Merge branch 'master' of CorentinB/uGFX into master

This commit is contained in:
Joel Bodenmann 2016-11-13 16:28:18 +01:00 committed by Gogs
commit 82e1a667c5

View file

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