The UI subsystem's render executor needs all three -- clay emits rectangles with corner radii, per-side borders, and scissor commands -- but they earn their place in draw.h on the same terms as everything else there: a rounded panel, a ring gauge and a clipped viewport are things a game wants with or without a layout engine. akgl_draw_filled_rounded_rect decomposes into three band fills plus four quarter-circle triangle fans through SDL_RenderGeometry, with the radius clamped to half the shorter side. akgl_draw_arc strokes between an outer and inner radius as one triangle strip, stepping in proportion to the swept angle under a fixed vertex cap -- no VLAs, unlike clay's own SDL3 reference renderer. akgl_draw_set_clip wraps SDL_SetRenderClipRect and is the one draw entry point where a NULL rectangle is legal, because that is how a clip is cleared. Pixel-readback tests cover the corner geometry (inside the arc filled, outside it untouched), the radius clamp, the zero-radius fall-through, ring and quarter-arc coverage at mid-stroke, sweep bounds, and clip set/clear round trips. Co-Authored-By: Claude Code (Claude Fable 5, claude-fable-5) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01KzBDV2fqgnUAcqCKqKvc71 Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
848 lines
28 KiB
C
848 lines
28 KiB
C
/**
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* @file draw.c
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* @brief Implements the draw subsystem.
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*/
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#include <SDL3/SDL.h>
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#include <SDL3_image/SDL_image.h>
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#include <SDL3_mixer/SDL_mixer.h>
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#include <akerror.h>
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#include <akgl/draw.h>
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#include <akgl/error.h>
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#include <akgl/game.h>
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/** @brief One horizontal run of pixels the flood fill has still to examine. */
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typedef struct {
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int x1; /**< Leftmost column of the run, inclusive. */
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int x2; /**< Rightmost column of the run, inclusive. */
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int y; /**< The row the run is on. */
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} FloodSpan;
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/*
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* The flood fill's working stack. File scope and fixed size rather than a local
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* array because AKGL_DRAW_MAX_FLOOD_SPANS spans is 48 KB, which does not belong
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* on the stack of a function a game may call every frame. The consequence is
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* that akgl_draw_flood_fill is not reentrant -- it is a single-threaded
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* immediate-mode operation on a single render target, and so is everything else
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* that touches an SDL_Renderer.
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*/
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static FloodSpan floodspans[AKGL_DRAW_MAX_FLOOD_SPANS];
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/**
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* @brief Remember the renderer's draw color and replace it with @p color.
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*
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* @p previous is written before anything that can fail, so a caller may restore
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* it unconditionally from a CLEANUP block.
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*
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* @param self The backend. Assumed non-`NULL` with a live `sdl_renderer`;
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* every caller has already checked both.
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* @param color The colour to install.
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* @param previous Receives the colour that was in place. Assumed non-`NULL`.
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* Pre-filled with opaque black, so it is safe to restore from
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* even if the query below fails.
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* @return `NULL` on success, otherwise an error context owned by the caller.
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* @throws AKGL_ERR_SDL If the current draw colour cannot be read or the new one
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* cannot be set. The message carries `SDL_GetError()`.
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*/
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static akerr_ErrorContext *push_draw_color(akgl_RenderBackend *self, SDL_Color color, SDL_Color *previous)
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{
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PREPARE_ERROR(errctx);
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previous->r = 0x00;
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previous->g = 0x00;
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previous->b = 0x00;
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previous->a = SDL_ALPHA_OPAQUE;
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FAIL_ZERO_RETURN(
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errctx,
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SDL_GetRenderDrawColor(self->sdl_renderer, &previous->r, &previous->g, &previous->b, &previous->a),
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AKGL_ERR_SDL,
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"%s",
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SDL_GetError());
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FAIL_ZERO_RETURN(
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errctx,
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SDL_SetRenderDrawColor(self->sdl_renderer, color.r, color.g, color.b, color.a),
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AKGL_ERR_SDL,
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"%s",
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SDL_GetError());
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SUCCEED_RETURN(errctx);
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}
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/**
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* @brief Put back the draw color push_draw_color() recorded.
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*
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* Called from `CLEANUP` blocks under `IGNORE()`, so its error is logged rather
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* than propagated -- failing to restore a colour must not mask the failure the
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* cleanup is unwinding from.
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*
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* @param self The backend. Assumed non-`NULL` with a live `sdl_renderer`.
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* @param previous The colour push_draw_color() recorded. Assumed non-`NULL`.
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* @return `NULL` on success, otherwise an error context owned by the caller.
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* @throws AKGL_ERR_SDL If the draw colour cannot be set.
