/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * $URL$ * $Id$ * */ #ifndef VECTOR_RENDERER_H #define VECTOR_RENDERER_H #include "common/scummsys.h" #include "graphics/surface.h" #include "graphics/colormasks.h" #include "common/system.h" namespace Graphics { void vector_renderer_test(OSystem *_system); /** * VectorRenderer: The core Vector Renderer Class * * This virtual class exposes the API with all the vectorial * rendering functions that may be used to draw on a given Surface. * * This class must be instantiated as one of its children, which implement * the actual rendering functionality for each Byte Depth / Byte Format * combination, and may also contain platform specific code. * * TODO: Expand documentation. * * @see VectorRendererSpec * @see VectorRendererAA */ class VectorRenderer { public: VectorRenderer() : _shadowOffset(0), _fillMode(kNoFill), _activeSurface(NULL), _strokeWidth(1), _gradientFactor(1) {} virtual ~VectorRenderer() {} enum FillMode { kNoFill = 0, kForegroundFill = 1, kBackgroundFill = 2, kGradientFill = 3 }; /* enum ColorMode { kForegroundColor, kBackgroundColor }; */ /** * Draws a line by considering the special cases for optimization. * * @param x1 Horizontal (X) coordinate for the line start * @param x2 Horizontal (X) coordinate for the line end * @param y1 Vertical (Y) coordinate for the line start * @param y2 Vertical (Y) coordinate for the line end */ virtual void drawLine(int x1, int y1, int x2, int y2) = 0; /** * Draws a circle centered at (x,y) with radius r. * * @param x Horizontal (X) coordinate for the center of the circle * @param y Vertical (Y) coordinate for the center of the circle * @param r Radius of the circle. */ virtual void drawCircle(int x, int y, int r) = 0; /** * Draws a square starting at (x,y) with the given width and height. * * @param x Horizontal (X) coordinate for the center of the square * @param y Vertical (Y) coordinate for the center of the square * @param w Width of the square. * @param h Height of the square */ virtual void drawSquare(int x, int y, int w, int h) = 0; /** * Draws a rounded square starting at (x,y) with the given width and height. * The corners of the square are rounded with the given radius. * * @param x Horizontal (X) coordinate for the center of the square * @param y Vertical (Y) coordinate for the center of the square * @param w Width of the square. * @param h Height of the square * @param r Radius of the corners. */ virtual void drawRoundedSquare(int x, int y, int r, int w, int h) = 0; /** * Gets the pixel pitch for the current drawing surface. * Note: This is a real pixel-pitch, not a byte-pitch. * That means it can be safely used in pointer arithmetics and * in pixel manipulation. * * @return integer with the active bytes per pixel */ virtual uint16 surfacePitch() { return _activeSurface->pitch / _activeSurface->bytesPerPixel; } /** * Gets the BYTES (not bits) per Pixel we are working on, * based on the active drawing surface. * * @return integer byte with the active bytes per pixel value */ virtual uint8 bytesPerPixel() { return _activeSurface->bytesPerPixel; } /** * Set the active foreground painting color for the renderer. * All the foreground drawing from then on will be done with that color, unless * specified otherwise. * * Foreground drawing means all outlines and basic shapes. * * @param r value of the red color byte * @param g value of the green color byte * @param b value of the blue color byte */ virtual void setFgColor(uint8 r, uint8 g, uint8 b) = 0; /** * Set the active background painting color for the renderer. * All the background drawing from then on will be done with that color, unless * specified otherwise. * * Background drawing means all the shape filling. * * @param r value of the red color byte * @param g value of the green color byte * @param b value of the blue color byte */ virtual void setBgColor(uint8 r, uint8 g, uint8 b) = 0; virtual void setGradientColors(uint8 r1, uint8 g1, uint8 b1, uint8 r2, uint8 g2, uint8 b2) = 0; /** * Sets the active drawing surface. All drawing from this * point on will be done on that surface. * * @param surface Pointer to a Surface object. */ virtual