/* 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. * * $URL$ * $Id$ * */ #include "common/util.h" #include "graphics/surface.h" #include "graphics/VectorRenderer.h" #include "graphics/colormasks.h" #include "common/system.h" namespace Graphics { inline uint32 fp_sqroot( uint32 x ); VectorRenderer *createRenderer() { return new VectorRendererAA>; } void vector_renderer_test( OSystem *_system ) { VectorRenderer *vr = createRenderer(); Surface _screen; _screen.create(_system->getOverlayWidth(), _system->getOverlayHeight(), sizeof(OverlayColor)); if (!_screen.pixels) return; _system->clearOverlay(); _system->grabOverlay((OverlayColor*)_screen.pixels, _screen.w); vr->setSurface( &_screen ); vr->setColor( 255, 0, 0 ); vr->fillSurface(); vr->setColor( 255, 255, 0 ); _system->showOverlay(); while( true ) { // draw!! vr->setColor( 255, 255, 255 ); vr->fillSurface(); vr->setColor( 255, 0, 0 ); vr->drawLine( 25, 25, 125, 300 ); vr->drawCircle( 250, 250, 100 ); _system->copyRectToOverlay((OverlayColor*)_screen.getBasePtr(0, 0), _screen.w, 0, 0, _screen.w, _screen.w); _system->updateScreen(); _system->delayMillis(100); } _system->hideOverlay(); } template void VectorRendererSpec:: drawLineAlg(int x1, int y1, int x2, int y2, int dx, int dy) { PixelType *ptr = (PixelType *)_activeSurface->getBasePtr(x1, y1); int pitch = surfacePitch(); int xdir = (x2 > x1) ? 1 : -1; *ptr = (PixelType)_color; if (dx > dy) { int ddy = dy * 2; int dysub = ddy - (dx * 2); int error_term = ddy - dx; while (dx--) { if (error_term >= 0) { ptr += pitch; error_term += dysub; } else { error_term += ddy; } ptr += xdir; *ptr = (PixelType)_color; } } else { int ddx = dx * 2; int dxsub = ddx - (dy * 2); int error_term = ddx - dy; while (dy--) { if (error_term >= 0) { ptr += xdir; error_term += dxsub; } else { error_term += ddx; } ptr += pitch; *ptr = (PixelType)_color; } } ptr = (PixelType *)_activeSurface->getBasePtr(x2, y2); *ptr = (PixelType)_color; } template void VectorRendererAA:: blendPixelPtr( PixelType *ptr, uint8 alpha ) { register int idst = *ptr; register int isrc = _color; *ptr = (PixelType)( (PixelFormat::kRedMask & ((idst & PixelFormat::kRedMask) + ((int)(((int)(isrc & PixelFormat::kRedMask) - (int)(idst & PixelFormat::kRedMask)) * alpha) >>8))) | (PixelFormat::kGreenMask & ((idst & PixelFormat::kGreenMask) + ((int)(((int)(isrc & PixelFormat::kGreenMask) - (int)(idst & PixelFormat::kGreenMask)) * alpha) >>8))) | (PixelFormat::kBlueMask & ((idst & PixelFormat::kBlueMask) + ((int)(((int)(isrc & PixelFormat::kBlueMask) - (int)(idst & PixelFormat::kBlueMask)) * alpha) >>8))) ); } template void VectorRendererAA:: drawLineAlg(int x1, int y1, int x2, int y2, int dx, int dy) { PixelType *ptr = (PixelType *)_activeSurface->getBasePtr(x1, y1); int pitch = surfacePitch(); int xdir = (x2 > x1) ? 1 : -1; uint16 error_tmp, error_acc, gradient; *ptr = (PixelType)_color; if ( dx > dy ) { gradient = (uint32)(dy<<16)/(uint32)dx; error_acc = 0; while( --dx ) { error_tmp = error_acc; error_acc += gradient; if ( error_acc <= error_tmp ) ptr += pitch; ptr += xdir; blendPixelPtr( ptr, (error_acc >> 8) ^ 0xFF ); blendPixelPtr( ptr + pitch, (error_acc >> 8) & 0xFF ); } } else { gradient = (uint32)(dx<<16)/(uint32)dy; error_acc = 0; while( --dy ) { error_tmp = error_acc; error_acc += gradient; if ( error_acc <= error_tmp ) ptr += xdir; ptr += pitch; blendPixelPtr( ptr, (error_acc >> 8) ^ 0xFF ); blendPixelPtr( ptr + xdir, (error_acc >> 8) & 0xFF ); } } putPixel( x2, y2 ); } template void VectorRendererSpec:: drawLine(int x1, int y1, int x2, int y2) { // we draw from top to bottom if (y2 < y1) { SWAP(x1, x2); SWAP(y1, y2); } int dx = ABS(x2 - x1); int dy = ABS(y2 - y1); // this is a point, not a line. stoopid. if (dy == 0 && dx == 0) return; PixelType *ptr = (PixelType *)_activeSurface->getBasePtr(x1, y1); int pitch = surfacePitch(); if (dy == 0) { // horizontal lines // these can be filled really fast with a single memset. // TODO: Platform specific ASM in set_to, would make this thing fly Common::set_to(ptr, ptr + dx + 1, (PixelType)_color); } else if (dx == 0) { // vertical lines // these ones use a static pitch increase. while (y1++ <= y2) { *ptr = (PixelType)_color; ptr += pitch; } } else if (ABS(dx) == ABS(dy)) { // diagonal lines // these ones also use a fixed pitch increase pitch += (x2 > x1) ? 1 : -1; while (dy--) { *ptr = (PixelType)_color; ptr += pitch; } } else { // generic lines, use the standard algorithm... drawLineAlg(x1, y1, x2, y2, dx, dy); } } inline uint32 fp_sqroot( uint32 x ) { register uint32 root, remHI, remLO, testDIV, count; root = 0; remHI = 0; remLO = x; count = 23; do { remHI = (remHI<<2) | (remLO>>30); remLO <<= 2; root <<= 1; testDIV = (root<<1) + 1; if ( remHI >= testDIV ) { remHI -= testDIV; root++; } } while( count-- ); return root; } template void VectorRendererAA:: drawCircleAlg(int x1, int y1, int r) { #define __CIRCLE_SIM(x,y,a) { \ blendPixel( x1 + (x), y1 + (y), a ); \ blendPixel( x1 + (x), y1 - (y), a ); \ blendPixel( x1 - (y), y1 + (x), a ); \ blendPixel( x1 + (y), y1 + (x), a ); \ blendPixel( x1 - (x), y1 + (y), a ); \ blendPixel( x1 - (x), y1 - (y), a ); \ blendPixel( x1 + (y), y1 - (x), a ); \ blendPixel( x1 - (y), y1 - (x), a ); \ } // first quadrant /*#define __CIRCLE_SIM(x,y,a) { \ blendPixel( x1 + (x), y1 - (y), a ); \ blendPixel( x1 + (y), y1 - (x), a ); \ }*/ int x = r; int y = 0; uint32 rsq = (r*r)<<16; uint32 T = 0, oldT; __CIRCLE_SIM( x, y, 255 ); while( x > y++ ) { oldT = T; T = fp_sqroot( rsq - ((y*y)<<16) ) ^ 0xFFFF; if ( T < oldT ) x--; __CIRCLE_SIM( x, y, (T>>8) ^ 0xFF ); __CIRCLE_SIM( x-1, y, (T>>8) & 0xFF ); } } } // end of namespace Graphics