197 lines
5.2 KiB
C++
197 lines
5.2 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "common/util.h"
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#include "graphics/surface.h"
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#include "graphics/VectorRenderer.h"
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#include "graphics/colormasks.h"
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namespace Graphics {
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VectorRenderer *createRenderer() {
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return new VectorRendererAA<uint16,ColorMasks<565>>;
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}
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template<typename PixelType, typename PixelFormat>
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void VectorRendererSpec<PixelType,PixelFormat>::
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drawLineAlg( int x1, int x2, int y1, int y2, int dx, int dy ) {
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PixelType *ptr = (PixelType *)_activeSurface->getBasePtr(x1, y1);
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int pitch = surfacePitch();
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int xdir = ( x2 > x1 ) ? 1 : -1;
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*ptr = (PixelType)_color;
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if ( dx > dy ) {
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int ddy = dy * 2;
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int dysub = ddy - ( dx * 2 );
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int error_term = ddy - dx;
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while ( dx-- ) {
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if ( error_term >= 0 ) {
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ptr += pitch;
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error_term += dysub;
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} else {
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error_term += ddy;
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}
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ptr += xdir;
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*ptr = (PixelType)_color;
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}
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} else {
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int ddx = dx * 2;
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int dxsub = ddx - ( dy * 2 );
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int error_term = ddx - dy;
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while ( dy-- ) {
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if ( error_term >= 0 ) {
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ptr += xdir;
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error_term += dxsub;
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} else {
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error_term += ddx;
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}
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ptr += pitch;
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*ptr = (PixelType)_color;
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}
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}
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ptr = (PixelType *)_activeSurface->getBasePtr(x2, y2);
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*ptr = (PixelType)_color;
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}
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template<typename PixelType, typename PixelFormat>
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void VectorRendererAA<PixelType,PixelFormat>::
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drawLineAlg( int x1, int x2, int y1, int y2, int dx, int dy )
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{
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PixelType *ptr = (PixelType *)_activeSurface->getBasePtr(x1, y1);
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int pitch = surfacePitch();
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int xdir = ( x2 > x1 ) ? 1 : -1;
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int error_line, error_tmp, weight;
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int error_total = 0;
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uint8 line_r, line_g, line_b;
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uint8 bg_r, bg_g, bg_b;
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colorToRGB<PixelFormat>( _color, line_r, line_g, line_b );
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uint line_lum = (line_r >> 2) + (line_g >> 1) + (line_b >> 3);
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uint bg_lum;
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// first pixel, should be perfectly accurate so no fading out
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*ptr = (PixelType)_color;
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#define __WULINE_PUTPIXEL( pixel_ptr ) { \
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colorToRGB<PixelFormat>( (PixelType)*(pixel_ptr), bg_r, bg_g, bg_b ); \
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bg_lum = (bg_r >> 2) + (bg_g >> 1) + (bg_b >> 3); \
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weight = ( line_lum < bg_lum ) ? error_total >> 8 : (error_total >> 8)^0xFF; \
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*(pixel_ptr) = RGBToColor<PixelFormat>( \
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antialiasingBlendWeight( line_r, bg_r, weight ), \
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antialiasingBlendWeight( line_g, bg_g, weight ), \
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antialiasingBlendWeight( line_b, bg_b, weight ) ); \
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}
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// draw from top to bottom while fading out.
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// optimized for mostly vertical lines
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if ( dy > dx ) {
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error_line = (dx << 16)/dy;
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while ( --dy ) {
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error_tmp = error_total;
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error_total += error_line;
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if ( error_total <= error_tmp )
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ptr += xdir; // move right or left
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ptr += pitch; // move down
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__WULINE_PUTPIXEL( ptr );
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__WULINE_PUTPIXEL( ptr+xdir );
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}
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} else { // optimized for mostly horizontal lines
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error_line = (dy << 16)/dx;
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while ( --dx ) {
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error_tmp = error_total;
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error_total += error_line;
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if ( error_total <= error_tmp )
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ptr += pitch; // move down
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ptr += xdir; // move left or right
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__WULINE_PUTPIXEL( ptr );
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__WULINE_PUTPIXEL( ptr + pitch );
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}
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} // end of line direction cases
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// last pixel, also perfectly accurate.
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ptr = (PixelType *)_activeSurface->getBasePtr(x2, y2);
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*ptr = (PixelType)_color;
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}
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template<typename PixelType, typename PixelFormat>
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void VectorRendererSpec<PixelType,PixelFormat>::
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drawLine( int x1, int x2, int y1, int y2 ) {
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// we draw from top to bottom
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if ( y2 < y1 ) {
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SWAP( x1, x2 );
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SWAP( y1, y2 );
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}
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int dx = ABS(x2 - x1);
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int dy = ABS(y2 - y1);
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// this is a point, not a line. stoopid.
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if ( dy == 0 && dx == 0 )
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return;
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PixelType *ptr = (PixelType *)_activeSurface->getBasePtr(x1, y1);
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int pitch = surfacePitch();
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if ( dy == 0 ) { // horizontal lines
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// these can be filled really fast with a single memset.
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// TODO: Platform specific ASM in set_to, would make this thing fly
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Common::set_to(ptr, ptr + dx + 1, (PixelType)_color);
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} else if ( dx == 0 ) { // vertical lines
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// these ones use a static pitch increase.
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while (y1++ <= y2) {
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*ptr = (PixelType)_color;
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ptr += pitch;
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}
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} else if ( ABS(dx) == ABS(dy) ) { // diagonal lines
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// these ones also use a fixed pitch increase
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pitch += ( x2 > x1 ) ? 1 : -1;
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while ( dy-- ) {
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*ptr = (PixelType)_color;
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ptr += pitch;
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}
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} else { // generic lines, use the standard algorithm...
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drawLineAlg( x1, x2, y1, y2, dx, dy );
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}
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}
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} // end of namespace Graphics
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