utility>
/* ----- image formats ----- */
@ -40,9 +41,9 @@ enum ru_imgformat
/* ----- render utilities ----- */
void render_resample_argb_bitmap_hq(bitmap_argb32 &dest, bitmap_argb32 &source, const render_color &color, bool force = false);
bool render_clip_line(render_bounds *bounds, const render_bounds *clip);
bool render_clip_quad(render_bounds *bounds, const render_bounds *clip, render_quad_texuv *texcoords);
void render_line_to_quad(const render_bounds *bounds, float width, float length_extension, render_bounds *bounds0, render_bounds *bounds1);
bool render_clip_line(render_bounds &bounds, const render_bounds &clip);
bool render_clip_quad(render_bounds &bounds, const render_bounds &clip, render_quad_texuv *texcoords);
std::pair<render_bounds, render_bounds> render_line_to_quad(const render_bounds &bounds, float width, float length_extension);
void render_load_msdib(bitmap_argb32 &bitmap, util::random_read &file);
void render_load_jpeg(bitmap_argb32 &bitmap, util::random_read &file);
bool render_load_png(bitmap_argb32 &bitmap, util::random_read &file, bool load_as_alpha_to_existing = false);

View File

@ -1523,15 +1523,10 @@ void renderer_d3d9::batch_vector(const render_primitive &prim)
}
// compute the effective width based on the direction of the line
float effwidth = prim.width;
if (effwidth < 2.0f)
{
effwidth = 2.0f;
}
float effwidth = std::max(prim.width, 2.0f);
// determine the bounds of a quad to draw this line
render_bounds b0, b1;
render_line_to_quad(&prim.bounds, effwidth, effwidth, &b0, &b1);
auto [b0, b1] = render_line_to_quad(prim.bounds, effwidth, effwidth);
float lx = b1.x1 - b0.x1;
float ly = b1.y1 - b0.y1;
@ -1630,15 +1625,10 @@ void renderer_d3d9::draw_line(const render_primitive &prim)
}
// compute the effective width based on the direction of the line
float effwidth = prim.width;
if (effwidth < 1.0f)
{
effwidth = 1.0f;
}
float effwidth = std::max(prim.width, 1.0f);
// determine the bounds of a quad to draw this line
render_bounds b0, b1;
render_line_to_quad(&prim.bounds, effwidth, 0.0f, &b0, &b1);
auto [b0, b1] = render_line_to_quad(prim.bounds, effwidth, 0.0f);
vertex[0].x = b0.x0;
vertex[0].y = b0.y0;

View File

@ -1253,11 +1253,6 @@ int renderer_ogl::draw(const int update)
}
#else
{
const line_aa_step *step = line_aa_4step;
render_bounds b0, b1;
float r, g, b, a;
float effwidth;
// we're not gonna play fancy here. close anything pending and let's go.
if (pendingPrimitive!=GL_NO_PRIMITIVE && pendingPrimitive!=curPrimitive)
{
@ -1268,12 +1263,10 @@ int renderer_ogl::draw(const int update)
set_blendmode(sdl, PRIMFLAG_GET_BLENDMODE(prim.flags));
// compute the effective width based on the direction of the line
effwidth = prim.width();
if (effwidth < 0.5f)
effwidth = 0.5f;
float effwidth = std::max(prim.width(), 0.5f);
// determine the bounds of a quad to draw this line
render_line_to_quad(&prim.bounds, effwidth, 0.0f, &b0, &b1);
auto [b0, b1] = render_line_to_quad(prim.bounds, effwidth, 0.0f);
// fix window position
b0.x0 += hofs;
@ -1286,7 +1279,7 @@ int renderer_ogl::draw(const int update)
b1.y1 += vofs;
// iterate over AA steps
for (step = PRIMFLAG_GET_ANTIALIAS(prim.flags) ? line_aa_4step : line_aa_1step; step->weight != 0; step++)
for (const line_aa_step *step = PRIMFLAG_GET_ANTIALIAS(prim.flags) ? line_aa_4step : line_aa_1step; step->weight != 0; step++)
{
glBegin(GL_TRIANGLE_STRIP);
@ -1303,14 +1296,10 @@ int renderer_ogl::draw(const int update)
glVertex2f(b1.x1 + step->xoffs, b1.y1 + step->yoffs);
// determine the color of the line
r = (prim.color.r * step->weight);
g = (prim.color.g * step->weight);
b = (prim.color.b * step->weight);
a = (prim.color.a * 255.0f);
if (r > 1.0) r = 1.0;
if (g > 1.0) g = 1.0;
if (b > 1.0) b = 1.0;
if (a > 1.0) a = 1.0;
float r = std::min(prim.color.r * step->weight, 1.0f);
float g = std::min(prim.color.g * step->weight, 1.0f);
float b = std::min(prim.color.b * step->weight, 1.0f);
float a = std::min(prim.color.a * 255.0f, 1.0f);
glColor4f(r, g, b, a);
// texture = texture_update(window, &prim, 0);