view src/video/SDL_rect.c @ 3468:789b97008d8a

My first OpenGL shader! Momma will be so proud! This shader implements the software renderer mask semantics where the source pixel is multiplied by the color and alpha modulation values and then any pixel with non-zero alpha is fully opaque. The OpenGL renderer on Mac OS X now passes all the automated render tests! :)
author Sam Lantinga <slouken@libsdl.org>
date Sat, 21 Nov 2009 05:29:31 +0000
parents 47965eacde88
children 0267b8b1595c
line wrap: on
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2009 Sam Lantinga

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Lesser General Public
    License as published by the Free Software Foundation; either
    version 2.1 of the License, or (at your option) any later version.

    This library is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    Lesser General Public License for more details.

    You should have received a copy of the GNU Lesser General Public
    License along with this library; if not, write to the Free Software
    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

    Sam Lantinga
    slouken@libsdl.org
*/
#include "SDL_config.h"

#include "SDL_video.h"
#include "SDL_rect_c.h"

SDL_bool
SDL_HasIntersection(const SDL_Rect * A, const SDL_Rect * B)
{
    int Amin, Amax, Bmin, Bmax;

    /* Horizontal intersection */
    Amin = A->x;
    Amax = Amin + A->w;
    Bmin = B->x;
    Bmax = Bmin + B->w;
    if (Bmin > Amin)
        Amin = Bmin;
    if (Bmax < Amax)
        Amax = Bmax;
    if (Amax <= Amin)
        return SDL_FALSE;

    /* Vertical intersection */
    Amin = A->y;
    Amax = Amin + A->h;
    Bmin = B->y;
    Bmax = Bmin + B->h;
    if (Bmin > Amin)
        Amin = Bmin;
    if (Bmax < Amax)
        Amax = Bmax;
    if (Amax <= Amin)
        return SDL_FALSE;

    return SDL_TRUE;
}

SDL_bool
SDL_IntersectRect(const SDL_Rect * A, const SDL_Rect * B, SDL_Rect * result)
{
    int Amin, Amax, Bmin, Bmax;

    /* Horizontal intersection */
    Amin = A->x;
    Amax = Amin + A->w;
    Bmin = B->x;
    Bmax = Bmin + B->w;
    if (Bmin > Amin)
        Amin = Bmin;
    result->x = Amin;
    if (Bmax < Amax)
        Amax = Bmax;
    result->w = Amax - Amin;

    /* Vertical intersection */
    Amin = A->y;
    Amax = Amin + A->h;
    Bmin = B->y;
    Bmax = Bmin + B->h;
    if (Bmin > Amin)
        Amin = Bmin;
    result->y = Amin;
    if (Bmax < Amax)
        Amax = Bmax;
    result->h = Amax - Amin;

    return !SDL_RectEmpty(result);
}

void
SDL_UnionRect(const SDL_Rect * A, const SDL_Rect * B, SDL_Rect * result)
{
    int Amin, Amax, Bmin, Bmax;

    /* Horizontal union */
    Amin = A->x;
    Amax = Amin + A->w;
    Bmin = B->x;
    Bmax = Bmin + B->w;
    if (Bmin < Amin)
        Amin = Bmin;
    result->x = Amin;
    if (Bmax > Amax)
        Amax = Bmax;
    result->w = Amax - Amin;

    /* Vertical intersection */
    Amin = A->y;
    Amax = Amin + A->h;
    Bmin = B->y;
    Bmax = Bmin + B->h;
    if (Bmin < Amin)
        Amin = Bmin;
    result->y = Amin;
    if (Bmax > Amax)
        Amax = Bmax;
    result->h = Amax - Amin;
}

SDL_bool
SDL_IntersectRectAndLine(const SDL_Rect * rect, int *X1, int *Y1, int *X2,
                         int *Y2)
{
    int x1, y1;
    int x2, y2;
    int rectx1;
    int recty1;
    int rectx2;
    int recty2;

    if (!rect || !X1 || !Y1 || !X2 || !Y2) {
        return SDL_FALSE;
    }

    x1 = *X1;
    y1 = *Y1;
    x2 = *X2;
    y2 = *Y2;
    rectx1 = rect->x;
    recty1 = rect->y;
    rectx2 = rect->x + rect->w - 1;
    recty2 = rect->y + rect->h - 1;

    /* Check to see if entire line is inside rect */
    if (x1 >= rectx1 && x1 <= rectx2 && x2 >= rectx1 && x2 <= rectx2 &&
        y1 >= recty1 && y1 <= recty2 && y2 >= recty1 && y2 <= recty2) {
        return SDL_TRUE;
    }

