mirror of https://github.com/odrling/Aegisub
1152 lines
28 KiB
C++
1152 lines
28 KiB
C++
/*
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* Copyright (C) 2003-2006 Gabest
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* http://www.gabest.org
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#include "stdafx.h"
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#include <string.h>
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#include <math.h>
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#include <vector>
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#include <algorithm>
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#include "Rasterizer.h"
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#include "SeparableFilter.h"
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Rasterizer::Rasterizer() : mpPathTypes(NULL), mpPathPoints(NULL), mPathPoints(0), mpOverlayBuffer(NULL)
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{
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mOverlayWidth = mOverlayHeight = 0;
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mPathOffsetX = mPathOffsetY = 0;
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mOffsetX = mOffsetY = 0;
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}
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Rasterizer::~Rasterizer()
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{
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_TrashPath();
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_TrashOverlay();
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}
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void Rasterizer::_TrashPath()
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{
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delete [] mpPathTypes;
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delete [] mpPathPoints;
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mpPathTypes = NULL;
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mpPathPoints = NULL;
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mPathPoints = 0;
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}
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void Rasterizer::_TrashOverlay()
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{
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delete [] mpOverlayBuffer;
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mpOverlayBuffer = NULL;
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}
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void Rasterizer::_ReallocEdgeBuffer(int edges)
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{
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mEdgeHeapSize = edges;
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mpEdgeBuffer = (Edge*)realloc(mpEdgeBuffer, sizeof(Edge)*edges);
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}
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void Rasterizer::_EvaluateBezier(int ptbase, bool fBSpline)
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{
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const POINT* pt0 = mpPathPoints + ptbase;
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const POINT* pt1 = mpPathPoints + ptbase + 1;
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const POINT* pt2 = mpPathPoints + ptbase + 2;
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const POINT* pt3 = mpPathPoints + ptbase + 3;
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double x0 = pt0->x;
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double x1 = pt1->x;
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double x2 = pt2->x;
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double x3 = pt3->x;
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double y0 = pt0->y;
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double y1 = pt1->y;
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double y2 = pt2->y;
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double y3 = pt3->y;
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double cx3, cx2, cx1, cx0, cy3, cy2, cy1, cy0;
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if(fBSpline)
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{
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// 1 [-1 +3 -3 +1]
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// - * [+3 -6 +3 0]
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// 6 [-3 0 +3 0]
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// [+1 +4 +1 0]
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double _1div6 = 1.0/6.0;
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cx3 = _1div6*(- x0+3*x1-3*x2+x3);
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cx2 = _1div6*( 3*x0-6*x1+3*x2);
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cx1 = _1div6*(-3*x0 +3*x2);
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cx0 = _1div6*( x0+4*x1+1*x2);
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cy3 = _1div6*(- y0+3*y1-3*y2+y3);
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cy2 = _1div6*( 3*y0-6*y1+3*y2);
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cy1 = _1div6*(-3*y0 +3*y2);
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cy0 = _1div6*( y0+4*y1+1*y2);
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}
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else // bezier
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{
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// [-1 +3 -3 +1]
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// [+3 -6 +3 0]
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// [-3 +3 0 0]
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// [+1 0 0 0]
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cx3 = - x0+3*x1-3*x2+x3;
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cx2 = 3*x0-6*x1+3*x2;
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cx1 = -3*x0+3*x1;
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cx0 = x0;
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cy3 = - y0+3*y1-3*y2+y3;
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cy2 = 3*y0-6*y1+3*y2;
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cy1 = -3*y0+3*y1;
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cy0 = y0;
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}
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//
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// This equation is from Graphics Gems I.
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//
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// The idea is that since we're approximating a cubic curve with lines,
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// any error we incur is due to the curvature of the line, which we can
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// estimate by calculating the maximum acceleration of the curve. For
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// a cubic, the acceleration (second derivative) is a line, meaning that
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// the absolute maximum acceleration must occur at either the beginning
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// (|c2|) or the end (|c2+c3|). Our bounds here are a little more
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// conservative than that, but that's okay.
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//
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// If the acceleration of the parametric formula is zero (c2 = c3 = 0),
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// that component of the curve is linear and does not incur any error.
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// If a=0 for both X and Y, the curve is a line segment and we can
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// use a step size of 1.
