Merge branch 'master' of CorentinB/uGFX into master
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commit
82e1a667c5
@ -2991,75 +2991,43 @@ void gdispGDrawBox(GDisplay *g, coord_t x, coord_t y, coord_t cx, coord_t cy, co
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* equal to 'norm'. */
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static void get_normal_vector(coord_t dx, coord_t dy, coord_t norm, coord_t *nx, coord_t *ny)
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{
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int32_t dx2, dy2, len_sq, norm_sq, norm_sq2;
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int div, step, best, delta, abs_delta;
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coord_t absDx, absDy;
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int32_t len_n, len, len2;
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char maxSteps;
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dx2 = dx; dy2 = dy;
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norm_sq = (int32_t)norm * norm;
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norm_sq2 = norm_sq * 512;
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/* Take the absolute value of dx and dy, multiplied by 2 for precision */
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absDx = (dx >= 0 ? dx : -dx) * 2;
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absDy = (dy >= 0 ? dy : -dy) * 2;
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/* Scale dx2 and dy2 so that
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* len_sq / 2 <= norm_sq * 512 <= len_sq * 2.
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* The scaling by 512 is to yield higher accuracy in division later. */
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len_sq = dx2 * dx2 + dy2 * dy2;
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/* Compute the quadrate length */
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len2 = absDx * absDx + absDy * absDy;
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if (len_sq < norm_sq2)
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/* First aproximation : length = |dx| + |dy| */
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len = absDx + absDy;
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/* Give a max number of steps, the calculation usually takes 3 or 4 */
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for(maxSteps = 8; maxSteps > 0; maxSteps--)
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{
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while (len_sq && len_sq < norm_sq2)
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{
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len_sq <<= 2; dx2 <<= 1; dy2 <<= 1;
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}
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}
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else if (len_sq > norm_sq2)
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{
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while (len_sq && len_sq > norm_sq2)
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{
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len_sq >>= 2; dx2 >>= 1; dy2 >>= 1;
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/* Use an adapted version of Newton's algorithm to find the correct length
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* This calculation converge quadratically towards the correct length
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* n(x+1) = (n(x) + len^2 / n(x)) / 2
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*/
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len_n = (len + len2 / len) / 2;
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/* We reach max precision when the last result is equal or greater than the previous one */
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if(len_n >= len){
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break;
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}
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len = len_n;
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}
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/* Now find the divider div so that
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* len_sq / div^2 == norm_sq i.e. div = sqrt(len_sq / norm_sq)
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*
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* This is done using bisection search to avoid the need for floating
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* point sqrt.
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*
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* Based on previous scaling, we know that
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* len_sq / 2 <= norm_sq * 512 <=> div <= sqrt(1024) = 32
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* len_sq * 2 >= norm_sq * 512 <=> div >= sqrt(256) = 16
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/* Compute the normal vector using nx = dy * desired length / vector length
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* The solution is rounded to the nearest integer
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*/
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div = 24; step = 8;
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best = 256;
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for (;;)
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{
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dx = dx2 / div;
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dy = dy2 / div;
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len_sq = dx*dx + dy*dy;
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delta = len_sq - norm_sq;
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abs_delta = (delta >= 0) ? delta : -delta;
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if (abs_delta < best)
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{
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*nx = dy;
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*ny = -dx;
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best = abs_delta;
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}
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if (delta > 0)
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div += step;
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else if (delta < 0)
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div -= step;
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else if (delta == 0)
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break;
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if (step == 0)
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break;
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else
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step >>= 1; /* Do one round with step = 0 to calculate final result. */
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}
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*nx = rounding_div(dy * norm * 2, len);
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*ny = rounding_div(-dx * norm * 2, len);
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return;
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}
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void gdispGDrawThickLine(GDisplay *g, coord_t x0, coord_t y0, coord_t x1, coord_t y1, color_t color, coord_t width, bool_t round) {
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