/* 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 "common/system.h" #include "graphics/surface.h" #include "graphics/colormasks.h" #include "gui/ThemeRenderer.h" namespace Graphics { class VectorRenderer; struct DrawStep; struct DrawStep { struct { uint8 r, g, b; bool set; } fgColor, /** Foreground color */ bgColor, /** backgroudn color */ gradColor1, /** gradient start*/ gradColor2; /** gradient end */ bool autoWidth, autoHeight; int16 x, y, w, h; /** width, height and position, if not measured automatically. negative values mean counting from the opposite direction */ enum VectorAlignment { kVectorAlignManual, kVectorAlignLeft, kVectorAlignRight, kVectorAlignBottom, kVectorAlignTop, kVectorAlignCenter } xAlign, yAlign; uint8 shadow, stroke, factor, radius; /** Misc options... */ uint8 fillMode; /** active fill mode */ uint32 extraData; /** Generic parameter for extra options (orientation/bevel) */ uint32 scale; /** scale of all the coordinates in FIXED POINT with 16 bits mantissa */ void (VectorRenderer::*drawingCall)(const Common::Rect &, const DrawStep &); /** Pointer to drawing function */ }; VectorRenderer *createRenderer(int mode); /** * 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(kFillDisabled), _activeSurface(NULL), _strokeWidth(1), _gradientFactor(1), _disableShadows(false) { } virtual ~VectorRenderer() {} /** Specifies the way in which a shape is filled */ enum FillMode { kFillDisabled = 0, kFillForeground = 1, kFillBackground = 2, kFillGradient = 3 }; enum TriangleOrientation { kTriangleAuto = 0, kTriangleUp, kTriangleDown, kTriangleLeft, kTriangleRight }; enum ConvolutionData { kConvolutionSoftBlur, kConvolutionHardBlur, kConvolutionGaussianBlur, kConvolutionEmboss, kConvolutionSharpen, kConvolutionEdgeDetect, kConvolutionMAX }; struct ConvolutionDataSet { int matrix[3][3]; int divisor; int offset; }; /** * 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; /** * Draws a triangle starting at (x,y) with the given base and height. * The triangle will always be isosceles, with the given base and height. * The orientation parameter controls the position of the base of the triangle. * * @param x Horizontal (X) coordinate for the top left corner of the triangle * @param y Vertical (Y) coordinate for the top left corner of the triangle * @param base Width of the base of the triangle * @param h Height of the triangle * @param orient Orientation of the triangle. */ virtual void drawTriangle(int x, int y, int base, int height, TriangleOrientation orient) = 0; /** * Draws a beveled square like the ones in the Classic GUI themes. * Beveled squares are always drawn with a transparent background. Draw them on top * of a standard square to fill it. * * @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 bevel Amount of bevel. Must be positive. */ virtual void drawBeveledSquare(int x, int y, int w, int h, int bevel) = 0; /** * Draws a tab-like shape, specially thought for the Tab widget. * If a radius is given, the tab will have rounded corners. Otherwise, * the tab will be squared. * * @param x Horizontal (X) coordinate for the tab * @param y Vertical (Y) coordinate for the tab * @param w Width of the tab * @param h Height of the tab * @param r Radius of the corners of the tab (0 for squared tabs). */ virtual void drawTab(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; /** * Set the active gradient color. All shapes drawn using kFillGradient * as their fill mode will use this VERTICAL gradient as their fill color. * * @param r1 value of the red color byte for the start color * @param g1 value of the green color byte for the start color * @param b1 value of the blue color byte for the start color * @param r2 value of the red color byte for the end color * @param g2 value of the green color byte for the end color * @param b2 value of the blue color byte for the end color */ 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 or the active gradient. * Defaults to using the active Foreground color for filling. * * @param mode Fill mode (bg, fg or gradient) used to fill the surface */ virtual void fillSurface() = 