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double maxaccel1 = fabs(2*cy2) + fabs(6*cy3);
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double maxaccel2 = fabs(2*cx2) + fabs(6*cx3);
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double maxaccel = maxaccel1 > maxaccel2 ? maxaccel1 : maxaccel2;
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double h = 1.0;
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if(maxaccel > 8.0) h = sqrt(8.0 / maxaccel);
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if(!fFirstSet) {firstp.x = (LONG)cx0; firstp.y = (LONG)cy0; lastp = firstp; fFirstSet = true;}
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for(double t = 0; t < 1.0; t += h)
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{
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double x = cx0 + t*(cx1 + t*(cx2 + t*cx3));
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double y = cy0 + t*(cy1 + t*(cy2 + t*cy3));
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_EvaluateLine(lastp.x, lastp.y, (int)x, (int)y);
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}
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double x = cx0 + cx1 + cx2 + cx3;
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double y = cy0 + cy1 + cy2 + cy3;
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_EvaluateLine(lastp.x, lastp.y, (int)x, (int)y);
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}
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void Rasterizer::_EvaluateLine(int pt1idx, int pt2idx)
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{
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const POINT* pt1 = mpPathPoints + pt1idx;
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const POINT* pt2 = mpPathPoints + pt2idx;
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_EvaluateLine(pt1->x, pt1->y, pt2->x, pt2->y);
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}
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void Rasterizer::_EvaluateLine(int x0, int y0, int x1, int y1)
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{
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if(lastp.x != x0 || lastp.y != y0)
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{
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_EvaluateLine(lastp.x, lastp.y, x0, y0);
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}
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if(!fFirstSet) {firstp.x = x0; firstp.y = y0; fFirstSet = true;}
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lastp.x = x1; lastp.y = y1;
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if(y1 > y0) // down
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{
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__int64 xacc = (__int64)x0 << 13;
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// prestep y0 down
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int dy = y1 - y0;
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int y = ((y0 + 3)&~7) + 4;
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int iy = y >> 3;
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y1 = (y1 - 5) >> 3;
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if(iy <= y1)
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{
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__int64 invslope = (__int64(x1 - x0) << 16) / dy;
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while(mEdgeNext + y1 + 1 - iy > mEdgeHeapSize)
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_ReallocEdgeBuffer(mEdgeHeapSize*2);
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xacc += (invslope * (y - y0)) >> 3;
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while(iy <= y1)
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{
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int ix = (int)((xacc + 32768) >> 16);
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mpEdgeBuffer[mEdgeNext].next = mpScanBuffer[iy];
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mpEdgeBuffer[mEdgeNext].posandflag = ix*2 + 1;
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mpScanBuffer[iy] = mEdgeNext++;
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++iy;
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xacc += invslope;
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}
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}
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}
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else if(y1 < y0) // up
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{
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__int64 xacc = (__int64)x1 << 13;
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// prestep y1 down
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int dy = y0 - y1;
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int y = ((y1 + 3)&~7) + 4;
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int iy = y >> 3;
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y0 = (y0 - 5) >> 3;
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if(iy <= y0)
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{
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__int64 invslope = (__int64(x0 - x1) << 16) / dy;
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while(mEdgeNext + y0 + 1 - iy > mEdgeHeapSize)
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_ReallocEdgeBuffer(mEdgeHeapSize*2);
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xacc += (invslope * (y - y1)) >> 3;
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while(iy <= y0)
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{
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int ix = (int)((xacc + 32768) >> 16);
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mpEdgeBuffer[mEdgeNext].next = mpScanBuffer[iy];
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mpEdgeBuffer[mEdgeNext].posandflag = ix*2;
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mpScanBuffer[iy] = mEdgeNext++;
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++iy;
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xacc += invslope;
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}
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}
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}
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}
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bool Rasterizer::BeginPath(HDC hdc)
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{
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_TrashPath();
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return !!::BeginPath(hdc);
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}
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bool Rasterizer::EndPath(HDC hdc)
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{
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::CloseFigure(hdc);
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if(::EndPath(hdc))
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{
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mPathPoints = GetPath(hdc, NULL, NULL, 0);
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if(!mPathPoints)
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return true;
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mpPathTypes = (BYTE*)malloc(sizeof(BYTE) * mPathPoints);
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mpPathPoints = (POINT*)malloc(sizeof(POINT) * mPathPoints);
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if(mPathPoints == GetPath(hdc, mpPathPoints, mpPathTypes, mPathPoints))
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return true;
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}
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::AbortPath(hdc);
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return false;
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}
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bool Rasterizer::PartialBeginPath(HDC hdc, bool bClearPath)
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{
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if(bClearPath)
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_TrashPath();
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return !!::BeginPath(hdc);
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}
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bool Rasterizer::PartialEndPath(HDC hdc, long dx, long dy)
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{
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::CloseFigure(hdc);
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if(::EndPath(hdc))
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{
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int nPoints;
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BYTE* pNewTypes;
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POINT* pNewPoints;
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nPoints = GetPath(hdc, NULL, NULL, 0);
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if(!nPoints)
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return true;
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pNewTypes = (BYTE*)realloc(mpPathTypes, (mPathPoints + nPoints) * sizeof(BYTE));
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pNewPoints = (POINT*)realloc(mpPathPoints, (mPathPoints + nPoints) * sizeof(POINT));
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if(pNewTypes)
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mpPathTypes = pNewTypes;
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if(pNewPoints)
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mpPathPoints = pNewPoints;
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BYTE* pTypes = new BYTE[nPoints];
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POINT* pPoints = new POINT[nPoints];
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if(pNewTypes && pNewPoints && nPoints == GetPath(hdc, pPoints, pTypes, nPoints))
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{
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for(int i = 0; i < nPoints; ++i)
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{
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mpPathPoints[mPathPoints + i].x = pPoints[i].x + dx;
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mpPathPoints[mPathPoints + i].y = pPoints[i].y + dy;
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mpPathTypes[mPathPoints + i] = pTypes[i];
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}
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mPathPoints += nPoints;
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delete[] pTypes;
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delete[] pPoints;
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return true;
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}
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else
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DebugBreak();
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delete[] pTypes;
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delete[] pPoints;
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}
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::AbortPath(hdc);
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return false;
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}
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bool Rasterizer::ScanConvert()
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{
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int lastmoveto = -1;
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int i;
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// Drop any outlines we may have.