    /* Check to see if entire line is to one side of rect */
    if ((x1 < rectx1 && x2 < rectx1) || (x1 > rectx2 && x2 > rectx2) ||
        (y1 < recty1 && y2 < recty1) || (y1 > recty2 && y2 > recty2)) {
        return SDL_FALSE;
    }

    if (y1 == y2) {
        /* Horizontal line, easy to clip */
        if (x1 < rectx1) {
            *X1 = rectx1;
        } else if (x1 > rectx2) {
            *X1 = rectx2;
        }
        if (x2 < rectx1) {
            *X2 = rectx1;
        } else if (x2 > rectx2) {
            *X2 = rectx2;
        }
        return SDL_TRUE;
    }

    if (x1 == x2) {
        /* Vertical line, easy to clip */
        if (y1 < recty1) {
            *Y1 = recty1;
        } else if (y1 > recty2) {
            *Y1 = recty2;
        }
        if (y2 < recty1) {
            *Y2 = recty1;
        } else if (y2 > recty2) {
            *Y2 = recty2;
        }
        return SDL_TRUE;
    }

    else {
        /* The task of clipping a line with finite slope ratios in a fixed-
         * precision coordinate space is not as immediately simple as it is
         * with coordinates of arbitrary precision. If the ratio of slopes
         * between the input line segment and the result line segment is not
         * a whole number, you have in fact *moved* the line segment a bit,
         * and there can be no avoiding it without more precision
         */
        int *x_result_[] = { X1, X2, NULL }, **x_result = x_result_;
        int *y_result_[] = { Y1, Y2, NULL }, **y_result = y_result_;
        SDL_bool intersection = SDL_FALSE;
        double b, m, left, right, bottom, top;
        int xl, xh, yl, yh;

        /* solve mx+b line formula */
        m = (double) (y1 - y2) / (double) (x1 - x2);
        b = y2 - m * (double) x2;

        /* find some linear intersections */
        left = (m * (double) rectx1) + b;
        right = (m * (double) rectx2) + b;
        top = (recty1 - b) / m;
        bottom = (recty2 - b) / m;

        /* sort end-points' x and y components individually */
        if (x1 < x2) {
            xl = x1;
            xh = x2;
        } else {
            xl = x2;
            xh = x1;
        }
        if (y1 < y2) {
            yl = y1;
            yh = y2;
        } else {
            yl = y2;
            yh = y1;
        }

#define RISING(a, b, c) (((a)<=(b))&&((b)<=(c)))

        /* check for a point that's entirely inside the rect */
        if (RISING(rectx1, x1, rectx2) && RISING(recty1, y1, recty2)) {
            x_result++;
            y_result++;
            intersection = SDL_TRUE;
        } else
            /* it was determined earlier that *both* end-points are not contained */
        if (RISING(rectx1, x2, rectx2) && RISING(recty1, y2, recty2)) {
            **(x_result++) = x2;
            **(y_result++) = y2;
            intersection = SDL_TRUE;
        }

        if (RISING(recty1, left, recty2) && RISING(xl, rectx1, xh)) {
            **(x_result++) = rectx1;
            **(y_result++) = (int) left;
            intersection = SDL_TRUE;
        }

        if (*x_result == NULL)
            return intersection;
        if (RISING(recty1, right, recty2) && RISING(xl, rectx2, xh)) {
            **(x_result++) = rectx2;
            **(y_result++) = (int) right;
            intersection = SDL_TRUE;
        }

        if (*x_result == NULL)
            return intersection;
        if (RISING(rectx1, top, rectx2) && RISING(yl, recty1, yh)) {
            **(x_result++) = (int) top;
            **(y_result++) = recty1;
            intersection = SDL_TRUE;
        }

        if (*x_result == NULL)
            return intersection;
        if (RISING(rectx1, bottom, rectx2) && RISING(yl, recty2, yh)) {
            **(x_result++) = (int) bottom;
            **(y_result++) = recty2;
            intersection = SDL_TRUE;
        }

        return intersection;
    }

    return SDL_FALSE;
}

void
SDL_AddDirtyRect(SDL_DirtyRectList * list, const SDL_Rect * rect)
{
    SDL_DirtyRect *dirty;

    /* FIXME: At what point is this optimization too expensive? */
    for (dirty = list->list; dirty; dirty = dirty->next) {
        if (SDL_HasIntersection(&dirty->rect, rect)) {
            SDL_UnionRect(&dirty->rect, rect, &dirty->rect);
            return;
        }
    }

    if (list->free) {
        dirty = list->free;
        list->free = dirty->next;
    } else {
        dirty = (SDL_DirtyRect *) SDL_malloc(sizeof(*dirty));
        if (!dirty) {
            return;
        }
    }
    dirty->rect = *rect;
    dirty->next = list->list;
    list->list = dirty;
}

void
SDL_ClearDirtyRects(SDL_DirtyRectList * list)
{
    SDL_DirtyRect *prev, *curr;

    /* Skip to the end of the free list */
    prev = NULL;
    for (curr = list->free; curr; curr = curr->next) {
        prev = curr;
    }

    /* Add the list entries to the end */
    if (prev) {
        prev->next = list->list;
    } else {
        list->free = list->list;
    }
    list->list = NULL;
}

void
SDL_FreeDirtyRects(SDL_DirtyRectList * list)
{
    while (list->list) {
        SDL_DirtyRect *elem = list->list;
        list->list = elem->next;
        SDL_free(elem);
    }
    while (list->free) {
        SDL_DirtyRect *elem = list->free;
        list->free = elem->next;
        SDL_free(elem);
    }
}

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