scummvm/graphics/VectorRendererSpec.h

287 lines
10 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.
*
*/
#ifndef VECTOR_RENDERER_SPEC_H
#define VECTOR_RENDERER_SPEC_H
#include "graphics/VectorRenderer.h"
namespace Graphics {
/**
* 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.
*
* TODO: Expand documentation.
*
* @see VectorRenderer
*/
template<typename PixelType>
class VectorRendererSpec : public VectorRenderer {
typedef VectorRenderer Base;
public:
VectorRendererSpec(PixelFormat format);
void drawLine(int x1, int y1, int x2, int y2);
void drawCircle(int x, int y, int r);
void drawSquare(int x, int y, int w, int h);
void drawRoundedSquare(int x, int y, int r, int w, int h);
void drawTriangle(int x, int y, int base, int height, TriangleOrientation orient);
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, Graphics::TextAlign alignH,
GUI::ThemeEngine::TextAlignVertical alignV, int deltax, bool elipsis);
void setFgColor(uint8 r, uint8 g, uint8 b) { _fgColor = _format.RGBToColor(r, g, b); }
void setBgColor(uint8 r, uint8 g, uint8 b) { _bgColor = _format.RGBToColor(r, g, b); }
void setBevelColor(uint8 r, uint8 g, uint8 b) { _bevelColor = _format.RGBToColor(r, g, b); }
void setGradientColors(uint8 r1, uint8 g1, uint8 b1, uint8 r2, uint8 g2, uint8 b2);
void copyFrame(OSystem *sys, const Common::Rect &r);
void copyWholeFrame(OSystem *sys) { copyFrame(sys, Common::Rect(0, 0, _activeSurface->w, _activeSurface->h)); }
void fillSurface();
void blitSurface(const Graphics::Surface *source, const Common::Rect &r);
void blitSubSurface(const Graphics::Surface *source, const Common::Rect &r);
void blitAlphaBitmap(const Graphics::Surface *source, const Common::Rect &r);
void applyScreenShading(GUI::ThemeEngine::ShadingStyle shadingStyle);
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
*/
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)
*/
inline void blendPixel(int x, int y, PixelType color, uint8 alpha) {
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)
*/
inline void blendPixelPtr(PixelType *ptr, PixelType color, uint8 alpha);
/**
* 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);
/**
* 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.
*/
inline PixelType calcGradient(uint32 pos, uint32 max);
void precalcGradient(int h);
void gradientFill(PixelType *first, int width, int x, int y);
/**
* Fills several pixels in a row with a given color and the specified 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)
*/
inline void blendFill(PixelType *first, PixelType *last, PixelType color, uint8 alpha) {
while (first != last) blendPixelPtr(first++, color, alpha);
}
void darkenFill(PixelType *first, PixelType *last);
const PixelFormat _format;
const PixelType _redMask, _greenMask, _blueMask, _alphaMask;
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 */
int _gradientBytes[3]; /**< Color bytes of the active gradient, used to speed up calculation */
Common::Array<PixelType> _gradCache;
Common::Array<int> _gradIndexes;
PixelType _bevelColor;
PixelType _bitmapAlphaColor;
};
#ifndef DISABLE_FANCY_THEMES
/**
* 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 primitives. May be used in faster platforms.
*
* TODO: Expand documentation.
*
* @see VectorRenderer
* @see VectorRendererSpec
*/
template<typename PixelType>
class VectorRendererAA : public VectorRendererSpec<PixelType> {
typedef VectorRendererSpec<PixelType> Base;
public:
VectorRendererAA(PixelFormat format) : VectorRendererSpec<PixelType>(format) {
}
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));
}
};
#endif
}
#endif