use sw_composite::*;
use crate::Transform;
pub trait Blitter {
fn blit_span(&mut self, y: i32, x1: i32, x2: i32);
}
pub struct MaskSuperBlitter {
pub x: i32,
pub y: i32,
width: i32,
height: i32,
pub buf: Vec<u8>,
}
const SHIFT: i32 = 2;
const SCALE: i32 = (1 << SHIFT);
const MASK: i32 = (SCALE - 1);
const SUPER_MASK: i32 = ((1 << SHIFT) - 1);
fn coverage_to_partial_alpha(mut aa: i32) -> u8 {
aa <<= 8 - 2 * SHIFT;
return aa as u8;
}
impl MaskSuperBlitter {
pub fn new(width: i32, height: i32) -> MaskSuperBlitter {
MaskSuperBlitter {
x: 0, y: 0,
width,
height,
buf: vec![0; (width * height) as usize + 1],
}
}
}
fn saturated_add(a: u8, b: u8) -> u8 {
let tmp = a as u32 + b as u32;
let result = tmp - (tmp >> 8);
result as u8
}
impl Blitter for MaskSuperBlitter {
fn blit_span(&mut self, mut y: i32, mut x1: i32, mut x2: i32) {
y -= self.y;
x1 -= self.x;
x2 -= self.x;
let max: u8 = ((1 << (8 - SHIFT)) - (((y & MASK) + 1) >> SHIFT)) as u8;
let mut b: *mut u8 = &mut self.buf[(y / 4 * self.width + (x1 >> SHIFT)) as usize];
let mut fb = x1 & SUPER_MASK;
let fe = x2 & SUPER_MASK;
let mut n = (x2 >> SHIFT) - (x1 >> SHIFT) - 1;
if n < 0 {
unsafe { *b = saturated_add(*b, coverage_to_partial_alpha(fe - fb)) };
} else {
fb = (1 << SHIFT) - fb;
unsafe { *b = saturated_add(*b, coverage_to_partial_alpha(fb)) };
unsafe {
b = b.offset(1);
};
while n != 0 {
unsafe { *b += max };
unsafe { b = b.offset(1) };
n -= 1;
}
unsafe { *b = saturated_add(*b, coverage_to_partial_alpha(fe)) };
}
}
}
pub trait Shader {
fn shade_span(&self, x: i32, y: i32, dest: &mut [u32], count: usize);
}
pub struct SolidShader {
pub color: u32,
}
impl Shader for SolidShader {
fn shade_span(&self, _x: i32, _y: i32, dest: &mut [u32], count: usize) {
for i in 0..count {
dest[i] = self.color;
}
}
}
fn transform_to_fixed(transform: &Transform) -> MatrixFixedPoint {
MatrixFixedPoint {
xx: float_to_fixed(transform.m11),
xy: float_to_fixed(transform.m21),
yx: float_to_fixed(transform.m12),
yy: float_to_fixed(transform.m22),
x0: float_to_fixed(transform.m31),
y0: float_to_fixed(transform.m32),
}
}
pub struct ImageShader<'a, 'b> {
image: &'a Image<'b>,
xfm: MatrixFixedPoint,
}
impl<'a, 'b> ImageShader<'a, 'b> {
pub fn new(image: &'a Image<'b>, transform: &Transform) -> ImageShader<'a, 'b> {
ImageShader {
image,
xfm: transform_to_fixed(transform),
}
}
}
impl<'a, 'b> Shader for ImageShader<'a, 'b> {
fn shade_span(&self, mut x: i32, y: i32, dest: &mut [u32], count: usize) {
for i in 0..count {
let p = self.xfm.transform(x as u16, y as u16);
dest[i] = fetch_bilinear(self.image, p.x, p.y);
x += 1;
}
}
}
pub struct RadialGradientShader {
gradient: Box<GradientSource>,
}
impl RadialGradientShader {
pub fn new(gradient: &Gradient, transform: &Transform) -> RadialGradientShader {
RadialGradientShader {
gradient: gradient.make_source(&transform_to_fixed(transform)),
}
}
}
impl Shader for RadialGradientShader {
fn shade_span(&self, mut x: i32, y: i32, dest: &mut [u32], count: usize) {
for i in 0..count {
dest[i] = self.gradient.radial_gradient_eval(x as u16, y as u16);
x += 1;
}
}
}
pub struct LinearGradientShader {
gradient: Box<GradientSource>,
}
impl LinearGradientShader {
pub fn new(gradient: &Gradient, transform: &Transform) -> LinearGradientShader {
LinearGradientShader {
gradient: gradient.make_source(&transform_to_fixed(transform)),
}
}
}
impl Shader for LinearGradientShader {
fn shade_span(&self, mut x: i32, y: i32, dest: &mut [u32], count: usize) {
for i in 0..count {
dest[i] = self.gradient.linear_gradient_eval(x as u16, y as u16);
x += 1;
}
}
}