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mOutline.clear();
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mWideOutline.clear();
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mWideBorder = 0;
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// Determine bounding box
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if(!mPathPoints)
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{
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mPathOffsetX = mPathOffsetY = 0;
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mWidth = mHeight = 0;
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return 0;
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}
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int minx = INT_MAX;
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int miny = INT_MAX;
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int maxx = INT_MIN;
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int maxy = INT_MIN;
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for(i=0; i<mPathPoints; ++i)
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{
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int ix = mpPathPoints[i].x;
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int iy = mpPathPoints[i].y;
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if(ix < minx) minx = ix;
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if(ix > maxx) maxx = ix;
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if(iy < miny) miny = iy;
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if(iy > maxy) maxy = iy;
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}
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minx = (minx >> 3) & ~7;
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miny = (miny >> 3) & ~7;
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maxx = (maxx + 7) >> 3;
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maxy = (maxy + 7) >> 3;
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for(i=0; i<mPathPoints; ++i)
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{
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mpPathPoints[i].x -= minx*8;
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mpPathPoints[i].y -= miny*8;
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}
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if(minx > maxx || miny > maxy)
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{
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mWidth = mHeight = 0;
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mPathOffsetX = mPathOffsetY = 0;
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_TrashPath();
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return true;
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}
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mWidth = maxx + 1 - minx;
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mHeight = maxy + 1 - miny;
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mPathOffsetX = minx;
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mPathOffsetY = miny;
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// Initialize edge buffer. We use edge 0 as a sentinel.
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mEdgeNext = 1;
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mEdgeHeapSize = 2048;
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mpEdgeBuffer = (Edge*)malloc(sizeof(Edge)*mEdgeHeapSize);
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// Initialize scanline list.
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mpScanBuffer = new unsigned int[mHeight];
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memset(mpScanBuffer, 0, mHeight*sizeof(unsigned int));
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// Scan convert the outline. Yuck, Bezier curves....
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// Unfortunately, Windows 95/98 GDI has a bad habit of giving us text
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// paths with all but the first figure left open, so we can't rely
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// on the PT_CLOSEFIGURE flag being used appropriately.
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fFirstSet = false;
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firstp.x = firstp.y = 0;
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lastp.x = lastp.y = 0;
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for(i=0; i<mPathPoints; ++i)
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{
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BYTE t = mpPathTypes[i] & ~PT_CLOSEFIGURE;
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switch(t)
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{
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case PT_MOVETO:
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if(lastmoveto >= 0 && firstp != lastp)
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_EvaluateLine(lastp.x, lastp.y, firstp.x, firstp.y);
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lastmoveto = i;
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fFirstSet = false;
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lastp = mpPathPoints[i];
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break;
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case PT_MOVETONC:
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break;
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case PT_LINETO:
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if(mPathPoints - (i-1) >= 2) _EvaluateLine(i-1, i);
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break;
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case PT_BEZIERTO:
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if(mPathPoints - (i-1) >= 4) _EvaluateBezier(i-1, false);
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i += 2;
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break;
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case PT_BSPLINETO:
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if(mPathPoints - (i-1) >= 4) _EvaluateBezier(i-1, true);
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i += 2;
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break;
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case PT_BSPLINEPATCHTO:
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if(mPathPoints - (i-3) >= 4) _EvaluateBezier(i-3, true);
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break;
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}
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}
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if(lastmoveto >= 0 && firstp != lastp)
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_EvaluateLine(lastp.x, lastp.y, firstp.x, firstp.y);
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// Free the path since we don't need it anymore.
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_TrashPath();
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// Convert the edges to spans. We couldn't do this before because some of
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// the regions may have winding numbers >+1 and it would have been a pain
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// to try to adjust the spans on the fly. We use one heap to detangle
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// a scanline's worth of edges from the singly-linked lists, and another
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// to collect the actual scans.
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std::vector<int> heap;
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mOutline.reserve(mEdgeNext / 2);
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__int64 y = 0;
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for(y=0; y<mHeight; ++y)
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{
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int count = 0;
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// Detangle scanline into edge heap.
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for(unsigned ptr = (unsigned)(mpScanBuffer[y]&0xffffffff); ptr; ptr = mpEdgeBuffer[ptr].next)
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{
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heap.push_back(mpEdgeBuffer[ptr].posandflag);
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}
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// Sort edge heap. Note that we conveniently made the opening edges
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// one more than closing edges at the same spot, so we won't have any
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// problems with abutting spans.
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std::sort(heap.begin(), heap.end()/*begin() + heap.size()*/);
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// Process edges and add spans. Since we only check for a non-zero
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// winding number, it doesn't matter which way the outlines go!
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std::vector<int>::iterator itX1 = heap.begin();
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std::vector<int>::iterator itX2 = heap.end(); // begin() + heap.size();
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int x1, x2;
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for(; itX1 != itX2; ++itX1)
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{
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int x = *itX1;
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if(!count)
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x1 = (x>>1);
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if(x&1)
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++count;
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else
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--count;
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if(!count)
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{
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x2 = (x>>1);
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if(x2>x1)
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mOutline.push_back(std::pair<__int64,__int64>((y<<32)+x1+0x4000000040000000i64, (y<<32)+x2+0x4000000040000000i64)); // G: damn Avery, this is evil! :)
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}
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}
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heap.clear();
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}
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// Dump the edge and scan buffers, since we no longer need them.
