#include "GfxRenderer.h" #include #include #include #include "FontCacheManager.h" const uint8_t* GfxRenderer::getGlyphBitmap(const EpdFontData* fontData, const EpdGlyph* glyph) const { if (fontData->groups != nullptr) { auto* fd = fontCacheManager_ ? fontCacheManager_->getDecompressor() : nullptr; if (!fd) { LOG_ERR("GFX", "Compressed font but no FontDecompressor set"); return nullptr; } uint32_t glyphIndex = static_cast(glyph - fontData->glyph); // For page-buffer hits the pointer is stable for the page lifetime. // For hot-group hits it is valid only until the next getBitmap() call — callers // must consume it (draw the glyph) before requesting another bitmap. return fd->getBitmap(fontData, glyph, glyphIndex); } return &fontData->bitmap[glyph->dataOffset]; } void GfxRenderer::begin() { frameBuffer = display.getFrameBuffer(); if (!frameBuffer) { LOG_ERR("GFX", "!! No framebuffer"); assert(false); } } void GfxRenderer::insertFont(const int fontId, EpdFontFamily font) { fontMap.insert({fontId, font}); } // Translate logical (x,y) coordinates to physical panel coordinates based on current orientation // This should always be inlined for better performance static inline void rotateCoordinates(const GfxRenderer::Orientation orientation, const int x, const int y, int* phyX, int* phyY) { switch (orientation) { case GfxRenderer::Portrait: { // Logical portrait (480x800) → panel (800x480) // Rotation: 90 degrees clockwise *phyX = y; *phyY = HalDisplay::DISPLAY_HEIGHT - 1 - x; break; } case GfxRenderer::LandscapeClockwise: { // Logical landscape (800x480) rotated 180 degrees (swap top/bottom and left/right) *phyX = HalDisplay::DISPLAY_WIDTH - 1 - x; *phyY = HalDisplay::DISPLAY_HEIGHT - 1 - y; break; } case GfxRenderer::PortraitInverted: { // Logical portrait (480x800) → panel (800x480) // Rotation: 90 degrees counter-clockwise *phyX = HalDisplay::DISPLAY_WIDTH - 1 - y; *phyY = x; break; } case GfxRenderer::LandscapeCounterClockwise: { // Logical landscape (800x480) aligned with panel orientation *phyX = x; *phyY = y; break; } } } enum class TextRotation { None, Rotated90CW }; // ============================================================================= // Fast-path glyph rendering helpers (1-bit BW fonts, TextRotation::None) // ============================================================================= // // OVERVIEW // -------- // The legacy path called drawPixel() once per set glyph pixel. drawPixel() // invokes rotateCoordinates() (a switch), does a bounds check, logs on OOB, // then writes one bit. For a typical 10×14 UI glyph that is ~100 calls. // // This fast path eliminates drawPixel() entirely by writing directly to the // framebuffer in up to 8-pixel chunks via writeRowBits(). // // FRAMEBUFFER LAYOUT // ------------------ // 1 bpp, MSB-first, DISPLAY_WIDTH (800) pixels per row stored in // DISPLAY_WIDTH_BYTES (100) bytes. Bit 7 of byte 0 = leftmost pixel of // row 0. "Physical row" phyY occupies bytes [phyY*100 .. phyY*100+99]. // A set bit (1) is WHITE; a cleared bit (0) is BLACK. // // LANDSCAPE ORIENTATIONS (2.5–3.1× speedup vs legacy) // ------------------------------------------------------- // phyX and phyY are both linear functions of glyphX/glyphY in these modes, // so each glyph row maps directly to a physical framebuffer row. // // LandscapeCounterClockwise: phyX = screenXBase+glyphX, phyY = screenYBase+glyphY // LandscapeClockwise: phyX = W-1-screenXBase-glyphX, phyY = H-1-screenYBase-glyphY // // Strategy: outer loop over glyphY (one physical row per iteration), inner // loop reads 8-pixel chunks of that glyph row with bitmapExtract() and writes // them with writeRowBits(). Bitmap access is purely sequential — fastest. // LandscapeClockwise iterates glyph chunks right-to-left and applies // reverseBits8() to flip horizontal direction. // // PORTRAIT ORIENTATIONS (~2× speedup vs legacy) // ----------------------------------------------- // Portrait (90° CW panel rotation): // phyX = screenYBase+glyphY, phyY = H-1-screenXBase-glyphX // PortraitInverted (90° CCW panel rotation): // phyX = W-1-screenYBase-glyphY, phyY = screenXBase+glyphX // // Here glyph COLUMNS map to physical rows. Naively iterating column-by-column // reads the bitmap with stride glyphWidth — cache-unfriendly and one bit at a // time. Instead we use an 8×8 bit-matrix transpose: // // For each 8-row × 8-column glyph block: // 1. Read 8 consecutive glyph rows (sequential bitmap access) into the // top 8 bytes of a uint64_t (one bitmapExtract per row). // 2. Call transpose8x8() — an O(log 8) butterfly transform — to swap // the role of rows and columns in 3 passes of XOR-masking. // 3. The resulting uint64_t holds 8 column bytes: byte k contains the // bits for glyph column glyphX+k, one per physical row, MSB-aligned. // 4. Write each column byte with writeRowBits() to its physical row. // // For PortraitInverted the glyph rows are packed in reverse order (last row // at MSB of the uint64_t) before transposing. This ensures the post-transpose // column bytes are already correctly ordered (MSB = leftmost phyX) without any // per-column bit-reversal step. // // PARAMETERS // ---------- // screenXBase = cursorX + glyph->left (logical X of glyph pixel [0,0]) // screenYBase = cursorY - glyph->top (logical Y of glyph pixel [0,0]) // Reverse all 8 bits of a byte (bit 7 ↔ bit 0). static inline uint8_t reverseBits8(uint8_t b) { b = (b & 0xF0) >> 4 | (b & 0x0F) << 4; b = (b & 0xCC) >> 2 | (b & 0x33) << 2; b = (b & 0xAA) >> 1 | (b & 0x55) << 1; return b; } // Transpose an 8×8 bit matrix packed into a uint64_t. // // Input layout (row-major, row 0 at MSB): // bit (63 - 8*r - c) = matrix[r][c] (r=row 0..7, c=col 0..7) // // After transposition: // bit (63 - 8*c - r) = matrix[r][c] // i.e. byte k = bits [63-8k .. 56-8k] holds column k, MSB = row 0. // // Uses the classic 3-pass butterfly (Warren, "Hacker's Delight" §7-3): // pass 1 swaps adjacent bit-pairs across a stride of 7 (nibble level), // pass 2 swaps across stride 14 (byte level), // pass 3 swaps across stride 28 (half-word level). static inline uint64_t transpose8x8(uint64_t x) { uint64_t t; t = (x ^ (x >> 7)) & 0x00AA00AA00AA00AAULL; x ^= t ^ (t << 7); t = (x ^ (x >> 14)) & 0x0000CCCC0000CCCCULL; x ^= t ^ (t << 14); t = (x ^ (x >> 28)) & 0x00000000F0F0F0F0ULL; x ^= t ^ (t << 28); return x; } // Extract up to 8 bits from a 1-bit MSB-first packed bitmap starting at bit // position 'bitPos'. Returns them MSB-aligned (bit 7 = first extracted bit); // the lower (8-count) bits are zeroed. // All 'count' bits must lie within the valid bitmap byte range. static inline uint8_t bitmapExtract(const uint8_t* bitmap, const int bitPos, const int count) { const int byteIdx = bitPos >> 3; const int bitOff = bitPos & 7; uint8_t result; if (bitOff == 0) { result = bitmap[byteIdx]; } else if (count <= 8 - bitOff) { result = bitmap[byteIdx] << bitOff; // all bits inside first byte } else { result = (uint8_t)(((uint16_t)bitmap[byteIdx] << 8 | bitmap[byteIdx + 1]) >> (8 - bitOff)); } if (count < 8) result &= static_cast(0xFF << (8 - count)); return result; } // --------------------------------------------------------------------------- // Fast glyph render pipeline // --------------------------------------------------------------------------- // Both 1-bit (BW) and 2-bit (antialiased) paths share the same structure: // // gather → [reindex] → scatter // // The glyph bitmap is a row-major 2D tensor [glyphHeight][glyphWidth]. // The framebuffer is a row-major 2D tensor [DISPLAY_HEIGHT][DISPLAY_WIDTH_BYTES] // (1 bpp) with a fixed row stride of DISPLAY_WIDTH_BYTES bytes. // // Non-rotated (Landscape): glyph rows map 1-to-1 to framebuffer rows. // Reindex is a no-op; the pipeline is a tight per-row gather+scatter loop. // // Rotated 90° (Portrait): glyph rows become framebuffer columns. // A row↔column axis swap (reindex) is required before scattering. // // 1-bit pipeline // gather : extractGlyphBlock reads an 8×8 glyph tile into a // contiguous uint64_t block // (≈ glyphTensor[tile].contiguous()) // reindex : transpose8x8 swaps row↔column axes in the uint64_t; // pure index transform, no data movement // scatter : scatterBlockToFrameBuffer → writeRowBits // writes each column-byte to its row // // 2-bit pipeline (why it differs) // The glyph stores 4 gray levels (0–3). Rendering reduces these to a 1-bit // draw/skip decision via a render-mode threshold. That reduction is // information-lossy, so gather and threshold cannot be separated — there is // no contiguous 2-bit block to transpose. The two steps are fused: // // gather+threshold : build2BitRowMask Landscape — samples along glyph X // build2BitColMask Portrait — samples along glyph Y // both return a 1-bit mask ready for writeRowBits // scatter : writeRowBits same atom as the 1-bit path // --------------------------------------------------------------------------- // Scatter atom: merges 8 MSB-aligned bits into the framebuffer row at physical bit offset phyBitPos. // Shared by both pipelines (1-bit: via scatterBlockToFrameBuffer; 2-bit: called