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*/
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static akerr_ErrorContext *pop_draw_color(akgl_RenderBackend *self, SDL_Color *previous)
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{
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(
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errctx,
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SDL_SetRenderDrawColor(self->sdl_renderer, previous->r, previous->g, previous->b, previous->a),
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AKGL_ERR_SDL,
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"%s",
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SDL_GetError());
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SUCCEED_RETURN(errctx);
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}
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/* Draw a Gimpish background pattern to show transparency in the image */
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akerr_ErrorContext *akgl_draw_background(akgl_RenderBackend *self, int w, int h)
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{
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PREPARE_ERROR(errctx);
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SDL_Color col[2] = {
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{ 0x66, 0x66, 0x66, 0xff },
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{ 0x99, 0x99, 0x99, 0xff },
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};
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SDL_Color previous;
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SDL_FRect rect;
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const int dx = 8, dy = 8;
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bool pushed = false;
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bool drawfailed = false;
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int i = 0;
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int x = 0;
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int y = 0;
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FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
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FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
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rect.w = (float)dx;
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rect.h = (float)dy;
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ATTEMPT {
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CATCH(errctx, push_draw_color(self, col[0], &previous));
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pushed = true;
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// The two SDL calls are checked through a flag rather than with
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// FAIL_ZERO_BREAK. Inside these loops a `break` would leave the loop,
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// not the ATTEMPT block, and the fill would carry on with the failure
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// unnoticed -- the hazard AGENTS.md describes for CATCH inside a loop.
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for ( y = 0; (y < h) && (drawfailed == false); y += dy ) {
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for ( x = 0; x < w; x += dx ) {
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/* use an 8x8 checkerboard pattern */
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i = (((x ^ y) >> 3) & 1);
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if ( SDL_SetRenderDrawColor(self->sdl_renderer, col[i].r, col[i].g, col[i].b, col[i].a) == false ) {
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drawfailed = true;
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break;
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}
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rect.x = (float)x;
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rect.y = (float)y;
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if ( SDL_RenderFillRect(self->sdl_renderer, &rect) == false ) {
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drawfailed = true;
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break;
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}
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}
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}
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FAIL_NONZERO_BREAK(errctx, drawfailed, AKGL_ERR_SDL, "%s", SDL_GetError());
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} CLEANUP {
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if ( pushed == true ) {
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IGNORE(pop_draw_color(self, &previous));
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}
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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/**
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* @brief Fill the four-connected region of @p oldpixel around a seed pixel.
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*
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* A scanline fill: each entry on the stack is a run of pixels on one row that
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* still has to be examined. Finding a matching pixel expands it to the whole
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* run it belongs to, fills that run, and pushes the rows above and below.
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* Filled pixels no longer match @p oldpixel, which is what terminates it.
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*
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* @p surface must be SDL_PIXELFORMAT_RGBA32; the fill compares and writes whole
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* 32-bit words rather than going through SDL_ReadSurfacePixel per pixel.
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*
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* @p dirty is set to the bounding box of everything written, so the caller can
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* put back only the pixels that changed.
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*
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* Running out of stack leaves the region partially filled and reports
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* AKERR_OUTOFBOUNDS. There is no way to unwind a partial fill short of keeping
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* a copy of the whole surface, and the caller asked for a bounded operation.
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*
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* @param surface The pixels to fill, in SDL_PIXELFORMAT_RGBA32. Assumed
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* non-`NULL` and locked-or-lockless; the caller converts.
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* @param x Seed column. Assumed inside the surface -- akgl_draw_flood_fill
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* has already range-checked it.
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* @param y Seed row, likewise.
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* @param oldpixel The packed pixel value the region is made of. Everything else
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* is a boundary.
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* @param newpixel The packed pixel value to write. Must differ from @p oldpixel:
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* if they are equal the fill never terminates making progress,
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* which is why the caller checks that case first.
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* @param dirty Receives the bounding box of everything written, so the caller
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* can put back only the pixels that changed. Assumed non-`NULL`.
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* Left describing an empty box if nothing matched.
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* @return `NULL` on success, otherwise an error context owned by the caller.
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* @throws AKERR_OUTOFBOUNDS If the region needs more than
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* #AKGL_DRAW_MAX_FLOOD_SPANS pending spans. @p dirty is then not written
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* and the surface is partially filled.