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(FillMode mode) { _fillMode = mode; } /** * Sets the stroke width. All shapes drawn with a stroke will * have that width. Pass 0 to disable shape stroking. * * @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. The given offset * controls their intensity and size (the higher the offset, the * bigger the shadows). If the offset is 0, no shadows are drawn. * * @param offset Shadow offset. */ virtual void setShadowOffset(int offset) { if (offset >= 0) _shadowOffset = offset; } /** * Sets the multiplication factor of the active gradient. * * @see _gradientFactor * @param factor Multiplication factor. */ virtual void setGradientFactor(int factor) { if (factor > 0) _gradientFactor = factor; } void stepGetPositions(const DrawStep &step, const Common::Rect &area, uint16 &in_x, uint16 &in_y, uint16 &in_w, uint16 &in_h); int stepGetRadius(const DrawStep &step, const Common::Rect &area); /** * DrawStep callback functions for each drawing feature */ void drawCallback_CIRCLE(const Common::Rect &area, const DrawStep &step) { uint16 x, y, w, h, radius; radius = stepGetRadius(step, area); stepGetPositions(step, area, x, y, w, h); drawCircle(x + radius, y + radius, radius); } void drawCallback_SQUARE(const Common::Rect &area, const DrawStep &step) { uint16 x, y, w, h; stepGetPositions(step, area, x, y, w, h); drawSquare(x, y, w, h); } void drawCallback_LINE(const Common::Rect &area, const DrawStep &step) { uint16 x, y, w, h; stepGetPositions(step, area, x, y, w, h); drawLine(x, y, x + w, y + w); } void drawCallback_ROUNDSQ(const Common::Rect &area, const DrawStep &step) { uint16 x, y, w, h; stepGetPositions(step, area, x, y, w, h); drawRoundedSquare(x, y, stepGetRadius(step, area), w, h); } void drawCallback_FILLSURFACE(const Common::Rect &area, const DrawStep &step) { fillSurface(); } void drawCallback_TRIANGLE(const Common::Rect &area, const DrawStep &step) { uint16 x, y, w, h; stepGetPositions(step, area, x, y, w, h); drawTriangle(x, y, w, h, (TriangleOrientation)step.extraData); } void drawCallback_BEVELSQ(const Common::Rect &area, const DrawStep &step) { uint16 x, y, w, h; stepGetPositions(step, area, x, y, w, h); drawBeveledSquare(x, y, w, h, step.extraData); } void drawCallback_TAB(const Common::Rect &area, const DrawStep &step) { uint16 x, y, w, h; stepGetPositions(step, area, x, y, w, h); drawTab(x, y, stepGetRadius(step, area), w, h); } void drawCallback_VOID(const Common::Rect &area, const DrawStep &step) {} /** * Draws the specified draw step on the screen. * * @see DrawStep * @param area Zone to paint on * @param step Pointer to a DrawStep struct. */ virtual void drawStep(const Common::Rect &area, const DrawStep &step, uint32 extra = 0); /** * Copies the current surface to the system overlay * * @param sys Pointer to the global System class */ virtual void copyFrame(OSystem *sys, const Common::Rect &r) = 0; virtual void copyWholeFrame(OSystem *sys) = 0; /** * Blits a given graphics surface on top of the current drawing surface. * * @param source Surface to blit into the drawing surface. * @param r Position in the active drawing surface to do the blitting. */ virtual void blitSurface(Graphics::Surface *source, const Common::Rect &r) = 0; virtual void drawString(const Graphics::Font *font, const Common::String &text, const Common::Rect &area, GUI::Theme::TextAlign alignH, GUI::Theme::TextAlignVertical alignV, int deltax) = 0; virtual void disableShadows() { _disableShadows = true; } virtual void enableShadows() { _disableShadows = false; } virtual void areaConvolution(const Common::Rect &area, const int filter[3][3], int filterDiv, int offset) = 0; virtual void applyConvolutionMatrix(const ConvolutionData id, const Common::Rect &area) { areaConvolution(area, _convolutionData[id].matrix, _convolutionData[id].divisor, _convolutionData[id].offset); } 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 */ bool _disableShadows; /** Disables temporarily shadow drawing for overlayed images. */ int _strokeWidth; /** Width of the stroke of all drawn shapes */ uint32 _dynamicData; /** Dynamic data from the GUI Theme that modifies the drawing of