diff options
Diffstat (limited to 'graphics/VectorRendererSpec.cpp')
-rw-r--r-- | graphics/VectorRendererSpec.cpp | 120 |
1 files changed, 74 insertions, 46 deletions
diff --git a/graphics/VectorRendererSpec.cpp b/graphics/VectorRendererSpec.cpp index f9041fc8ff..85865124a6 100644 --- a/graphics/VectorRendererSpec.cpp +++ b/graphics/VectorRendererSpec.cpp @@ -883,7 +883,8 @@ drawRoundedSquare(int x, int y, int r, int w, int h) { if (Base::_fillMode != kFillDisabled && Base::_shadowOffset && x + w + Base::_shadowOffset + 1 < Base::_activeSurface->w - && y + h + Base::_shadowOffset + 1 < Base::_activeSurface->h) { + && y + h + Base::_shadowOffset + 1 < Base::_activeSurface->h + && h > (Base::_shadowOffset + 1) * 2) { drawRoundedSquareShadow(x, y, r, w, h, Base::_shadowOffset); } @@ -1704,85 +1705,112 @@ drawCircleAlg(int x1, int y1, int r, PixelType color, VectorRenderer::FillMode f ********************************************************************/ template<typename PixelType> void VectorRendererSpec<PixelType>:: -drawSquareShadow(int x, int y, int w, int h, int blur) { - PixelType *ptr = (PixelType *)_activeSurface->getBasePtr(x + w - 1, y + blur); +drawSquareShadow(int x, int y, int w, int h, int offset) { + PixelType *ptr = (PixelType *)_activeSurface->getBasePtr(x + w - 1, y + offset); int pitch = _activeSurface->pitch / _activeSurface->format.bytesPerPixel; int i, j; - i = h - blur; + i = h - offset; while (i--) { - j = blur; + j = offset; while (j--) - blendPixelPtr(ptr + j, 0, ((blur - j) << 8) / blur); + blendPixelPtr(ptr + j, 0, ((offset - j) << 8) / offset); ptr += pitch; } - ptr = (PixelType *)_activeSurface->getBasePtr(x + blur, y + h - 1); + ptr = (PixelType *)_activeSurface->getBasePtr(x + offset, y + h - 1); - while (i++ < blur) { - j = w - blur; + while (i++ < offset) { + j = w - offset; while (j--) - blendPixelPtr(ptr + j, 0, ((blur - i) << 8) / blur); + blendPixelPtr(ptr + j, 0, ((offset - i) << 8) / offset); ptr += pitch; } ptr = (PixelType *)_activeSurface->getBasePtr(x + w, y + h); i = 0; - while (i++ < blur) { - j = blur - 1; + while (i++ < offset) { + j = offset - 1; while (j--) - blendPixelPtr(ptr + j, 0, (((blur - j) * (blur - i)) << 8) / (blur * blur)); + blendPixelPtr(ptr + j, 0, (((offset - j) * (offset - i)) << 8) / (offset * offset)); ptr += pitch; } } template<typename PixelType> void VectorRendererSpec<PixelType>:: -drawRoundedSquareShadow(int x1, int y1, int r, int w, int h, int blur) { - int f, ddF_x, ddF_y; - int x, y, px, py; +drawRoundedSquareShadow(int x1, int y1, int r, int w, int h, int offset) { int pitch = _activeSurface->pitch / _activeSurface->format.bytesPerPixel; - int alpha = 102; - x1 += blur; - y1 += blur; - - PixelType *ptr_tr = (PixelType *)Base::_activeSurface->getBasePtr(x1 + w - r, y1 + r); - PixelType *ptr_bl = (PixelType *)Base::_activeSurface->getBasePtr(x1 + r, y1 + h - r); - PixelType *ptr_br = (PixelType *)Base::_activeSurface->getBasePtr(x1 + w - r, y1 + h - r); - PixelType *ptr_fill = (PixelType *)Base::_activeSurface->getBasePtr(x1 + w - blur, y1 + r); + // "Harder" shadows when having lower BPP, since we will have artifacts (greenish tint on the modern theme) + double expFactor = (_activeSurface->format.bytesPerPixel > 2) ? 