void setSurface(Surface *surface) { _activeSurface = surface; } /** * Fills the active surface with the specified fg/bg color. * Defaults to using the active Foreground color for filling. * * @param mode Color mode (bg or fg color) used to fill. */ virtual void fillSurface(FillMode mode = kForegroundFill) = 0; /** * Clears the active surface. */ virtual void clearSurface() { byte *src = (byte *)_activeSurface->pixels; memset(src, 0, _activeSurface->w * _activeSurface->h * _activeSurface->bytesPerPixel); } /** * Sets the active fill mode for all shapes. * * @see VectorRenderer::FillMode * @param mode Specified fill mode. */ virtual void setFillMode(VectorRenderer::FillMode mode) { _fillMode = mode; } /** * Sets the stroke width. All shapes drawn with a stroke will * have that width. * * @param width Witdh of the stroke in pixels. */ virtual void setStrokeWidth(int width) { _strokeWidth = width; } /** * Enables adding shadows to all drawn primitives. * Shadows are drawn automatically under the shapes, at the * given x/y offsets. * * @param x_offset Horizontal offset for the shadows. * @param y_offset Vertical offset for the shadows. * @see shadowDisable() */ virtual void shadowEnable(int offset) { if (offset > 0) _shadowOffset = offset; } /** * Disables adding shadows to all drawn primitives. * * @see shadowEnable() */ virtual void shadowDisable() { _shadowOffset = 0; } virtual void setGradientFactor(int factor) { if (factor > 0) _gradientFactor = factor; } protected: Surface *_activeSurface; /** Pointer to the surface currently being drawn */ FillMode _fillMode; /** Defines in which way (if any) are filled the drawn shapes */ int _shadowOffset; /** offset for drawn shadows */ int _strokeWidth; /** Width of the stroke of all drawn shapes */ int _gradientFactor; int _gradientBytes[3]; }; /** * VectorRendererSpec: Specialized Vector Renderer Class * * This templated class implements the basic subset of vector operations for * all platforms by allowing the user to provide the actual Pixel Type and * pixel information structs. * * This class takes two template parameters: * * @param PixelType Defines a type which may hold the color value of a single * pixel, such as "byte" or "uint16" for 8 and 16 BPP respectively. * * @param PixelFormat Defines the type of the PixelFormat struct which contains all * the actual information of the pixels being used, as declared in "graphics/colormasks.h" * * TODO: Expand documentation. * * @see VectorRenderer */ template class VectorRendererSpec : public VectorRenderer { typedef VectorRenderer Base; public: /** * @see VectorRenderer::drawLine() */ void drawLine(int x1, int y1, int x2, int y2); /** * @see VectorRenderer::drawCircle() */ void drawCircle(int x, int y, int r); /** * @see VectorRenderer::drawSquare() */ void drawSquare(int x, int y, int w, int h); /** * @see VectorRenderer::drawRoundedSquare() */ void drawRoundedSquare(int x, int y, int r, int w, int h); /** * @see VectorRenderer::setFgColor() */ void setFgColor(uint8 r, uint8 g, uint8 b) { this->_fgColor = RGBToColor(r, g, b); } /** * @see VectorRenderer::setBgColor() */ void setBgColor(uint8 r, uint8 g, uint8 b) { this->_bgColor = RGBToColor(r, g, b); } void setGradientColors(uint8 r1, uint8 g1, uint8 b1, uint8 r2, uint8 g2, uint8 b2) { _gradientEnd = RGBToColor(r2, g2, b2); _gradientStart = RGBToColor(r1, g1, b1); Base::_gradientBytes[0] = (_gradientEnd & PixelFormat::kRedMask) - (_gradientStart & PixelFormat::kRedMask); Base::_gradientBytes[1] = (_gradientEnd & PixelFormat::kGreenMask) - (_gradientStart & PixelFormat::kGreenMask); Base::_gradientBytes[2] = (_gradientEnd & PixelFormat::kBlueMask) - (_gradientStart & PixelFormat::kBlueMask); } /** * @see VectorRenderer::fillSurface() */ void fillSurface(FillMode mode = kForegroundFill) { PixelType *ptr = (PixelType *)_activeSurface->getBasePtr(0, 0); int w = _activeSurface->w; int h = _activeSurface->h ; int pitch = surfacePitch(); if (mode == kBackgroundFill) Common::set_to(ptr, ptr + w*h, _bgColor); else if (mode == kForegroundFill) Common::set_to(ptr, ptr + w*h, _fgColor); else if (mode == kGradientFill) { int i = h; while (i--) { Common::set_to(ptr, ptr + w, calcGradient(h - i, h)); ptr += pitch; } } } protected: /** * Draws a single pixel on the surface with the given coordinates and * the given color. * * @param x Horizontal coordinate of the pixel. * @param y Vertical coordinate of the pixel. * @param color Color of the pixel */ virtual inline void putPixel(int x, int y, PixelType color) { PixelType *ptr = (PixelType *)_activeSurface->getBasePtr(x, y); *ptr = color; } /** * Blends a single pixel on the surface with the given coordinates, color * and Alpha intensity. * * @param x Horizontal coordinate of the pixel. * @param y Vertical coordinate of the pixel. * @param color Color of the pixel * @param alpha Alpha intensity of the pixel (0-255) */ virtual inline void blendPixel(int x, int y, PixelType color, uint8 alpha) { if (alpha == 255) putPixel(x, y, color); else if (alpha > 0) blendPixelPtr((PixelType*)Base::_activeSurface->getBasePtr(x, y), color, alpha); } virtual inline void blendPixelPtr(PixelType *ptr, PixelType color, uint8 alpha); /* * "Bresenham's Line Algorithm", as described in Wikipedia. * Based on the current implementation in "graphics/primitives.cpp". * * Generic line drawing algorithm for the aliased renderer. Optimized with no * floating point operations and direct access to pixel buffer, assumes no special cases. */ virtual void drawLineAlg(int x1, int y1, int x2, int y2, int dx, int dy, PixelType color); virtual void drawCircleAlg(int x, int y, int r, PixelType color, FillMode fill_m); virtual void drawRoundedSquareAlg(int x1, int y1, int r, int w, int h, PixelType color, FillMode fill_m); virtual void drawSquareAlg(int x, int y, int w, int h, PixelType color, FillMode fill_m); virtual void drawSquareShadow(int x, int y, int w, int h, int blur); virtual void drawRoundedSquareShadow(int x, int y, int r, int w, int h, int blur); inline PixelType calcGradient(uint32 pos, uint32 max) { PixelType output = 0; pos = (MIN(pos * Base::_gradientFactor, max) << 12) / max; output |= (_gradientStart + ((Base::_gradientBytes[0] * pos) >> 12)) & PixelFormat::kRedMask; output |= (_gradientStart + ((Base::_gradientBytes[1] * pos) >> 12)) & PixelFormat::kGreenMask; output |= (_gradientStart + ((Base::_gradientBytes[2] * pos) >> 12)) & PixelFormat::kBlueMask; output |= ~(PixelFormat::kRedMask | PixelFormat::kGreenMask | PixelFormat::kBlueMask); return output; } inline void blendFill(PixelType *first, PixelType *last, PixelType color, uint8 alpha) { while (first != last) blendPixelPtr(first++, color, alpha); } PixelType _fgColor; /** Foreground color currently being used to draw on the renderer */ PixelType _bgColor; /** Background color currently being used to draw on the renderer */ PixelType _gradientStart; PixelType _gradientEnd; }; /** * VectorRendererAA: Anti-Aliased Vector Renderer Class * * This templated class inherits all the functionality of the VectorRendererSpec * class but uses better looking yet slightly slower AA algorithms for drawing * most primivitves. May be used in faster platforms. * * TODO: Expand documentation. * * @see VectorRenderer * @see VectorRendererSpec */ template class VectorRendererAA : public VectorRendererSpec { typedef VectorRendererSpec Base; protected: /** * "Wu's Line Antialiasing Algorithm" as published by Xiaolin Wu, July 1991 * Based on the implementation found in Michael Abrash's Graphics Programming Black Book. * * Generic line drawing algorithm for the Antialiased renderer. Optimized with no * floating point operations, assumes no special cases. * * @see VectorRenderer::drawLineAlg() */ void drawLineAlg(int x1, int y1, int x2, int y2, int dx, int dy, PixelType color); /** * "Wu's Circle Antialiasing Algorithm" as published by Xiaolin Wu, July 1991 * Based on the theoretical concept of the algorithm. * * Implementation of Wu's algorithm for circles using fixed point arithmetics. * Could be quite fast. * * @see VectorRenderer::drawCircleAlg() */ virtual void drawCircleAlg(int x, int y, int r, PixelType color, VectorRenderer::FillMode fill_m); virtual void drawRoundedSquareAlg(int x1, int y1, int r, int w, int h, PixelType color, VectorRenderer::FillMode fill_m); }; } // end of namespace Graphics #endif