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authorCalvin Morrison <calvin@pobox.com>2023-04-05 14:13:39 -0400
committerCalvin Morrison <calvin@pobox.com>2023-04-05 14:13:39 -0400
commit835e373b3eeaabcd0621ed6798ab500f37982fae (patch)
treedfa16b0e2e1b4956b38f693220eac4e607802133 /splash/SplashXPath.cc
xpdf-no-select-disableHEADmaster
Diffstat (limited to 'splash/SplashXPath.cc')
-rw-r--r--splash/SplashXPath.cc645
1 files changed, 645 insertions, 0 deletions
diff --git a/splash/SplashXPath.cc b/splash/SplashXPath.cc
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+++ b/splash/SplashXPath.cc
@@ -0,0 +1,645 @@
+//========================================================================
+//
+// SplashXPath.cc
+//
+// Copyright 2003-2013 Glyph & Cog, LLC
+//
+//========================================================================
+
+#include <aconf.h>
+
+#ifdef USE_GCC_PRAGMAS
+#pragma implementation
+#endif
+
+#include <stdlib.h>
+#include <string.h>
+#if HAVE_STD_SORT
+#include <algorithm>
+#endif
+#include "gmem.h"
+#include "gmempp.h"
+#include "SplashMath.h"
+#include "SplashPath.h"
+#include "SplashXPath.h"
+
+//------------------------------------------------------------------------
+
+#define minCosSquaredJoinAngle 0.75
+#define maxPointToLineDistanceSquared 0.04
+
+//------------------------------------------------------------------------
+
+struct SplashXPathPoint {
+ SplashCoord x, y;
+};
+
+struct SplashXPathAdjust {
+ int firstPt, lastPt; // range of points
+ GBool vert; // vertical or horizontal hint
+ SplashCoord x0a, x0b, // hint boundaries
+ xma, xmb,
+ x1a, x1b;
+ SplashCoord x0, x1, xm; // adjusted coordinates
+};
+
+//------------------------------------------------------------------------
+
+// Transform a point from user space to device space.
+inline void SplashXPath::transform(SplashCoord *matrix,
+ SplashCoord xi, SplashCoord yi,
+ SplashCoord *xo, SplashCoord *yo) {
+ // [ m[0] m[1] 0 ]
+ // [xo yo 1] = [xi yi 1] * [ m[2] m[3] 0 ]
+ // [ m[4] m[5] 1 ]
+ *xo = xi * matrix[0] + yi * matrix[2] + matrix[4];
+ *yo = xi * matrix[1] + yi * matrix[3] + matrix[5];
+}
+
+//------------------------------------------------------------------------
+// SplashXPath
+//------------------------------------------------------------------------
+
+// SplashXPath segment coords are clipped to +/-maxCoord to avoid
+// problems. The xMin/yMin/xMax/yMax fields are 32-bit integers, so
+// coords need to be < 2^31 / aa{Horiz,Vert}.
+#define maxCoord 100000000.0
+
+void SplashXPath::clampCoords(SplashCoord *x, SplashCoord *y) {
+#if !USE_FIXEDPOINT
+ if (*x > maxCoord) {
+ *x = maxCoord;
+ } else if (*x < -maxCoord) {
+ *x = -maxCoord;
+ }
+ if (*y > maxCoord) {
+ *y = maxCoord;