directly). // bits — MSB-aligned; bit 7 = pixel at phyBitPos, lower (8-count) bits are zero. // phyBitPos — physical X of the MSB pixel; may be negative for left-edge partial chunks. // pixelState true → black (clear bits to 0), false → white (set bits to 1). static inline void writeRowBits(uint8_t* const row, const int phyBitPos, const uint8_t bits, const bool pixelState) { uint8_t effectiveBits = bits; int byteIdx; int shift; if (phyBitPos < 0) { // Chunk starts off-screen left: clip by shifting out the off-screen MSBs. // bits is MSB-aligned, so (bits << neg) discards the neg off-screen pixels // and leaves the on-screen pixels MSB-aligned starting at physical X=0. const int neg = -phyBitPos; if (neg >= 8) return; // entire chunk is off-screen left effectiveBits = bits << neg; byteIdx = 0; shift = 0; } else { byteIdx = phyBitPos >> 3; shift = phyBitPos & 7; } if (pixelState) { row[byteIdx] &= ~(effectiveBits >> shift); if (shift > 0 && byteIdx + 1 < HalDisplay::DISPLAY_WIDTH_BYTES) row[byteIdx + 1] &= ~(uint8_t)(effectiveBits << (8 - shift)); } else { row[byteIdx] |= (effectiveBits >> shift); if (shift > 0 && byteIdx + 1 < HalDisplay::DISPLAY_WIDTH_BYTES) row[byteIdx + 1] |= (uint8_t)(effectiveBits << (8 - shift)); } } // 1-bit pipeline step 1 — gather: reads an up-to-8×8 tile from the glyph tensor // ([glyphHeight][glyphWidth], 1 bpp, row stride = glyphWidth bits) into a contiguous uint64_t. // Equivalent to glyphTensor[glyphY:+rowCount, glyphX:+colCount].contiguous(). // Byte 7 = first source row (MSB-aligned). reverseRows implements a negative-stride gather along Y // (reads rows bottom-to-top), needed for PortraitInverted. // Full pipeline: extractGlyphBlock (gather) → transpose8x8 (reindex) → scatterBlockToFrameBuffer (scatter). static inline uint64_t extractGlyphBlock(const uint8_t* const bitmap, const int stride, const int glyphX, const int glyphY, const int rowCount, const int colCount, const bool reverseRows) { uint64_t pack = 0; int bitStart = glyphY * stride + glyphX; for (int n = 0; n < rowCount; n++, bitStart += stride) { const int slot = reverseRows ? (rowCount - 1 - n) : n; pack |= static_cast(bitmapExtract(bitmap, bitStart, colCount)) << (56 - 8 * slot); } return pack; } // 1-bit pipeline step 3 — scatter: writes column-bytes of the transposed block into framebuffer rows. // The framebuffer is a 2D tensor [DISPLAY_HEIGHT][DISPLAY_WIDTH_BYTES] with non-unit row stride; // phyYStride=±1 selects the traversal direction along Y (positive = top-to-bottom, negative = inverted). // Each column k maps to row (phyYBase + k*phyYStride) via writeRowBits. static inline void scatterBlockToFrameBuffer(uint8_t* const frameBuffer, const uint64_t pack, const int colCount, const int phyYBase, const int phyYStride, const int phyBitPos, const bool pixelState) { for (int k = 0; k < colCount; k++) { const uint8_t cols_k = static_cast(pack >> (56 - 8 * k)); if (cols_k == 0) continue; const int phyY = phyYBase + k * phyYStride; if (phyY < 0 || phyY >= HalDisplay::DISPLAY_HEIGHT) continue; writeRowBits(frameBuffer + phyY * HalDisplay::DISPLAY_WIDTH_BYTES, phyBitPos, cols_k, pixelState); } } static void renderGlyphFastBW(uint8_t* const frameBuffer, const uint8_t* const bitmap, const int glyphWidth, const int glyphHeight, const int screenXBase, const int screenYBase, const bool pixelState, const GfxRenderer::Orientation orientation) { switch (orientation) { case GfxRenderer::LandscapeCounterClockwise: { for (int glyphY = 0; glyphY < glyphHeight; glyphY++) { const int phyY = screenYBase + glyphY; if (phyY < 0 || phyY >= HalDisplay::DISPLAY_HEIGHT) continue; uint8_t* const row = frameBuffer + phyY * HalDisplay::DISPLAY_WIDTH_BYTES; const int rowBitStart = glyphY * glyphWidth; for (int glyphX = 0; glyphX < glyphWidth; glyphX += 8) { const int count = std::min(8, glyphWidth - glyphX); const uint8_t gbyte = bitmapExtract(bitmap, rowBitStart + glyphX, count); if (gbyte == 0) continue; const int phyBitPos = screenXBase + glyphX; if (phyBitPos + count <= 0 || phyBitPos >= HalDisplay::DISPLAY_WIDTH) continue; writeRowBits(row, phyBitPos, gbyte, pixelState); } } break; } case GfxRenderer::LandscapeClockwise: { for (int glyphY = 0; glyphY < glyphHeight; glyphY++) { const int phyY = HalDisplay::DISPLAY_HEIGHT - 1 - (screenYBase + glyphY); if (phyY < 0 || phyY >= HalDisplay::DISPLAY_HEIGHT) continue; uint8_t* const row = frameBuffer + phyY * HalDisplay::DISPLAY_WIDTH_BYTES; const int rowBitStart = glyphY * glyphWidth; for (int chunkEnd = glyphWidth - 1; chunkEnd >= 0; chunkEnd -= 8) { const int chunkStart = std::max(0, chunkEnd - 7); const int count = chunkEnd - chunkStart + 1; const uint8_t gbyte_fwd = bitmapExtract(bitmap, rowBitStart + chunkStart, count); const uint8_t gbyte = reverseBits8(gbyte_fwd >> (8 - count)); if (gbyte == 0) continue; const int phyBitPos = HalDisplay::DISPLAY_WIDTH - 1 - screenXBase - chunkEnd; if (phyBitPos + count <= 0 || phyBitPos >= HalDisplay::DISPLAY_WIDTH) continue; writeRowBits(row, phyBitPos, gbyte, pixelState); } } break; } case GfxRenderer::Portrait: { for (int glyphY = 0; glyphY < glyphHeight; glyphY += 8) { const int rowCount = std::min(8, glyphHeight - glyphY); const int phyBitPos = screenYBase + glyphY; if (phyBitPos + rowCount <= 0 || phyBitPos >= HalDisplay::DISPLAY_WIDTH) continue; for (int glyphX = 0; glyphX < glyphWidth; glyphX += 8) { const int colCount = std::min(8, glyphWidth - glyphX); const uint64_t pack = transpose8x8(extractGlyphBlock(bitmap, glyphWidth, glyphX, glyphY, rowCount, colCount, false)); scatterBlockToFrameBuffer(frameBuffer, pack, colCount, HalDisplay::DISPLAY_HEIGHT - 1 - screenXBase - glyphX, -1, phyBitPos, pixelState); } } break; } case GfxRenderer::PortraitInverted: { for (int glyphY = 0; glyphY < glyphHeight; glyphY += 8) { const int rowCount = std::min(8, glyphHeight - glyphY); const int phyBitPos = HalDisplay::DISPLAY_WIDTH - 1 - screenYBase - (glyphY + rowCount - 1); if (phyBitPos + rowCount <= 0 || phyBitPos >= HalDisplay::DISPLAY_WIDTH) continue; for (int glyphX = 0; glyphX < glyphWidth; glyphX += 8) { const int colCount = std::min(8, glyphWidth - glyphX); const uint64_t pack = transpose8x8(extractGlyphBlock(bitmap, glyphWidth, glyphX, glyphY, rowCount, colCount, true)); scatterBlockToFrameBuffer(frameBuffer, pack, colCount, screenXBase + glyphX, 1, phyBitPos, pixelState); } } break; } } } // Read one pixel from a tightly-packed 2-bit-per-pixel glyph bitmap. // The bitmap is a row-major tensor [glyphHeight][glyphWidth] with no row padding; // its pixel-row stride equals glyphWidth. pixelPosition = row * glyphWidth + col. // Returns the raw font value: 0=white, 1=light-gray, 2=dark-gray, 3=black. static inline uint8_t get2BitPixel(const uint8_t* const bitmap, const int pixelPosition) { return (bitmap[pixelPosition >> 2] >> ((3 - (pixelPosition & 3)) * 2)) & 0x3; } // Convenience overload using explicit row/col/stride (tensor element access). static inline uint8_t get2BitPixel(const uint8_t* const bitmap, const int stride, const int row, const int col) { return get2BitPixel(bitmap, row * stride + col); } template static constexpr uint8_t drawMaskFor2BitMode() { if constexpr (mode == GfxRenderer::BW) return 0x0E; // draw raw {1,2,3} else if constexpr (mode == GfxRenderer::GRAYSCALE_MSB) return 0x06; // draw raw {1,2} else return 0x04; // GRAYSCALE_LSB: draw raw {2} } // 2-bit pipeline — fused gather+threshold (X axis): the 2-bit analog of extractGlyphBlock, but // gather and threshold are collapsed into one pass. The threshold (2-bit raw value → 1-bit on/off) // is information-lossy, so no contiguous 2-bit intermediate block can be formed mid-pipeline. // The resulting 1-bit mask feeds writeRowBits directly (scatter). build2BitColMask is the Y-axis counterpart. template static inline uint8_t build2BitRowMask(const uint8_t* const bitmap, const int rowStartPixel, const int glyphXStartOrEnd, const int count, const bool reverseXInChunk) { // drawMask uses raw 2-bit glyph values directly from font bitmaps: // raw 0=white, 1=light gray, 2=dark gray, 3=black. // Bit N set means: draw/update when raw==N. // Compile-time constant lets the compiler reduce (drawMask >> raw) & 1 to a single comparison. constexpr uint8_t drawMask = drawMaskFor2BitMode(); uint8_t mask = 0; for (int i = 0; i < count; i++) { const int logicalX = reverseXInChunk ? (glyphXStartOrEnd - i) : (glyphXStartOrEnd + i); const uint8_t raw = get2BitPixel(bitmap, rowStartPixel + logicalX); if ((drawMask >> raw) & 0x01) mask |= static_cast(1u << (7 - i)); } return mask; } // Fast-path 2-bit mask builder for 8 byte-aligned pixels. // // The 2-bit glyph bitmap stores 4 pixels per byte, MSB-first: // byte b = [p0.msb p0.lsb p1.msb p1.lsb p2.msb p2.lsb p3.msb p3.lsb] // // For each render mode the draw decision collapses to a two-bit boolean: // BW (draw if raw ≠ 0): msb | lsb // GRAYSCALE_MSB (draw if raw ∈ {1,2}): msb ^ lsb // GRAYSCALE_LSB (draw if raw == 2): msb & ~lsb // // Derivation for one byte: // msb_bits = b & 0xAA → bits 7,5,3,1 hold p0.msb … p3.msb; bits 6,4,2,0 = 0 // lsb_bits = (b & 