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-rw-r--r--navit/graphics/sdl/raster.c199
1 files changed, 198 insertions, 1 deletions
diff --git a/navit/graphics/sdl/raster.c b/navit/graphics/sdl/raster.c
index 6c713844b..8da7cd9a1 100644
--- a/navit/graphics/sdl/raster.c
+++ b/navit/graphics/sdl/raster.c
@@ -16,6 +16,7 @@
#include <math.h>
+#include <glib.h>
#include "raster.h"
@@ -1953,8 +1954,8 @@ void raster_aapolygon(SDL_Surface *dst, int16_t n, int16_t *vx, int16_t *vy, uin
o = p = -1;
}
#else
-
raster_hline(dst, xa+1, xb, y, color);
+
#endif
// raster_rect_inline(dst, xa, y, xb - xa, 1, color);
@@ -1962,3 +1963,199 @@ void raster_aapolygon(SDL_Surface *dst, int16_t n, int16_t *vx, int16_t *vy, uin
}
}
+/**
+ * @brief render filled polygon with holes by raycasting along the y axis
+ *
+ * This function renders a filled polygon that can have holes by SDL primitive
+ * graphic functions by raycasting along the y axis. This works basically the same
+ * as for complex polygons. Only difference is the "holes" are individual
+ * polygon loops not connected to the outer loop.
+ * FIXME: This draws well as long as the "hole" does not intersect with the
+ * outer polygon. However such multipolygons are seen a mapping error in OSM
+ * and therefore the rendering err may even help in detecting them.
+ * But this could be fixed by never starting a line on a vertex that came from a
+ * hole intersection.
+ *
+ * @param s SDL surface to draw on
+ * @param p Array of points containing the outer polygon
+ * @param count Number of points in outer polygon
+ * @param hole_count Number of hole polygons
+ * @param ccount number of points per hole polygon
+ * @oaram holes array of point arrays. One for each "hole"
+ * @param col Color to draw this.
+ */
+void raster_aapolygon_with_holes (SDL_Surface *s, struct point *p, int count, int hole_count, int* ccount,
+ struct point **holes, uint32_t col) {
+ int i;
+ struct point * p1;
+ struct point * p2;
+ /* Check visibility of clipping rectangle */
+ if ((s->clip_rect.w==0) || (s->clip_rect.h==0)) {
+ return;
+ }
+
+ /* Sanity check number of edges */
+ if (count < 3) {
+ return;
+ }
+ /*
+ * Draw antialiased outline
+ */
+ p1 = p2 = p;
+ p2++;
+ for (i = 1; i < count; i++) {
+ raster_aalineColorInt(s, p1->x, p1->y, p2->x, p2->y, col, 0);
+ p1 = p2;
+ p2++;
+ }
+ raster_aalineColorInt(s, p1->x, p1->y, p->x, p->y, col, 0);
+ raster_polygon_with_holes(s, p, count, hole_count, ccount, holes, col);
+}
+
+/**
+ * @brief render filled polygon with holes by raycasting along the y axis
+ *
+ * This function renders a filled polygon that can have holes by SDL primitive
+ * graphic functions by raycasting along the y axis. This works basically the same
+ * as for complex polygons. Only difference is the "holes" are individual
+ * polygon loops not connected to the outer loop.
+ * FIXME: This draws well as long as the "hole" does not intersect with the
+ * outer polygon. However such multipolygons are seen a mapping error in OSM
+ * and therefore the rendering err may even help in detecting them.
+ * But this could be fixed by never starting a line on a vertex that came from a
+ * hole intersection.
+ *
+ * @param s SDL surface to draw on
+ * @param p Array of points containing the outer polygon
+ * @param count Number of points in outer polygon
+ * @param hole_count Number of hole polygons
+ * @param ccount number of points per hole polygon
+ * @oaram holes array of point arrays. One for each "hole"
+ * @param col Color to draw this.
