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use optimized triangle drawing if no opacity
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7884636b7c
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@ -12,13 +12,7 @@
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/*********************
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/*********************
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* DEFINES
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* DEFINES
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*********************/
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*********************/
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/* Draw the tall rectangles from vertical lines
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* and from the flat triangles from horizontal lines
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* to minimize the number of lines.
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* It's still not perfect because some pixels on the edges are overdrawn.
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* (Looks fine LV_OPA_COVER)
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*/
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#define FLAT_TALL_OPTIMIZED 0
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/**********************
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/**********************
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* TYPEDEFS
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* TYPEDEFS
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**********************/
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**********************/
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@ -26,15 +20,14 @@
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/**********************
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/**********************
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* STATIC PROTOTYPES
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* STATIC PROTOTYPES
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**********************/
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**********************/
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void tri_draw_flat(const lv_point_t * points, const lv_area_t * mask, const lv_style_t * style, lv_opa_t opa);
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void tri_draw_tall(const lv_point_t * points, const lv_area_t * mask, const lv_style_t * style, lv_opa_t opa);
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static void point_swap(lv_point_t * p1, lv_point_t * p2);
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/**********************
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/**********************
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* STATIC VARIABLES
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* STATIC VARIABLES
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**********************/
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**********************/
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#if FLAT_TALL_OPTIMIZED
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static uint8_t corr_value;
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void tri_draw_flat(const lv_point_t * points, const lv_area_t * mask, const lv_style_t * style, lv_opa_t opa);
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#endif
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void tri_draw_tall(const lv_point_t * points, const lv_area_t * mask, const lv_style_t * style, lv_opa_t opa);
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static void point_swap(lv_point_t * p1, lv_point_t * p2);
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/**********************
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/**********************
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* MACROS
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* MACROS
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@ -54,8 +47,6 @@ static void point_swap(lv_point_t * p1, lv_point_t * p2);
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void lv_draw_triangle(const lv_point_t * points, const lv_area_t * mask, const lv_style_t * style,
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void lv_draw_triangle(const lv_point_t * points, const lv_area_t * mask, const lv_style_t * style,
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lv_opa_t opa_scale)
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lv_opa_t opa_scale)
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{
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{
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opa_scale = LV_OPA_50;
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/*Return is the triangle is degenerated*/
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/*Return is the triangle is degenerated*/
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if(points[0].x == points[1].x && points[0].y == points[1].y) return;
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if(points[0].x == points[1].x && points[0].y == points[1].y) return;
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if(points[1].x == points[2].x && points[1].y == points[2].y) return;
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if(points[1].x == points[2].x && points[1].y == points[2].y) return;
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@ -68,17 +59,26 @@ void lv_draw_triangle(const lv_point_t * points, const lv_area_t * mask, const l
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? style->body.opa
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? style->body.opa
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: (uint16_t)((uint16_t)style->body.opa * opa_scale) >> 8;
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: (uint16_t)((uint16_t)style->body.opa * opa_scale) >> 8;
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#if FLAT_TALL_OPTIMIZED == 0
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tri_draw_tall(points, mask, style, opa);
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#else
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/*Is the triangle flat or tall?*/
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/*Is the triangle flat or tall?*/
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lv_coord_t x_min = LV_MATH_MIN(LV_MATH_MIN(points[0].x, points[1].x), points[2].x);
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lv_coord_t x_min = LV_MATH_MIN(LV_MATH_MIN(points[0].x, points[1].x), points[2].x);
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lv_coord_t x_max = LV_MATH_MAX(LV_MATH_MAX(points[0].x, points[1].x), points[2].x);
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lv_coord_t x_max = LV_MATH_MAX(LV_MATH_MAX(points[0].x, points[1].x), points[2].x);
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lv_coord_t y_min = LV_MATH_MIN(LV_MATH_MIN(points[0].y, points[1].y), points[2].y);
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lv_coord_t y_min = LV_MATH_MIN(LV_MATH_MIN(points[0].y, points[1].y), points[2].y);
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lv_coord_t y_max = LV_MATH_MAX(LV_MATH_MAX(points[0].y, points[1].y), points[2].y);
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lv_coord_t y_max = LV_MATH_MAX(LV_MATH_MAX(points[0].y, points[1].y), points[2].y);
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/* If smaller in x then it's tall.