the current shape */ int _gradientFactor; /** Multiplication factor of the active gradient */ int _gradientBytes[3]; /** Color bytes of the active gradient, used to speed up calculation */ static const ConvolutionDataSet _convolutionData[kConvolutionMAX]; }; /** * 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::drawTriangle() */ void drawTriangle(int x, int y, int base, int height, TriangleOrientation orient); /** * @see VectorRenderer::drawTab() */ void drawTab(int x, int y, int r, int w, int h); void drawBeveledSquare(int x, int y, int w, int h, int bevel) { drawBevelSquareAlg(x, y, w, h, bevel, _fgColor, _bgColor); } void drawString(const Graphics::Font *font, const Common::String &text, const Common::Rect &area, GUI::Theme::TextAlign alignH, GUI::Theme::TextAlignVertical alignV, int deltax); /** * @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); } /** * @see VectorRenderer::setGradientColors() */ 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() { PixelType *ptr = (PixelType *)_activeSurface->getBasePtr(0, 0); int w = _activeSurface->w; int h = _activeSurface->h ; int pitch = surfacePitch(); if (Base::_fillMode == kFillBackground) colorFill(ptr, ptr + w * h, _bgColor); else if (Base::_fillMode == kFillForeground) colorFill(ptr, ptr + w * h, _fgColor); else if (Base::_fillMode == kFillGradient) { int i = h; while (i--) { colorFill(ptr, ptr + w, calcGradient(h - i, h)); ptr += pitch; } } } /** * @see VectorRenderer::copyFrame() */ virtual void copyFrame(OSystem *sys, const Common::Rect &r) { #ifdef OVERLAY_MULTIPLE_DEPTHS sys->copyRectToOverlay((const PixelType*)_activeSurface->getBasePtr(r.left, r.top), _activeSurface->w, r.left, r.top, r.width(), r.height()); #else sys->copyRectToOverlay((const OverlayColor*)_activeSurface->getBasePtr(r.left, r.top), _activeSurface->w, r.left, r.top, r.width(), r.height()); #endif } virtual void copyWholeFrame(OSystem *sys) { #ifdef OVERLAY_MULTIPLE_DEPTHS sys->copyRectToOverlay((const PixelType*)_activeSurface->getBasePtr(0, 0), _activeSurface->w, 0, 0, _activeSurface->w, _activeSurface->h); #else sys->copyRectToOverlay((const OverlayColor*)_activeSurface->getBasePtr(0, 0), _activeSurface->w, 0, 0, _activeSurface->w, _activeSurface->h); #endif } /** * @see VectorRenderer::blitSurface() */ virtual void blitSurface(Graphics::Surface *source, const Common::Rect &r) { PixelType *dst_ptr = (PixelType *)_activeSurface->getBasePtr(r.left, r.top); PixelType *src_ptr = (PixelType *)source->getBasePtr(r.left, r.top); int dst_pitch = surfacePitch(); int src_pitch = source->pitch / source->bytesPerPixel; int h = r.height(), w = r.width(); while (h--) { colorCopy(src_ptr, dst_ptr, w); dst_ptr += dst_pitch; src_ptr += src_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); } /** * Blends a single pixel on the surface in the given pixel pointer, using supplied color * and Alpha intensity. * * This is implemented to prevent blendPixel() to calculate the surface pointer on each call. * Optimized drawing algorithms should call this function when possible. * * @see blendPixel * @param ptr Pointer to the pixel to blend on top of * @param color Color of the pixel * @param alpha Alpha intensity of the pixel (0-255) */ virtual inline void blendPixelPtr(PixelType *ptr, PixelType color, uint8 alpha) { if (alpha == 255) { *ptr = color; return; } 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))) ); } /** * PRIMITIVE DRAWING ALGORITHMS * * Generic algorithms for drawing all kinds of aliased primitive shapes. * These may be overloaded in inheriting classes to implement platform-specific * optimizations or improve looks. * * @see VectorRendererAA * @see VectorRendererAA::drawLineAlg * @see VectorRendererAA::drawCircleAlg */ 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 drawTriangleVertAlg(int x, int y, int w, int h, bool inverted, PixelType color, FillMode fill_m); virtual void drawTriangleFast(int x, int y, int size, bool inverted, PixelType color, FillMode fill_m); virtual void drawBevelSquareAlg(int x, int y, int w, int h, int bevel, PixelType top_color, PixelType bottom_color); virtual void drawTabAlg(int x, int