Azur/azur/src/gint/shaders/circle.c

153 lines
3.1 KiB
C

#include <azur/gint/render.h>
uint8_t AZRP_SHADER_CIRCLE = -1;
__attribute__((constructor))
static void register_shader(void)
{
extern azrp_shader_t azrp_shader_circle;
AZRP_SHADER_CIRCLE = azrp_register_shader(azrp_shader_circle);
}
void azrp_shader_circle_configure(void)
{
azrp_set_uniforms(AZRP_SHADER_CIRCLE, (void *)azrp_width);
}
static int min(int x, int y)
{
return (x < y) ? x : y;
}
static int max(int x, int y)
{
return (x > y) ? x : y;
}
//---
typedef struct
{
uint16_t x;
uint16_t y;
}Pixel;
Pixel TablePixels[14][396]; // 14 fragments each able to store as much pixels as width
uint16_t NbPixels[14]; // Nunmber of pixels in each fragment
struct command {
uint8_t shader_id;
uint16_t color;
uint8_t currfrag;
uint16_t* pixnb;
Pixel **data;
};
void AddPixel( int xp, int yp )
{
if (xp >= 0 && xp < azrp_width && yp >= 0 && yp < azrp_height)
{
int currfrag = yp >> 4;
uint16_t nbpixinfrag = NbPixels[ currfrag ];
TablePixels[ currfrag ][ nbpixinfrag ].x = xp;
TablePixels[ currfrag ][ nbpixinfrag ].y = yp & 15;
NbPixels[ currfrag ]++;
}
}
void azrp_circle(int xc, int yc, int rad, int color)
{
prof_enter(azrp_perf_cmdgen);
for(int i=0;i<14;i++) NbPixels[i]=0;
int xmin = xc - rad;
int xmax = xc + rad;
int ymin = yc - rad;
int ymax = yc + rad;
// The circle is fully outside the screen
if ((xmax < 0) || (xmin > azrp_width) || (ymax < 0) || (ymin > azrp_height))
{
prof_leave(azrp_perf_cmdgen);
return;
}
int ytop = max( xmin, 0 );
int ybot = min( xmax, azrp_height );
int frag_first = ytop >> 4;
int frag_last = ybot >> 4;
int frag_count = frag_last - frag_first + 1;
struct command cmd;
cmd.shader_id = AZRP_SHADER_CIRCLE;
cmd.color = color;
cmd.currfrag = frag_first;
int x = 0;
int y = rad;
int d = rad - 1;
while (y >= x)
{
AddPixel( xc+x, yc+y );
AddPixel( xc+y, yc+y );
AddPixel( xc-x, yc+y );
AddPixel( xc-y, yc+x );
AddPixel( xc+x, yc-y );
AddPixel( xc+y, yc-x );
AddPixel( xc-x, yc-y );
AddPixel( xc-y, yc-x );
if (d >= 2*x)
{
d = d - 2*x - 1;
x++;
}
else if (d < 2*(rad-y))
{
d = d + 2*y - 1;
y--;
}
else
{
d = d + 2*(y - x - 1);
y--;
x++;
}
}
cmd.pixnb = NbPixels;
cmd.data = TablePixels;
azrp_queue_command(&cmd, sizeof cmd, frag_first, frag_count);
prof_leave(azrp_perf_cmdgen);
}
void azrp_shader_circle( void *uniforms, void *comnd, void *fragment )
{
struct command *cmd = (struct command *) comnd;
uint16_t *frag = (uint16_t *) fragment;
uint16_t *nbPix = cmd->pixnb;
uint16_t taille = nbPix[ cmd->currfrag ];
Pixel *pixData = cmd->data[ cmd->currfrag ];
for( int i=0; i<nbPix[cmd->currfrag]; i++ )
{
frag[ azrp_width * currFragPix[i].y + currFragPix[i].x ] = cmd->color;
}
cmd->currfrag++;
}