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free(mpEdgeBuffer);
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delete [] mpScanBuffer;
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// All done!
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return true;
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}
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using namespace std;
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// Overlap the subtitle with itself displaced (dx,dy) and (-dx,dy) pixels, conceptually.
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// Actually, mark in the widened region buffer such that the normal region
|
|
// translated dy in the Y axis has its spans extended by dx pixels in both directions.
|
|
// If any spans overlap after this extension, they are merged.
|
|
// How the actual calculation is done I'm still not sure.
|
|
void Rasterizer::_OverlapRegion(tSpanBuffer& dst, tSpanBuffer& src, int dx, int dy)
|
|
{
|
|
tSpanBuffer temp;
|
|
|
|
temp.reserve(dst.size() + src.size());
|
|
|
|
dst.swap(temp);
|
|
|
|
tSpanBuffer::iterator itA = temp.begin();
|
|
tSpanBuffer::iterator itAE = temp.end();
|
|
tSpanBuffer::iterator itB = src.begin();
|
|
tSpanBuffer::iterator itBE = src.end();
|
|
|
|
// Don't worry -- even if dy<0 this will still work! // G: hehe, the evil twin :)
|
|
|
|
// This is where the X-axis is mirrored
|
|
unsigned __int64 offset1 = (((__int64)dy)<<32) - dx;
|
|
unsigned __int64 offset2 = (((__int64)dy)<<32) + dx;
|
|
|
|
while(itA != itAE && itB != itBE)
|
|
{
|
|
if((*itB).first + offset1 < (*itA).first)
|
|
{
|
|
// B span is earlier. Use it.
|
|
|
|
unsigned __int64 x1 = (*itB).first + offset1;
|
|
unsigned __int64 x2 = (*itB).second + offset2;
|
|
|
|
++itB;
|
|
|
|
// B spans don't overlap, so begin merge loop with A first.
|
|
|
|
for(;;)
|
|
{
|
|
// If we run out of A spans or the A span doesn't overlap,
|
|
// then the next B span can't either (because B spans don't
|
|
// overlap) and we exit.
|
|
|
|
if(itA == itAE || (*itA).first > x2)
|
|
break;
|
|
|
|
do {x2 = _MAX(x2, (*itA++).second);}
|
|
while(itA != itAE && (*itA).first <= x2);
|
|
|
|
// If we run out of B spans or the B span doesn't overlap,
|
|
// then the next A span can't either (because A spans don't
|
|
// overlap) and we exit.
|
|
|
|
if(itB == itBE || (*itB).first + offset1 > x2)
|
|
break;
|
|
|
|
do {x2 = _MAX(x2, (*itB++).second + offset2);}
|
|
while(itB != itBE && (*itB).first + offset1 <= x2);
|
|
}
|
|
|
|
// Flush span.
|
|
|
|
dst.push_back(tSpan(x1, x2));
|
|
}
|
|
else
|
|
{
|
|
// A span is earlier. Use it.
|
|
|
|
unsigned __int64 x1 = (*itA).first;
|
|
unsigned __int64 x2 = (*itA).second;
|
|
|
|
++itA;
|
|
|
|
// A spans don't overlap, so begin merge loop with B first.
|
|
|
|
for(;;)
|
|
{
|
|
// If we run out of B spans or the B span doesn't overlap,
|
|
// then the next A span can't either (because A spans don't
|
|
// overlap) and we exit.
|
|
|
|
if(itB == itBE || (*itB).first + offset1 > x2)
|
|
break;
|
|
|
|
do {x2 = _MAX(x2, (*itB++).second + offset2);}
|
|
while(itB != itBE && (*itB).first + offset1 <= x2);
|
|
|
|
// If we run out of A spans or the A span doesn't overlap,
|
|
// then the next B span can't either (because B spans don't
|
|
// overlap) and we exit.
|
|
|
|
if(itA == itAE || (*itA).first > x2)
|
|
break;
|
|
|
|
do {x2 = _MAX(x2, (*itA++).second);}
|
|
while(itA != itAE && (*itA).first <= x2);
|
|
}
|
|
|
|
// Flush span.
|
|
|
|
dst.push_back(tSpan(x1, x2));
|
|
}
|
|
}
|
|
|
|
// Copy over leftover spans.
|
|
|
|
while(itA != itAE)
|
|
dst.push_back(*itA++);
|
|
|
|
while(itB != itBE)
|
|
{
|
|
dst.push_back(tSpan((*itB).first + offset1, (*itB).second + offset2));
|
|
++itB;
|
|
}
|
|
}
|
|
|
|
bool Rasterizer::CreateWidenedRegion(int rx, int ry)
|
|
{
|
|
if(rx < 0) rx = 0;
|
|
if(ry < 0) ry = 0;
|
|
|
|
mWideBorder = max(rx,ry);
|
|
|
|
if (ry > 0)
|
|
{
|
|
// Do a half circle.
|
|
// _OverlapRegion mirrors this so both halves are done.
