mirror of
https://github.com/libretro/scummvm.git
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1272 lines
34 KiB
C++
1272 lines
34 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "engines/icb/common/px_common.h"
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#include "engines/icb/global_objects.h"
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#include "engines/icb/p4_generic_pc.h"
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namespace ICB {
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// This type is used by General_quad_draw_24_32().
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typedef struct { int32 nX, nY; } Span;
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// This function is used only inside this file.
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static void RawSpriteDraw(uint8 *pSurfaceBitmap, uint32 nPitch, uint32 nSurfaceWidth, uint32 nSurfaceHeight, _pxSprite *pSprite, uint8 *pPalette, int32 nX, int32 nY,
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uint32 *nTransparencyRef, uint8 nOpacity);
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void Draw_horizontal_line(int32 xx, int32 yy, uint32 len, _rgb *pen, uint8 *ad, uint32 pitch) {
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// viewport coordinates
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// 640*480 screen
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// 24 or 32but colour
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uint32 j;
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// check top and bottom
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if (yy < 0)
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return;
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if (yy > 479)
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return;
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// line totaly off left
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if ((int32)(xx + len) < 0)
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return;
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// line totally off right
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if (xx > 639)
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return;
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// clip left
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if (xx < 0) {
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len -= (0 - xx); // 0 - -5 == 5 so len=len-5
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xx = 0;
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}
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// clip right
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if ((xx + len) > 639) {
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len -= ((xx + len) - 639);
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}
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// move to y
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ad += (yy * pitch);
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// move to x
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ad += (xx * 4);
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for (j = 0; j < len; j++) {
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*(ad++) = pen->blue;
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*(ad++) = pen->green;
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*(ad++) = pen->red;
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ad++;
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}
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}
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void Draw_vertical_line(int32 xx, int32 yy, uint32 len, _rgb *pen, uint8 *ad, uint32 pitch) {
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// viewport coordinates
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// 640*480 screen
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// 24 or 32but colour
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uint32 j;
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// check left/right
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if (xx < 0)
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return;
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if (xx > 639)
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return;
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// line totaly off top
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if ((int32)(yy + len) < 0)
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return;
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// line totally off bottom
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if (yy > 479)
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return;
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// clip top
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if (yy < 0) {
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len -= (0 - yy); // 0 - -5 == 5 so len=len-5
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yy = 0;
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}
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// clip bottom
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if ((yy + len) > 479) {
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len -= ((yy + len) - 479);
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}
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// move to y
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ad += (yy * pitch);
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// ove to x
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ad += (xx * 4);
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for (j = 0; j < len; j++) {
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*(ad) = pen->blue;
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*(ad + 1) = pen->green;
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*(ad + 2) = pen->red;
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ad += pitch;
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}
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}
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void Fill_rect(int32 x, int32 y, int32 x2, int32 y2, uint32 pen, int32 /*z*/) {
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// put a filled rectangle on the screen
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// backbuffer must be unlocked
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LRECT blank;
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// completely off screen
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if ((x2 <= 0) || (x >= 640) || (y >= 480) || (y2 <= 0))
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return;
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// clip
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if (x < 0)
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x = 0;
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if (x2 > 640)
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x2 = 640;
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if (y < 0)
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y = 0;
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if (y2 > 480)
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y2 = 480;
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// setup LRECT for bottom line of the screen
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blank.left = x;
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blank.right = x2;
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blank.top = y;
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blank.bottom = y2;
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surface_manager->Blit_fillfx(working_buffer_id, &blank, pen);
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}
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void General_draw_line_24_32(int16 x0, int16 y0, int16 x1, int16 y1, _rgb *colour, uint8 *myScreenBuffer, uint32 pitch, int32 surface_width, int32 surface_height) {
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// Uses Bressnham's incremental algorithm!