+ } else if (*y < -maxCoord) {
+ *y = -maxCoord;
+ }
+#endif
+}
+
+SplashXPath::SplashXPath(SplashPath *path, SplashCoord *matrix,
+ SplashCoord flatness, GBool closeSubpaths,
+ GBool simplify,
+ SplashStrokeAdjustMode strokeAdjMode) {
+ SplashXPathPoint *pts;
+ SplashCoord x0, y0, x1, y1, x2, y2, x3, y3, xsp, ysp, t;
+ int curSubpath, firstSegInSubpath, i;
+ GBool adjusted;
+
+ //--- transform the points
+ pts = (SplashXPathPoint *)gmallocn(path->length, sizeof(SplashXPathPoint));
+ for (i = 0; i < path->length; ++i) {
+ transform(matrix, path->pts[i].x, path->pts[i].y, &pts[i].x, &pts[i].y);
+ clampCoords(&pts[i].x, &pts[i].y);
+ }
+
+ //--- do stroke adjustment
+ if (path->hints) {
+ adjusted = strokeAdjust(pts, path->hints, path->hintsLength,
+ strokeAdjMode);
+ } else {
+ adjusted = gFalse;
+ }
+
+ //--- construct the segments
+
+ segs = NULL;
+ length = size = 0;
+
+ x0 = y0 = xsp = ysp = 0; // make gcc happy
+ curSubpath = 0;
+ firstSegInSubpath = 0;
+ i = 0;
+ while (i < path->length) {
+
+ // first point in subpath - skip it
+ if (path->flags[i] & splashPathFirst) {
+ x0 = pts[i].x;
+ y0 = pts[i].y;
+ xsp = x0;
+ ysp = y0;
+ curSubpath = i;
+ ++i;
+
+ } else {
+
+ // curve segment
+ if (path->flags[i] & splashPathCurve) {
+ x1 = pts[i].x;
+ y1 = pts[i].y;
+ x2 = pts[i+1].x;
+ y2 = pts[i+1].y;
+ x3 = pts[i+2].x;
+ y3 = pts[i+2].y;
+ addCurve(x0, y0, x1, y1, x2, y2, x3, y3,
+ flatness,
+ (path->flags[i-1] & splashPathFirst),
+ (path->flags[i+2] & splashPathLast),
+ !closeSubpaths &&
+ (path->flags[i-1] & splashPathFirst) &&
+ !(path->flags[i-1] & splashPathClosed),
+ !closeSubpaths &&
+ (path->flags[i+2] & splashPathLast) &&
+ !(path->flags[i+2] & splashPathClosed));
+ x0 = x3;
+ y0 = y3;
+ i += 3;
+
+ // line segment
+ } else {
+ x1 = pts[i].x;
+ y1 = pts[i].y;
+ addSegment(x0, y0, x1, y1);
+ x0 = x1;
+ y0 = y1;
+ ++i;
+ }
+
+ // end a subpath
+ if (path->flags[i-1] & splashPathLast) {
+ if (closeSubpaths &&
+ (pts[i-1].x != pts[curSubpath].x ||
+ pts[i-1].y != pts[curSubpath].y)) {
+ addSegment(x0, y0, xsp, ysp);
+ }
+ if (simplify && !adjusted) {
+ mergeSegments(firstSegInSubpath);
+ }
+ firstSegInSubpath = length;
+ }
+ }
+ }
+
+ gfree(pts);
+
+ finishSegments();
+
+ //--- check for a rectangle
+ isRect = gFalse;
+ rectX0 = rectY0 = rectX1 = rectY1 = 0;
+ if (length == 4) {
+#if HAVE_STD_SORT
+ std::sort(segs, segs + length, SplashXPathSeg::cmpY);
+#else
+ qsort(segs, length, sizeof(SplashXPathSeg), &SplashXPathSeg::cmpY);
+#endif
+ if (segs[0].y0 == segs[0].y1 &&
+ segs[1].x0 == segs[1].x1 &&
+ segs[2].x0 == segs[2].x1 &&
+ segs[3].y0 == segs[3].y1) {
+ isRect = gTrue;
+ rectX0 = segs[1].x0;
+ rectX1 = segs[2].x0;
+ rectY0 = segs[0].y0;
+ rectY1 = segs[3].y0;
+ } else if (segs[0].x0 == segs[0].x1 &&
