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authorStefan Wildemann <metalstrolch@users.noreply.github.com>2019-09-06 12:45:21 +0200
committerGitHub <noreply@github.com>2019-09-06 12:45:21 +0200
commit9cb2f25b4f2f110fce8c8887a60aeba81a239f04 (patch)
tree88f99c982e24b4a23e0a36a791a8cb2dd8fdfa0c
parent3dc0522d000ff7d00e48de3bd0faf515eb768378 (diff)
parentb6682f05dc2d402001edff8c53bbc70617f80f48 (diff)
downloadnavit-9cb2f25b4f2f110fce8c8887a60aeba81a239f04.tar.gz
Merge branch 'trunk' into baltic_admin_levels
-rw-r--r--navit/graphics/sdl/graphics_sdl.c60
-rw-r--r--navit/graphics/sdl/raster.c199
-rw-r--r--navit/graphics/sdl/raster.h6
-rw-r--r--navit/graphics/win32/graphics_win32.c175
4 files changed, 406 insertions, 34 deletions
diff --git a/navit/graphics/sdl/graphics_sdl.c b/navit/graphics/sdl/graphics_sdl.c
index 4187d4ed6..d92699307 100644
--- a/navit/graphics/sdl/graphics_sdl.c
+++ b/navit/graphics/sdl/graphics_sdl.c
@@ -284,45 +284,47 @@ static void image_free(struct graphics_priv *gr, struct graphics_image_priv * gi
g_free(gi);
}
-static void draw_polygon(struct graphics_priv *gr, struct graphics_gc_priv *gc, struct point *p, int count) {
+static void draw_polygon_with_holes (struct graphics_priv *gr, struct graphics_gc_priv *gc, struct point *p, int count,
+ int hole_count, int* ccount, struct point **holes) {
+
+ dbg(lvl_debug, "draw_polygon_with_holes: %p ", gc);
if ((gr->overlay_parent && !gr->overlay_parent->overlay_enable) || (gr->overlay_parent
&& gr->overlay_parent->overlay_enable && !gr->overlay_enable) ) {
return;
}
- Sint16 *vx, *vy;
- Sint16 x, y;
- int i;
-
- vx = alloca(count * sizeof(Sint16));
- vy = alloca(count * sizeof(Sint16));
-
- for(i = 0; i < count; i++) {
- x = (Sint16)p[i].x;
- y = (Sint16)p[i].y;
- vx[i] = x;
- vy[i] = y;
-
- dbg(lvl_debug, "draw_polygon: %p %i %d,%d", gc, i, p[i].x, p[i].y);
- }
+ /* SDL library (SDL_gfx) uses array of X and array of Y instead of array of points
+ * as the rest of navit does. This requires translating the coordinates from one struct
+ * into another. As we have our own version of SDL_gfx anyway, I step aside from this
+ * mechanic and continue using points. This breaks (pseudo= compatibility with stock
+ * sdl_graphics. Since we need to raytrace the polygons anyway, we can prepare the
+ * coordinates for SDL primitives there.
+ */
if(gr->aa) {
- raster_aapolygon(gr->screen, count, vx, vy,
- SDL_MapRGBA(gr->screen->format,
- gc->fore_r,
- gc->fore_g,
- gc->fore_b,
- gc->fore_a));
+ raster_aapolygon_with_holes(gr->screen, p, count, hole_count, ccount, holes,
+ SDL_MapRGBA(gr->screen->format,
+ gc->fore_r,
+ gc->fore_g,
+ gc->fore_b,
+ gc->fore_a));
} else {
- raster_polygon(gr->screen, count, vx, vy,
- SDL_MapRGBA(gr->screen->format,
- gc->fore_r,
- gc->fore_g,
- gc->fore_b,
- gc->fore_a));
+ raster_polygon_with_holes(gr->screen, p, count, hole_count, ccount, holes,
+ SDL_MapRGBA(gr->screen->format,
+ gc->fore_r,
+ gc->fore_g,
+ gc->fore_b,
+ gc->fore_a));
}
}
+static void draw_polygon(struct graphics_priv *gr, struct graphics_gc_priv *gc, struct point *p, int count) {
+ dbg(lvl_debug, "draw_polygon: %p ", gc);
+ /* Use polygon with holes primitive as this seems to be better performing than the
+ * traditional SDL_gfx like ones */
+ draw_polygon_with_holes(gr, gc, p, count, 0, NULL, NULL);
+}
+
static void draw_rectangle(struct graphics_priv *gr, struct graphics_gc_priv *gc, struct point *p, int w, int h) {
if ((gr->overlay_parent && !gr->overlay_parent->overlay_enable) || (gr->overlay_parent
&& gr->overlay_parent->overlay_enable && !gr->overlay_enable) ) {
@@ -819,6 +821,8 @@ static struct graphics_methods graphics_methods = {
