dwrite: Fix transform matrix usage for pixel snapping.

This commit is contained in:
Nikolay Sivov 2015-07-15 10:44:15 +03:00 committed by Alexandre Julliard
parent 4ccdc0c036
commit f46aa66ca7
2 changed files with 30 additions and 13 deletions

View File

@ -2735,17 +2735,18 @@ static inline FLOAT renderer_apply_snapping(FLOAT coord, BOOL skiptransform, FLO
if (!skiptransform) {
/* apply transform */
vec[0] = 0.0;
vec[1] = coord;
vec[1] = coord * ppdip;
vec2[0] = m->m11 * vec[0] + m->m12 * vec[1] + m->dx;
vec2[1] = m->m21 * vec[0] + m->m22 * vec[1] + m->dy;
vec2[0] = m->m11 * vec[0] + m->m21 * vec[1] + m->dx;
vec2[1] = m->m12 * vec[0] + m->m22 * vec[1] + m->dy;
/* snap */
vec2[0] = floorf(vec2[0] * ppdip + 0.5f) / ppdip;
vec2[1] = floorf(vec2[1] * ppdip + 0.5f) / ppdip;
vec2[0] = floorf(vec2[0] + 0.5f);
vec2[1] = floorf(vec2[1] + 0.5f);
/* apply inverted transform, we don't care about X component at this point */
vec[1] = (-m->m21 * vec2[0] + m->m11 * vec2[1] - (m->m11 * m->dy - m->m12 * m->dx)) / det;
vec[1] = (-m->m12 * vec2[0] + m->m11 * vec2[1] - (m->m11 * m->dy - m->m12 * m->dx)) / det;
vec[1] /= ppdip;
}
else
vec[1] = floorf(coord * ppdip + 0.5f) / ppdip;

View File

@ -22,6 +22,7 @@
#include <assert.h>
#include <math.h>
#include <limits.h>
#include "windows.h"
#include "dwrite.h"
@ -3271,17 +3272,18 @@ static FLOAT snap_coord(const DWRITE_MATRIX *m, FLOAT ppdip, FLOAT coord)
if (transform) {
/* apply transform */
vec[0] = 0.0;
vec[1] = coord;
vec[1] = coord * ppdip;
vec2[0] = m->m11 * vec[0] + m->m12 * vec[1] + m->dx;
vec2[1] = m->m21 * vec[0] + m->m22 * vec[1] + m->dy;
vec2[0] = m->m11 * vec[0] + m->m21 * vec[1] + m->dx;
vec2[1] = m->m12 * vec[0] + m->m22 * vec[1] + m->dy;
/* snap */
vec2[0] = floorf(vec2[0] * ppdip + 0.5f) / ppdip;
vec2[1] = floorf(vec2[1] * ppdip + 0.5f) / ppdip;
vec2[0] = floorf(vec2[0] + 0.5f);
vec2[1] = floorf(vec2[1] + 0.5f);
/* apply inverted transform */
vec[1] = (-m->m21 * vec2[0] + m->m11 * vec2[1] - (m->m11 * m->dy - m->m12 * m->dx)) / det;
vec[1] = (-m->m12 * vec2[0] + m->m11 * vec2[1] - (m->m11 * m->dy - m->m12 * m->dx)) / det;
vec[1] /= ppdip;
}
else
vec[1] = floorf(coord * ppdip + 0.5f) / ppdip;
@ -3290,7 +3292,15 @@ static FLOAT snap_coord(const DWRITE_MATRIX *m, FLOAT ppdip, FLOAT coord)
static inline BOOL float_eq(FLOAT left, FLOAT right)
{
return fabsf(left - right) < 1e-6f;
int x = *(int *)&left;
int y = *(int *)&right;
if (x < 0)
x = INT_MIN - x;
if (y < 0)
y = INT_MIN - y;
return abs(x - y) <= 16;
}
struct snapping_test {
@ -3319,8 +3329,14 @@ static struct snapping_test snapping_tests[] = {
{ { 0.0, 1.0, -1.0, 0.0, 0.2, 0.6 }, 1.0 }, /* 90 degrees rotation */
{ { -1.0, 0.0, 0.0, -1.0, 0.2, 0.6 }, 1.0 }, /* 180 degrees rotation */
{ { 0.0, -1.0, 1.0, 0.0, 0.2, 0.6 }, 1.0 }, /* 270 degrees rotation */
{ { 1.0, 0.0, 0.0, 1.0,-0.1, 0.2 }, 1.0 },
{ { 0.0, 1.0, -1.0, 0.0,-0.2,-0.3 }, 1.0 }, /* 90 degrees rotation */
{ { -1.0, 0.0, 0.0, -1.0,-0.3,-1.6 }, 1.0 }, /* 180 degrees rotation */
{ { 0.0, -1.0, 1.0, 0.0,-0.7, 0.6 }, 10.0 }, /* 270 degrees rotation */
{ { 0.0, 2.0, 1.0, 0.0, 0.2, 0.6 }, 1.0 },
{ { 0.0, 0.0, 1.0, 0.0, 0.0, 0.0 }, 1.0 },
{ { 3.0, 0.0, 0.0, 5.0, 0.2,-0.3 }, 10.0 },
{ { 0.0, -3.0, 5.0, 0.0,-0.1, 0.7 }, 10.0 },
};
static DWRITE_MATRIX compattransforms[] = {