+ segs[1].y0 == segs[1].y1 &&
+ segs[2].x0 == segs[2].x1 &&
+ segs[3].y0 == segs[3].y1) {
+ isRect = gTrue;
+ rectX0 = segs[0].x0;
+ rectX1 = segs[2].x0;
+ rectY0 = segs[1].y0;
+ rectY1 = segs[3].y0;
+ } else if (segs[0].x0 == segs[0].x1 &&
+ segs[1].x0 == segs[1].x1 &&
+ segs[2].y0 == segs[2].y1 &&
+ segs[3].y0 == segs[3].y1) {
+ isRect = gTrue;
+ rectX0 = segs[0].x0;
+ rectX1 = segs[1].x0;
+ rectY0 = segs[2].y0;
+ rectY1 = segs[3].y0;
+ }
+ if (isRect) {
+ if (rectX0 > rectX1) {
+ t = rectX0; rectX0 = rectX1; rectX1 = t;
+ }
+ if (rectY0 > rectY1) {
+ t = rectY0; rectY0 = rectY1; rectY1 = t;
+ }
+ }
+ }
+}
+
+GBool SplashXPath::strokeAdjust(SplashXPathPoint *pts,
+ SplashPathHint *hints, int nHints,
+ SplashStrokeAdjustMode strokeAdjMode) {
+ SplashXPathAdjust *adjusts, *adjust;
+ SplashPathHint *hint;
+ SplashCoord x0, y0, x1, y1, x2, y2, x3, y3;
+ SplashCoord adj0, adj1, w, d;
+ int xi0, xi1;
+ int i, j;
+ GBool adjusted;
+
+ adjusted = gFalse;
+
+ // set up the stroke adjustment hints
+ adjusts = (SplashXPathAdjust *)gmallocn(nHints, sizeof(SplashXPathAdjust));
+ for (i = 0; i < nHints; ++i) {
+ hint = &hints[i];
+ x0 = pts[hint->ctrl0 ].x; y0 = pts[hint->ctrl0 ].y;
+ x1 = pts[hint->ctrl0 + 1].x; y1 = pts[hint->ctrl0 + 1].y;
+ x2 = pts[hint->ctrl1 ].x; y2 = pts[hint->ctrl1 ].y;
+ x3 = pts[hint->ctrl1 + 1].x; y3 = pts[hint->ctrl1 + 1].y;
+ w = -1;
+ if (splashAbs(x0 - x1) < 0.01 && splashAbs(x2 - x3) < 0.01) {
+ adjusts[i].vert = gTrue;
+ adj0 = x0;
+ adj1 = x2;
+ if (hint->projectingCap) {
+ w = splashAbs(y1 - y0);
+ }
+ } else if (splashAbs(y0 - y1) < 0.01 && splashAbs(y2 - y3) < 0.01) {
+ adjusts[i].vert = gFalse;
+ adj0 = y0;
+ adj1 = y2;
+ if (hint->projectingCap) {
+ w = splashAbs(x1 - x0);
+ }
+ } else {
+ goto done;
+ }
+ if (adj0 > adj1) {
+ x0 = adj0;
+ adj0 = adj1;
+ adj1 = x0;
+ }
+ d = adj1 - adj0;
+ if (d > 0.04) {
+ d = 0.01;
+ } else {
+ d *= 0.25;
+ }
+ adjusts[i].x0a = adj0 - d;
+ adjusts[i].x0b = adj0 + d;
+ adjusts[i].xma = (SplashCoord)0.5 * (adj0 + adj1) - d;
+ adjusts[i].xmb = (SplashCoord)0.5 * (adj0 + adj1) + d;
+ adjusts[i].x1a = adj1 - d;
+ adjusts[i].x1b = adj1 + d;
+ splashStrokeAdjust(adj0, adj1, &xi0, &xi1, strokeAdjMode, w);
+ adjusts[i].x0 = (SplashCoord)xi0;
+ // the "minus epsilon" thing here is needed when vector
+ // antialiasing is turned off -- otherwise stroke adjusted lines
+ // will touch an extra pixel on one edge
+ adjusts[i].x1 = (SplashCoord)xi1 - 0.001;
+ adjusts[i].xm = (SplashCoord)0.5 * (adjusts[i].x0 + adjusts[i].x1);
+ adjusts[i].firstPt = hint->firstPt;
+ adjusts[i].lastPt = hint->lastPt;
+ }
+
+ // perform stroke adjustment
+ for (i = 0, adjust = adjusts; i < nHints; ++i, ++adjust) {
+ for (j = adjust->firstPt; j <= adjust->lastPt; ++j) {