y, int w, int h, int r, PixelType color, VectorRenderer::FillMode fill_m, int baseLeft = 0, int baseRight = 0); /** * SHADOW DRAWING ALGORITHMS * * Optimized versions of the primitive drawing algorithms with alpha blending * for shadow drawing. * There functions may be overloaded in inheriting classes to improve performance * in the slowest platforms where pixel alpha blending just doesn't cut it. * * @param blur Intensity/size of the shadow. */ 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); /** * Calculates the color gradient on a given point. * This function assumes that the gradient start/end colors have been set * beforehand from the API function call. * * @param pos Progress of the gradient. * @param max Maximum amount of the progress. * @return Composite color of the gradient at the given "progress" amount. */ virtual 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; } /** * Fills several pixels in a row with a given color and the specifed alpha blending. * * @see blendPixelPtr * @see blendPixel * @param first Pointer to the first pixel to fill. * @param last Pointer to the last pixel to fill. * @param color Color of the pixel * @param alpha Alpha intensity of the pixel (0-255) */ virtual inline void blendFill(PixelType *first, PixelType *last, PixelType color, uint8 alpha) { while (first != last) blendPixelPtr(first++, color, alpha); } /** * Fills several pixels in a row with a given color. * * This is a replacement function for Common::set_to, using an unrolled * loop to maximize performance on most architectures. * This function may (and should) be overloaded in any child renderers * for portable platforms with platform-specific assembly code. * * This fill operation is extensively used throughout the renderer, so this * counts as one of the main bottlenecks. Please replace it with assembly * when possible! * * @param first Pointer to the first pixel to fill. * @param last Pointer to the last pixel to fill. * @param color Color of the pixel */ virtual inline void colorFill(PixelType *first, PixelType *last, PixelType color) { if (first == last) { *first = color; return; } register PixelType *ptr = first; register int count = (last - first); register int n = (count + 7) >> 3; switch (count % 8) { case 0: do { *ptr++ = color; case 7: *ptr++ = color; case 6: *ptr++ = color; case 5: *ptr++ = color; case 4: *ptr++ = color; case 3: *ptr++ = color; case 2: *ptr++ = color; case 1: *ptr++ = color; } while (--n > 0); } } /** * Copies several pixes in a row from a surface to another one. * Used for surface blitting. * See colorFill() for optimization guidelines. * * @param src Source surface. * @param dst Destination surface. * @param count Amount of pixels to copy over. */ virtual inline void colorCopy(PixelType *src, PixelType *dst, int count) { register int n = (count + 7) >> 3; switch (count % 8) { case 0: do { *dst++ = *src++; case 7: *dst++ = *src++; case 6: *dst++ = *src++; case 5: *dst++ = *src++; case 4: *dst++ = *src++; case 3: *dst++ = *src++; case 2: *dst++ = *src++; case 1: *dst++ = *src++; } while (--n > 0); } } virtual void areaConvolution(const Common::Rect &area, const int filter[3][3], int filterDiv, int offset); 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; /** Start color for the fill gradient */ PixelType _gradientEnd; /** End color for the fill gradient */ }; /** * 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() */ virtual 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); /** * "Wu's Circle Antialiasing Algorithm" as published by Xiaolin Wu, July 1991, * modified with corner displacement to allow drawing of squares with rounded * corners. * * @see VectorRenderer::drawRoundedAlg() */ virtual void drawRoundedSquareAlg(int x1, int y1, int r, int w, int h, PixelType color, VectorRenderer::FillMode fill_m); virtual void drawRoundedSquareShadow(int x, int y, int r, int w, int h, int blur) { Base::drawRoundedSquareShadow(x, y, r, w, h, blur); VectorRenderer::applyConvolutionMatrix(VectorRenderer::kConvolutionHardBlur, Common::Rect(x, y, x + w + blur * 2, y + h + blur * 2)); } }; } // end of namespace Graphics #endif