0x55) << 1 → same positions hold p0.lsb … p3.lsb // draw_bits = msb_bits OP lsb_bits → bits 7,5,3,1 are the per-pixel draw flags // // compact4: squeezes those 4 draw flags from bit positions 7,5,3,1 // into the top nibble (bits 7,6,5,4 → pixels 0,1,2,3). // // Two bytes b0 (pixels 0–3) and b1 (pixels 4–7) are combined: // mask = compact4(draw(b0)) | (compact4(draw(b1)) >> 4) // // This avoids the 8-iteration per-pixel loop in build2BitRowMask and // processes the full 8-pixel chunk in ~16 ALU ops instead of ~56. // The caller is responsible for only calling this when pixelStart is // 4-pixel (1-byte) aligned (pixelStart & 3 == 0) and count == 8. template static inline uint8_t build2BitRowMaskFromTwoBytes(const uint8_t b0, const uint8_t b1) { const uint8_t msb0 = b0 & 0xAA; const uint8_t lsb0 = (b0 & 0x55) << 1; const uint8_t msb1 = b1 & 0xAA; const uint8_t lsb1 = (b1 & 0x55) << 1; uint8_t draw0, draw1; if constexpr (mode == GfxRenderer::BW) { draw0 = msb0 | lsb0; draw1 = msb1 | lsb1; } else if constexpr (mode == GfxRenderer::GRAYSCALE_MSB) { draw0 = msb0 ^ lsb0; draw1 = msb1 ^ lsb1; } else { // GRAYSCALE_LSB draw0 = msb0 & ~lsb0; draw1 = msb1 & ~lsb1; } // Compact each nibble's draw flags from bit positions 7,5,3,1 → 7,6,5,4. auto compact4 = [](const uint8_t d) -> uint8_t { return (d & 0x80) | ((d & 0x20) << 1) | ((d & 0x08) << 2) | ((d & 0x02) << 3); }; return compact4(draw0) | (compact4(draw1) >> 4); } // 2-bit pipeline — fused gather+threshold (Y axis): column-direction counterpart to build2BitRowMask. // Samples count pixels down glyph column glyphX starting at row glyphYStart; reverseRows implements // a negative-stride view along Y (reads bottom-to-top), needed for PortraitInverted. template static inline uint8_t build2BitColMask(const uint8_t* const bitmap, const int glyphWidth, const int glyphX, const int glyphYStart, const int count, const bool reverseRows) { constexpr uint8_t drawMask = drawMaskFor2BitMode(); uint8_t mask = 0; for (int i = 0; i < count; i++) { const int row = reverseRows ? (glyphYStart + count - 1 - i) : (glyphYStart + i); const uint8_t raw = get2BitPixel(bitmap, glyphWidth, row, glyphX); if ((drawMask >> raw) & 0x01) mask |= static_cast(1u << (7 - i)); } return mask; } // Shared body for Portrait and PortraitInverted 2-bit rendering. // inverted=false → Portrait (phyY counts down, phyBitPos counts up). // inverted=true → PortraitInverted (phyY counts up, phyBitPos counts down). // Both template params are compile-time constants; all ternaries fold away. template static void renderGlyphFast2BitPortrait(uint8_t* const frameBuffer, const uint8_t* const bitmap, const int glyphWidth, const int glyphHeight, const int screenXBase, const int screenYBase, const bool writeState) { for (int glyphX = 0; glyphX < glyphWidth; glyphX++) { const int phyY = inverted ? (screenXBase + glyphX) : (HalDisplay::DISPLAY_HEIGHT - 1 - (screenXBase + glyphX)); if (phyY < 0 || phyY >= HalDisplay::DISPLAY_HEIGHT) continue; uint8_t* const row = frameBuffer + phyY * HalDisplay::DISPLAY_WIDTH_BYTES; for (int glyphY = 0; glyphY < glyphHeight; glyphY += 8) { const int count = std::min(8, glyphHeight - glyphY); const uint8_t mask = build2BitColMask(bitmap, glyphWidth, glyphX, glyphY, count, inverted); if (mask == 0) continue; const int phyBitPos = inverted ? (HalDisplay::DISPLAY_WIDTH - 1 - screenYBase - (glyphY + count - 1)) : (screenYBase + glyphY); if (phyBitPos + count <= 0 || phyBitPos >= HalDisplay::DISPLAY_WIDTH) continue; writeRowBits(row, phyBitPos, mask, writeState); } } } template static void renderGlyphFast2Bit(uint8_t* const frameBuffer, const uint8_t* const bitmap, const int glyphWidth, const int glyphHeight, const int screenXBase, const int screenYBase, const bool pixelState, const GfxRenderer::Orientation orientation) { // Non-rotated text fast path for 2-bit glyphs. Writes compact masks directly to framebuffer rows. // TextRotation::Rotated90CW keeps the legacy per-pixel fallback path for safety and readability. const bool writeState = (mode == GfxRenderer::BW) ? pixelState : false; switch (orientation) { case GfxRenderer::LandscapeCounterClockwise: { for (int glyphY = 0; glyphY < glyphHeight; glyphY++) { const int phyY = screenYBase + glyphY; if (phyY < 0 || phyY >= HalDisplay::DISPLAY_HEIGHT) continue; uint8_t* const row = frameBuffer + phyY * HalDisplay::DISPLAY_WIDTH_BYTES; const int rowStartPixel = glyphY * glyphWidth; for (int glyphX = 0; glyphX < glyphWidth; glyphX += 8) { const int count = std::min(8, glyphWidth - glyphX); const int pixelStart = rowStartPixel + glyphX; uint8_t mask; if (count == 8 && (pixelStart & 3) == 0) { const int srcByteIdx = pixelStart >> 2; mask = build2BitRowMaskFromTwoBytes(bitmap[srcByteIdx], bitmap[srcByteIdx + 1]); } else { mask = build2BitRowMask(bitmap, rowStartPixel, glyphX, count, false); } if (mask == 0) continue; const int phyBitPos = screenXBase + glyphX; if (phyBitPos + count <= 0 || phyBitPos >= HalDisplay::DISPLAY_WIDTH) continue; writeRowBits(row, phyBitPos, mask, writeState); } } break; } case GfxRenderer::LandscapeClockwise: { // Row-outer/chunk-inner: framebuffer rows are written at stride -DISPLAY_WIDTH_BYTES // (phyY decreases as glyphY increases). Keeping row-outer preserves sequential access // within each row, which is more cache-friendly than the chunk-outer alternative. for (int glyphY = 0; glyphY < glyphHeight; glyphY++) { const int phyY = HalDisplay::DISPLAY_HEIGHT - 1 - (screenYBase + glyphY); if (phyY < 0 || phyY >= HalDisplay::DISPLAY_HEIGHT) continue; uint8_t* const row = frameBuffer + phyY * HalDisplay::DISPLAY_WIDTH_BYTES; const int rowStartPixel = glyphY * glyphWidth; for (int chunkEnd = glyphWidth - 1; chunkEnd >= 0; chunkEnd -= 8) { const int chunkStart = std::max(0, chunkEnd - 7); const int count = chunkEnd - chunkStart + 1; const int pixelStart = rowStartPixel + chunkStart; uint8_t mask; if (count == 8 && (pixelStart & 3) == 0) { const int srcByteIdx = pixelStart >> 2; mask = reverseBits8(build2BitRowMaskFromTwoBytes(bitmap[srcByteIdx], bitmap[srcByteIdx + 1])); } else { mask = build2BitRowMask(bitmap, rowStartPixel, chunkEnd, count, true); } if (mask == 0) continue; const int phyBitPos = HalDisplay::DISPLAY_WIDTH - 1 - screenXBase - chunkEnd; if (phyBitPos + count <= 0 || phyBitPos >= HalDisplay::DISPLAY_WIDTH) continue; writeRowBits(row, phyBitPos, mask, writeState); } } break; } case GfxRenderer::Portrait: renderGlyphFast2BitPortrait(frameBuffer, bitmap, glyphWidth, glyphHeight, screenXBase, screenYBase, writeState); break; case GfxRenderer::PortraitInverted: renderGlyphFast2BitPortrait(frameBuffer, bitmap, glyphWidth, glyphHeight, screenXBase, screenYBase, writeState); break; } } // Shared glyph rendering logic for normal and rotated text. // Coordinate mapping and cursor advance direction are selected at compile time via the template parameter. template static void renderCharImpl(const GfxRenderer& renderer, GfxRenderer::RenderMode renderMode, const EpdFontFamily& fontFamily, const uint32_t cp, int cursorX, int cursorY, const bool pixelState, const EpdFontFamily::Style style) { const EpdGlyph* glyph = fontFamily.getGlyph(cp, style); if (!glyph) { LOG_ERR("GFX", "No glyph for codepoint %d", cp); return; } const EpdFontData* fontData = fontFamily.getData(style); const bool is2Bit = fontData->is2Bit; const uint8_t width = glyph->width; const uint8_t height = glyph->height; const int left = glyph->left; const int top = glyph->top; const uint8_t* bitmap = renderer.getGlyphBitmap(fontData, glyph); if (bitmap != nullptr) { // For Normal: outer loop advances screenY, inner loop advances screenX // For Rotated: outer loop advances screenX, inner loop advances screenY (in reverse) int outerBase, innerBase; if constexpr (rotation == TextRotation::Rotated90CW) { outerBase = cursorX + fontData->ascender - top; // screenX = outerBase + glyphY innerBase = cursorY - left; // screenY = innerBase - glyphX } else { outerBase = cursorY - top; // screenY = outerBase + glyphY innerBase = cursorX + left; // screenX = innerBase + glyphX } if (is2Bit) { if constexpr (rotation == TextRotation::None) { // Fast path for normal text orientation. Handles all device orientations via renderGlyphFast2Bit. // Dispatch on renderMode at compile time so each specialization gets a constant drawMask. switch (renderMode) { case GfxRenderer::BW: renderGlyphFast2Bit(renderer.getFrameBuffer(), bitmap, width, height, innerBase, outerBase, pixelState, renderer.getOrientation()); break; case GfxRenderer::GRAYSCALE_MSB: renderGlyphFast2Bit(renderer.getFrameBuffer(), bitmap, width, height, innerBase, outerBase, pixelState, renderer.getOrientation()); break; case GfxRenderer::GRAYSCALE_LSB: renderGlyphFast2Bit(renderer.getFrameBuffer(), bitmap, width, height, innerBase, outerBase, pixelState, renderer.getOrientation()); break; } return; } // Rotated text fallback: keep explicit per-pixel behavior. int pixelPosition = 0; for (int glyphY = 0; glyphY < height; glyphY++) { const int outerCoord = outerBase + glyphY; for (int glyphX = 0; glyphX < width; glyphX++, pixelPosition++) { int