+ if (adjust->vert) {
+ x0 = pts[j].x;
+ if (x0 > adjust->x0a && x0 < adjust->x0b) {
+ pts[j].x = adjust->x0;
+ } else if (x0 > adjust->xma && x0 < adjust->xmb) {
+ pts[j].x = adjust->xm;
+ } else if (x0 > adjust->x1a && x0 < adjust->x1b) {
+ pts[j].x = adjust->x1;
+ }
+ } else {
+ y0 = pts[j].y;
+ if (y0 > adjust->x0a && y0 < adjust->x0b) {
+ pts[j].y = adjust->x0;
+ } else if (y0 > adjust->xma && y0 < adjust->xmb) {
+ pts[j].y = adjust->xm;
+ } else if (y0 > adjust->x1a && y0 < adjust->x1b) {
+ pts[j].y = adjust->x1;
+ }
+ }
+ }
+ }
+ adjusted = gTrue;
+
+ done:
+ gfree(adjusts);
+ return adjusted;
+}
+
+SplashXPath::SplashXPath(SplashXPath *xPath) {
+ length = xPath->length;
+ size = xPath->size;
+ segs = (SplashXPathSeg *)gmallocn(size, sizeof(SplashXPathSeg));
+ memcpy(segs, xPath->segs, length * sizeof(SplashXPathSeg));
+ xMin = xPath->xMin;
+ yMin = xPath->yMin;
+ xMax = xPath->xMax;
+ yMax = xPath->yMax;
+}
+
+SplashXPath::~SplashXPath() {
+ gfree(segs);
+}
+
+// Add space for <nSegs> more segments
+void SplashXPath::grow(int nSegs) {
+ if (length + nSegs > size) {
+ if (size == 0) {
+ size = 32;
+ }
+ while (size < length + nSegs) {
+ size *= 2;
+ }
+ segs = (SplashXPathSeg *)greallocn(segs, size, sizeof(SplashXPathSeg));
+ }
+}
+
+void SplashXPath::addCurve(SplashCoord x0, SplashCoord y0,
+ SplashCoord x1, SplashCoord y1,
+ SplashCoord x2, SplashCoord y2,
+ SplashCoord x3, SplashCoord y3,
+ SplashCoord flatness,
+ GBool first, GBool last, GBool end0, GBool end1) {
+ SplashCoord cx[splashMaxCurveSplits + 1][3];
+ SplashCoord cy[splashMaxCurveSplits + 1][3];
+ int cNext[splashMaxCurveSplits + 1];
+ SplashCoord xl0, xl1, xl2, xr0, xr1, xr2, xr3, xx1, xx2, xh;
+ SplashCoord yl0, yl1, yl2, yr0, yr1, yr2, yr3, yy1, yy2, yh;
+ SplashCoord dx, dy, mx, my, d1, d2, flatness2;
+ int p1, p2, p3;
+
+#if USE_FIXEDPOINT
+ flatness2 = flatness;
+#else
+ flatness2 = flatness * flatness;
+#endif
+
+ // initial segment
+ p1 = 0;
+ p2 = splashMaxCurveSplits;
+ cx[p1][0] = x0; cy[p1][0] = y0;
+ cx[p1][1] = x1; cy[p1][1] = y1;
+ cx[p1][2] = x2; cy[p1][2] = y2;
+ cx[p2][0] = x3; cy[p2][0] = y3;
+ cNext[p1] = p2;
+
+ while (p1 < splashMaxCurveSplits) {
+
+ // get the next segment
+ xl0 = cx[p1][0]; yl0 = cy[p1][0];
+ xx1 = cx[p1][1]; yy1 = cy[p1][1];
+ xx2 = cx[p1][2]; yy2 = cy[p1][2];
+ p2 = cNext[p1];
+ xr3 = cx[p2][0]; yr3 = cy[p2][0];
+
+ // compute the distances from the control points to the
+ // midpoint of the straight line (this is a bit of a hack, but
+ // it's much faster than computing the actual distances to the
+ // line)
+ mx = (xl0 + xr3) * 0.5;
+ my = (yl0 + yr3) * 0.5;
+#if USE_FIXEDPOINT
+ d1 = splashDist(xx1, yy1, mx, my);
+ d2 = splashDist(xx2, yy2, mx, my);
+#else
+ dx = xx1 - mx;
+ dy = yy1 - my;