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// we pass a colour
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// we pass the surface base
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// assume 640*480
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int32 dx, dy;
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int32 dxmod, dymod;
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int32 ince, incne;
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int32 d;
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int32 x, y;
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int32 addTo;
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uint32 BYTEWIDE;
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uint32 vram = 4;
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//#define RENDERWIDE 640
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//#define RENDERDEEP 480
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BYTEWIDE = pitch;
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// Make sure we're going from left to right
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if (x1 < x0) {
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x = x1;
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x1 = x0;
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x0 = (int16)x;
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y = y1;
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y1 = y0;
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y0 = (int16)y;
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}
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dx = x1 - x0;
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dy = y1 - y0;
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if (dx < 0)
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dxmod = -dx;
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else
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dxmod = dx;
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if (dy < 0)
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dymod = -dy;
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else
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dymod = dy;
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if (dxmod >= dymod) {
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if (dy > 0) {
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d = 2 * dy - dx;
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ince = 2 * dy;
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incne = 2 * (dy - dx);
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x = x0;
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y = y0;
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if ((x >= 0) && (x < surface_width) && (y >= 0) && (y < surface_height)) {
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myScreenBuffer[y * BYTEWIDE + (x * vram)] = colour->blue;
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myScreenBuffer[y * BYTEWIDE + (x * vram) + 1] = colour->green;
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myScreenBuffer[y * BYTEWIDE + (x * vram) + 2] = colour->red;
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}
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while (x < x1) {
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if (d <= 0) {
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d += ince;
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x += 1;
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} else {
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d += incne;
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x += 1;
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y += 1;
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}
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if ((x >= 0) && (x < surface_width) && (y >= 0) && (y < surface_height)) {
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myScreenBuffer[y * BYTEWIDE + (x * vram)] = colour->blue;
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myScreenBuffer[y * BYTEWIDE + (x * vram) + 1] = colour->green;
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myScreenBuffer[y * BYTEWIDE + (x * vram) + 2] = colour->red;
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}
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}
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} else {
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addTo = y0;
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y0 = 0;
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y1 = (int16)(y1 - addTo);
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y1 = (int16)-y1;
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dy = y1 - y0;
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d = 2 * dy - dx;
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ince = 2 * dy;
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incne = 2 * (dy - dx);
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x = x0;
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y = y0;
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if ((x >= 0) && (x < surface_width) && (addTo - y >= 0) && (addTo - y < surface_height)) {
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// myScreenBuffer[(addTo - y) * surface_width + x] = colour;
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myScreenBuffer[(addTo - y) * BYTEWIDE + (x * vram)] = colour->blue;
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myScreenBuffer[(addTo - y) * BYTEWIDE + ((x * vram) + 1)] = colour->green;
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myScreenBuffer[(addTo - y) * BYTEWIDE + ((x * vram) + 2)] = colour->red;
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}
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while (x < x1) {
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if (d <= 0) {
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d += ince;
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x += 1;
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} else {
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d += incne;
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x += 1;
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y += 1;
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}
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if ((x >= 0) && (x < surface_width) && (addTo - y >= 0) && (addTo - y < surface_height)) {
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// myScreenBuffer[(addTo - y) * surface_width + x] = colour;
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myScreenBuffer[(addTo - y) * BYTEWIDE + (x * vram)] = colour->blue;
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myScreenBuffer[(addTo - y) * BYTEWIDE + ((x * vram) + 1)] = colour->green;
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myScreenBuffer[(addTo - y) * BYTEWIDE + ((x * vram) + 2)] = colour->red;
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}
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}
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}
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} else {
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// OK, y is now going to be the single increment.
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// Ensure the line is going top to bottom
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if (y1 < y0) {
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x = x1;
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x1 = x0;
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x0 = (int16)x;
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y = y1;
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y1 = y0;
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y0 = (int16)y;
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}
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dx = x1 - x0;
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dy = y1 - y0;
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if (dx > 0) {
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d = 2 * dx - dy;
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ince = 2 * dx;
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incne = 2 * (dx - dy);
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x = x0;
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y = y0;
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if ((x >= 0) && (x < surface_width) && (y >= 0) && (y < surface_height)) {
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myScreenBuffer[y * BYTEWIDE + (x * vram)] = colour->blue;
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myScreenBuffer[y * BYTEWIDE + (x * vram) + 1] = colour->green;
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myScreenBuffer[y * BYTEWIDE + (x * vram) + 2] = colour->red;
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}
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while (y < y1) {
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if (d <= 0) {
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d += ince;
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y += 1;
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} else {
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d += incne;
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x += 1;
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y += 1;
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}
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if ((x >= 0) && (x < surface_width) && (y >= 0) && (y < surface_height)) {
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myScreenBuffer[y * BYTEWIDE + (x * vram)] = colour->blue;
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myScreenBuffer[y * BYTEWIDE + (x * vram) + 1] = colour->green;
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myScreenBuffer[y * BYTEWIDE + (x * vram) + 2] = colour->red;
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}
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}
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} else {
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addTo = x0;
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x0 = 0;
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x1 = (int16)(x1 - addTo);
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x1 = (int16)-x1;
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dx = x1 - x0;
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d = 2 * dx - dy;
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ince = 2 * dx;
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incne = 2 * (dx - dy);
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x = x0;
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y = y0;
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if ((addTo - x >= 0) && (addTo - x < surface_width) && (y >= 0) && (y < surface_height)) {
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// myScreenBuffer[y * surface_width + addTo - x] = colour;
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myScreenBuffer[y * BYTEWIDE + ((addTo - x) * vram)] = colour->blue;
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myScreenBuffer[y * BYTEWIDE + (((addTo - x) * vram) + 1)] = colour->green;
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myScreenBuffer[y * BYTEWIDE + (((addTo - x) * vram) + 2)] = colour->red;
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}
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while (y < y1) {
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if (d <= 0) {
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d += ince;
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y += 1;
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} else {
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d += incne;
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x += 1;
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y += 1;
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}
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if ((addTo - x >= 0) && (addTo - x < surface_width) && (y >= 0) && (y < surface_height)) {
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// myScreenBuffer[y * surface_width + addTo - x] = colour;
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myScreenBuffer[y * BYTEWIDE + ((addTo - x) * vram)] = colour->blue;
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myScreenBuffer[y * BYTEWIDE + (((addTo - x) * vram) + 1)] = colour->green;
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myScreenBuffer[y * BYTEWIDE + (((addTo - x) * vram) + 2)] = colour->red;
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}
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}
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}
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}
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}
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void AdditiveGouraudLine(int16 x0, int16 y0, _rgb c0, int16 x1, int16 y1, _rgb c1, uint32 surface_id) {
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// Uses Bressnham's incremental algorithm!