screenX, screenY; if constexpr (rotation == TextRotation::Rotated90CW) { screenX = outerCoord; screenY = innerBase - glyphX; } else { screenX = innerBase + glyphX; screenY = outerCoord; } const uint8_t byte = bitmap[pixelPosition >> 2]; const uint8_t bit_index = (3 - (pixelPosition & 3)) * 2; // the direct bit from the font is 0 -> white, 1 -> light gray, 2 -> dark gray, 3 -> black // we swap this to better match the way images and screen think about colors: // 0 -> black, 1 -> dark grey, 2 -> light grey, 3 -> white const uint8_t bmpVal = 3 - ((byte >> bit_index) & 0x3); if (renderMode == GfxRenderer::BW && bmpVal < 3) { // Black (also paints over the grays in BW mode) renderer.drawPixel(screenX, screenY, pixelState); } else if (renderMode == GfxRenderer::GRAYSCALE_MSB && (bmpVal == 1 || bmpVal == 2)) { // Light gray (also mark the MSB if it's going to be a dark gray too) // We have to flag pixels in reverse for the gray buffers, as 0 leave alone, 1 update renderer.drawPixel(screenX, screenY, false); } else if (renderMode == GfxRenderer::GRAYSCALE_LSB && bmpVal == 1) { // Dark gray renderer.drawPixel(screenX, screenY, false); } } } } else { // Fast path: 1-bit BW mode, non-rotated text — byte-level framebuffer writes, no drawPixel() per pixel. if constexpr (rotation == TextRotation::None) { if (renderMode == GfxRenderer::BW) { renderGlyphFastBW(renderer.getFrameBuffer(), bitmap, width, height, innerBase, outerBase, pixelState, renderer.getOrientation()); return; } } // Fallback: rotated text or non-BW render mode — per-pixel drawPixel(). int pixelPosition = 0; for (int glyphY = 0; glyphY < height; glyphY++) { const int outerCoord = outerBase + glyphY; for (int glyphX = 0; glyphX < width; glyphX++, pixelPosition++) { int screenX, screenY; if constexpr (rotation == TextRotation::Rotated90CW) { screenX = outerCoord; screenY = innerBase - glyphX; } else { screenX = innerBase + glyphX; screenY = outerCoord; } const uint8_t byte = bitmap[pixelPosition >> 3]; const uint8_t bit_index = 7 - (pixelPosition & 7); if ((byte >> bit_index) & 1) { renderer.drawPixel(screenX, screenY, pixelState); } } } } } } // IMPORTANT: This function is in critical rendering path and is called for every pixel. Please keep it as simple and // efficient as possible. void GfxRenderer::drawPixel(const int x, const int y, const bool state) const { int phyX = 0; int phyY = 0; // Note: this call should be inlined for better performance rotateCoordinates(orientation, x, y, &phyX, &phyY); // Bounds checking against physical panel dimensions if (phyX < 0 || phyX >= HalDisplay::DISPLAY_WIDTH || phyY < 0 || phyY >= HalDisplay::DISPLAY_HEIGHT) { LOG_ERR("GFX", "!! Outside range (%d, %d) -> (%d, %d)", x, y, phyX, phyY); return; } // Calculate byte position and bit position const uint16_t byteIndex = phyY * HalDisplay::DISPLAY_WIDTH_BYTES + (phyX / 8); const uint8_t bitPosition = 7 - (phyX % 8); // MSB first if (state) { frameBuffer[byteIndex] &= ~(1 << bitPosition); // Clear bit } else { frameBuffer[byteIndex] |= 1 << bitPosition; // Set bit } } int GfxRenderer::getTextWidth(const int fontId, const char* text, const EpdFontFamily::Style style) const { const auto fontIt = fontMap.find(fontId); if (fontIt == fontMap.end()) { LOG_ERR("GFX", "Font %d not found", fontId); return 0; } int w = 0, h = 0; fontIt->second.getTextDimensions(text, &w, &h, style); return w; } void GfxRenderer::drawCenteredText(const int fontId, const int y, const char* text, const bool black, const EpdFontFamily::Style style) const { const int x = (getScreenWidth() - getTextWidth(fontId, text, style)) / 2; drawText(fontId, x, y, text, black, style); } void GfxRenderer::drawText(const int fontId, const int x, const int y, const char* text, const bool black, const EpdFontFamily::Style style) const { const int yPos = y + getFontAscenderSize(fontId); int32_t xPosFP = fp4::fromPixel(x); // 12.4 fixed-point accumulator int lastBaseX = x; int lastBaseAdvanceFP = 0; // 12.4 fixed-point int lastBaseTop = 0; // cannot draw a NULL / empty string if (text == nullptr || *text == '\0') { return; } if (fontCacheManager_ && fontCacheManager_->isScanning()) { fontCacheManager_->recordText(text, fontId, style); return; } const auto fontIt = fontMap.find(fontId); if (fontIt == fontMap.end()) { LOG_ERR("GFX", "Font %d not found", fontId); return; } const auto& font = fontIt->second; constexpr int MIN_COMBINING_GAP_PX = 1; uint32_t cp; uint32_t prevCp = 0; while ((cp = utf8NextCodepoint(reinterpret_cast(&text)))) { if (utf8IsCombiningMark(cp)) { const EpdGlyph* combiningGlyph = font.getGlyph(cp, style); int raiseBy = 0; if (combiningGlyph) { const int currentGap = combiningGlyph->top - combiningGlyph->height - lastBaseTop; if (currentGap < MIN_COMBINING_GAP_PX) { raiseBy = MIN_COMBINING_GAP_PX - currentGap; } } const int combiningX = lastBaseX + fp4::toPixel(lastBaseAdvanceFP / 2); const int combiningY = yPos - raiseBy; renderCharImpl(*this, renderMode, font, cp, combiningX, combiningY, black, style); continue; } cp = font.applyLigatures(cp, text, style); const int kernFP = (prevCp != 0) ? font.getKerning(prevCp, cp, style) : 0; // 4.4 fixed-point kern xPosFP += kernFP; lastBaseX = fp4::toPixel(xPosFP); // snap 12.4 fixed-point to nearest pixel const EpdGlyph* glyph = font.getGlyph(cp, style); lastBaseAdvanceFP = glyph ? glyph->advanceX : 0; lastBaseTop = glyph ? glyph->top : 0; renderCharImpl(*this, renderMode, font, cp, lastBaseX, yPos, black, style); if (glyph) { xPosFP += glyph->advanceX; // 12.4 fixed-point advance } prevCp = cp; } } #ifdef ENABLE_RENDERCHAR_BENCHMARK // Legacy per-pixel rendering path — mirrors the old renderCharImpl 1-bit BW loop. // Used only by the renderChar benchmark to establish the baseline. void GfxRenderer::drawTextBWLegacy(const int fontId, const int x, const int y, const char* text) const { if (text == nullptr || *text == '\0') return; const auto fontIt = fontMap.find(fontId); if (fontIt == fontMap.end()) return; const auto& fontFamily = fontIt->second; int yPos = y + getFontAscenderSize(fontId); int xPos = x; uint32_t cp; while ((cp = utf8NextCodepoint(reinterpret_cast(&text)))) { const EpdGlyph* glyph = fontFamily.getGlyph(cp, EpdFontFamily::REGULAR); if (!glyph) glyph = fontFamily.getGlyph(REPLACEMENT_GLYPH, EpdFontFamily::REGULAR); if (!glyph) continue; const EpdFontData* fontData = fontFamily.getData(EpdFontFamily::REGULAR); if (fontData->is2Bit) { xPos += glyph->advanceX; continue; } const uint8_t* bitmap = getGlyphBitmap(fontData, glyph); if (bitmap != nullptr) { const int screenYBase = yPos - glyph->top; const int screenXBase = xPos + glyph->left; int pixelPosition = 0; for (int glyphY = 0; glyphY < glyph->height; glyphY++) { for (int glyphX = 0; glyphX < glyph->width; glyphX++, pixelPosition++) { const uint8_t bit = (bitmap[pixelPosition >> 3] >> (7 - (pixelPosition & 7))) & 1; if (!bit) continue; // Inline drawPixel without OOB logging — mirrors the old per-pixel path but clips silently, // matching the fast path's behaviour so the benchmark measures rendering cost only. int phyX, phyY; rotateCoordinates(orientation, screenXBase + glyphX, screenYBase + glyphY, &phyX, &phyY); if (phyX < 0 || phyX >= HalDisplay::DISPLAY_WIDTH || phyY < 0 || phyY >= HalDisplay::DISPLAY_HEIGHT) continue; const uint16_t byteIndex = phyY * HalDisplay::DISPLAY_WIDTH_BYTES + (phyX / 8); const uint8_t bitPosition = 7 - (phyX % 8); frameBuffer[byteIndex] &= ~(1 << bitPosition); // black pixel } } } xPos += glyph->advanceX; } } // Legacy per-pixel rendering path — mirrors the old renderCharImpl 2-bit BW loop. // Used only by the renderChar benchmark to establish the baseline for antialiased fonts. void GfxRenderer::drawText2BitLegacy(const int fontId, const int x, const int y, const char* text) const { if (text == nullptr || *text == '\0') return; const auto fontIt = fontMap.find(fontId); if (fontIt == fontMap.end()) return; const auto& fontFamily = fontIt->second; int yPos = y + getFontAscenderSize(fontId); int xPos = x; uint32_t cp; while ((cp = utf8NextCodepoint(reinterpret_cast(&text)))) { const EpdGlyph* glyph = fontFamily.getGlyph(cp, EpdFontFamily::REGULAR); if (!glyph) glyph = fontFamily.getGlyph(REPLACEMENT_GLYPH, EpdFontFamily::REGULAR); if (!glyph) continue; const EpdFontData* fontData = fontFamily.getData(EpdFontFamily::REGULAR); if (!fontData->is2Bit) { xPos += glyph->advanceX; continue; } const uint8_t* bitmap = getGlyphBitmap(fontData, glyph); if (bitmap != nullptr) { const int screenYBase = yPos - glyph->top; const int screenXBase = xPos + glyph->left; int pixelPosition = 0; for (int glyphY = 0; glyphY < glyph->height; glyphY++) { for (int glyphX = 0; glyphX < glyph->width; glyphX++, pixelPosition++) { // 2-bit: each pixel occupies 2 bits; MSB first within each byte const uint8_t raw = (bitmap[pixelPosition >> 2] >> (6 - ((pixelPosition & 3) << 1))) & 3; if (!raw) continue; int phyX, phyY; rotateCoordinates(orientation, screenXBase + glyphX, screenYBase + glyphY, &phyX, &phyY); if (phyX < 0 || phyX >= HalDisplay::DISPLAY_WIDTH || phyY < 0 || phyY >= HalDisplay::DISPLAY_HEIGHT) continue; const uint16_t byteIndex = phyY * HalDisplay::DISPLAY_WIDTH_BYTES + (phyX / 8); const uint8_t bitPosition = 7 - (phyX % 8); frameBuffer[byteIndex] &= ~(1 << bitPosition); // black pixel } } } xPos += glyph->advanceX; } } #endif // ENABLE_RENDERCHAR_BENCHMARK void GfxRenderer::drawLine(int x1, int y1, int x2, int y2, const bool state) const { if (fontCacheManager_ && fontCacheManager_->isScanning()) return; if (x1 == x2) { if (y2 < y1) { std::swap(y1, y2); } // In Portrait/PortraitInverted a logical vertical line maps to a physical horizontal span. switch (orientation) { case Portrait: fillPhysicalHSpan(HalDisplay::DISPLAY_HEIGHT - 1 - x1, y1, y2, state); return; case PortraitInverted: fillPhysicalHSpan(x1, HalDisplay::DISPLAY_WIDTH - 1 - y2, HalDisplay::DISPLAY_WIDTH - 1 - y1, state); return; default: for (int y = y1; y <= y2; y++) drawPixel(x1, y, state); return; } } else if (y1 == y2) { if (x2 < x1) { std::swap(x1, x2); } // In Landscape a logical horizontal line maps to a physical horizontal span. switch (orientation) { case LandscapeCounterClockwise: fillPhysicalHSpan(y1, x1, x2, state); return; case LandscapeClockwise: fillPhysicalHSpan(HalDisplay::DISPLAY_HEIGHT - 1 - y1, HalDisplay::DISPLAY_WIDTH - 1 - x2, HalDisplay::DISPLAY_WIDTH - 1 - x1, state); return; default: for (int x = x1; x <= x2; x++) drawPixel(x, y1, state); return; } } else { // Bresenham's line algorithm — integer arithmetic only int dx = x2 - x1; int dy = y2 - y1; int sx = (dx > 0) ? 1 : -1; int sy = (dy > 0) ? 1 : -1; dx = sx * dx; // abs dy = sy * dy; // abs int err = dx - dy; while (true) { drawPixel(x1, y1, state); if (x1 == x2 && y1 == y2) break; int e2 = 2 * err; if (e2 > -dy) { err -= dy; x1 += sx; } if (e2 < dx) { err += dx; y1 += sy; } } } } void GfxRenderer::drawLine(int x1, int y1, int x2, int y2, const int lineWidth, const bool state) const { for (int i = 0; i < lineWidth; i++) { drawLine(x1, y1 + i, x2, y2 + i, state); } } void GfxRenderer::drawRect(const int x, const int y, const int width, const int height, const bool state) const { drawLine(x, y, x + width - 1, y, state); drawLine(x + width - 1, y, x + width - 1, y + height - 1, state); drawLine(x + width - 1, y + height - 1, x, y + height - 1, state); drawLine(x, y, x, y + height - 1, state); } // Border is inside the rectangle void GfxRenderer::drawRect(const int x, const int y, const int width, const int height, const int lineWidth, const bool state) const { for (int i = 0; i < lineWidth; i++) { drawLine(x + i, y + i, x + width - i, y + i, state); drawLine(x + width - i, y + i, x + width - i, y + height - i, state); drawLine(x + width - i, y + height - i, x + i, y + height - i, state); drawLine(x + i, y + height - i, x + i, y + i, state); } } void GfxRenderer::drawArc(const int maxRadius, const int cx, const int cy, const int xDir, const int yDir, const int lineWidth, const bool state) const { const int stroke = std::min(lineWidth, maxRadius); const int innerRadius = std::max(maxRadius - stroke, 0); const int outerRadius = maxRadius; if (outerRadius <= 0) { return; } const int outerRadiusSq = outerRadius * outerRadius; const int innerRadiusSq = innerRadius * innerRadius; int xOuter = outerRadius; int xInner = innerRadius; for (int dy = 0; dy <= outerRadius; ++dy) { while (xOuter > 0 && (xOuter * xOuter + dy * dy) > outerRadiusSq) { --xOuter; } while (xInner > 0 && (xInner * xInner + dy * dy) > innerRadiusSq) { --xInner; } if (xOuter < xInner) { continue; } const int x0 = cx + xDir * xInner; const int x1 = cx + xDir * xOuter; const int left = std::min(x0, x1); const int width = std::abs(x1 - x0) + 1; const int py = cy + yDir * dy; if (width > 0) { fillRect(left, py, width, 1, state); } } }; // Border is inside the rectangle, rounded corners void GfxRenderer::drawRoundedRect(const int x, const int y, const int width, const int height, const int lineWidth, const int cornerRadius, bool state) const { drawRoundedRect(x, y, width, height, lineWidth, cornerRadius, true, true, true, true, state); } // Border is inside the rectangle, rounded corners void GfxRenderer::drawRoundedRect(const int x, const int y, const int width, const int height, const int lineWidth, const int cornerRadius, bool roundTopLeft, bool roundTopRight, bool roundBottomLeft, bool roundBottomRight, bool state) const { if (lineWidth <= 0 || width <= 0 || height <= 0) { return; } const int maxRadius = std::min({cornerRadius, width / 2, height / 2}); if (maxRadius <= 0) { drawRect(x, y, width, height, lineWidth, state); return; } const int stroke = std::min(lineWidth, maxRadius); const int right = x + width - 1; const int bottom = y + height - 1; const int horizontalWidth = width - 2 * maxRadius; if (horizontalWidth > 0) { if (roundTopLeft || roundTopRight) { fillRect(x + maxRadius, y, horizontalWidth, stroke, state); } if (roundBottomLeft || roundBottomRight) { fillRect(x + maxRadius, bottom - stroke + 1, horizontalWidth, stroke, state); } } const int verticalHeight = height - 2 * maxRadius; if (verticalHeight > 0) { if (roundTopLeft || roundBottomLeft) { fillRect(x, y + maxRadius, stroke, verticalHeight, state); } if (roundTopRight || roundBottomRight) { fillRect(right - stroke + 1, y + maxRadius, stroke, verticalHeight, state); } } if (roundTopLeft) { drawArc(maxRadius, x + maxRadius, y + maxRadius, -1, -1, lineWidth, state); } if (roundTopRight) { drawArc(maxRadius, right - maxRadius, y + maxRadius, 1, -1, lineWidth, state); } if (roundBottomRight) { drawArc(maxRadius, right - maxRadius, bottom - maxRadius, 1, 1, lineWidth, state); } if (roundBottomLeft) { drawArc(maxRadius, x + maxRadius, bottom - maxRadius, -1, 1, lineWidth, state); } } // Write a patterned horizontal span directly into the physical framebuffer with byte-level operations. // patternByte is repeated across the full span; partial edge bytes are blended with existing content. // Bit layout: MSB-first (bit 7 = phyX=0, bit 0 = phyX=7); 0 bits = dark pixel, 1 bits = white pixel. void GfxRenderer::fillPhysicalHSpanByte(const int phyY, const int phyX_start, const int phyX_end, const uint8_t patternByte) const { const int cX0 = std::max(phyX_start, 0); const int cX1 = std::min(phyX_end, (int)HalDisplay::DISPLAY_WIDTH - 1); if (cX0 > cX1 || phyY < 0 || phyY >= (int)HalDisplay::DISPLAY_HEIGHT) return; uint8_t* const row = frameBuffer + phyY * HalDisplay::DISPLAY_WIDTH_BYTES; const int startByte = cX0 >> 3; const int endByte = cX1 >> 3; const int leftBits = cX0 & 7; // first bit index within startByte const int rightBits = cX1 & 7; // last bit index within endByte if (startByte == endByte) { // Both endpoints in the same byte const uint8_t fillMask = (0xFF >> leftBits) & ~(0xFF >> (rightBits + 1)); row[startByte] = (row[startByte] & ~fillMask) | (patternByte & fillMask); return; } // Left partial byte if (leftBits != 0) { const uint8_t fillMask = 0xFF >> leftBits; row[startByte] = (row[startByte] & ~fillMask) | (patternByte & fillMask); } // Full bytes in the middle const int fullStart = (leftBits == 0) ? startByte : startByte + 1; const int fullEnd = (rightBits == 7) ? endByte : endByte - 1; if (fullStart <= fullEnd) { memset(row + fullStart, patternByte, fullEnd - fullStart + 1); } // Right partial byte if (rightBits != 7) { const uint8_t fillMask = ~(0xFF >> (rightBits + 1)); row[endByte] = (row[endByte] & ~fillMask) | (patternByte & fillMask); } } // Thin wrapper: state=true → 0x00 (all dark), false → 0xFF (all white). void GfxRenderer::fillPhysicalHSpan(const int phyY, const int phyX_start, const int phyX_end, const bool state) const { fillPhysicalHSpanByte(phyY, phyX_start, phyX_end, state ? 0x00 : 0xFF); } void GfxRenderer::fillRect(const int x, const int y, const int width, const int height, const bool state) const { if (width <= 0 || height <= 0) return; // For each orientation, one logical dimension maps to a constant physical row, allowing the // perpendicular dimension to be written as a byte-level span — eliminating per-pixel overhead. switch (orientation) { case Portrait: // Logical column x → physical row (479-x); logical y range → physical x span for (int lx = x; lx < x + width; lx++) { fillPhysicalHSpan(HalDisplay::DISPLAY_HEIGHT - 1 - lx, y, y + height - 1, state); } return; case PortraitInverted: // Logical column x → physical row x; logical y range → physical x span (mirrored) for (int lx = x; lx < x + width; lx++) { fillPhysicalHSpan(lx, HalDisplay::DISPLAY_WIDTH - 1 - (y + height - 1), HalDisplay::DISPLAY_WIDTH - 1 - y, state); } return; case LandscapeCounterClockwise: // Logical row y → physical row y; logical x range → physical x span for (int ly = y; ly < y + height; ly++) { fillPhysicalHSpan(ly, x, x + width - 1, state); } return; case LandscapeClockwise: // Logical row y → physical row (479-y); logical x range → physical x span (mirrored) for (int ly = y; ly < y + height; ly++) { fillPhysicalHSpan(HalDisplay::DISPLAY_HEIGHT - 1 - ly, HalDisplay::DISPLAY_WIDTH - 1 - (x + width - 1), HalDisplay::DISPLAY_WIDTH - 1 - x, state); } return; } } // NOTE: Those are in critical path, and need