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if(opa < LV_OPA_MAX) {
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* Draw from horizontal lines*/
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/*Simply draw the triangles with opacity */
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corr_value = 1;
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tri_draw_tall(points, mask, style, opa);
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} else {
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/* Draw the tall rectangles from vertical lines
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* and from the flat triangles from horizontal lines
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* to minimize the number of lines.
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* Some pixels are overdrawn on the common edges of the triangles
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* so use it only if the triangle has no opacity*/
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corr_value = 0;
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/* Draw from horizontal lines*/
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if(x_max - x_min < y_max - y_min) {
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if(x_max - x_min < y_max - y_min) {
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tri_draw_tall(points, mask, style, opa);
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tri_draw_tall(points, mask, style, opa);
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}
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}
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@ -86,14 +86,13 @@ void lv_draw_triangle(const lv_point_t * points, const lv_area_t * mask, const l
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else {
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else {
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tri_draw_flat(points, mask, style, opa);
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tri_draw_flat(points, mask, style, opa);
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}
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}
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#endif
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}
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}
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}
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/**********************
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/**********************
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* STATIC FUNCTIONS
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* STATIC FUNCTIONS
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**********************/
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**********************/
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#if FLAT_TALL_OPTIMIZED
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void tri_draw_flat(const lv_point_t * points, const lv_area_t * mask, const lv_style_t * style, lv_opa_t opa)
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void tri_draw_flat(const lv_point_t * points, const lv_area_t * mask, const lv_style_t * style, lv_opa_t opa)
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{
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{
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/*Return if the points are out of the mask*/
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/*Return if the points are out of the mask*/
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@ -166,7 +165,7 @@ void tri_draw_flat(const lv_point_t * points, const lv_area_t * mask, const lv_s
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/* Get the area of a line.
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/* Get the area of a line.
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* Adjust it a little bit to perfectly match (no redrawn pixels) with the adjacent triangles*/
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* Adjust it a little bit to perfectly match (no redrawn pixels) with the adjacent triangles*/
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draw_area.x1 = LV_MATH_MIN(act_area.x1, act_area.x2);
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draw_area.x1 = LV_MATH_MIN(act_area.x1, act_area.x2);
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draw_area.x2 = LV_MATH_MAX(act_area.x1, act_area.x2) - (FLAT_TALL_OPTIMIZED == 0 ? 1 : 0);
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draw_area.x2 = LV_MATH_MAX(act_area.x1, act_area.x2) - corr_value;
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draw_area.y1 = LV_MATH_MIN(act_area.y1, act_area.y2);
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draw_area.y1 = LV_MATH_MIN(act_area.y1, act_area.y2);
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draw_area.y2 = LV_MATH_MAX(act_area.y1, act_area.y2);
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draw_area.y2 = LV_MATH_MAX(act_area.y1, act_area.y2);
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@ -212,7 +211,6 @@ void tri_draw_flat(const lv_point_t * points, const lv_area_t * mask, const lv_s
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} while(edge2.y == y2_tmp);
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} while(edge2.y == y2_tmp);
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}
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}
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}
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}
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#endif
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void tri_draw_tall(const lv_point_t * points, const lv_area_t * mask, const lv_style_t * style, lv_opa_t opa)
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void tri_draw_tall(const lv_point_t * points, const lv_area_t * mask, const lv_style_t * style, lv_opa_t opa)
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{
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{
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@ -271,7 +269,7 @@ void tri_draw_tall(const lv_point_t * points, const lv_area_t * mask, const lv_s
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draw_area.x1 = LV_MATH_MIN(act_area.x1, act_area.x2);
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draw_area.x1 = LV_MATH_MIN(act_area.x1, act_area.x2);
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draw_area.x2 = LV_MATH_MAX(act_area.x1, act_area.x2);
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draw_area.x2 = LV_MATH_MAX(act_area.x1, act_area.x2);
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draw_area.y1 = LV_MATH_MIN(act_area.y1, act_area.y2);
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draw_area.y1 = LV_MATH_MIN(act_area.y1, act_area.y2);
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draw_area.y2 = LV_MATH_MAX(act_area.y1, act_area.y2) - (FLAT_TALL_OPTIMIZED == 0 ? 1 : 0);
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draw_area.y2 = LV_MATH_MAX(act_area.y1, act_area.y2) - corr_value;
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lv_draw_fill(&draw_area, mask, style->body.main_color, opa);
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lv_draw_fill(&draw_area, mask, style->body.main_color, opa);
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