NULL, /* set_attr */
NULL, /* show_native_keyboard */
NULL, /* hide_native_keyboard */
+ NULL, /* get_dpi */
+ draw_polygon_with_holes
};
static struct graphics_priv *overlay_new(struct graphics_priv *gr, struct graphics_methods *meth, struct point *p,
diff --git a/navit/graphics/sdl/raster.c b/navit/graphics/sdl/raster.c
index 6c713844b..8da7cd9a1 100644
--- a/navit/graphics/sdl/raster.c
+++ b/navit/graphics/sdl/raster.c
@@ -16,6 +16,7 @@
#include <math.h>
+#include <glib.h>
#include "raster.h"
@@ -1953,8 +1954,8 @@ void raster_aapolygon(SDL_Surface *dst, int16_t n, int16_t *vx, int16_t *vy, uin
o = p = -1;
}
#else
-
raster_hline(dst, xa+1, xb, y, color);
+
#endif
// raster_rect_inline(dst, xa, y, xb - xa, 1, color);
@@ -1962,3 +1963,199 @@ void raster_aapolygon(SDL_Surface *dst, int16_t n, int16_t *vx, int16_t *vy, uin
}
}
+/**
+ * @brief render filled polygon with holes by raycasting along the y axis
+ *
+ * This function renders a filled polygon that can have holes by SDL primitive
+ * graphic functions by raycasting along the y axis. This works basically the same
+ * as for complex polygons. Only difference is the "holes" are individual
+ * polygon loops not connected to the outer loop.
+ * FIXME: This draws well as long as the "hole" does not intersect with the
+ * outer polygon. However such multipolygons are seen a mapping error in OSM
+ * and therefore the rendering err may even help in detecting them.
+ * But this could be fixed by never starting a line on a vertex that came from a
+ * hole intersection.
+ *
+ * @param s SDL surface to draw on
+ * @param p Array of points containing the outer polygon
+ * @param count Number of points in outer polygon
+ * @param hole_count Number of hole polygons
+ * @param ccount number of points per hole polygon
+ * @oaram holes array of point arrays. One for each "hole"
+ * @param col Color to draw this.
+ */
+void raster_aapolygon_with_holes (SDL_Surface *s, struct point *p, int count, int hole_count, int* ccount,
+ struct point **holes, uint32_t col) {
+ int i;
+ struct point * p1;
+ struct point * p2;
+ /* Check visibility of clipping rectangle */
+ if ((s->clip_rect.w==0) || (s->clip_rect.h==0)) {
+ return;
+ }
+
+ /* Sanity check number of edges */
+ if (count < 3) {
+ return;
+ }
+ /*
+ * Draw antialiased outline
+ */
+ p1 = p2 = p;
+ p2++;
+ for (i = 1; i < count; i++) {
+ raster_aalineColorInt(s, p1->x, p1->y, p2->x, p2->y, col, 0);
+ p1 = p2;
+ p2++;
+ }
+ raster_aalineColorInt(s, p1->x, p1->y, p->x, p->y, col, 0);
+ raster_polygon_with_holes(s, p, count, hole_count, ccount, holes, col);
+}
+
+/**
+ * @brief render filled polygon with holes by raycasting along the y axis
+ *
+ * This function renders a filled polygon that can have holes by SDL primitive
+ * graphic functions by raycasting along the y axis. This works basically the same
+ * as for complex polygons. Only difference is the "holes" are individual
+ * polygon loops not connected to the outer loop.
+ * FIXME: This draws well as long as the "hole" does not intersect with the
+ * outer polygon. However such multipolygons are seen a mapping error in OSM
+ * and therefore the rendering err may even help in detecting them.
+ * But this could be fixed by never starting a line on a vertex that came from a
+ * hole intersection.
+ *
+ * @param s SDL surface to draw on
+ * @param p Array of points containing the outer polygon
+ * @param count Number of points in outer polygon
+ * @param hole_count Number of hole polygons
+ * @param ccount number of points per hole polygon
+ * @oaram holes array of point arrays. One for each "hole"
+ * @param col Color to draw this.