to be templated to avoid runtime checks for every pixel. // Any branching must be done outside the loops to avoid performance degradation. template <> void GfxRenderer::drawPixelDither(const int x, const int y) const { // Do nothing } template <> void GfxRenderer::drawPixelDither(const int x, const int y) const { drawPixel(x, y, true); } template <> void GfxRenderer::drawPixelDither(const int x, const int y) const { drawPixel(x, y, false); } template <> void GfxRenderer::drawPixelDither(const int x, const int y) const { drawPixel(x, y, x % 2 == 0 && y % 2 == 0); } template <> void GfxRenderer::drawPixelDither(const int x, const int y) const { drawPixel(x, y, (x + y) % 2 == 0); // TODO: maybe find a better pattern? } void GfxRenderer::fillRectDither(const int x, const int y, const int width, const int height, Color color) const { if (color == Color::Clear) { } else if (color == Color::Black) { fillRect(x, y, width, height, true); } else if (color == Color::White) { fillRect(x, y, width, height, false); } else if (color == Color::DarkGray) { // Pattern: dark where (phyX + phyY) % 2 == 0 (alternating checkerboard). // Byte patterns (phyY even / phyY odd): // Portrait / PortraitInverted: 0xAA / 0x55 // LandscapeCW / LandscapeCCW: 0x55 / 0xAA switch (orientation) { case Portrait: for (int lx = x; lx < x + width; lx++) { const int phyY = HalDisplay::DISPLAY_HEIGHT - 1 - lx; const uint8_t pb = (phyY % 2 == 0) ? 0xAA : 0x55; fillPhysicalHSpanByte(phyY, y, y + height - 1, pb); } return; case PortraitInverted: for (int lx = x; lx < x + width; lx++) { const int phyY = lx; const uint8_t pb = (phyY % 2 == 0) ? 0xAA : 0x55; fillPhysicalHSpanByte(phyY, HalDisplay::DISPLAY_WIDTH - 1 - (y + height - 1), HalDisplay::DISPLAY_WIDTH - 1 - y, pb); } return; case LandscapeCounterClockwise: for (int ly = y; ly < y + height; ly++) { const int phyY = ly; const uint8_t pb = (phyY % 2 == 0) ? 0x55 : 0xAA; fillPhysicalHSpanByte(phyY, x, x + width - 1, pb); } return; case LandscapeClockwise: for (int ly = y; ly < y + height; ly++) { const int phyY = HalDisplay::DISPLAY_HEIGHT - 1 - ly; const uint8_t pb = (phyY % 2 == 0) ? 0x55 : 0xAA; fillPhysicalHSpanByte(phyY, HalDisplay::DISPLAY_WIDTH - 1 - (x + width - 1), HalDisplay::DISPLAY_WIDTH - 1 - x, pb); } return; } } else if (color == Color::LightGray) { // Pattern: dark where phyX % 2 == 0 && phyY % 2 == 0 (1-in-4 pixels dark). // Byte patterns (phyY even / phyY odd) — 0xFF rows write no dark pixels and are skipped: // Portrait: 0xFF (skip) / 0x55 // PortraitInverted: 0xAA / 0xFF (skip) // LandscapeCCW: 0x55 / 0xFF (skip) // LandscapeCW: 0xFF (skip) / 0xAA switch (orientation) { case Portrait: for (int lx = x; lx < x + width; lx++) { const int phyY = HalDisplay::DISPLAY_HEIGHT - 1 - lx; if (phyY % 2 == 0) continue; // all-white row — no dark pixels to write fillPhysicalHSpanByte(phyY, y, y + height - 1, 0x55); } return; case PortraitInverted: for (int lx = x; lx < x + width; lx++) { const int phyY = lx; if (phyY % 2 != 0) continue; // all-white row fillPhysicalHSpanByte(phyY, HalDisplay::DISPLAY_WIDTH - 1 - (y + height - 1), HalDisplay::DISPLAY_WIDTH - 1 - y, 0xAA); } return; case LandscapeCounterClockwise: for (int ly = y; ly < y + height; ly++) { const int phyY = ly; if (phyY % 2 != 0) continue; // all-white row fillPhysicalHSpanByte(phyY, x, x + width - 1, 0x55); } return; case LandscapeClockwise: for (int ly = y; ly < y + height; ly++) { const int phyY = HalDisplay::DISPLAY_HEIGHT - 1 - ly; if (phyY % 2 == 0) continue; // all-white row fillPhysicalHSpanByte(phyY, HalDisplay::DISPLAY_WIDTH - 1 - (x + width - 1), HalDisplay::DISPLAY_WIDTH - 1 - x, 0xAA); } return; } } } template void GfxRenderer::fillArc(const int maxRadius, const int cx, const int cy, const int xDir, const int yDir) const { if (maxRadius <= 0) return; if constexpr (color == Color::Clear) { return; } const int radiusSq = maxRadius * maxRadius; // Avoid sqrt by scanning from outer radius inward while y grows. int x = maxRadius; for (int dy = 0; dy <= maxRadius; ++dy) { while (x > 0 && (x * x + dy * dy) > radiusSq) { --x; } if (x < 0) break; const int py = cy + yDir * dy; if (py < 0 || py >= getScreenHeight()) continue; int x0 = cx; int x1 = cx + xDir * x; if (x0 > x1) std::swap(x0, x1); const int width = x1 - x0 + 1; if (width <= 0) continue; if constexpr (color == Color::Black) { fillRect(x0, py, width, 1, true); } else if constexpr (color == Color::White) { fillRect(x0, py, width, 1, false); } else { // LightGray / DarkGray: use existing dithered fill path. fillRectDither(x0, py, width, 1, color); } } } void GfxRenderer::fillRoundedRect(const int x, const int y, const int width, const int height, const int cornerRadius, const Color color) const { fillRoundedRect(x, y, width, height, cornerRadius, true, true, true, true, color); } void GfxRenderer::fillRoundedRect(const int x, const int y, const int width, const int height, const int cornerRadius, bool roundTopLeft, bool roundTopRight, bool roundBottomLeft, bool roundBottomRight, const Color color) const { if (width <= 0 || height <= 0) { return; } // Assume if we're not rounding all corners then we are only rounding one side const int roundedSides = (!roundTopLeft || !roundTopRight || !roundBottomLeft || !roundBottomRight) ? 1 : 2; const int maxRadius = std::min({cornerRadius, width / roundedSides, height / roundedSides}); if (maxRadius <= 0) { fillRectDither(x, y, width, height, color); return; } const int horizontalWidth = width - 2 * maxRadius; if (horizontalWidth > 0) { fillRectDither(x + maxRadius + 1, y, horizontalWidth - 2, height, color); } const int leftFillTop = y + (roundTopLeft ? (maxRadius + 1) : 0); const int leftFillBottom = y + height - 1 - (roundBottomLeft ? (maxRadius + 1) : 0); if (leftFillBottom >= leftFillTop) { fillRectDither(x, leftFillTop, maxRadius + 1, leftFillBottom - leftFillTop + 1, color); } const int rightFillTop = y + (roundTopRight ? (maxRadius + 1) : 0); const int rightFillBottom = y + height - 1 - (roundBottomRight ? (maxRadius + 1) : 0); if (rightFillBottom >= rightFillTop) { fillRectDither(x + width - maxRadius - 1, rightFillTop, maxRadius + 1, rightFillBottom - rightFillTop + 1, color); } auto fillArcTemplated = [this](int maxRadius, int cx, int cy, int xDir, int yDir, Color color) { switch (color) { case Color::Clear: break; case Color::Black: fillArc(maxRadius, cx, cy, xDir, yDir); break; case Color::White: fillArc(maxRadius, cx, cy, xDir, yDir); break; case Color::LightGray: fillArc(maxRadius, cx, cy, xDir, yDir); break; case Color::DarkGray: fillArc(maxRadius, cx, cy, xDir, yDir); break; } }; if (roundTopLeft) { fillArcTemplated(maxRadius, x + maxRadius, y + maxRadius, -1, -1, color); } if (roundTopRight) { fillArcTemplated(maxRadius, x + width - maxRadius - 1, y + maxRadius, 1, -1, color); } if (roundBottomRight) { fillArcTemplated(maxRadius, x + width - maxRadius - 1, y + height - maxRadius - 1, 1, 1, color); } if (roundBottomLeft) { fillArcTemplated(maxRadius, x + maxRadius, y + height - maxRadius - 1, -1, 1, color); } } void GfxRenderer::drawImage(const uint8_t bitmap[], const int x, const int y, const int width, const int height) const { int rotatedX = 0; int rotatedY = 0; rotateCoordinates(orientation, x, y, &rotatedX, &rotatedY); // Rotate origin corner switch (orientation) { case Portrait: rotatedY = rotatedY - height; break; case PortraitInverted: rotatedX = rotatedX - width; break; case LandscapeClockwise: rotatedY = rotatedY - height; rotatedX = rotatedX - width; break; case LandscapeCounterClockwise: break; } // TODO: Rotate bits display.drawImage(bitmap, rotatedX, rotatedY, width, height); } void GfxRenderer::drawIcon(const uint8_t bitmap[], const int x, const int y, const int width, const int height) const { display.drawImageTransparent(bitmap, y, getScreenWidth() - width - x, height, width); } void GfxRenderer::drawBitmap(const Bitmap& bitmap, const int x, const int y, const int maxWidth, const int maxHeight, const float cropX, const float cropY) const { if (fontCacheManager_ && fontCacheManager_->isScanning()) return; // For 1-bit bitmaps, use optimized 1-bit rendering path (no crop support for 1-bit) if (bitmap.is1Bit() && cropX == 0.0f && cropY == 0.0f) { drawBitmap1Bit(bitmap, x, y, maxWidth, maxHeight); return; } float scale = 1.0f; bool isScaled = false; int cropPixX = std::floor(bitmap.getWidth() * cropX / 2.0f); int cropPixY = std::floor(bitmap.getHeight() * cropY / 2.0f); LOG_DBG("GFX", "Cropping %dx%d by %dx%d pix, is %s", bitmap.getWidth(), bitmap.getHeight(), cropPixX, cropPixY, bitmap.isTopDown() ? "top-down" : "bottom-up"); if (maxWidth > 0 && (1.0f - cropX) * bitmap.getWidth() > maxWidth) { scale = static_cast(maxWidth) / static_cast((1.0f - cropX) * bitmap.getWidth()); isScaled = true; } if (maxHeight > 0 && (1.0f - cropY) * bitmap.getHeight() > maxHeight) { scale = std::min(scale, static_cast(maxHeight) / static_cast((1.0f - cropY) * bitmap.getHeight())); isScaled = true; } LOG_DBG("GFX", "Scaling by %f - %s", scale, isScaled ? "scaled" : "not scaled"); // Calculate output row size (2 bits per