|
|
for(int y = -ry; y <= ry; ++y)
|
|
{
|
|
int x = (int)(0.5 + sqrt(float(ry*ry - y*y)) * float(rx)/float(ry));
|
|
|
|
_OverlapRegion(mWideOutline, mOutline, x, y);
|
|
}
|
|
}
|
|
else if (ry == 0 && rx > 0)
|
|
{
|
|
// There are artifacts if we don't make at least two overlaps of the line, even at same Y coord
|
|
_OverlapRegion(mWideOutline, mOutline, rx, 0);
|
|
_OverlapRegion(mWideOutline, mOutline, rx, 0);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void Rasterizer::DeleteOutlines()
|
|
{
|
|
mWideOutline.clear();
|
|
mOutline.clear();
|
|
}
|
|
|
|
bool Rasterizer::Rasterize(int xsub, int ysub, int fBlur, double fGaussianBlur)
|
|
{
|
|
_TrashOverlay();
|
|
|
|
if(!mWidth || !mHeight)
|
|
{
|
|
mOverlayWidth = mOverlayHeight = 0;
|
|
return true;
|
|
}
|
|
|
|
xsub &= 7;
|
|
ysub &= 7;
|
|
|
|
int width = mWidth + xsub;
|
|
int height = mHeight + ysub;
|
|
|
|
mOffsetX = mPathOffsetX - xsub;
|
|
mOffsetY = mPathOffsetY - ysub;
|
|
|
|
mWideBorder = (mWideBorder+7)&~7;
|
|
|
|
if(!mWideOutline.empty() || fBlur || fGaussianBlur > 0)
|
|
{
|
|
int bluradjust = 0;
|
|
if (fGaussianBlur > 0)
|
|
mWideBorder += (int)(fGaussianBlur*3*8 + 0.5) | 1;
|
|
if (fBlur)
|
|
mWideBorder += 8;
|
|
|
|
mWideBorder = (mWideBorder+7)&~7;
|
|
|
|
// Expand the buffer a bit when we're blurring, since that can also widen the borders a bit
|
|
width += 2*mWideBorder + bluradjust*2;
|
|
height += 2*mWideBorder + bluradjust*2;
|
|
|
|
xsub += mWideBorder + bluradjust;
|
|
ysub += mWideBorder + bluradjust;
|
|
|
|
mOffsetX -= mWideBorder + bluradjust;
|
|
mOffsetY -= mWideBorder + bluradjust;
|
|
}
|
|
|
|
mOverlayWidth = ((width+7)>>3) + 1;
|
|
mOverlayHeight = ((height+7)>>3) + 1;
|
|
|
|
mpOverlayBuffer = new byte[2 * mOverlayWidth * mOverlayHeight];
|
|
memset(mpOverlayBuffer, 0, 2 * mOverlayWidth * mOverlayHeight);
|
|
|
|
// Are we doing a border?
|
|
|
|
tSpanBuffer* pOutline[2] = {&mOutline, &mWideOutline};
|
|
|
|
for(int i = countof(pOutline)-1; i >= 0; i--)
|
|
{
|
|
tSpanBuffer::iterator it = pOutline[i]->begin();
|
|
tSpanBuffer::iterator itEnd = pOutline[i]->end();
|
|
|
|
for(; it!=itEnd; ++it)
|
|
{
|
|
int y = (int)(((*it).first >> 32) - 0x40000000 + ysub);
|
|
int x1 = (int)(((*it).first & 0xffffffff) - 0x40000000 + xsub);
|
|
int x2 = (int)(((*it).second & 0xffffffff) - 0x40000000 + xsub);
|
|
|
|
if(x2 > x1)
|
|
{
|
|
int first = x1>>3;
|
|
int last = (x2-1)>>3;
|
|
byte* dst = mpOverlayBuffer + 2*(mOverlayWidth*(y>>3) + first) + i;
|
|
|
|
if(first == last)
|
|
*dst += x2-x1;
|
|
else
|
|
{
|
|
*dst += ((first+1)<<3) - x1;
|
|
dst += 2;
|
|
|
|
while(++first < last)
|
|
{
|
|
*dst += 0x08;
|
|
dst += 2;
|
|
}
|
|
|
|
*dst += x2 - (last<<3);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Do some gaussian blur magic
|
|
if (fGaussianBlur > 0)
|
|
{
|
|
GaussianKernel filter(fGaussianBlur);
|
|
if (mOverlayWidth >= filter.width && mOverlayHeight >= filter.width)
|
|
{
|
|
int pitch = mOverlayWidth*2;
|
|
|
|
byte *tmp = new byte[pitch*mOverlayHeight];
|
|
if(!tmp) return(false);
|
|
|
|
int border = !mWideOutline.empty() ? 1 : 0;
|
|
|
|
byte *src = mpOverlayBuffer + border;
|
|
|
|
SeparableFilterX<2>(src, tmp, mOverlayWidth, mOverlayHeight, pitch, filter.kernel, filter.width, filter.divisor);
|
|
SeparableFilterY<2>(tmp, src, mOverlayWidth, mOverlayHeight, pitch, filter.kernel, filter.width, filter.divisor);
|
|
|
|
delete[] tmp;
