drawArc speedup (Circle mapping mode)

* Optimize drawArc to skip pixels that are off-screen or outside the circle's bounding box. Also move repeating calculations out of the inner loop.

testcase 64x64 : 8fps --> 33 fps :-)
This commit is contained in:
Frank
2024-08-06 18:13:59 +02:00
parent 5778b596be
commit 273154db76
2 changed files with 27 additions and 19 deletions

View File

@@ -746,8 +746,8 @@ typedef struct Segment {
inline void fillCircle(unsigned cx, unsigned cy, int radius, CRGB c, bool soft = false) { fillCircle(cx, cy, radius, RGBW32(c.r,c.g,c.b,0), soft); }
void drawLine(uint16_t x0, uint16_t y0, uint16_t x1, uint16_t y1, uint32_t c, bool soft = false, uint8_t depth = UINT8_MAX);
inline void drawLine(uint16_t x0, uint16_t y0, uint16_t x1, uint16_t y1, CRGB c, bool soft = false, uint8_t depth = UINT8_MAX) { drawLine(x0, y0, x1, y1, RGBW32(c.r,c.g,c.b,0), soft, depth); } // automatic inline
void drawArc(uint16_t x0, uint16_t y0, uint16_t radius, uint32_t color, uint32_t fillColor = 0);
inline void drawArc(uint16_t x0, uint16_t y0, uint16_t radius, CRGB color, CRGB fillColor = BLACK) { drawArc(x0, y0, radius, RGBW32(color.r,color.g,color.b,0), RGBW32(fillColor.r,fillColor.g,fillColor.b,0)); } // automatic inline
void drawArc(unsigned x0, unsigned y0, int radius, uint32_t color, uint32_t fillColor = 0);
inline void drawArc(unsigned x0, unsigned y0, int radius, CRGB color, CRGB fillColor = BLACK) { drawArc(x0, y0, radius, RGBW32(color.r,color.g,color.b,0), RGBW32(fillColor.r,fillColor.g,fillColor.b,0)); } // automatic inline
void drawCharacter(unsigned char chr, int16_t x, int16_t y, uint8_t w, uint8_t h, uint32_t color, uint32_t col2 = 0);
inline void drawCharacter(unsigned char chr, int16_t x, int16_t y, uint8_t w, uint8_t h, CRGB c, CRGB c2) { drawCharacter(chr, x, y, w, h, RGBW32(c.r,c.g,c.b,0), RGBW32(c2.r,c2.g,c2.b,0)); } // automatic inline
void wu_pixel(uint32_t x, uint32_t y, CRGB c);

View File

@@ -774,27 +774,34 @@ void Segment::drawLine(uint16_t x0, uint16_t y0, uint16_t x1, uint16_t y1, uint3
}
}
void Segment::drawArc(uint16_t x0, uint16_t y0, uint16_t radius, uint32_t color, uint32_t fillColor) {
if (!isActive()) return; // not active
// float step = degrees / (2.85f*MAX(radius,1));
// for (float rad = 0.0f; rad <= degrees+step/2; rad += step) {
// // may want to try float version as well (with or without antialiasing)
// int x = roundf(sin_t(rad) * radius);
// int y = roundf(cos_t(rad) * radius);
// setPixelColorXY(x+x0, y+y0, c);
// }
float minradius = radius - .5;
float maxradius = radius + .5;
for (int x=0; x<virtualWidth(); x++) for (int y=0; y<virtualHeight(); y++) {
void Segment::drawArc(unsigned x0, unsigned y0, int radius, uint32_t color, uint32_t fillColor) {
if (!isActive() || (radius <=0)) return; // not active
float minradius = float(radius) - .5;
float maxradius = float(radius) + .5;
// WLEDMM pre-calculate values to speed up the loop
const int minradius2 = roundf(minradius * minradius);
const int maxradius2 = roundf(maxradius * maxradius);
int newX = x - x0;
int newY = y - y0;
// WLEDMM only loop over surrounding square (50% faster)
const int width = virtualWidth();
const int height = virtualHeight();
const int startx = max(0, int(x0)-radius-1);
const int endx = min(width, int(x0)+radius+1);
const int starty = max(0, int(y0)-radius-1);
const int endy = min(height, int(y0)+radius+1);
if (newX*newX + newY*newY >= minradius * minradius && newX*newX + newY*newY <= maxradius * maxradius)
for (int x=startx; x<endx; x++) for (int y=starty; y<endy; y++) {
int newX2 = x - int(x0); newX2 *= newX2; // (distance from centerX) ^2
int newY2 = y - int(y0); newY2 *= newY2; // (distance from centerY) ^2
int distance2 = newX2 + newY2;
if ((distance2 >= minradius2) && (distance2 <= maxradius2)) {
setPixelColorXY(x, y, color);
} else {
if (fillColor != 0)
if (newX*newX + newY*newY < minradius * minradius)
if (distance2 < minradius2)
setPixelColorXY(x, y, fillColor);
}
}
}
@@ -890,10 +897,11 @@ void Segment::wu_pixel(uint32_t x, uint32_t y, CRGB c) { //awesome wu_pixel
// multiply the intensities by the colour, and saturating-add them to the pixels
for (int i = 0; i < 4; i++) {
CRGB led = getPixelColorXY((x >> 8) + (i & 1), (y >> 8) + ((i >> 1) & 1));
CRGB oldLed = led;
led.r = qadd8(led.r, c.r * wu[i] >> 8);
led.g = qadd8(led.g, c.g * wu[i] >> 8);
led.b = qadd8(led.b, c.b * wu[i] >> 8);
setPixelColorXY(int((x >> 8) + (i & 1)), int((y >> 8) + ((i >> 1) & 1)), led);
if (led != oldLed) setPixelColorXY(int((x >> 8) + (i & 1)), int((y >> 8) + ((i >> 1) & 1)), led); // WLEDMM don't repaint same color
}
}
#undef WU_WEIGHT