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*/
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static akerr_ErrorContext *flood_region(SDL_Surface *surface, int x, int y, uint32_t oldpixel, uint32_t newpixel, SDL_Rect *dirty)
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{
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uint32_t *pixels = (uint32_t *)surface->pixels;
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int pitch = surface->pitch / (int)sizeof(uint32_t);
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int count = 0;
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int col = 0;
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int left = 0;
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int right = 0;
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int i = 0;
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int minx = surface->w;
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int miny = surface->h;
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int maxx = -1;
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int maxy = -1;
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FloodSpan span;
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PREPARE_ERROR(errctx);
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floodspans[0].x1 = x;
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floodspans[0].x2 = x;
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floodspans[0].y = y;
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count = 1;
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while ( count > 0 ) {
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count -= 1;
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span = floodspans[count];
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col = span.x1;
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while ( col <= span.x2 ) {
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if ( pixels[(span.y * pitch) + col] != oldpixel ) {
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col += 1;
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continue;
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}
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left = col;
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while ( left > 0 && pixels[(span.y * pitch) + (left - 1)] == oldpixel ) {
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left -= 1;
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}
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right = col;
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while ( right < (surface->w - 1) && pixels[(span.y * pitch) + (right + 1)] == oldpixel ) {
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right += 1;
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}
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for ( i = left; i <= right; i++ ) {
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pixels[(span.y * pitch) + i] = newpixel;
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}
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if ( left < minx ) {
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minx = left;
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}
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if ( right > maxx ) {
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maxx = right;
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}
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if ( span.y < miny ) {
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miny = span.y;
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}
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if ( span.y > maxy ) {
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maxy = span.y;
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}
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// Two pushes per run, so the check is for room for both.
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FAIL_NONZERO_RETURN(
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errctx,
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((count + 2) > AKGL_DRAW_MAX_FLOOD_SPANS),
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AKERR_OUTOFBOUNDS,
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"Region needs more than %d pending spans; it is partially filled",
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AKGL_DRAW_MAX_FLOOD_SPANS);
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if ( span.y > 0 ) {
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floodspans[count].x1 = left;
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floodspans[count].x2 = right;
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floodspans[count].y = span.y - 1;
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count += 1;
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}
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if ( span.y < (surface->h - 1) ) {
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floodspans[count].x1 = left;
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floodspans[count].x2 = right;
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floodspans[count].y = span.y + 1;
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count += 1;
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}
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col = right + 1;
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}
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}
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dirty->x = minx;
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dirty->y = miny;
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dirty->w = (maxx - minx) + 1;
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dirty->h = (maxy - miny) + 1;
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akgl_draw_point(akgl_RenderBackend *self, float32_t x, float32_t y, SDL_Color color)
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{
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SDL_Color previous;
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
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FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
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ATTEMPT {
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CATCH(errctx, push_draw_color(self, color, &previous));
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FAIL_ZERO_BREAK(
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errctx,
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SDL_RenderPoint(self->sdl_renderer, x, y),
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AKGL_ERR_SDL,
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"%s",
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SDL_GetError());
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} CLEANUP {
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IGNORE(pop_draw_color(self, &previous));
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akgl_draw_line(akgl_RenderBackend *self, float32_t x1, float32_t y1, float32_t x2, float32_t y2, SDL_Color color)
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{
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SDL_Color previous;
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
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FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
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ATTEMPT {
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CATCH(errctx, push_draw_color(self, color, &previous));
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FAIL_ZERO_BREAK(
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errctx,
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SDL_RenderLine(self->sdl_renderer, x1, y1, x2, y2),
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AKGL_ERR_SDL,
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"%s",
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SDL_GetError());
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} CLEANUP {
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IGNORE(pop_draw_color(self, &previous));
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akgl_draw_rect(akgl_RenderBackend *self, SDL_FRect *rect, SDL_Color color)
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{
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SDL_Color previous;
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
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FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
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FAIL_ZERO_RETURN(errctx, rect, AKERR_NULLPOINTER, "rect");
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ATTEMPT {
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CATCH(errctx, push_draw_color(self, color, &previous));
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FAIL_ZERO_BREAK(
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errctx,
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SDL_RenderRect(self->sdl_renderer, rect),
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AKGL_ERR_SDL,
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"%s",
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SDL_GetError());
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} CLEANUP {
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IGNORE(pop_draw_color(self, &previous));
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akgl_draw_filled_rect(akgl_RenderBackend *self, SDL_FRect *rect, SDL_Color color)
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{
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SDL_Color previous;
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
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FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
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FAIL_ZERO_RETURN(errctx, rect, AKERR_NULLPOINTER, "rect");
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ATTEMPT {
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CATCH(errctx, push_draw_color(self, color, &previous));
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FAIL_ZERO_BREAK(
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errctx,
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SDL_RenderFillRect(self->sdl_renderer, rect),
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AKGL_ERR_SDL,
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"%s",
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SDL_GetError());
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} CLEANUP {
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IGNORE(pop_draw_color(self, &previous));
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akgl_draw_circle(akgl_RenderBackend *self, float32_t x, float32_t y, float32_t radius, SDL_Color color)
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{
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SDL_Color previous;
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SDL_FPoint octants[8];
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int centerx = 0;
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int centery = 0;
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int r = 0;
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int offsetx = 0;
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int offsety = 0;
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int decision = 0;
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bool plotted = true;
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
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FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
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FAIL_NONZERO_RETURN(errctx, (radius < 0), AKERR_OUTOFBOUNDS, "Negative radius %f", radius);
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centerx = (int)SDL_lroundf(x);
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centery = (int)SDL_lroundf(y);
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r = (int)SDL_lroundf(radius);
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offsety = r;
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// The midpoint decision variable, started so the first step chooses between
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// (0, r) and (1, r-1) correctly.