|
|
}
|
|
}
|
|
|
|
// If we're blurring, do a 3x3 box blur
|
|
// Can't do it on subpictures smaller than 3x3 pixels
|
|
for (int pass = 0; pass < fBlur; pass++)
|
|
{
|
|
if(mOverlayWidth >= 3 && mOverlayHeight >= 3)
|
|
{
|
|
int pitch = mOverlayWidth*2;
|
|
|
|
byte* tmp = new byte[pitch*mOverlayHeight];
|
|
if(!tmp) return(false);
|
|
|
|
memcpy(tmp, mpOverlayBuffer, pitch*mOverlayHeight);
|
|
|
|
int border = !mWideOutline.empty() ? 1 : 0;
|
|
|
|
// This could be done in a separated way and win some speed
|
|
for(int j = 1; j < mOverlayHeight-1; j++)
|
|
{
|
|
byte* src = tmp + pitch*j + 2 + border;
|
|
byte* dst = mpOverlayBuffer + pitch*j + 2 + border;
|
|
|
|
for(int i = 1; i < mOverlayWidth-1; i++, src+=2, dst+=2)
|
|
{
|
|
*dst = (src[-2-pitch] + (src[-pitch]<<1) + src[+2-pitch]
|
|
+ (src[-2]<<1) + (src[0]<<2) + (src[+2]<<1)
|
|
+ src[-2+pitch] + (src[+pitch]<<1) + src[+2+pitch]) >> 4;
|
|
}
|
|
}
|
|
|
|
delete [] tmp;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////
|
|
|
|
static __forceinline void pixmix(DWORD *dst, DWORD color, DWORD alpha)
|
|
{
|
|
int a = (((alpha)*(color>>24))>>6)&0xff;
|
|
// Make sure both a and ia are in range 1..256 for the >>8 operations below to be correct
|
|
int ia = 256-a;
|
|
a+=1;
|
|
|
|
*dst = ((((*dst&0x00ff00ff)*ia + (color&0x00ff00ff)*a)&0xff00ff00)>>8)
|
|
| ((((*dst&0x0000ff00)*ia + (color&0x0000ff00)*a)&0x00ff0000)>>8)
|
|
| ((((*dst>>8)&0x00ff0000)*ia)&0xff000000);
|
|
}
|
|
|
|
static __forceinline void pixmix2(DWORD *dst, DWORD color, DWORD shapealpha, DWORD clipalpha)
|
|
{
|
|
int a = (((shapealpha)*(clipalpha)*(color>>24))>>12)&0xff;
|
|
int ia = 256-a;
|
|
a+=1;
|
|
|
|
*dst = ((((*dst&0x00ff00ff)*ia + (color&0x00ff00ff)*a)&0xff00ff00)>>8)
|
|
| ((((*dst&0x0000ff00)*ia + (color&0x0000ff00)*a)&0x00ff0000)>>8)
|
|
| ((((*dst>>8)&0x00ff0000)*ia)&0xff000000);
|
|
}
|
|
|
|
#include <xmmintrin.h>
|
|
#include <emmintrin.h>
|
|
|
|
static __forceinline void pixmix_sse2(DWORD* dst, DWORD color, DWORD alpha)
|
|
{
|
|
alpha = (((alpha) * (color>>24)) >> 6) & 0xff;
|
|
color &= 0xffffff;
|
|
|
|
__m128i zero = _mm_setzero_si128();
|
|
__m128i a = _mm_set1_epi32(((alpha+1) << 16) | (0x100 - alpha));
|
|
__m128i d = _mm_unpacklo_epi8(_mm_cvtsi32_si128(*dst), zero);
|
|
__m128i s = _mm_unpacklo_epi8(_mm_cvtsi32_si128(color), zero);
|
|
__m128i r = _mm_unpacklo_epi16(d, s);
|
|
|
|
r = _mm_madd_epi16(r, a);
|
|
r = _mm_srli_epi32(r, 8);
|
|
r = _mm_packs_epi32(r, r);
|
|
r = _mm_packus_epi16(r, r);
|
|
|
|
*dst = (DWORD)_mm_cvtsi128_si32(r);
|
|
}
|
|
|
|
static __forceinline void pixmix2_sse2(DWORD* dst, DWORD color, DWORD shapealpha, DWORD clipalpha)
|
|
{
|
|
int alpha = (((shapealpha)*(clipalpha)*(color>>24))>>12)&0xff;
|
|
color &= 0xffffff;
|
|
|
|
__m128i zero = _mm_setzero_si128();
|
|
__m128i a = _mm_set1_epi32(((alpha+1) << 16) | (0x100 - alpha));
|
|
__m128i d = _mm_unpacklo_epi8(_mm_cvtsi32_si128(*dst), zero);
|
|
__m128i s = _mm_unpacklo_epi8(_mm_cvtsi32_si128(color), zero);
|
|
__m128i r = _mm_unpacklo_epi16(d, s);
|
|
|
|
r = _mm_madd_epi16(r, a);
|
|
r = _mm_srli_epi32(r, 8);
|
|
r = _mm_packs_epi32(r, r);
|
|
r = _mm_packus_epi16(r, r);
|
|
|
|
*dst = (DWORD)_mm_cvtsi128_si32(r);
|
|
}
|
|
|
|
#include <mmintrin.h>
|
|
|
|
// Calculate a-b but without risk of underflow
|
|
static __forceinline DWORD safe_subtract(DWORD a, DWORD b)
|
|
{
|
|
// What a waste of bits...
