scummvm/graphics/VectorRenderer.h
Vicent Marti 7c213ab110 Tons of misc. GFX fixes.
svn-id: r33911
2008-08-15 19:10:37 +00:00

1065 lines
34 KiB
C++

/* 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 */
bevelColor;
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, bevel; /** 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 */
Graphics::Surface *blitSrc;
};
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;
/**
* Simple helper function to draw a cross.
*/
virtual void drawCross(int x, int y, int w, int h) {
drawLine(x, y, x + w, y + w);
drawLine(x + w, y, x, y + h);
}
/**
* 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;
virtual void setBevelColor(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;
}
virtual void setBevel(int amount) {
if (amount >= 0)
_bevel = amount;
}
/**
* Sets the multiplication factor of the active gradient.
*
* @see _gradientFactor
* @param factor Multiplication factor.
*/
virtual void setGradientFactor(int factor) {
if (factor > 0)
_gradientFactor = factor;
}
/**
* Translates the position data inside a DrawStep into actual
* screen drawing positions.
*/
void stepGetPositions(const DrawStep &step, const Common::Rect &area, uint16 &in_x, uint16 &in_y, uint16 &in_w, uint16 &in_h);
/**
* Translates the radius data inside a drawstep into the real radius
* for the shape. Used for automatic radius calculations.
*/
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, _bevel);
}
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_BITMAP(const Common::Rect &area, const DrawStep &step) {
uint16 x, y, w, h;
stepGetPositions(step, area, x, y, w, h);
blitAlphaBitmap(step.blitSrc, Common::Rect(x, y, x + w, y + h));
}
void drawCallback_CROSS(const Common::Rect &area, const DrawStep &step) {
uint16 x, y, w, h;
stepGetPositions(step, area, x, y, w, h);
drawCross(x, y, 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 part of the current frame to the system overlay.
*
* @param sys Pointer to the global System class
* @param r Zone of the surface to copy into the overlay.
*/
virtual void copyFrame(OSystem *sys, const Common::Rect &r) = 0;
/**
* Copies the current surface to the system overlay
*
* @param sys Pointer to the global System class
*/
virtual void copyWholeFrame(OSystem *sys) = 0;
/**
* Blits a given graphics surface on top of the current drawing surface.
*
* Note that the source surface and the active
* surface are expected to be of the same size, hence the area delimited
* by "r" in the source surface will be blitted into the area delimited by
* "r" on the current surface.
*
* If you wish to blit a smaller surface into the active drawing area, use
* VectorRenderer::blitSubSurface().
*
* @param source Surface to blit into the drawing surface.
* @param r Position in the active drawing surface to do the blitting.
*/
virtual void blitSurface(const Graphics::Surface *source, const Common::Rect &r) = 0;
/**
* Blits a given graphics surface into a small area of the current drawing surface.
*
* Note that the given surface is expected to be smaller than the
* active drawing surface, hence the WHOLE source surface will be
* blitted into the active surface, at the position specified by "r".
*/
virtual void blitSubSurface(const Graphics::Surface *source, const Common::Rect &r) = 0;
virtual void blitAlphaBitmap(const Graphics::Surface *source, const Common::Rect &r) = 0;
/**
* Draws a string into the screen. Wrapper for the Graphics::Font string drawing
* method.
*/
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, bool useEllipsis) = 0;
/**
* Allows to temporarily enable/disable all shadows drawing.
* i.e. for performance issues, blitting, etc
*/
virtual void disableShadows() { _disableShadows = true; }
virtual void enableShadows() { _disableShadows = false; }
/**
* Applies a convolution matrix on the given surface area.
* Call applyConvolutionMatrix() instead if you want to use
* the embeded matrixes (blur/sharpen masks, bevels, etc).
*
* @param area Area in which the convolution matrix will be applied.
* @param filter Convolution matrix (3X3)
* @param filterDiv Divisor for the convolution matrix.
* Make sure this equals the total sum of the elements
* of the matrix or brightness data will be distorted.
* @param offset Offset on the convolution area.
*/
virtual void areaConvolution(const Common::Rect &area, const int filter[3][3], int filterDiv, int offset) = 0;
/**
* Applies one of the predefined convolution effects on the given area.
*
* WARNING: Because of performance issues, this is currently disabled on all renderers.
*
* @param id Id of the convolution data set (see VectorRenderer::ConvolutionData)
* @param area Area in which the convolution effect will be applied.
*/
virtual void applyConvolutionMatrix(const ConvolutionData id, const Common::Rect &area) {
#ifdef ENABLE_CONVOLUTIONS
areaConvolution(area, _convolutionData[id].matrix, _convolutionData[id].divisor, _convolutionData[id].offset);
#endif
}
/**
* Applies a whole-screen shading effect, used before opening a new dialog.