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decision = 1 - r;
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|
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ATTEMPT {
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CATCH(errctx, push_draw_color(self, color, &previous));
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while ( offsety >= offsetx ) {
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// Eight-way symmetry: one computed point in the second octant gives
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// the seven others by reflection.
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octants[0].x = (float)(centerx + offsetx);
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octants[0].y = (float)(centery + offsety);
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octants[1].x = (float)(centerx - offsetx);
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octants[1].y = (float)(centery + offsety);
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octants[2].x = (float)(centerx + offsetx);
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octants[2].y = (float)(centery - offsety);
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octants[3].x = (float)(centerx - offsetx);
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octants[3].y = (float)(centery - offsety);
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octants[4].x = (float)(centerx + offsety);
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octants[4].y = (float)(centery + offsetx);
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|
octants[5].x = (float)(centerx - offsety);
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octants[5].y = (float)(centery + offsetx);
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octants[6].x = (float)(centerx + offsety);
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octants[6].y = (float)(centery - offsetx);
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octants[7].x = (float)(centerx - offsety);
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|
octants[7].y = (float)(centery - offsetx);
|
|
// A CATCH here would break this loop rather than leave the function,
|
|
// so failure is recorded and reported once the loop is done.
|
|
if ( !SDL_RenderPoints(self->sdl_renderer, octants, 8) ) {
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|
plotted = false;
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|
}
|
|
offsetx += 1;
|
|
if ( decision < 0 ) {
|
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decision += (2 * offsetx) + 1;
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|
} else {
|
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offsety -= 1;
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decision += 2 * (offsetx - offsety) + 1;
|
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}
|
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}
|
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FAIL_ZERO_BREAK(errctx, plotted, AKGL_ERR_SDL, "%s", SDL_GetError());
|
|
} CLEANUP {
|
|
IGNORE(pop_draw_color(self, &previous));
|
|
} PROCESS(errctx) {
|
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
|
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}
|
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|
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akerr_ErrorContext *akgl_draw_flood_fill(akgl_RenderBackend *self, int x, int y, SDL_Color color)
|
|
{
|
|
SDL_Surface *target = NULL;
|
|
SDL_Surface *rgba = NULL;
|
|
SDL_Texture *patch = NULL;
|
|
// Only written by a successful flood_region(), and only read after one, but
|
|
// the paths in between are far enough apart that the compiler cannot see it.
|
|
SDL_Rect dirty = { 0, 0, 0, 0 };
|
|
SDL_FRect src;
|
|
SDL_FRect dest;
|
|
uint32_t *pixels = NULL;
|
|
uint32_t oldpixel = 0;
|
|
uint32_t newpixel = 0;
|
|
int width = 0;
|
|
int height = 0;
|
|
|
|
PREPARE_ERROR(errctx);
|
|
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
|
|
FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
|
|
ATTEMPT {
|
|
FAIL_ZERO_BREAK(
|
|
errctx,
|
|
SDL_GetCurrentRenderOutputSize(self->sdl_renderer, &width, &height),
|
|
AKGL_ERR_SDL,
|
|
"%s",
|
|
SDL_GetError());
|
|
FAIL_NONZERO_BREAK(
|
|
errctx,
|
|
((x < 0) || (y < 0) || (x >= width) || (y >= height)),
|
|
AKERR_OUTOFBOUNDS,
|
|
"Seed pixel %d,%d is outside the %dx%d render target",
|
|
x, y, width, height);
|
|
|
|
target = SDL_RenderReadPixels(self->sdl_renderer, NULL);
|
|
FAIL_ZERO_BREAK(errctx, target, AKGL_ERR_SDL, "%s", SDL_GetError());
|
|
// The fill works on 32-bit words, so the layout has to be known rather
|
|
// than whatever the render target happens to use.
|
|
rgba = SDL_ConvertSurface(target, SDL_PIXELFORMAT_RGBA32);
|
|
FAIL_ZERO_BREAK(errctx, rgba, AKGL_ERR_SDL, "%s", SDL_GetError());
|
|
|
|
pixels = (uint32_t *)rgba->pixels;
|
|
oldpixel = pixels[(y * (rgba->pitch / (int)sizeof(uint32_t))) + x];
|
|
newpixel = SDL_MapSurfaceRGBA(rgba, color.r, color.g, color.b, color.a);
|
|
if ( oldpixel == newpixel ) {
|
|
// Already the requested color. Walking it would compare filled
|
|
// pixels against themselves and find nothing, so say so up front.