|
|
__m64 ap = _mm_cvtsi32_si64(a);
|
|
__m64 bp = _mm_cvtsi32_si64(b);
|
|
__m64 rp = _mm_subs_pu16(ap, bp);
|
|
DWORD r = (DWORD)_mm_cvtsi64_si32(rp);
|
|
_mm_empty();
|
|
return r;
|
|
}
|
|
|
|
// For CPUID usage in Rasterizer::Draw
|
|
#include "../dsutil/vd.h"
|
|
|
|
static const __int64 _00ff00ff00ff00ff = 0x00ff00ff00ff00ffi64;
|
|
|
|
// Render a subpicture onto a surface.
|
|
// spd is the surface to render on.
|
|
// clipRect is a rectangular clip region to render inside.
|
|
// pAlphaMask is an alpha clipping mask.
|
|
// xsub and ysub ???
|
|
// switchpts seems to be an array of fill colours interlaced with coordinates.
|
|
// switchpts[i*2] contains a colour and switchpts[i*2+1] contains the coordinate to use that colour from
|
|
// fBody tells whether to render the body of the subs.
|
|
// fBorder tells whether to render the border of the subs.
|
|
CRect Rasterizer::Draw(SubPicDesc& spd, CRect& clipRect, byte* pAlphaMask, int xsub, int ysub, const long* switchpts, bool fBody, bool fBorder)
|
|
{
|
|
CRect bbox(0, 0, 0, 0);
|
|
|
|
if(!switchpts || !fBody && !fBorder) return(bbox);
|
|
|
|
// clip
|
|
|
|
// Limit drawn area to intersection of rendering surface and rectangular clip area
|
|
CRect r(0, 0, spd.w, spd.h);
|
|
r &= clipRect;
|
|
|
|
// Remember that all subtitle coordinates are specified in 1/8 pixels
|
|
// (x+4)>>3 rounds to nearest whole pixel.
|
|
// ??? What is xsub, ysub, mOffsetX and mOffsetY ?
|
|
int x = (xsub + mOffsetX + 4)>>3;
|
|
int y = (ysub + mOffsetY + 4)>>3;
|
|
int w = mOverlayWidth;
|
|
int h = mOverlayHeight;
|
|
int xo = 0, yo = 0;
|
|
|
|
// Again, limiting?
|
|
if(x < r.left) {xo = r.left-x; w -= r.left-x; x = r.left;}
|
|
if(y < r.top) {yo = r.top-y; h -= r.top-y; y = r.top;}
|
|
if(x+w > r.right) w = r.right-x;
|
|
if(y+h > r.bottom) h = r.bottom-y;
|
|
|
|
// Check if there's actually anything to render
|
|
if(w <= 0 || h <= 0) return(bbox);
|
|
|
|
bbox.SetRect(x, y, x+w, y+h);
|
|
bbox &= CRect(0, 0, spd.w, spd.h);
|
|
|
|
// draw
|
|
|
|
// The alpha bitmap of the subtitles?
|
|
const byte* src = mpOverlayBuffer + 2*(mOverlayWidth * yo + xo);
|
|
// s points to what the "body" to use is
|
|
// If we're rendering body fill and border, src+1 points to the array of
|
|
// widened regions which contain both border and fill in one.
|
|
const byte* s = fBorder ? (src+1) : src;
|
|
// The complex "vector clip mask" I think.
|
|
const byte* am = pAlphaMask + spd.w * y + x;
|
|
// How would this differ from src?
|
|
unsigned long* dst = (unsigned long *)((char *)spd.bits + spd.pitch * y) + x;
|
|
|
|
// Grab the first colour
|
|
unsigned long color = switchpts[0];
|
|
|
|
// CPUID from VDub
|
|
bool fSSE2 = !!(g_cpuid.m_flags & CCpuID::sse2);
|
|
|
|
// Every remaining line in the bitmap to be rendered...
|
|
while(h--)
|
|
{
|
|
// Basic case of no complex clipping mask
|
|
if(!pAlphaMask)
|
|
{
|
|
// If the first colour switching coordinate is at "infinite" we're
|
|
// never switching and can use some simpler code.
|
|
// ??? Is this optimisation really worth the extra readability issues it adds?
|
|
if(switchpts[1] == 0xffffffff)
|
|
{
|
|
// fBody is true if we're rendering a fill or a shadow.
|
|
if(fBody)
|
|
{
|
|
// Run over every pixel, overlaying the subtitles with the fill colour
|
|
if(fSSE2)
|
|
for(int wt=0; wt<w; ++wt)
|
|
// The <<6 is due to pixmix expecting the alpha parameter to be
|
|
// the multiplication of two 6-bit unsigned numbers but we
|
|
// only have one here. (No alpha mask.)
|
|
pixmix_sse2(&dst[wt], color, s[wt*2]);
|
|
else
|
|
for(int wt=0; wt<w; ++wt)
|
|
pixmix(&dst[wt], color, s[wt*2]);
|
|
}
|
|
// Not painting body, ie. painting border without fill in it
|
|
else
|
|
{
|
|
if(fSSE2)
|
|
for(int wt=0; wt<w; ++wt)
|
|
// src contains two different bitmaps, interlaced per pixel.
|
|
// The first stored is the fill, the second is the widened
|
|
// fill region created by CreateWidenedRegion().
|
|
// Since we're drawing only the border, we must otain that
|
|
// by subtracting the fill from the widened region. The
|
|
// subtraction must be saturating since the widened region
|
|
// pixel value can be smaller than the fill value.
|
|
// This happens when blur edges is used.