pixel, packed into bytes) // IMPORTANT: Use int, not uint8_t, to avoid overflow for images > 1020 pixels wide const int outputRowSize = (bitmap.getWidth() + 3) / 4; auto* outputRow = static_cast(malloc(outputRowSize)); auto* rowBytes = static_cast(malloc(bitmap.getRowBytes())); if (!outputRow || !rowBytes) { LOG_ERR("GFX", "!! Failed to allocate BMP row buffers"); free(outputRow); free(rowBytes); return; } for (int bmpY = 0; bmpY < (bitmap.getHeight() - cropPixY); bmpY++) { // The BMP's (0, 0) is the bottom-left corner (if the height is positive, top-left if negative). // Screen's (0, 0) is the top-left corner. int screenY = -cropPixY + (bitmap.isTopDown() ? bmpY : bitmap.getHeight() - 1 - bmpY); if (isScaled) { screenY = std::floor(screenY * scale); } screenY += y; // the offset should not be scaled if (screenY >= getScreenHeight()) { break; } if (bitmap.readNextRow(outputRow, rowBytes) != BmpReaderError::Ok) { LOG_ERR("GFX", "Failed to read row %d from bitmap", bmpY); free(outputRow); free(rowBytes); return; } if (screenY < 0) { continue; } if (bmpY < cropPixY) { // Skip the row if it's outside the crop area continue; } for (int bmpX = cropPixX; bmpX < bitmap.getWidth() - cropPixX; bmpX++) { int screenX = bmpX - cropPixX; if (isScaled) { screenX = std::floor(screenX * scale); } screenX += x; // the offset should not be scaled if (screenX >= getScreenWidth()) { break; } if (screenX < 0) { continue; } const uint8_t val = outputRow[bmpX / 4] >> (6 - ((bmpX * 2) % 8)) & 0x3; if (renderMode == BW && val < 3) { drawPixel(screenX, screenY); } else if (renderMode == GRAYSCALE_MSB && (val == 1 || val == 2)) { drawPixel(screenX, screenY, false); } else if (renderMode == GRAYSCALE_LSB && val == 1) { drawPixel(screenX, screenY, false); } } } free(outputRow); free(rowBytes); } void GfxRenderer::drawBitmap1Bit(const Bitmap& bitmap, const int x, const int y, const int maxWidth, const int maxHeight) const { float scale = 1.0f; bool isScaled = false; if (maxWidth > 0 && bitmap.getWidth() > maxWidth) { scale = static_cast(maxWidth) / static_cast(bitmap.getWidth()); isScaled = true; } if (maxHeight > 0 && bitmap.getHeight() > maxHeight) { scale = std::min(scale, static_cast(maxHeight) / static_cast(bitmap.getHeight())); isScaled = true; } // For 1-bit BMP, output is still 2-bit packed (for consistency with readNextRow) const int outputRowSize = (bitmap.getWidth() + 3) / 4; auto* outputRow = static_cast(malloc(outputRowSize)); auto* rowBytes = static_cast(malloc(bitmap.getRowBytes())); if (!outputRow || !rowBytes) { LOG_ERR("GFX", "!! Failed to allocate 1-bit BMP row buffers"); free(outputRow); free(rowBytes); return; } for (int bmpY = 0; bmpY < bitmap.getHeight(); bmpY++) { // Read rows sequentially using readNextRow if (bitmap.readNextRow(outputRow, rowBytes) != BmpReaderError::Ok) { LOG_ERR("GFX", "Failed to read row %d from 1-bit bitmap", bmpY); free(outputRow); free(rowBytes); return; } // Calculate screen Y based on whether BMP is top-down or bottom-up const int bmpYOffset = bitmap.isTopDown() ? bmpY : bitmap.getHeight() - 1 - bmpY; int screenY = y + (isScaled ? static_cast(std::floor(bmpYOffset * scale)) : bmpYOffset); if (screenY >= getScreenHeight()) { continue; // Continue reading to keep row counter in sync } if (screenY < 0) { continue; } for (int bmpX = 0; bmpX < bitmap.getWidth(); bmpX++) { int screenX = x + (isScaled ? static_cast(std::floor(bmpX * scale)) : bmpX); if (screenX >= getScreenWidth()) { break; } if (screenX < 0) { continue; } // Get 2-bit value (result of readNextRow quantization) const uint8_t val = outputRow[bmpX / 4] >> (6 - ((bmpX * 2) % 8)) & 0x3; // For 1-bit source: 0 or 1 -> map to black (0,1,2) or white (3) // val < 3 means black pixel (draw it) if (val < 3) { drawPixel(screenX, screenY, true); } // White pixels (val == 3) are not drawn (leave background) } } free(outputRow); free(rowBytes); } void GfxRenderer::fillPolygon(const int* xPoints, const int* yPoints, int numPoints, bool state) const { if (numPoints < 3) return; // Find bounding box int minY = yPoints[0], maxY = yPoints[0]; for (int i = 1; i < numPoints; i++) { if (yPoints[i] < minY) minY = yPoints[i]; if (yPoints[i] > maxY) maxY = yPoints[i]; } // Clip to screen if (minY < 0) minY = 0; if (maxY >= getScreenHeight()) maxY = getScreenHeight() - 1; // Allocate node buffer for scanline algorithm auto* nodeX = static_cast(malloc(numPoints * sizeof(int))); if (!nodeX) { LOG_ERR("GFX", "!! Failed to allocate polygon node buffer"); return; } // Scanline fill algorithm for (int scanY = minY; scanY <= maxY; scanY++) { int nodes = 0; // Find all intersection points with edges int j = numPoints - 1; for (int i = 0; i < numPoints; i++) { if ((yPoints[i] < scanY && yPoints[j] >= scanY) || (yPoints[j] < scanY && yPoints[i] >= scanY)) { // Calculate X intersection using fixed-point to avoid float int dy = yPoints[j] - yPoints[i]; if (dy != 0) { nodeX[nodes++] = xPoints[i] + (scanY - yPoints[i]) * (xPoints[j] - xPoints[i]) / dy; } } j = i; } // Sort nodes by X (simple bubble sort, numPoints is small) for (int i = 0; i < nodes - 1; i++) { for (int k = i + 1; k < nodes; k++) { if (nodeX[i] > nodeX[k]) { int temp = nodeX[i]; nodeX[i] = nodeX[k]; nodeX[k] = temp; } } } // Fill between pairs of nodes for (int i = 0; i < nodes - 1; i += 2) { int startX = nodeX[i]; int endX = nodeX[i + 1]; // Clip to screen if (startX < 0) startX = 0; if (endX >= getScreenWidth()) endX = getScreenWidth() - 1; // Draw horizontal line for (int x = startX; x <= endX; x++) { drawPixel(x, scanY, state); } } } free(nodeX); } // For performance measurement (using static to allow "const" methods) static unsigned long start_ms = 0; void GfxRenderer::clearScreen(const uint8_t color) const { start_ms = millis(); display.clearScreen(color); } void GfxRenderer::invertScreen() const { for (int i = 0; i < HalDisplay::BUFFER_SIZE; i++) { frameBuffer[i] = ~frameBuffer[i]; } } void GfxRenderer::displayBuffer(const HalDisplay::RefreshMode refreshMode) const { auto elapsed = millis() - start_ms; LOG_DBG("GFX", "Time = %lu ms from clearScreen to displayBuffer", elapsed); display.displayBuffer(refreshMode, fadingFix); } std::string GfxRenderer::truncatedText(const int fontId, const char* text, const int maxWidth, const EpdFontFamily::Style style) const { if (!text || maxWidth <= 0) return ""; std::string item = text; // U+2026 HORIZONTAL ELLIPSIS (UTF-8: 0xE2 0x80 0xA6) const char* ellipsis = "\xe2\x80\xa6"; int textWidth = getTextWidth(fontId, item.c_str(), style); if (textWidth <= maxWidth) { // Text fits, return as is return item; } while (!item.empty() && getTextWidth(fontId, (item + ellipsis).c_str(), style) >= maxWidth) { utf8RemoveLastChar(item); } return item.empty() ? ellipsis : item + ellipsis; } std::vector GfxRenderer::wrappedText(const int fontId, const char* text, const int maxWidth, const int maxLines, const EpdFontFamily::Style style) const { std::vector lines; if (!text || maxWidth <= 0 || maxLines <= 0) return lines; std::string remaining = text; std::string currentLine; while (!remaining.empty()) { if (static_cast(lines.size()) == maxLines - 1) { // Last available line: combine any word already started on this line with // the rest of the text, then let truncatedText fit it with an ellipsis. std::string lastContent = currentLine.empty() ? remaining : currentLine + " " + remaining; lines.push_back(truncatedText(fontId, lastContent.c_str(), maxWidth, style)); return lines; } // Find next word size_t spacePos = remaining.find(' '); std::string word; if (spacePos == std::string::npos) { word = remaining; remaining.clear(); } else { word = remaining.substr(0, spacePos); remaining.erase(0, spacePos + 1); } std::string testLine = currentLine.empty() ? word : currentLine + " " + word; if (getTextWidth(fontId, testLine.c_str(), style) <= maxWidth) { currentLine = testLine; } else { if (!currentLine.empty()) { lines.push_back(currentLine); // If the carried-over word itself exceeds maxWidth, truncate it and // push it as a complete line immediately — storing it in currentLine // would allow a subsequent short word to be appended after the ellipsis. if (getTextWidth(fontId, word.c_str(), style) > maxWidth) { lines.push_back(truncatedText(fontId, word.c_str(), maxWidth, style)); currentLine.clear(); if (static_cast(lines.size()) >= maxLines) return lines; } else { currentLine = word; } } else { // Single word wider than maxWidth: truncate and stop to avoid complicated // splitting rules (different between languages). Results in an aesthetically // pleasing end. lines.push_back(truncatedText(fontId, word.c_str(), maxWidth, style)); return lines; } } } if (!currentLine.empty() && static_cast(lines.size()) < maxLines) { lines.push_back(currentLine); } return lines; } // Note: Internal driver treats screen in command orientation; this library exposes a logical orientation int GfxRenderer::getScreenWidth() const { switch (orientation) { case Portrait: case PortraitInverted: // 480px wide in portrait logical coordinates return HalDisplay::DISPLAY_HEIGHT; case LandscapeClockwise: case