+ d1 = dx*dx + dy*dy;
+ dx = xx2 - mx;
+ dy = yy2 - my;
+ d2 = dx*dx + dy*dy;
+#endif
+
+ // if the curve is flat enough, or no more subdivisions are
+ // allowed, add the straight line segment
+ if (p2 - p1 == 1 || (d1 <= flatness2 && d2 <= flatness2)) {
+ addSegment(xl0, yl0, xr3, yr3);
+ p1 = p2;
+
+ // otherwise, subdivide the curve
+ } else {
+ xl1 = (xl0 + xx1) * 0.5;
+ yl1 = (yl0 + yy1) * 0.5;
+ xh = (xx1 + xx2) * 0.5;
+ yh = (yy1 + yy2) * 0.5;
+ xl2 = (xl1 + xh) * 0.5;
+ yl2 = (yl1 + yh) * 0.5;
+ xr2 = (xx2 + xr3) * 0.5;
+ yr2 = (yy2 + yr3) * 0.5;
+ xr1 = (xh + xr2) * 0.5;
+ yr1 = (yh + yr2) * 0.5;
+ xr0 = (xl2 + xr1) * 0.5;
+ yr0 = (yl2 + yr1) * 0.5;
+ // add the new subdivision points
+ p3 = (p1 + p2) / 2;
+ cx[p1][1] = xl1; cy[p1][1] = yl1;
+ cx[p1][2] = xl2; cy[p1][2] = yl2;
+ cNext[p1] = p3;
+ cx[p3][0] = xr0; cy[p3][0] = yr0;
+ cx[p3][1] = xr1; cy[p3][1] = yr1;
+ cx[p3][2] = xr2; cy[p3][2] = yr2;
+ cNext[p3] = p2;
+ }
+ }
+}
+
+void SplashXPath::addSegment(SplashCoord x0, SplashCoord y0,
+ SplashCoord x1, SplashCoord y1) {
+ grow(1);
+ segs[length].x0 = x0;
+ segs[length].y0 = y0;
+ segs[length].x1 = x1;
+ segs[length].y1 = y1;
+ ++length;
+}
+
+// Returns true if the angle between (x0,y0)-(x1,y1) and
+// (x1,y1)-(x2,y2) is close to 180 degrees.
+static GBool joinAngleIsFlat(SplashCoord x0, SplashCoord y0,
+ SplashCoord x1, SplashCoord y1,
+ SplashCoord x2, SplashCoord y2) {
+ SplashCoord dx1, dy1, dx2, dy2, d, len1, len2;
+
+ dx1 = x1 - x0;
+ dy1 = y1 - y0;
+ dx2 = x2 - x1;
+ dy2 = y2 - y1;
+ d = dx1 * dx2 + dy1 * dy2;
+ len1 = dx1 * dx1 + dy1 * dy1;
+ len2 = dx2 * dx2 + dy2 * dy2;
+ return d > 0 && d * d > len1 * len2 * minCosSquaredJoinAngle;
+}
+
+// Returns true if (x1,y1) is sufficiently close to the segment
+// (x0,y0)-(x2,y2), looking at the perpendicular point-to-line
+// distance.
+static GBool pointCloseToSegment(SplashCoord x0, SplashCoord y0,
+ SplashCoord x1, SplashCoord y1,
+ SplashCoord x2, SplashCoord y2) {
+ SplashCoord t1, t2, dx, dy;
+
+ // compute the perpendicular distance from the point to the segment,
+ // i.e., the projection of (x0,y0)-(x1,y1) onto a unit normal to the
+ // segment (this actually computes the square of the distance)
+ dx = x2 - x0;
+ dy = y2 - y0;
+ t1 = dx*dx + dy*dy;
+ if (t1 < 0.0001) {
+ // degenerate case: (x0,y0) and (x2,y2) are (nearly) identical --
+ // just compute the distance to (x1,y1)
+ dx = x0 - x1;
+ dy = y0 - y1;
+ t2 = dx*dx + dy*dy;
+ return t2 < maxPointToLineDistanceSquared;
+ }
+ t2 = x1 * dy - dx * y1 - x0 * y2 + x2 * y0;
+ // actual distance = t2 / sqrt(t1)
+ return t2 * t2 < t1 * maxPointToLineDistanceSquared;
+}
+
+// Attempt to simplify the path by merging sequences of consecutive
+// segments in [first] .. [length]-1.