+ */
+void raster_polygon_with_holes (SDL_Surface *s, struct point *p, int count, int hole_count, int* ccount,
+ struct point **holes, uint32_t col) {
+ int vertex_max;
+ int vertex_count;
+ int * vertexes;
+ int miny, maxy;
+ int i;
+ int y;
+
+ /* Check visibility of clipping rectangle */
+ if ((s->clip_rect.w==0) || (s->clip_rect.h==0)) {
+ return;
+ }
+
+ /* Sanity check number of edges */
+ if (count < 3) {
+ return;
+ }
+
+ /*
+ * Prepare a buffer for vertexes. Maximum number of vertexes is the number of points
+ * of polygon and holes
+ */
+ vertex_max = count;
+ for(i =0; i < hole_count; i ++) {
+ vertex_max += ccount[i];
+ }
+ vertexes = g_malloc(sizeof(int) * vertex_max);
+ if(vertexes == NULL) {
+ return;
+ }
+
+ /* calculate y min and max coordinate. We can ignore the holes, as we won't render hole
+ * parts "bigger" than the surrounding polygon.*/
+ miny = p[0].y;
+ maxy = p[0].y;
+ for (i = 1; (i < count); i++) {
+ if (p[i].y < miny) {
+ miny = p[i].y;
+ } else if (p[i].y > maxy) {
+ maxy = p[i].y;
+ }
+ }
+
+ /* scan y coordinates from miny to maxy */
+ for(y = miny; y <= maxy ; y ++) {
+ int h;
+ vertex_count=0;
+ /* calculate the intersecting points of the polygon with current y and add to vertexes array*/
+ for (i = 0; (i < count); i++) {
+ int ind1;
+ int ind2;
+ struct point p1;
+ struct point p2;
+
+ if (!i) {
+ ind1 = count - 1;
+ ind2 = 0;
+ } else {
+ ind1 = i - 1;
+ ind2 = i;
+ }
+ p1.y = p[ind1].y;
+ p2.y = p[ind2].y;
+ if (p1.y < p2.y) {
+ p1.x = p[ind1].x;
+ p2.x = p[ind2].x;
+ } else if (p1.y > p2.y) {
+ p2.y = p[ind1].y;
+ p1.y = p[ind2].y;
+ p2.x = p[ind1].x;
+ p1.x = p[ind2].x;
+ } else {
+ continue;
+ }
+ if ( ((y >= p1.y) && (y < p2.y)) || ((y == maxy) && (y > p1.y) && (y <= p2.y)) ) {
+ vertexes[vertex_count++] = ((65536 * (y - p1.y)) / (p2.y - p1.y)) * (p2.x - p1.x) + (65536 * p1.x);
+ }
+ }
+ for(h= 0; h < hole_count; h ++) {
+ /* add the intersecting points from the holes as well */
+ for (i = 0; (i < ccount[h]); i++) {
+ int ind1;
+ int ind2;
+ struct point p1;
+ struct point p2;
+
+ if (!i) {
+ ind1 = ccount[h] - 1;
+ ind2 = 0;
+ } else {
+ ind1 = i - 1;
+ ind2 = i;
+ }
+ p1.y = holes[h][ind1].y;
+ p2.y = holes[h][ind2].y;
+ if (p1.y < p2.y) {
+ p1.x = holes[h][ind1].x;
+ p2.x = holes[h][ind2].x;
+ } else if (p1.y > p2.y) {
+ p2.y = holes[h][ind1].y;
+ p1.y = holes[h][ind2].y;
+ p2.x = holes[h][ind1].x;
+ p1.x = holes[h][ind2].x;
+ } else {
+ continue;
+ }
+ if ( ((y >= p1.y) && (y < p2.y)) || ((y == maxy) && (y > p1.y) && (y <= p2.y)) ) {
+ vertexes[vertex_count++] = ((65536 * (y - p1.y)) / (p2.y - p1.y)) * (p2.x - p1.x) + (65536 * p1.x);
+ }
+ }
+ }
+
+ /* sort the vertexes */
+ qsort(vertexes, vertex_count, sizeof(int), gfxPrimitivesCompareInt);
+ /* draw the lines between every second vertex */
+ for (i = 0; (i < vertex_count); i +=2) {
+ Sint16 xa;
+ Sint16 xb;
+ xa = (vertexes[i] >> 16);
+ xb = (vertexes[i+1] >> 16);
+ raster_hline(s, xa+1, xb, y, col);
+ }
+ }
+ g_free(vertexes);
+}
diff --git a/navit/graphics/sdl/raster.h b/navit/graphics/sdl/raster.h
index 2e68ea05f..e295f23fb 100644
--- a/navit/graphics/sdl/raster.h
+++ b/navit/graphics/sdl/raster.h
@@ -10,15 +10,21 @@
#include <stdint.h>
#include "SDL.h"
+#include "point.h"
void raster_rect(SDL_Surface *s, int16_t x, int16_t y, int16_t w, int16_t h, uint32_t col);