|
|
pixmix_sse2(&dst[wt], color, safe_subtract(src[wt*2+1], src[wt*2]));
|
|
else
|
|
for(int wt=0; wt<w; ++wt)
|
|
pixmix(&dst[wt], color, safe_subtract(src[wt*2+1], src[wt*2]));
|
|
}
|
|
}
|
|
// not (switchpts[1] == 0xffffffff)
|
|
else
|
|
{
|
|
// switchpts plays an important rule here
|
|
const long *sw = switchpts;
|
|
|
|
if(fBody)
|
|
{
|
|
if(fSSE2)
|
|
for(int wt=0; wt<w; ++wt)
|
|
{
|
|
// xo is the offset (usually negative) we have moved into the image
|
|
// So if we have passed the switchpoint (?) switch to another colour
|
|
// (So switchpts stores both colours *and* coordinates?)
|
|
if(wt+xo >= sw[1]) {while(wt+xo >= sw[1]) sw += 2; color = sw[-2];}
|
|
pixmix_sse2(&dst[wt], color, s[wt*2]);
|
|
}
|
|
else
|
|
for(int wt=0; wt<w; ++wt)
|
|
{
|
|
if(wt+xo >= sw[1]) {while(wt+xo >= sw[1]) sw += 2; color = sw[-2];}
|
|
pixmix(&dst[wt], color, s[wt*2]);
|
|
}
|
|
}
|
|
// Not body
|
|
else
|
|
{
|
|
if(fSSE2)
|
|
for(int wt=0; wt<w; ++wt)
|
|
{
|
|
if(wt+xo >= sw[1]) {while(wt+xo >= sw[1]) sw += 2; color = sw[-2];}
|
|
pixmix_sse2(&dst[wt], color, safe_subtract(src[wt*2+1], src[wt*2]));
|
|
}
|
|
else
|
|
for(int wt=0; wt<w; ++wt)
|
|
{
|
|
if(wt+xo >= sw[1]) {while(wt+xo >= sw[1]) sw += 2; color = sw[-2];}
|
|
pixmix(&dst[wt], color, safe_subtract(src[wt*2+1], src[wt*2]));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// Here we *do* have an alpha mask
|
|
else
|
|
{
|
|
if(switchpts[1] == 0xffffffff)
|
|
{
|
|
if(fBody)
|
|
{
|
|
if(fSSE2)
|
|
for(int wt=0; wt<w; ++wt)
|
|
// Both s and am contain 6-bit bitmaps of two different
|
|
// alpha masks; s is the subtitle shape and am is the
|
|
// clipping mask.
|
|
// Multiplying them together yields a 12-bit number.
|
|
// I think some imprecision is introduced here??
|
|
pixmix2_sse2(&dst[wt], color, s[wt*2], am[wt]);
|
|
else
|
|
for(int wt=0; wt<w; ++wt)
|
|
pixmix2(&dst[wt], color, s[wt*2], am[wt]);
|
|
}
|
|
else
|
|
{
|
|
if(fSSE2)
|
|
for(int wt=0; wt<w; ++wt)
|
|
pixmix2_sse2(&dst[wt], color, safe_subtract(src[wt*2+1], src[wt*2]), am[wt]);
|
|
else
|
|
for(int wt=0; wt<w; ++wt)
|
|
pixmix2(&dst[wt], color, safe_subtract(src[wt*2+1], src[wt*2]), am[wt]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
const long *sw = switchpts;
|
|
|
|
if(fBody)
|
|
{
|
|
if(fSSE2)
|
|
for(int wt=0; wt<w; ++wt)
|
|
{
|
|
if(wt+xo >= sw[1]) {
|
|
while(wt+xo >= sw[1])
|
|
sw += 2; color = sw[-2];
|
|
}
|
|
pixmix2_sse2(&dst[wt], color, s[wt*2], am[wt]);
|
|
}
|
|
else
|
|
for(int wt=0; wt<w; ++wt)
|
|
{
|
|
if(wt+xo >= sw[1]) {
|
|
while(wt+xo >= sw[1])
|
|
sw += 2; color = sw[-2];
|
|
}
|
|
pixmix2(&dst[wt], color, s[wt*2], am[wt]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(fSSE2)
|
|
for(int wt=0; wt<w; ++wt)
|
|
{
|
|
if(wt+xo >= sw[1]) {
|
|
while(wt+xo >= sw[1])
|
|
sw += 2; color = sw[-2];
|
|
}
|
|
pixmix2_sse2(&dst[wt], color, safe_subtract(src[wt*2+1], src[wt*2]), am[wt]);
|
|
}
|
|
else
|
|
for(int wt=0; wt<w; ++wt)
|
|
{
|
|
if(wt+xo >= sw[1]) {
|
|
while(wt+xo >= sw[1])
|
|
sw += 2; color = sw[-2];
|
|
}
|
|
pixmix2(&dst[wt], color, safe_subtract(src[wt*2+1], src[wt*2]), am[wt]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Step to next scanline
|
|
src += 2*mOverlayWidth;
|
|
s += 2*mOverlayWidth;
|
|
am += spd.w;
|
|
dst = (unsigned long *)((char *)dst + spd.pitch);
|
|
}
|
|
|
|
// Remember to EMMS!
|
|
// Rendering fails in funny ways if we don't do this.
|
|
_mm_empty();
|
|
|
|
return bbox;
|
|
}
|