/* 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 { VectorRenderer *createRenderer() { return new VectorRendererSpec>; } 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, 255, 255 ); _system->showOverlay(); while( true ) { // draw!! vr->drawLine( 25, 100, 25, 150 ); _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 x2, int y1, 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:: drawLineAlg(int x1, int x2, int y1, int y2, int dx, int dy) { PixelType *ptr = (PixelType *)_activeSurface->getBasePtr(x1, y1); int pitch = surfacePitch(); int xdir = (x2 > x1) ? 1 : -1; int error_line, error_tmp, weight; int error_total = 0; uint8 line_r, line_g, line_b; uint8 bg_r, bg_g, bg_b; colorToRGB(_color, line_r, line_g, line_b); uint line_lum = (line_r >> 2) + (line_g >> 1) + (line_b >> 3); uint bg_lum; // first pixel, should be perfectly accurate so no fading out *ptr = (PixelType)_color; #define __WULINE_PUTPIXEL( pixel_ptr ) { \ colorToRGB((PixelType)*(pixel_ptr), bg_r, bg_g, bg_b); \ bg_lum = (bg_r >> 2) + (bg_g >> 1) + (bg_b >> 3); \ weight = (line_lum < bg_lum) ? error_total >> 8 : (error_total >> 8)^0xFF; \ *(pixel_ptr) = RGBToColor( \ antialiasingBlendWeight(line_r, bg_r, weight), \ antialiasingBlendWeight(line_g, bg_g, weight), \ antialiasingBlendWeight(line_b, bg_b, weight)); \ } // draw from top to bottom while fading out. // optimized for mostly vertical lines if (dy > dx) { error_line = (dx << 16) / dy; while (--dy) { error_tmp = error_total; error_total += error_line; if (error_total <= error_tmp) ptr += xdir; // move right or left ptr += pitch; // move down __WULINE_PUTPIXEL(ptr); __WULINE_PUTPIXEL(ptr + xdir); } } else { // optimized for mostly horizontal lines error_line = (dy << 16) / dx; while (--dx) { error_tmp = error_total; error_total += error_line; if (error_total <= error_tmp) ptr += pitch; // move down ptr += xdir; // move left or right __WULINE_PUTPIXEL(ptr); __WULINE_PUTPIXEL(ptr + pitch); } } // end of line direction cases // last pixel, also perfectly accurate. ptr = (PixelType *)_activeSurface->getBasePtr(x2, y2); *ptr = (PixelType)_color; } template void VectorRendererSpec:: drawLine(int x1, int x2, int y1, 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, x2, y1, y2, dx, dy); } } } // end of namespace Graphics