+void SplashXPath::mergeSegments(int first) {
+ GBool horiz, vert;
+ int in, out, prev, i, j;
+
+ in = out = first;
+ while (in < length) {
+
+ // skip zero-length segments
+ if (segs[in].x0 == segs[in].x1 && segs[in].y0 == segs[in].y1) {
+ ++in;
+ continue;
+ }
+
+ horiz = segs[in].y0 == segs[in].y1;
+ vert = segs[in].x0 == segs[in].x1;
+
+ // check for a sequence of mergeable segments: in .. i
+ prev = in;
+ for (i = in + 1; i < length; ++i) {
+
+ // skip zero-length segments
+ if (segs[i].x0 == segs[i].x1 && segs[i].y0 == segs[i].y1) {
+ continue;
+ }
+
+ // check for a horizontal or vertical segment
+ if ((horiz && segs[in].y0 != segs[in].y1) ||
+ (vert && segs[in].x0 != segs[in].x1)) {
+ break;
+ }
+
+ // check the angle between segs i-1 and i
+ // (actually, we compare seg i to the previous non-zero-length
+ // segment, which may not be i-1)
+ if (!joinAngleIsFlat(segs[prev].x0, segs[prev].y0,
+ segs[i].x0, segs[i].y0,
+ segs[i].x1, segs[i].y1)) {
+ break;
+ }
+
+ // check the distances from the ends of segs in .. i-1 to the
+ // proposed new segment
+ for (j = in; j < i; ++j) {
+ if (!pointCloseToSegment(segs[in].x0, segs[in].y0,
+ segs[j].x1, segs[j].y1,
+ segs[i].x1, segs[i].y1)) {
+ break;
+ }
+ }
+ if (j < i) {
+ break;
+ }
+
+ prev = i;
+ }
+
+ // we can merge segs: in .. i-1
+ // (this may be the single segment: in)
+ segs[out].x0 = segs[in].x0;
+ segs[out].y0 = segs[in].y0;
+ segs[out].x1 = segs[i-1].x1;
+ segs[out].y1 = segs[i-1].y1;
+ in = i;
+ ++out;
+ }
+
+ length = out;
+}
+
+void SplashXPath::finishSegments() {
+ SplashXPathSeg *seg;
+ SplashCoord xMinFP, xMaxFP, yMinFP, yMaxFP, t;
+ int i;
+
+ xMinFP = yMinFP = xMaxFP = yMaxFP = 0;
+
+ for (i = 0; i < length; ++i) {
+ seg = &segs[i];
+
+ //--- compute the slopes
+ if (seg->y0 <= seg->y1) {
+ seg->count = 1;
+ } else {
+ t = seg->x0; seg->x0 = seg->x1; seg->x1 = t;
+ t = seg->y0; seg->y0 = seg->y1; seg->y1 = t;
+ seg->count = -1;
+ }
+#if USE_FIXEDPOINT
+ if (seg->y0 == seg->y1 || seg->x0 == seg->x1 ||
+ !FixedPoint::divCheck(seg->x1 - seg->x0, seg->y1 - seg->y0,
+ &seg->dxdy) ||
+ !FixedPoint::divCheck(seg->y1 - seg->y0, seg->x1 - seg->x0,
+ &seg->dydx)) {
+ seg->dxdy = 0;
+ seg->dydx = 0;
+ }
+#else
+ if (splashAbs(seg->y1 - seg->y0) < 1e-200 ||
+ splashAbs(seg->x1 - seg->x0) < 1e-200) {
+ seg->dxdy = 0;
+ seg->dydx = 0;
+ } else {
+ seg->dxdy = (seg->x1 - seg->x0) / (seg->y1 - seg->y0);
+ if (seg->dxdy == 0) {
+ seg->dydx = 0;
+ } else {
+ seg->dydx = 1 / seg->dxdy;
+ }
+ }
+#endif
+
+ //--- update bbox
+ if (i == 0) {
+ if (seg->x0 <= seg->x1) {
+ xMinFP = seg->x0;
+ xMaxFP = seg->x1;
+ } else {
+ xMinFP = seg->x1;
+ xMaxFP = seg->x0;
+ }
+ yMinFP = seg->y0;
+ yMaxFP = seg->y1;
+ } else {
+ if (seg->x0 < xMinFP) {
+ xMinFP = seg->x0;
+ } else if (seg->x0 > xMaxFP) {
+ xMaxFP = seg->x0;
+ }
+ if (seg->x1 < xMinFP) {
+ xMinFP = seg->x1;
+ } else if (seg->x1 > xMaxFP) {
+ xMaxFP = seg->x1;
+ }
+ if (seg->y0 < yMinFP) {
+ yMinFP = seg->y0;
+ }
+ if (seg->y1 > yMaxFP) {
+ yMaxFP = seg->y1;
+ }
+ }
+ }
+
+ xMin = splashFloor(xMinFP);
+ yMin = splashFloor(yMinFP);
+ xMax = splashFloor(xMaxFP);
+ yMax = splashFloor(yMaxFP);
+}