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https://github.com/RGBCube/serenity
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LibGfx+Everywhere: Change Gfx::Rect
to be endpoint exclusive
Previously, calling `.right()` on a `Gfx::Rect` would return the last column's coordinate still inside the rectangle, or `left + width - 1`. This is called 'endpoint inclusive' and does not make a lot of sense for `Gfx::Rect<float>` where a rectangle of width 5 at position (0, 0) would return 4 as its right side. This same problem exists for `.bottom()`. This changes `Gfx::Rect` to be endpoint exclusive, which gives us the nice property that `width = right - left` and `height = bottom - top`. It enables us to treat `Gfx::Rect<int>` and `Gfx::Rect<float>` exactly the same. All users of `Gfx::Rect` have been updated accordingly.
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parent
b7f4363791
commit
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88 changed files with 524 additions and 518 deletions
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@ -29,7 +29,7 @@ public:
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return adopt_ref(*new Typed2DBuffer(buffer));
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}
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void fill(T value, Gfx::IntRect const& rect) { m_buffer->fill(value, rect.left(), rect.right(), rect.top(), rect.bottom(), 0, 0); }
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void fill(T value, Gfx::IntRect const& rect) { m_buffer->fill(value, rect.left(), rect.right(), rect.top(), rect.bottom(), 0, 1); }
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ALWAYS_INLINE T* scanline(int y) { return m_buffer->buffer_pointer(0, y, 0); }
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ALWAYS_INLINE T const* scanline(int y) const { return m_buffer->buffer_pointer(0, y, 0); }
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@ -40,7 +40,7 @@ public:
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int source_y = 0;
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// NOTE: we are flipping the Y-coordinate here, which is OpenGL-specific: (0, 0) is considered the lower-left corner of the window
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for (int y = target.bottom(); y >= target.top(); --y) {
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for (int y = target.bottom() - 1; y >= target.top(); --y) {
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auto const* buffer_scanline = scanline(source_y++);
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auto* bitmap_scanline = bitmap.scanline(y);
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memcpy(bitmap_scanline + target.left(), buffer_scanline, sizeof(u32) * target.width());
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@ -41,10 +41,10 @@ public:
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void fill(T value, int x1, int x2, int y1, int y2, int z1, int z2)
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{
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for (auto z = z1; z <= z2; ++z) {
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for (auto y = y1; y <= y2; ++y) {
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for (auto z = z1; z < z2; ++z) {
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for (auto y = y1; y < y2; ++y) {
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auto* xline = buffer_pointer(0, y, z);
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for (auto x = x1; x <= x2; ++x)
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for (auto x = x1; x < x2; ++x)
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xline[x] = value;
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}
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}
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@ -231,9 +231,9 @@ ALWAYS_INLINE void Device::rasterize(Gfx::IntRect& render_bounds, CB1 set_covera
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// Quad bounds
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auto const render_bounds_left = render_bounds.left();
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auto const render_bounds_right = render_bounds.right();
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auto const render_bounds_right = render_bounds.right() - 1;
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auto const render_bounds_top = render_bounds.top();
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auto const render_bounds_bottom = render_bounds.bottom();
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auto const render_bounds_bottom = render_bounds.bottom() - 1;
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auto const qx0 = render_bounds_left & ~1;
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auto const qx1 = render_bounds_right & ~1;
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auto const qy0 = render_bounds_top & ~1;
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@ -678,9 +678,9 @@ void Device::rasterize_triangle(Triangle& triangle)
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// Calculate render bounds based on the triangle's vertices
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Gfx::IntRect render_bounds;
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render_bounds.set_left(min(min(v0.x(), v1.x()), v2.x()) / subpixel_factor);
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render_bounds.set_right(max(max(v0.x(), v1.x()), v2.x()) / subpixel_factor);
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render_bounds.set_right(max(max(v0.x(), v1.x()), v2.x()) / subpixel_factor + 1);
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render_bounds.set_top(min(min(v0.y(), v1.y()), v2.y()) / subpixel_factor);
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render_bounds.set_bottom(max(max(v0.y(), v1.y()), v2.y()) / subpixel_factor);
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render_bounds.set_bottom(max(max(v0.y(), v1.y()), v2.y()) / subpixel_factor + 1);
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// Calculate depth of fragment for fog;
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// OpenGL 1.5 chapter 3.10: "An implementation may choose to approximate the
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