1 /**
2 * @file lv_draw_sdl_polygon.c
3 *
4 */
5
6 /*********************
7 * INCLUDES
8 *********************/
9 #include "../../lv_conf_internal.h"
10
11 #if LV_USE_GPU_SDL
12
13 #include "lv_draw_sdl.h"
14 #include "lv_draw_sdl_utils.h"
15 #include "lv_draw_sdl_texture_cache.h"
16 #include "lv_draw_sdl_composite.h"
17
18 /*********************
19 * DEFINES
20 *********************/
21
22 /**********************
23 * TYPEDEFS
24 **********************/
25
26 /**********************
27 * STATIC PROTOTYPES
28 **********************/
29
30 /**********************
31 * STATIC VARIABLES
32 **********************/
33
34 /**********************
35 * MACROS
36 **********************/
37
38 static void dump_masks(SDL_Texture * texture, const lv_area_t * coords);
39
40 /**********************
41 * GLOBAL FUNCTIONS
42 **********************/
lv_draw_sdl_polygon(lv_draw_ctx_t * draw_ctx,const lv_draw_rect_dsc_t * draw_dsc,const lv_point_t * points,uint16_t point_cnt)43 void lv_draw_sdl_polygon(lv_draw_ctx_t * draw_ctx, const lv_draw_rect_dsc_t * draw_dsc, const lv_point_t * points,
44 uint16_t point_cnt)
45 {
46 if(point_cnt < 3) return;
47 if(points == NULL) return;
48
49 lv_draw_mask_polygon_param_t polygon_param;
50 lv_draw_mask_polygon_init(&polygon_param, points, point_cnt);
51
52 if(polygon_param.cfg.point_cnt < 3) {
53 lv_draw_mask_free_param(&polygon_param);
54 return;
55 }
56
57 lv_area_t poly_coords = {.x1 = LV_COORD_MAX, .y1 = LV_COORD_MAX, .x2 = LV_COORD_MIN, .y2 = LV_COORD_MIN};
58
59 uint16_t i;
60 for(i = 0; i < point_cnt; i++) {
61 poly_coords.x1 = LV_MIN(poly_coords.x1, polygon_param.cfg.points[i].x);
62 poly_coords.y1 = LV_MIN(poly_coords.y1, polygon_param.cfg.points[i].y);
63 poly_coords.x2 = LV_MAX(poly_coords.x2, polygon_param.cfg.points[i].x);
64 poly_coords.y2 = LV_MAX(poly_coords.y2, polygon_param.cfg.points[i].y);
65 }
66
67 bool is_common;
68 lv_area_t draw_area;
69 is_common = _lv_area_intersect(&draw_area, &poly_coords, draw_ctx->clip_area);
70 if(!is_common) {
71 lv_draw_mask_free_param(&polygon_param);
72 return;
73 }
74
75 lv_draw_sdl_ctx_t * ctx = (lv_draw_sdl_ctx_t *) draw_ctx;
76
77 int16_t mask_id = lv_draw_mask_add(&polygon_param, NULL);
78
79 lv_coord_t w = lv_area_get_width(&draw_area), h = lv_area_get_height(&draw_area);
80 bool texture_in_cache = false;
81 SDL_Texture * texture = lv_draw_sdl_composite_texture_obtain(ctx, LV_DRAW_SDL_COMPOSITE_TEXTURE_ID_STREAM1, w, h,
82 &texture_in_cache);
83 SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
84 dump_masks(texture, &draw_area);
85
86 lv_draw_mask_remove_id(mask_id);
87 lv_draw_mask_free_param(&polygon_param);
88
89 SDL_Rect srcrect = {0, 0, w, h}, dstrect;
90 lv_area_to_sdl_rect(&draw_area, &dstrect);
91 SDL_Color color;
92 lv_color_to_sdl_color(&draw_dsc->bg_color, &color);
93 SDL_SetTextureColorMod(texture, color.r, color.g, color.b);
94 SDL_SetTextureAlphaMod(texture, draw_dsc->bg_opa);
95 SDL_RenderCopy(ctx->renderer, texture, &srcrect, &dstrect);
96 if(!texture_in_cache) {
97 LV_LOG_WARN("Texture is not cached, this will impact performance.");
98 SDL_DestroyTexture(texture);
99 }
100 }
101
102 /**********************
103 * STATIC FUNCTIONS
104 **********************/
105
dump_masks(SDL_Texture * texture,const lv_area_t * coords)106 static void dump_masks(SDL_Texture * texture, const lv_area_t * coords)
107 {
108 lv_coord_t w = lv_area_get_width(coords), h = lv_area_get_height(coords);
109 SDL_assert(w > 0 && h > 0);
110 SDL_Rect rect = {0, 0, w, h};
111 uint8_t * pixels;
112 int pitch;
113 if(SDL_LockTexture(texture, &rect, (void **) &pixels, &pitch) != 0) return;
114
115 lv_opa_t * line_buf = lv_mem_buf_get(rect.w);
116 for(lv_coord_t y = 0; y < rect.h; y++) {
117 lv_memset_ff(line_buf, rect.w);
118 lv_coord_t abs_x = (lv_coord_t) coords->x1, abs_y = (lv_coord_t)(y + coords->y1), len = (lv_coord_t) rect.w;
119 lv_draw_mask_res_t res;
120 res = lv_draw_mask_apply(line_buf, abs_x, abs_y, len);
121 if(res == LV_DRAW_MASK_RES_TRANSP) {
122 lv_memset_00(&pixels[y * pitch], 4 * rect.w);
123 }
124 else if(res == LV_DRAW_MASK_RES_FULL_COVER) {
125 lv_memset_ff(&pixels[y * pitch], 4 * rect.w);
126 }
127 else {
128 for(int x = 0; x < rect.w; x++) {
129 uint8_t * pixel = &pixels[y * pitch + x * 4];
130 *pixel = line_buf[x];
131 pixel[1] = pixel[2] = pixel[3] = 0xFF;
132 }
133 }
134 }
135 lv_mem_buf_release(line_buf);
136 SDL_UnlockTexture(texture);
137 }
138
139 #endif /*LV_USE_GPU_SDL*/
140