|
|
SUCCEED_BREAK(errctx);
|
|
}
|
|
CATCH(errctx, flood_region(rgba, x, y, oldpixel, newpixel, &dirty));
|
|
|
|
patch = SDL_CreateTextureFromSurface(self->sdl_renderer, rgba);
|
|
FAIL_ZERO_BREAK(errctx, patch, AKGL_ERR_SDL, "%s", SDL_GetError());
|
|
// Replace rather than blend: this is a framebuffer operation, and the
|
|
// pixels being put back are the ones that were just read out of it.
|
|
FAIL_ZERO_BREAK(
|
|
errctx,
|
|
SDL_SetTextureBlendMode(patch, SDL_BLENDMODE_NONE),
|
|
AKGL_ERR_SDL,
|
|
"%s",
|
|
SDL_GetError());
|
|
|
|
// Only the bounding box of what changed goes back to the target.
|
|
src.x = (float)dirty.x;
|
|
src.y = (float)dirty.y;
|
|
src.w = (float)dirty.w;
|
|
src.h = (float)dirty.h;
|
|
dest = src;
|
|
FAIL_ZERO_BREAK(
|
|
errctx,
|
|
SDL_RenderTexture(self->sdl_renderer, patch, &src, &dest),
|
|
AKGL_ERR_SDL,
|
|
"%s",
|
|
SDL_GetError());
|
|
} CLEANUP {
|
|
if ( patch != NULL ) {
|
|
SDL_DestroyTexture(patch);
|
|
}
|
|
if ( rgba != NULL ) {
|
|
SDL_DestroySurface(rgba);
|
|
}
|
|
if ( target != NULL ) {
|
|
SDL_DestroySurface(target);
|
|
}
|
|
} PROCESS(errctx) {
|
|
} FINISH(errctx, true);
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
akerr_ErrorContext *akgl_draw_copy_region(akgl_RenderBackend *self, SDL_Rect *src, SDL_Surface **dest)
|
|
{
|
|
SDL_Surface *saved = NULL;
|
|
int width = 0;
|
|
int height = 0;
|
|
|
|
PREPARE_ERROR(errctx);
|
|
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
|
|
FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
|
|
FAIL_ZERO_RETURN(errctx, src, AKERR_NULLPOINTER, "src");
|
|
FAIL_ZERO_RETURN(errctx, dest, AKERR_NULLPOINTER, "dest");
|
|
ATTEMPT {
|
|
FAIL_NONZERO_BREAK(
|
|
errctx,
|
|
((src->w <= 0) || (src->h <= 0)),
|
|
AKERR_OUTOFBOUNDS,
|
|
"Region %dx%d has no area",
|
|
src->w, src->h);
|
|
FAIL_ZERO_BREAK(
|
|
errctx,
|
|
SDL_GetCurrentRenderOutputSize(self->sdl_renderer, &width, &height),
|
|
AKGL_ERR_SDL,
|
|
"%s",
|
|
SDL_GetError());
|
|
// SDL clips a read to the target and hands back a smaller surface than
|
|
// was asked for, which a caller pasting it back would not notice.
|
|
FAIL_NONZERO_BREAK(
|
|
errctx,
|
|
((src->x < 0) || (src->y < 0) ||
|
|
((src->x + src->w) > width) || ((src->y + src->h) > height)),
|
|
AKERR_OUTOFBOUNDS,
|
|
"Region %d,%d %dx%d does not fit inside the %dx%d render target",
|
|
src->x, src->y, src->w, src->h, width, height);
|
|
|
|
saved = SDL_RenderReadPixels(self->sdl_renderer, src);
|
|
FAIL_ZERO_BREAK(errctx, saved, AKGL_ERR_SDL, "%s", SDL_GetError());
|
|
|
|
if ( *dest == NULL ) {
|
|
*dest = saved;
|
|
// Ownership has moved to the caller; CLEANUP must not free it.