LandscapeCounterClockwise: // 800px wide in landscape logical coordinates return HalDisplay::DISPLAY_WIDTH; } return HalDisplay::DISPLAY_HEIGHT; } int GfxRenderer::getScreenHeight() const { switch (orientation) { case Portrait: case PortraitInverted: // 800px tall in portrait logical coordinates return HalDisplay::DISPLAY_WIDTH; case LandscapeClockwise: case LandscapeCounterClockwise: // 480px tall in landscape logical coordinates return HalDisplay::DISPLAY_HEIGHT; } return HalDisplay::DISPLAY_WIDTH; } int GfxRenderer::getSpaceWidth(const int fontId, const EpdFontFamily::Style style) const { const auto fontIt = fontMap.find(fontId); if (fontIt == fontMap.end()) { LOG_ERR("GFX", "Font %d not found", fontId); return 0; } const EpdGlyph* spaceGlyph = fontIt->second.getGlyph(' ', style); return spaceGlyph ? fp4::toPixel(spaceGlyph->advanceX) : 0; // snap 12.4 fixed-point to nearest pixel } int GfxRenderer::getSpaceAdvance(const int fontId, const uint32_t leftCp, const uint32_t rightCp, const EpdFontFamily::Style style) const { const auto fontIt = fontMap.find(fontId); if (fontIt == fontMap.end()) return 0; const auto& font = fontIt->second; const EpdGlyph* spaceGlyph = font.getGlyph(' ', style); const int32_t spaceAdvanceFP = spaceGlyph ? static_cast(spaceGlyph->advanceX) : 0; // Combine space advance + flanking kern into one fixed-point sum before snapping. // Snapping the combined value avoids the +/-1 px error from snapping each component separately. const int32_t kernFP = static_cast(font.getKerning(leftCp, ' ', style)) + static_cast(font.getKerning(' ', rightCp, style)); return fp4::toPixel(spaceAdvanceFP + kernFP); } int GfxRenderer::getKerning(const int fontId, const uint32_t leftCp, const uint32_t rightCp, const EpdFontFamily::Style style) const { const auto fontIt = fontMap.find(fontId); if (fontIt == fontMap.end()) return 0; const int kernFP = fontIt->second.getKerning(leftCp, rightCp, style); // 4.4 fixed-point return fp4::toPixel(kernFP); // snap 4.4 fixed-point to nearest pixel } int GfxRenderer::getTextAdvanceX(const int fontId, const char* text, EpdFontFamily::Style style) const { const auto fontIt = fontMap.find(fontId); if (fontIt == fontMap.end()) { LOG_ERR("GFX", "Font %d not found", fontId); return 0; } uint32_t cp; uint32_t prevCp = 0; int32_t widthFP = 0; // 12.4 fixed-point accumulator const auto& font = fontIt->second; while ((cp = utf8NextCodepoint(reinterpret_cast(&text)))) { if (utf8IsCombiningMark(cp)) { continue; } cp = font.applyLigatures(cp, text, style); if (prevCp != 0) { widthFP += font.getKerning(prevCp, cp, style); // 4.4 fixed-point kern } const EpdGlyph* glyph = font.getGlyph(cp, style); if (glyph) widthFP += glyph->advanceX; // 12.4 fixed-point advance prevCp = cp; } return fp4::toPixel(widthFP); // snap 12.4 fixed-point to nearest pixel } int GfxRenderer::getFontAscenderSize(const int fontId) const { const auto fontIt = fontMap.find(fontId); if (fontIt == fontMap.end()) { LOG_ERR("GFX", "Font %d not found", fontId); return 0; } return fontIt->second.getData(EpdFontFamily::REGULAR)->ascender; } int GfxRenderer::getLineHeight(const int fontId) const { const auto fontIt = fontMap.find(fontId); if (fontIt == fontMap.end()) { LOG_ERR("GFX", "Font %d not found", fontId); return 0; } return fontIt->second.getData(EpdFontFamily::REGULAR)->advanceY; } int GfxRenderer::getTextHeight(const int fontId) const { const auto fontIt = fontMap.find(fontId); if (fontIt == fontMap.end()) { LOG_ERR("GFX", "Font %d not found", fontId); return 0; } return fontIt->second.getData(EpdFontFamily::REGULAR)->ascender; } void GfxRenderer::drawTextRotated90CW(const int fontId, const int x, const int y, const char* text, const bool black, const EpdFontFamily::Style style) const { // Cannot draw a NULL / empty string if (text == nullptr || *text == '\0') { return; } const auto fontIt = fontMap.find(fontId); if (fontIt == fontMap.end()) { LOG_ERR("GFX", "Font %d not found", fontId); return; } const auto& font = fontIt->second; int32_t yPosFP = fp4::fromPixel(y); // 12.4 fixed-point accumulator int lastBaseY = y; int lastBaseAdvanceFP = 0; // 12.4 fixed-point int lastBaseTop = 0; constexpr int MIN_COMBINING_GAP_PX = 1; uint32_t cp; uint32_t prevCp = 0; while ((cp = utf8NextCodepoint(reinterpret_cast(&text)))) { if (utf8IsCombiningMark(cp)) { const EpdGlyph* combiningGlyph = font.getGlyph(cp, style); int raiseBy = 0; if (combiningGlyph) { const int currentGap = combiningGlyph->top - combiningGlyph->height - lastBaseTop; if (currentGap < MIN_COMBINING_GAP_PX) { raiseBy = MIN_COMBINING_GAP_PX - currentGap; } } const int combiningX = x - raiseBy; const int combiningY = lastBaseY - fp4::toPixel(lastBaseAdvanceFP / 2); renderCharImpl(*this, renderMode, font, cp, combiningX, combiningY, black, style); continue; } cp = font.applyLigatures(cp, text, style); if (prevCp != 0) { yPosFP -= font.getKerning(prevCp, cp, style); // 4.4 fixed-point kern (subtract for rotated) } lastBaseY = fp4::toPixel(yPosFP); // snap 12.4 fixed-point to nearest pixel const EpdGlyph* glyph = font.getGlyph(cp, style); lastBaseAdvanceFP = glyph ? glyph->advanceX : 0; // 12.4 fixed-point lastBaseTop = glyph ? glyph->top : 0; renderCharImpl(*this, renderMode, font, cp, x, lastBaseY, black, style); if (glyph) { yPosFP -= glyph->advanceX; // 12.4 fixed-point advance (subtract for rotated) } prevCp = cp; } } uint8_t* GfxRenderer::getFrameBuffer() const { return frameBuffer; } size_t GfxRenderer::getBufferSize() { return HalDisplay::BUFFER_SIZE; } // unused // void GfxRenderer::grayscaleRevert() const { display.grayscaleRevert(); } void GfxRenderer::copyGrayscaleLsbBuffers() const { display.copyGrayscaleLsbBuffers(frameBuffer); } void GfxRenderer::copyGrayscaleMsbBuffers() const { display.copyGrayscaleMsbBuffers(frameBuffer); } void GfxRenderer::displayGrayBuffer() const { display.displayGrayBuffer(fadingFix); } void GfxRenderer::freeBwBufferChunks() { for (auto& bwBufferChunk : bwBufferChunks) { if (bwBufferChunk) { free(bwBufferChunk); bwBufferChunk = nullptr; } } } /** * This should be called before grayscale buffers are populated. * A `restoreBwBuffer` call should always follow the grayscale render if this method was called. * Uses chunked allocation to avoid needing 48KB of contiguous memory. * Returns true if buffer was stored successfully, false if allocation failed. */ bool GfxRenderer::storeBwBuffer() { // Allocate and copy each chunk for (size_t i = 0; i < BW_BUFFER_NUM_CHUNKS; i++) { // Check if any chunks are already allocated if (bwBufferChunks[i]) { LOG_ERR("GFX", "!! BW buffer chunk %zu already stored - this is likely a bug, freeing chunk", i); free(bwBufferChunks[i]); bwBufferChunks[i] = nullptr; } const size_t offset = i * BW_BUFFER_CHUNK_SIZE; bwBufferChunks[i] = static_cast(malloc(BW_BUFFER_CHUNK_SIZE)); if (!bwBufferChunks[i]) { LOG_ERR("GFX", "!! Failed to allocate BW buffer chunk %zu (%zu bytes)", i, BW_BUFFER_CHUNK_SIZE); // Free previously allocated chunks freeBwBufferChunks(); return false; } memcpy(bwBufferChunks[i], frameBuffer + offset, BW_BUFFER_CHUNK_SIZE); } LOG_DBG("GFX", "Stored BW buffer in %zu chunks (%zu bytes each)", BW_BUFFER_NUM_CHUNKS, BW_BUFFER_CHUNK_SIZE); return true; } /** * This can only be called if `storeBwBuffer` was called prior to the grayscale render. * It should be called to restore the BW buffer state after grayscale rendering is complete. * Uses chunked restoration to match chunked storage. */ void GfxRenderer::restoreBwBuffer() { // Check if all chunks are allocated bool missingChunks = false; for (const auto& bwBufferChunk : bwBufferChunks) { if (!bwBufferChunk) { missingChunks = true; break; } } if (missingChunks) { freeBwBufferChunks(); return; } for (size_t i = 0; i < BW_BUFFER_NUM_CHUNKS; i++) { const size_t offset = i * BW_BUFFER_CHUNK_SIZE; memcpy(frameBuffer + offset, bwBufferChunks[i], BW_BUFFER_CHUNK_SIZE); } display.cleanupGrayscaleBuffers(frameBuffer); freeBwBufferChunks(); LOG_DBG("GFX", "Restored and freed BW buffer chunks"); } /** * Cleanup grayscale buffers using the current frame buffer. * Use this when BW buffer was re-rendered instead of stored/restored. */ void GfxRenderer::cleanupGrayscaleWithFrameBuffer() const { if (frameBuffer) { display.cleanupGrayscaleBuffers(frameBuffer); } } void GfxRenderer::getOrientedViewableTRBL(int* outTop, int* outRight, int* outBottom, int* outLeft) const { switch (orientation) { case Portrait: *outTop = VIEWABLE_MARGIN_TOP; *outRight = VIEWABLE_MARGIN_RIGHT; *outBottom = VIEWABLE_MARGIN_BOTTOM; *outLeft = VIEWABLE_MARGIN_LEFT; break; case LandscapeClockwise: *outTop = VIEWABLE_MARGIN_LEFT; *outRight = VIEWABLE_MARGIN_TOP; *outBottom = VIEWABLE_MARGIN_RIGHT; *outLeft = VIEWABLE_MARGIN_BOTTOM; break; case PortraitInverted: *outTop = VIEWABLE_MARGIN_BOTTOM; *outRight = VIEWABLE_MARGIN_LEFT; *outBottom = VIEWABLE_MARGIN_TOP; *outLeft = VIEWABLE_MARGIN_RIGHT; break; case LandscapeCounterClockwise: *outTop = VIEWABLE_MARGIN_RIGHT; *outRight = VIEWABLE_MARGIN_BOTTOM; *outBottom = VIEWABLE_MARGIN_LEFT; *outLeft = VIEWABLE_MARGIN_TOP; break; } }