+ */
+void raster_polygon_with_holes (SDL_Surface *s, struct point *p, int count, int hole_count, int* ccount,
+ struct point **holes, uint32_t col) {
+ int vertex_max;
+ int vertex_count;
+ int * vertexes;
+ int miny, maxy;
+ int i;
+ int y;
+
+ /* Check visibility of clipping rectangle */
+ if ((s->clip_rect.w==0) || (s->clip_rect.h==0)) {
+ return;
+ }
+
+ /* Sanity check number of edges */
+ if (count < 3) {
+ return;
+ }
+
+ /*
+ * Prepare a buffer for vertexes. Maximum number of vertexes is the number of points
+ * of polygon and holes
+ */
+ vertex_max = count;
+ for(i =0; i < hole_count; i ++) {
+ vertex_max += ccount[i];
+ }
+ vertexes = g_malloc(sizeof(int) * vertex_max);
+ if(vertexes == NULL) {
+ return;
+ }
+
+ /* calculate y min and max coordinate. We can ignore the holes, as we won't render hole
+ * parts "bigger" than the surrounding polygon.*/
+ miny = p[0].y;
+ maxy = p[0].y;
+ for (i = 1; (i < count); i++) {
+ if (p[i].y < miny) {
+ miny = p[i].y;
+ } else if (p[i].y > maxy) {
+ maxy = p[i].y;
+ }
+ }
+
+ /* scan y coordinates from miny to maxy */
+ for(y = miny; y <= maxy ; y ++) {
+ int h;
+ vertex_count=0;
+ /* calculate the intersecting points of the polygon with current y and add to vertexes array*/
+ for (i = 0; (i < count); i++) {
+ int ind1;
+ int ind2;
+ struct point p1;
+ struct point p2;
+
+ if (!i) {
+ ind1 = count - 1;
+ ind2 = 0;
+ } else {
+ ind1 = i - 1;
+ ind2 = i;
+ }
+ p1.y = p[ind1].y;
+ p2.y = p[ind2].y;
+ if (p1.y < p2.y) {
+ p1.x = p[ind1].x;
+ p2.x = p[ind2].x;
+ } else if (p1.y > p2.y) {
+ p2.y = p[ind1].y;
+ p1.y = p[ind2].y;
+ p2.x = p[ind1].x;
+ p1.x = p[ind2].x;
+ } else {
+ continue;
+ }
+ if ( ((y >= p1.y) && (y < p2.y)) || ((y == maxy) && (y > p1.y) && (y <= p2.y)) ) {
+ vertexes[vertex_count++] = ((65536 * (y - p1.y)) / (p2.y - p1.y)) * (p2.x - p1.x) + (65536 * p1.x);
+ }
+ }
+ for(h= 0; h < hole_count; h ++) {
+ /* add the intersecting points from the holes as well */
+ for (i = 0; (i < ccount[h]); i++) {
+ int ind1;
+ int ind2;
+ struct point p1;
+ struct point p2;
+
+ if (!i) {
+ ind1 = ccount[h] - 1;
+ ind2 = 0;
+ } else {
+ ind1 = i - 1;
+ ind2 = i;
+ }
+ p1.y = holes[h][ind1].y;
+ p2.y = holes[h][ind2].y;
+ if (p1.y < p2.y) {
+ p1.x = holes[h][ind1].x;
+ p2.x = holes[h][ind2].x;
+ } else if (p1.y > p2.y) {
+ p2.y = holes[h][ind1].y;
+ p1.y = holes[h][ind2].y;
+ p2.x = holes[h][ind1].x;
+ p1.x = holes[h][ind2].x;
+ } else {
+ continue;
+ }
+ if ( ((y >= p1.y) && (y < p2.y)) || ((y == maxy) && (y > p1.y) && (y <= p2.y)) ) {
+ vertexes[vertex_count++] = ((65536 * (y - p1.y)) / (p2.y - p1.y)) * (p2.x - p1.x) + (65536 * p1.x);
+ }
+ }
+ }
+
+ /* sort the vertexes */
+ qsort(vertexes, vertex_count, sizeof(int), gfxPrimitivesCompareInt);
+ /* draw the lines between every second vertex */
+ for (i = 0; (i < vertex_count); i +=2) {
+ Sint16 xa;
+ Sint16 xb;
+ xa = (vertexes[i] >> 16);
+ xb = (vertexes[i+1] >> 16);
+ raster_hline(s, xa+1, xb, y, col);
+ }
+ }
+ g_free(vertexes);
+}