* Currently supports screen dimmings and luminance (b&w).
*/
virtual void applyScreenShading(GUI::Theme::ShadingStyle) = 0;
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 */
int _bevel; /** amount of fake bevel */
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];
static const int _dimPercentValue = 256 * 50 / 100; /** default value for screen dimming (50%) */
};
/**
* 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<typename PixelType, typename PixelFormat>
class VectorRendererSpec : public VectorRenderer {
typedef VectorRenderer Base;
public:
VectorRendererSpec() {
_bitmapAlphaColor = RGBToColor<PixelFormat>(255, 0, 255);
}
/**
* @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, _bevelColor, _fgColor, Base::_fillMode != kFillDisabled);
}
void drawString(const Graphics::Font *font, const Common::String &text,
const Common::Rect &area, GUI::Theme::TextAlign alignH,
GUI::Theme::TextAlignVertical alignV, int deltax, bool elipsis);
/**
* @see VectorRenderer::setFgColor()
*/
void setFgColor(uint8 r, uint8 g, uint8 b) {
this->_fgColor = RGBToColor<PixelFormat>(r, g, b);
}
/**
* @see VectorRenderer::setBgColor()
*/
void setBgColor(uint8 r, uint8 g, uint8 b) {
this->_bgColor = RGBToColor<PixelFormat>(r, g, b);
}
void setBevelColor(uint8 r, uint8 g, uint8 b) {
this->_bevelColor = RGBToColor<PixelFormat>(r, g, b);
}
/**
* @see VectorRenderer::setGradientColors()
*/
void setGradientColors(uint8 r1, uint8 g1, uint8 b1, uint8 r2, uint8 g2, uint8 b2) {
_gradientEnd = RGBToColor<PixelFormat>(r2, g2, b2);
_gradientStart = RGBToColor<PixelFormat>(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(const Graphics::Surface *source, const Common::Rect &r) {
assert(source->w == _activeSurface->w && source->h == _activeSurface->h);
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;
}
}
virtual void blitSubSurface(const Graphics::Surface *source, const Common::Rect &r) {
PixelType *dst_ptr = (PixelType *)_activeSurface->getBasePtr(r.left, r.top);
PixelType *src_ptr = (PixelType *)source->getBasePtr(0, 0);
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;
}
}
virtual void blitAlphaBitmap(const Graphics::Surface *source, const Common::Rect &r) {
int16 x = r.left;
int16 y = r.top;
if (r.width() > source->w)
x = x + (r.width() >> 1) - (source->w >> 1);
if (r.height() > source->h)
y = y + (r.height() >> 1) - (source->h >> 1);
PixelType *dst_ptr = (PixelType *)_activeSurface->getBasePtr(x, y);
PixelType *src_ptr = (PixelType *)source->getBasePtr(0, 0);
int dst_pitch = surfacePitch();
int src_pitch = source->pitch / source->bytesPerPixel;
int w, h = source->h;
while (h--) {
w = source->w;
while (w--) {
if (*src_ptr != _bitmapAlphaColor)
*dst_ptr = *src_ptr;
dst_ptr++;
src_ptr++;
}
dst_ptr = dst_ptr - source->w + dst_pitch;
src_ptr = src_ptr - source->w + src_pitch;
}
}
virtual void applyScreenShading(GUI::Theme::ShadingStyle shadingStyle) {
int pixels = _activeSurface->w * _activeSurface->h;
PixelType *ptr = (PixelType *)_activeSurface->getBasePtr(0, 0);
uint8 r, g, b;
uint lum;
if (shadingStyle == GUI::Theme::kShadingDim) {
while (pixels--) {
colorToRGB<PixelFormat>(*ptr, r, g, b);
r = r * _dimPercentValue >> 8;
g = g * _dimPercentValue >> 8;
b = b * _dimPercentValue >> 8;
*ptr++ = RGBToColor<PixelFormat>(r, g, b);
}
} else if (shadingStyle == GUI::Theme::kShadingLuminance) {
while (pixels--) {
colorToRGB<PixelFormat>(*ptr, r, g, b);
lum = (r >> 2) + (g >> 1) + (b >> 3);
*ptr++ = RGBToColor<PixelFormat>(lum, lum, lum);
}
}
}
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 (!ptr) return;
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, bool fill);
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);
virtual void drawBevelTabAlg(int x, int y, int w, int h, int bevel, PixelType topColor, PixelType bottomColor, 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);
virtual void drawRoundedSquareFakeBevel(int x, int y, int r, int w, int h, int amount);
/**
* 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 */
PixelType _bevelColor;
PixelType _bitmapAlphaColor;
};
/**
* 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<typename PixelType, typename PixelFormat>
class VectorRendererAA : public VectorRendererSpec<PixelType, PixelFormat> {
typedef VectorRendererSpec<PixelType, PixelFormat> 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