|
|
saved = NULL;
|
|
} else {
|
|
FAIL_NONZERO_BREAK(
|
|
errctx,
|
|
(((*dest)->w != src->w) || ((*dest)->h != src->h)),
|
|
AKERR_OUTOFBOUNDS,
|
|
"Destination surface is %dx%d, region is %dx%d",
|
|
(*dest)->w, (*dest)->h, src->w, src->h);
|
|
FAIL_ZERO_BREAK(
|
|
errctx,
|
|
SDL_SetSurfaceBlendMode(saved, SDL_BLENDMODE_NONE),
|
|
AKGL_ERR_SDL,
|
|
"%s",
|
|
SDL_GetError());
|
|
FAIL_ZERO_BREAK(
|
|
errctx,
|
|
SDL_BlitSurface(saved, NULL, *dest, NULL),
|
|
AKGL_ERR_SDL,
|
|
"%s",
|
|
SDL_GetError());
|
|
}
|
|
} CLEANUP {
|
|
if ( saved != NULL ) {
|
|
SDL_DestroySurface(saved);
|
|
}
|
|
} PROCESS(errctx) {
|
|
} FINISH(errctx, true);
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
akerr_ErrorContext *akgl_draw_paste_region(akgl_RenderBackend *self, SDL_Surface *src, float32_t x, float32_t y)
|
|
{
|
|
SDL_Texture *patch = NULL;
|
|
SDL_FRect dest;
|
|
|
|
PREPARE_ERROR(errctx);
|
|
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
|
|
FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
|
|
FAIL_ZERO_RETURN(errctx, src, AKERR_NULLPOINTER, "src");
|
|
ATTEMPT {
|
|
patch = SDL_CreateTextureFromSurface(self->sdl_renderer, src);
|
|
FAIL_ZERO_BREAK(errctx, patch, AKGL_ERR_SDL, "%s", SDL_GetError());
|
|
// Replace what is on the target, the way GSHAPE does by default.
|
|
FAIL_ZERO_BREAK(
|
|
errctx,
|
|
SDL_SetTextureBlendMode(patch, SDL_BLENDMODE_NONE),
|
|
AKGL_ERR_SDL,
|
|
"%s",
|
|
SDL_GetError());
|
|
dest.x = x;
|
|
dest.y = y;
|
|
dest.w = (float)src->w;
|
|
dest.h = (float)src->h;
|
|
FAIL_ZERO_BREAK(
|
|
errctx,
|
|
SDL_RenderTexture(self->sdl_renderer, patch, NULL, &dest),
|
|
AKGL_ERR_SDL,
|
|
"%s",
|
|
SDL_GetError());
|
|
} CLEANUP {
|
|
if ( patch != NULL ) {
|
|
SDL_DestroyTexture(patch);
|
|
}
|
|
} PROCESS(errctx) {
|
|
} FINISH(errctx, true);
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
/**
|
|
* @brief Fill one quarter-circle corner as a triangle fan.
|
|
*
|
|
* `SDL_RenderGeometry` colours from its vertices rather than the renderer's
|
|
* draw colour, so this neither pushes nor pops it.
|
|
*
|
|
* @param self The backend. Assumed non-`NULL` with a live `sdl_renderer`;
|
|
* the caller has already checked both.
|
|
* @param cx Horizontal position of the corner's centre -- the point the
|
|
* fan radiates from, one radius inside the rectangle.
|
|
* @param cy Vertical position of the centre.
|
|
* @param radius Radius of the quarter circle. Assumed positive.
|
|
* @param start_deg Angle the quarter starts at; it sweeps 90 degrees clockwise
|
|
* from there.
|
|
* @param color Colour to fill with.
|
|
* @return `NULL` on success, otherwise an error context owned by the caller.
|
|
* @throws AKGL_ERR_SDL If the fan cannot be drawn.
|
|
*/
|
|
static akerr_ErrorContext *fill_corner_fan(akgl_RenderBackend *self, float32_t cx, float32_t cy, float32_t radius, float32_t start_deg, SDL_Color color)
|
|
{
|
|
SDL_Vertex vertices[AKGL_DRAW_ROUNDED_RECT_SEGMENTS + 2];
|
|
int indices[AKGL_DRAW_ROUNDED_RECT_SEGMENTS * 3];
|
|
SDL_FColor fcolor;
|
|
float32_t angle = 0.0f;
|
|
int i = 0;
|
|
|
|
PREPARE_ERROR(errctx);
|
|
fcolor.r = (float)color.r / 255.0f;
|
|
fcolor.g = (float)color.g / 255.0f;
|
|
fcolor.b = (float)color.b / 255.0f;
|
|
fcolor.a = (float)color.a / 255.0f;
|
|
|
|
vertices[0].position.x = cx;
|
|
vertices[0].position.y = cy;
|
|
vertices[0].color = fcolor;
|
|
vertices[0].tex_coord.x = 0.0f;
|
|
vertices[0].tex_coord.y = 0.0f;
|
|