1.60 : 1.25; + double alpha = (_activeSurface->format.bytesPerPixel > 2) ? 1 : 8; + + // These constants ensure a border of 2px on the left and of each rounded square + int xstart = (x1 > 2) ? x1 - 2 : x1; + int ystart = y1; + int width = w + offset + 2; + int height = h + offset + 1; + + for (int i = offset; i >= 0; i--) { + int f, ddF_x, ddF_y; + int x, y, px, py; + + PixelType *ptr_tl = (PixelType *)Base::_activeSurface->getBasePtr(xstart + r, ystart + r); + PixelType *ptr_tr = (PixelType *)Base::_activeSurface->getBasePtr(xstart + width - r, ystart + r); + PixelType *ptr_bl = (PixelType *)Base::_activeSurface->getBasePtr(xstart + r, ystart + height - r); + PixelType *ptr_br = (PixelType *)Base::_activeSurface->getBasePtr(xstart + width - r, ystart + height - r); + PixelType *ptr_fill = (PixelType *)Base::_activeSurface->getBasePtr(xstart, ystart); + + int short_h = height - (2 * r) + 2; + PixelType color = _format.RGBToColor(0, 0, 0); - int short_h = h - (2 * r) + 1; + BE_RESET(); - BE_RESET(); + // HACK: As we are drawing circles exploting 8-axis symmetry, + // there are 4 pixels on each circle which are drawn twice. + // this is ok on filled circles, but when blending on surfaces, + // we cannot let it blend twice. awful. + uint32 hb = 0; + + while (x++ < y) { + BE_ALGORITHM(); - // HACK: As we are drawing circles exploting 8-axis symmetry, - // there are 4 pixels on each circle which are drawn twice. - // this is ok on filled circles, but when blending on surfaces, - // we cannot let it blend twice. awful. - uint32 hb = 0; - while (x++ < y) { - BE_ALGORITHM(); + if (((1 << x) & hb) == 0) { + blendFill(ptr_tl - y - px, ptr_tr + y - px, color, (uint8)alpha); + + // Will create a dark line of pixles if left out + if (hb > 0) { + blendFill(ptr_bl - y + px, ptr_br + y + px, color, (uint8)alpha); + } + hb |= (1 << x); + } - if (((1 << x) & hb) == 0) { - blendFill(ptr_tr - px - r, ptr_tr + y - px, 0, alpha); - blendFill(ptr_bl - y + px, ptr_br + y + px, 0, alpha); - hb |= (1 << x); + if (((1 << y) & hb) == 0) { + blendFill(ptr_tl - x - py, ptr_tr + x - py, color, (uint8)alpha); + blendFill(ptr_bl - x + py, ptr_br + x + py, color, (uint8)alpha); + hb |= (1 << y); + } } - - if (((1 << y) & hb) == 0) { - blendFill(ptr_tr - r - py, ptr_tr + x - py, 0, alpha); - blendFill(ptr_bl - x + py, ptr_br + x + py, 0, alpha); - hb |= (1 << y); + + ptr_fill += pitch * r; + while (short_h--) { + blendFill(ptr_fill, ptr_fill + width + 1, color, (uint8)alpha); + ptr_fill += pitch; } - } - while (short_h--) { - blendFill(ptr_fill - r, ptr_fill + blur, 0, alpha); - ptr_fill += pitch; + // Make shadow smaller each iteration, and move it one pixel inward + xstart += 1; + ystart += 1; + width -= 2; + height -= 2; + + if (_shadowFillMode == kShadowExponential) + // Multiply with expfactor + alpha = alpha * expFactor; } } |