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authorMacDue <macdue@dueutil.tech>2022-11-30 23:38:35 +0000
committerLinus Groh <mail@linusgroh.de>2022-12-03 15:36:58 +0000
commitb85af4e9bf1baefd56258f990810e9d0ad037d8d (patch)
tree9c8a5ffb9860369a0a8e80a6edbc1818d270a6fa /Userland
parenteb50969781ab11d9253ae7c27600132c8fc19ad6 (diff)
downloadserenity-b85af4e9bf1baefd56258f990810e9d0ad037d8d.zip
LibGfx: Add some AntiAliasingPainter FIXMEs
Also fixup the style on some comments. See #16270... Hopefully someone will land on these :^)
Diffstat (limited to 'Userland')
-rw-r--r--Userland/Libraries/LibGfx/AntiAliasingPainter.cpp19
1 files changed, 11 insertions, 8 deletions
diff --git a/Userland/Libraries/LibGfx/AntiAliasingPainter.cpp b/Userland/Libraries/LibGfx/AntiAliasingPainter.cpp
index d67bceb734..022528bb13 100644
--- a/Userland/Libraries/LibGfx/AntiAliasingPainter.cpp
+++ b/Userland/Libraries/LibGfx/AntiAliasingPainter.cpp
@@ -687,15 +687,18 @@ void AntiAliasingPainter::fill_rect_with_rounded_corners(IntRect const& a_rect,
void AntiAliasingPainter::stroke_segment_intersection(FloatPoint const& current_line_a, FloatPoint const& current_line_b, FloatLine const& previous_line, Color color, float thickness)
{
- // starting point of the current line is where the last line ended... this is an intersection
+ // FIXME: This is currently drawn in slightly the wrong place most of the time.
+ // FIXME: This is sometimes drawn when the intersection would not be visible anyway.
+
+ // Starting point of the current line is where the last line ended... this is an intersection.
auto intersection = current_line_a;
auto previous_line_b = (previous_line.a());
- // if both are straight lines we can simply draw a rectangle at the intersection
+ // If both are straight lines we can simply draw a rectangle at the intersection.
if ((current_line_a.x() == current_line_b.x() || current_line_a.y() == current_line_b.y()) && (previous_line.a().x() == previous_line.b().x() || previous_line.a().y() == previous_line.b().y())) {
intersection = m_transform.map(current_line_a);
- // adjust coordinates to handle rounding offsets
+ // Adjust coordinates to handle rounding offsets.
auto intersection_rect = IntSize(thickness, thickness);
float drawing_edge_offset = fmodf(thickness, 2.0f) < 0.5f && thickness > 3 ? 1 : 0;
auto integer_part = [](float x) { return floorf(x); };
@@ -720,20 +723,20 @@ void AntiAliasingPainter::stroke_segment_intersection(FloatPoint const& current_
float scale_to_move_current = (thickness / 2) / intersection.distance_from(current_line_b);
float scale_to_move_previous = (thickness / 2) / intersection.distance_from(previous_line_b);
- // move the point on the line by half of the thickness
+ // Move the point on the line by half of the thickness.
double offset_current_edge_x = scale_to_move_current * (current_line_b.x() - intersection.x());
double offset_current_edge_y = scale_to_move_current * (current_line_b.y() - intersection.y());
double offset_prev_edge_x = scale_to_move_previous * (previous_line_b.x() - intersection.x());
double offset_prev_edge_y = scale_to_move_previous * (previous_line_b.y() - intersection.y());
- // rotate the point by 90 and 270 degrees to get the points for both edges
+ // Rotate the point by 90 and 270 degrees to get the points for both edges.
double rad_90deg = 0.5 * M_PI;
FloatPoint current_rotated_90deg = { (offset_current_edge_x * cos(rad_90deg) - offset_current_edge_y * sin(rad_90deg)), (offset_current_edge_x * sin(rad_90deg) + offset_current_edge_y * cos(rad_90deg)) };
FloatPoint current_rotated_270deg = intersection - current_rotated_90deg;
FloatPoint previous_rotated_90deg = { (offset_prev_edge_x * cos(rad_90deg) - offset_prev_edge_y * sin(rad_90deg)), (offset_prev_edge_x * sin(rad_90deg) + offset_prev_edge_y * cos(rad_90deg)) };
FloatPoint previous_rotated_270deg = intersection - previous_rotated_90deg;
- // translate coordinates to the intersection point
+ // Translate coordinates to the intersection point.
current_rotated_90deg += intersection;
previous_rotated_90deg += intersection;
@@ -767,15 +770,15 @@ void AntiAliasingPainter::stroke_segment_intersection(FloatPoint const& current_
fill_path(intersection_edge_path, color);
}
-// rotates a rectangle around 0,0
FloatQuad AntiAliasingPainter::build_rotated_rectangle(FloatPoint const& direction, float width)
{
+ // Rotates a rectangle around 0,0
double half_size = width / 2;
double radian = atan2(direction.y(), direction.x());
if (radian < 0) {
radian += (2 * M_PI);
}
- // rotated by: (xcosθ−ysinθ ,xsinθ+ycosθ)
+ // Rotated by: (xcosθ−ysinθ ,xsinθ+ycosθ)
// p1 p2
//
// x,y