for ( i = 0; i <= AKGL_DRAW_ROUNDED_RECT_SEGMENTS; i++ ) {
|
|
angle = (start_deg + ((90.0f / AKGL_DRAW_ROUNDED_RECT_SEGMENTS) * (float)i)) * (SDL_PI_F / 180.0f);
|
|
vertices[i + 1].position.x = cx + (radius * SDL_cosf(angle));
|
|
vertices[i + 1].position.y = cy + (radius * SDL_sinf(angle));
|
|
vertices[i + 1].color = fcolor;
|
|
vertices[i + 1].tex_coord.x = 0.0f;
|
|
vertices[i + 1].tex_coord.y = 0.0f;
|
|
}
|
|
for ( i = 0; i < AKGL_DRAW_ROUNDED_RECT_SEGMENTS; i++ ) {
|
|
indices[(i * 3) + 0] = 0;
|
|
indices[(i * 3) + 1] = i + 1;
|
|
indices[(i * 3) + 2] = i + 2;
|
|
}
|
|
FAIL_ZERO_RETURN(
|
|
errctx,
|
|
SDL_RenderGeometry(
|
|
self->sdl_renderer,
|
|
NULL,
|
|
vertices,
|
|
AKGL_DRAW_ROUNDED_RECT_SEGMENTS + 2,
|
|
indices,
|
|
AKGL_DRAW_ROUNDED_RECT_SEGMENTS * 3),
|
|
AKGL_ERR_SDL,
|
|
"%s",
|
|
SDL_GetError());
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
akerr_ErrorContext *akgl_draw_filled_rounded_rect(akgl_RenderBackend *self, SDL_FRect *rect, float32_t radius, SDL_Color color)
|
|
{
|
|
SDL_Color previous;
|
|
SDL_FRect band;
|
|
float32_t half = 0.0f;
|
|
bool pushed = false;
|
|
bool drawfailed = false;
|
|
|
|
PREPARE_ERROR(errctx);
|
|
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
|
|
FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
|
|
FAIL_ZERO_RETURN(errctx, rect, AKERR_NULLPOINTER, "NULL rectangle");
|
|
if ( (rect->w <= 0.0f) || (rect->h <= 0.0f) ) {
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
if ( radius <= 0.0f ) {
|
|
PASS(errctx, akgl_draw_filled_rect(self, rect, color));
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
half = (((rect->w < rect->h) ? rect->w : rect->h) / 2.0f);
|
|
if ( radius > half ) {
|
|
radius = half;
|
|
}
|
|
|
|
ATTEMPT {
|
|
CATCH(errctx, push_draw_color(self, color, &previous));
|
|
pushed = true;
|
|
|
|
// The body is three bands: one the full width between the corner rows,
|
|
// and one between the corners along each of the top and bottom edges.
|
|
// A radius of exactly half the shorter side leaves one or more of them
|
|
// with no area, which SDL fills as nothing -- at the limit the whole
|
|
// shape is the four fans.
|
|
band.x = rect->x;
|
|
band.y = rect->y + radius;
|
|
band.w = rect->w;
|
|
band.h = rect->h - (radius * 2.0f);
|
|
if ( SDL_RenderFillRect(self->sdl_renderer, &band) == false ) {
|
|
drawfailed = true;
|
|
}
|
|
band.x = rect->x + radius;
|
|
band.y = rect->y;
|
|
band.w = rect->w - (radius * 2.0f);
|
|
band.h = radius;
|
|
if ( SDL_RenderFillRect(self->sdl_renderer, &band) == false ) {
|
|
drawfailed = true;
|
|
}
|
|
band.y = rect->y + rect->h - radius;
|
|
if ( SDL_RenderFillRect(self->sdl_renderer, &band) == false ) {
|
|
drawfailed = true;
|
|
}
|
|
FAIL_NONZERO_BREAK(errctx, drawfailed, AKGL_ERR_SDL, "%s", SDL_GetError());
|
|
|
|
CATCH(errctx, fill_corner_fan(self, rect->x + radius, rect->y + radius, radius, 180.0f, color));
|
|
CATCH(errctx, fill_corner_fan(self, rect->x + rect->w - radius, rect->y + radius, radius, 270.0f, color));
|
|
CATCH(errctx, fill_corner_fan(self, rect->x + rect->w - radius, rect->y + rect->h - radius, radius, 0.0f, color));
|
|
CATCH(errctx, fill_corner_fan(self, rect->x + radius, rect->y + rect->h - radius, radius, 90.0f, color));
|
|
} CLEANUP {
|
|
if ( pushed == true ) {
|
|
IGNORE(pop_draw_color(self, &previous));
|
|
}
|
|
} PROCESS(errctx) {
|
|
} FINISH(errctx, true);
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