void raster_line(SDL_Surface *s, int16_t x1, int16_t y1, int16_t x2, int16_t y2, uint32_t col);
void raster_circle(SDL_Surface *s, int16_t x, int16_t y, int16_t r, uint32_t col);
void raster_polygon(SDL_Surface *s, int16_t n, int16_t *vx, int16_t *vy, uint32_t col);
+void raster_polygon_with_holes (SDL_Surface *s, struct point *p, int count, int hole_count, int* ccount,
+ struct point **holes, uint32_t col);
void raster_aaline(SDL_Surface *s, int16_t x1, int16_t y1, int16_t x2, int16_t y2, uint32_t col);
void raster_aacircle(SDL_Surface *s, int16_t x, int16_t y, int16_t r, uint32_t col);
void raster_aapolygon(SDL_Surface *s, int16_t n, int16_t *vx, int16_t *vy, uint32_t col);
+void raster_aapolygon_with_holes (SDL_Surface *s, struct point *p, int count, int hole_count, int* ccount,
+ struct point **holes, uint32_t col);
+
#endif /* __RASTER_H */
diff --git a/navit/graphics/win32/graphics_win32.c b/navit/graphics/win32/graphics_win32.c
index 6bcad3be6..6346e59f7 100644
--- a/navit/graphics/win32/graphics_win32.c
+++ b/navit/graphics/win32/graphics_win32.c
@@ -829,8 +829,177 @@ static void draw_polygon(struct graphics_priv *gr, struct graphics_gc_priv *gc,
#if HAVE_API_WIN32_CE
/*
- * Windows CE doesn't support PaintPath used for other versions. No polygon with holes support for CE yet.
+ * Windows CE doesn't feature GraphicsPath, so in order to draw filled polygons
+ * with holes, we need to resort on manual raycasting. The following functions
+ * have been inspired from SDL backend that does need to raycast all polygons.
*/
+
+/* Helper qsort callback for polygon drawing */
+static int gfxPrimitivesCompareInt(const void *a, const void *b) {
+ return (*(const int *) a) - (*(const int *) b);
+}
+
+/**
+ * @brief render filled polygon with holes by raycasting along the y axis
+ *
+ * This function renders a filled polygon that can have holes by SDL primitive
+ * graphic functions by raycasting along the y axis. This works basically the same
+ * as for complex polygons. Only difference is the "holes" are individual
+ * polygon loops not connected to the outer loop.
+ * FIXME: This draws well as long as the "hole" does not intersect with the
+ * outer polygon. However such multipolygons are seen a mapping error in OSM
+ * and therefore the rendering err may even help in detecting them.
+ * But this could be fixed by never starting a line on a vertex that came from a
+ * hole intersection.
+ *
+ * @param gr graphics instance
+ * @param gc graphics context
+ * @param p Array of points for the outer polygon
+ * @param count Number of points in outer polygon
+ * @param hole_count Number of hole polygons
+ * @param ccount number of points per hole polygon
+ * @oaram holes array of point arrays. One for each "hole"
+ */
+static void draw_polygon_with_holes (struct graphics_priv *gr, struct graphics_gc_priv *gc, struct point *p, int count,
+ int hole_count, int* ccount, struct point **holes) {
+ int vertex_max;
+ int vertex_count;
+ int * vertexes;
+ int miny, maxy;
+ int i;
+ int y;
+ HPEN holdpen;
+ HBRUSH holdbrush;
+ HPEN linepen;
+
+ /* Sanity check number of edges */
+ if (count < 3) {
+ return;
+ }
+
+ /*
+ * Prepare a buffer for vertexes. Maximum number of vertexes is the number of points
+ * of polygon and holes
+ */