pub struct ShaderBlitter<'a> {
pub x: i32,
pub y: i32,
pub shader: &'a Shader,
pub tmp: Vec<u32>,
pub dest: &'a mut [u32],
pub dest_stride: i32,
pub mask: &'a [u8],
pub mask_stride: i32,
}
impl<'a> Blitter for ShaderBlitter<'a> {
fn blit_span(&mut self, y: i32, x1: i32, x2: i32) {
let dest_row = (y - self.y) * self.dest_stride;
let mask_row = y * self.mask_stride;
let count = (x2 - x1) as usize;
self.shader.shade_span(x1, y, &mut self.tmp[..], count);
for i in 0..count {
self.dest[(dest_row + x1 - self.x) as usize + i] = over_in(
self.tmp[i],
self.dest[(dest_row + x1 - self.x) as usize + i],
self.mask[(mask_row + x1) as usize + i] as u32,
);
}
}
}
pub struct ShaderClipBlitter<'a> {
pub x: i32,
pub y: i32,
pub shader: &'a Shader,
pub tmp: Vec<u32>,
pub dest: &'a mut [u32],
pub dest_stride: i32,
pub mask: &'a [u8],
pub mask_stride: i32,
pub clip: &'a [u8],
pub clip_stride: i32,
}
impl<'a> Blitter for ShaderClipBlitter<'a> {
fn blit_span(&mut self, y: i32, x1: i32, x2: i32) {
let dest_row = (y - self.y) * self.dest_stride;
let mask_row = y * self.mask_stride;
let clip_row = y * self.clip_stride;
let count = (x2 - x1) as usize;
self.shader.shade_span(x1, y, &mut self.tmp[..], count);
for i in 0..count {
self.dest[(dest_row + x1 - self.x) as usize + i] = over_in_in(
self.tmp[i],
self.dest[(dest_row + x1 - self.x) as usize + i],
self.mask[(mask_row + x1) as usize + i] as u32,
self.clip[(clip_row + x1) as usize + i] as u32,
);
}
}
}
pub struct ShaderClipBlendBlitter<'a> {
pub x: i32,
pub y: i32,
pub shader: &'a Shader,
pub tmp: Vec<u32>,
pub dest: &'a mut [u32],
pub dest_stride: i32,
pub mask: &'a [u8],
pub mask_stride: i32,
pub clip: &'a [u8],
pub clip_stride: i32,
pub blend_fn: fn (u32, u32) -> u32,
}
impl<'a> Blitter for ShaderClipBlendBlitter<'a> {
fn blit_span(&mut self, mut y: i32, mut x1: i32, mut x2: i32) {
let dest_row = (y - self.y) * self.dest_stride;
let mask_row = y * self.mask_stride;
let clip_row = y * self.clip_stride;
let count = (x2 - x1) as usize;
self.shader.shade_span(x1, y, &mut self.tmp[..], count);
for i in 0..count {
let dest = self.dest[(dest_row + x1 - self.x) as usize + i];
self.dest[(dest_row + x1 - self.x) as usize + i] = alpha_lerp(
dest,
(self.blend_fn)(self.tmp[i],dest),
self.mask[(mask_row + x1) as usize + i] as u32,
self.clip[(clip_row + x1) as usize + i] as u32,
);
}
}
}
pub struct ShaderBlendBlitter<'a> {
pub x: i32,
pub y: i32,
pub shader: &'a Shader,
pub tmp: Vec<u32>,
pub dest: &'a mut [u32],
pub dest_stride: i32,
pub mask: &'a [u8],
pub mask_stride: i32,
pub blend_fn: fn (u32, u32) -> u32,
}
impl<'a> Blitter for ShaderBlendBlitter<'a> {
fn blit_span(&mut self, y: i32, x1: i32, x2: i32) {
let dest_row = (y - self.y) * self.dest_stride;
let mask_row = y * self.mask_stride;
let count = (x2 - x1) as usize;
self.shader.shade_span(x1, y, &mut self.tmp[..], count);
for i in 0..count {
let dest = self.dest[(dest_row + x1 - self.x) as usize + i];
self.dest[(dest_row + x1 - self.x) as usize + i] = lerp(
dest,
(self.blend_fn)(self.tmp[i],dest),
alpha_to_alpha256(self.mask[(mask_row + x1) as usize + i] as u32),
);
}
}
}
pub struct SolidBlitter<'a> {
color: u32,
mask: &'a [u8],
dest: &'a mut [u32],
dest_stride: i32,
mask_stride: i32,
}
impl<'a> Blitter for SolidBlitter<'a> {
fn blit_span(&mut self, mut y: i32, mut x1: i32, mut x2: i32) {
let dest_row = y * self.dest_stride;
let mask_row = y * self.mask_stride;
for i in x1..x2 {
self.dest[(dest_row + i) as usize] = over_in(
self.color,
self.dest[(dest_row + i) as usize],
self.mask[(mask_row + i) as usize] as u32,
);
}
}
}