akerr_ErrorContext *akgl_draw_arc(akgl_RenderBackend *self, float32_t x, float32_t y, float32_t radius, float32_t start_deg, float32_t end_deg, float32_t thickness, SDL_Color color)
|
|
{
|
|
SDL_Vertex vertices[AKGL_DRAW_ARC_MAX_POINTS];
|
|
int indices[(AKGL_DRAW_ARC_MAX_POINTS - 2) * 3];
|
|
SDL_FColor fcolor;
|
|
float32_t span = 0.0f;
|
|
float32_t inner = 0.0f;
|
|
float32_t angle = 0.0f;
|
|
int segments = 0;
|
|
int base = 0;
|
|
int i = 0;
|
|
|
|
PREPARE_ERROR(errctx);
|
|
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
|
|
FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
|
|
FAIL_NONZERO_RETURN(errctx, (radius <= 0.0f), AKERR_OUTOFBOUNDS, "Arc radius %f is not positive", (double)radius);
|
|
FAIL_NONZERO_RETURN(errctx, (thickness <= 0.0f), AKERR_OUTOFBOUNDS, "Arc thickness %f is not positive", (double)thickness);
|
|
span = end_deg - start_deg;
|
|
if ( span <= 0.0f ) {
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
if ( span > 360.0f ) {
|
|
span = 360.0f;
|
|
}
|
|
inner = radius - thickness;
|
|
if ( inner < 0.0f ) {
|
|
inner = 0.0f;
|
|
}
|
|
|
|
// Steps in proportion to the angle swept, so a sliver of arc does not
|
|
// spend the whole vertex budget and a full circle uses all of it: the
|
|
// quarter-circle density of AKGL_DRAW_ROUNDED_RECT_SEGMENTS, capped by
|
|
// what AKGL_DRAW_ARC_MAX_POINTS vertices can carry at two per step.
|
|
segments = (int)((span / 90.0f) * (float)AKGL_DRAW_ROUNDED_RECT_SEGMENTS) + 1;
|
|
if ( segments > ((AKGL_DRAW_ARC_MAX_POINTS / 2) - 1) ) {
|
|
segments = (AKGL_DRAW_ARC_MAX_POINTS / 2) - 1;
|
|
}
|
|
|
|
fcolor.r = (float)color.r / 255.0f;
|
|
fcolor.g = (float)color.g / 255.0f;
|
|
fcolor.b = (float)color.b / 255.0f;
|
|
fcolor.a = (float)color.a / 255.0f;
|
|
for ( i = 0; i <= segments; i++ ) {
|
|
angle = (start_deg + ((span / (float)segments) * (float)i)) * (SDL_PI_F / 180.0f);
|
|
vertices[i * 2].position.x = x + (radius * SDL_cosf(angle));
|
|
vertices[i * 2].position.y = y + (radius * SDL_sinf(angle));
|
|
vertices[i * 2].color = fcolor;
|
|
vertices[i * 2].tex_coord.x = 0.0f;
|
|
vertices[i * 2].tex_coord.y = 0.0f;
|
|
vertices[(i * 2) + 1].position.x = x + (inner * SDL_cosf(angle));
|
|
vertices[(i * 2) + 1].position.y = y + (inner * SDL_sinf(angle));
|
|
vertices[(i * 2) + 1].color = fcolor;
|
|
vertices[(i * 2) + 1].tex_coord.x = 0.0f;
|
|
vertices[(i * 2) + 1].tex_coord.y = 0.0f;
|
|
}
|
|
for ( i = 0; i < segments; i++ ) {
|
|
base = i * 2;
|
|
indices[(i * 6) + 0] = base;
|
|
indices[(i * 6) + 1] = base + 2;
|
|
indices[(i * 6) + 2] = base + 1;
|
|
indices[(i * 6) + 3] = base + 1;
|
|
indices[(i * 6) + 4] = base + 2;
|
|
indices[(i * 6) + 5] = base + 3;
|
|
}
|
|
FAIL_ZERO_RETURN(
|
|
errctx,
|
|
SDL_RenderGeometry(
|
|
self->sdl_renderer,
|
|
NULL,
|
|
vertices,
|
|
(segments + 1) * 2,
|
|
indices,
|
|
segments * 6),
|
|
AKGL_ERR_SDL,
|
|
"%s",
|
|
SDL_GetError());
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
akerr_ErrorContext *akgl_draw_set_clip(akgl_RenderBackend *self, SDL_Rect *rect)
|
|
{
|
|
PREPARE_ERROR(errctx);
|
|
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
|
|
FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
|
|
// NULL rect deliberately passes straight through: it is how the clip is
|
|
// cleared, and the header says so.
|
|
FAIL_ZERO_RETURN(
|
|
errctx,
|
|
SDL_SetRenderClipRect(self->sdl_renderer, rect),
|
|
AKGL_ERR_SDL,
|
|
"%s",
|
|
SDL_GetError());
|
|
SUCCEED_RETURN(errctx);
|
|
}
|