+ vertex_max = count;
+ for(i =0; i < hole_count; i ++) {
+ vertex_max += ccount[i];
+ }
+ vertexes = g_malloc(sizeof(int) * vertex_max);
+ if(vertexes == NULL) {
+ return;
+ }
+
+ /* create pen to draw the lines */
+ linepen = CreatePen( PS_SOLID, 1, gc->fg_color );
+
+ /* remeber pen and brush */
+ holdpen = SelectObject( gr->hMemDC, linepen );
+ holdbrush = SelectObject( gr->hMemDC, gc->hbrush );
+
+ /* calculate y min and max coordinate. We can ignore the holes, as we won't render hole
+ * parts "bigger" than the surrounding polygon.*/
+ miny = p[0].y;
+ maxy = p[0].y;
+ for (i = 1; (i < count); i++) {
+ if (p[i].y < miny) {
+ miny = p[i].y;
+ } else if (p[i].y > maxy) {
+ maxy = p[i].y;
+ }
+ }
+
+ /* scan y coordinates from miny to maxy */
+ for(y = miny; y <= maxy ; y ++) {
+ int h;
+ vertex_count=0;
+ /* calculate the intersecting points of the polygon with current y and add to vertexes array*/
+ for (i = 0; (i < count); i++) {
+ int ind1;
+ int ind2;
+ struct point p1;
+ struct point p2;
+
+ if (!i) {
+ ind1 = count - 1;
+ ind2 = 0;
+ } else {
+ ind1 = i - 1;
+ ind2 = i;
+ }
+ p1.y = p[ind1].y;
+ p2.y = p[ind2].y;
+ if (p1.y < p2.y) {
+ p1.x = p[ind1].x;
+ p2.x = p[ind2].x;
+ } else if (p1.y > p2.y) {
+ p2.y = p[ind1].y;
+ p1.y = p[ind2].y;
+ p2.x = p[ind1].x;
+ p1.x = p[ind2].x;
+ } else {
+ continue;
+ }
+ if ( ((y >= p1.y) && (y < p2.y)) || ((y == maxy) && (y > p1.y) && (y <= p2.y)) ) {
+ vertexes[vertex_count++] = ((65536 * (y - p1.y)) / (p2.y - p1.y)) * (p2.x - p1.x) + (65536 * p1.x);
+ }
+ }
+ for(h= 0; h < hole_count; h ++) {
+ /* add the intersecting points from the holes as well */
+ for (i = 0; (i < ccount[h]); i++) {
+ int ind1;
+ int ind2;
+ struct point p1;
+ struct point p2;
+
+ if (!i) {
+ ind1 = ccount[h] - 1;
+ ind2 = 0;
+ } else {
+ ind1 = i - 1;
+ ind2 = i;
+ }
+ p1.y = holes[h][ind1].y;
+ p2.y = holes[h][ind2].y;
+ if (p1.y < p2.y) {
+ p1.x = holes[h][ind1].x;
+ p2.x = holes[h][ind2].x;
+ } else if (p1.y > p2.y) {
+ p2.y = holes[h][ind1].y;
+ p1.y = holes[h][ind2].y;
+ p2.x = holes[h][ind1].x;
+ p1.x = holes[h][ind2].x;
+ } else {
+ continue;
+ }
+ if ( ((y >= p1.y) && (y < p2.y)) || ((y == maxy) && (y > p1.y) && (y <= p2.y)) ) {
+ vertexes[vertex_count++] = ((65536 * (y - p1.y)) / (p2.y - p1.y)) * (p2.x - p1.x) + (65536 * p1.x);
+ }
+ }
+ }
+
+ /* sort the vertexes */
+ qsort(vertexes, vertex_count, sizeof(int), gfxPrimitivesCompareInt);
+ /* draw the lines between every second vertex */
+ for (i = 0; (i < vertex_count); i +=2) {
+ int xa;
+ int xb;
+ xa = (vertexes[i] >> 16);
+ xb = (vertexes[i+1] >> 16);
+ MoveToEx( gr->hMemDC, xa+1, y, NULL );
+ LineTo( gr->hMemDC, xb, y );
+ }
+ }
+ /* free vertex buffer */
+ g_free(vertexes);
+
+ /* restore pen and brush */
+ SelectObject( gr->hMemDC, holdbrush);
+ SelectObject( gr->hMemDC, holdpen);
+
+ /* delete linepen */
+ DeleteObject(linepen);
+}
#else
static void draw_polygon_with_holes (struct graphics_priv *gr, struct graphics_gc_priv *gc, struct point *p, int count,
int hole_count, int* ccount, struct point **holes) {
@@ -1522,11 +1691,7 @@ static struct graphics_methods graphics_methods = {
NULL, /* show_native_keyboard */
NULL, /* hide_native_keyboard */
NULL, /* get dpi */
-#if HAVE_API_WIN32_CE
- NULL, /* draw_polygon_with_holes */
-#else
draw_polygon_with_holes
-#endif
};