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// We have a start colour and an end colour
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int32 dx, dy;
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int32 dxmod, dymod;
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int32 ince, incne;
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int32 d;
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int32 x, y;
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int32 addTo;
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uint8 *surface = (uint8 *)surface_manager->Lock_surface(surface_id);
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uint32 pitch = surface_manager->Get_pitch(surface_id);
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int32 surface_width = surface_manager->Get_width(surface_id);
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int32 surface_height = surface_manager->Get_height(surface_id);
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// Make sure we're going from left to right
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if (x1 < x0) {
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x = x1;
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x1 = x0;
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x0 = (int16)x;
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y = y1;
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y1 = y0;
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y0 = (int16)y;
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_rgb tC = c1;
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c1 = c0;
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c0 = tC;
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}
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dx = x1 - x0;
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dy = y1 - y0;
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if (dx < 0)
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dxmod = -dx;
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else
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dxmod = dx;
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if (dy < 0)
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dymod = -dy;
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else
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dymod = dy;
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if (dxmod >= dymod) {
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if (dy > 0) {
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d = 2 * dy - dx;
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ince = 2 * dy;
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incne = 2 * (dy - dx);
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x = x0;
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y = y0;
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uint8 r = c0.red;
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uint8 g = c0.green;
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uint8 b = c0.blue;
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int32 dr = (dx) ? (c1.red - c0.red) / dx : 0;
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int32 dg = (dx) ? (c1.green - c0.green) / dx : 0;
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int32 db = (dx) ? (c1.blue - c0.blue) / dx : 0;
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uint32 offset = y * pitch + (x << 2);
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if ((x >= 0) && (x < surface_width) && (y >= 0) && (y < surface_height)) {
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surface[offset] = ((surface[offset] + b) > 255) ? (uint8)255 : (uint8)(surface[offset] + b);
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surface[offset + 1] = ((surface[offset] + g) > 255) ? (uint8)255 : (uint8)(surface[offset + 1] + g);
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surface[offset + 2] = ((surface[offset] + r) > 255) ? (uint8)255 : (uint8)(surface[offset + 2] + r);
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}
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while (x < x1) {
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r = (uint8)(r + dr);
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g = (uint8)(g + dg);
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b = (uint8)(b + db);
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offset += 4;
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x++;
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if (d <= 0) {
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d += ince;
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} else {
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d += incne;
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y++;
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offset += pitch;
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}
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if ((x >= 0) && (x < surface_width) && (y >= 0) && (y < surface_height)) {
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surface[offset] = ((surface[offset] + b) > 255) ? (uint8)255 : (uint8)(surface[offset] + b);
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surface[offset + 1] = ((surface[offset] + g) > 255) ? (uint8)255 : (uint8)(surface[offset + 1] + g);
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surface[offset + 2] = ((surface[offset] + r) > 255) ? (uint8)255 : (uint8)(surface[offset + 2] + r);
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}
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}
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} else {
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addTo = y0;
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y0 = 0;
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y1 = (int16)(y1 - addTo);
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y1 = (int16)-y1;
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dy = y1 - y0;
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d = 2 * dy - dx;
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ince = 2 * dy;
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incne = 2 * (dy - dx);
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x = x0;
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y = y0;
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uint8 r = c0.red;
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uint8 g = c0.green;
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uint8 b = c0.blue;
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int32 dr = (dx) ? (c1.red - c0.red) / dx : 0;
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int32 dg = (dx) ? (c1.green - c0.green) / dx : 0;
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int32 db = (dx) ? (c1.blue - c0.blue) / dx : 0;
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uint32 offset = (addTo - y) * pitch + (x << 2);
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if ((x >= 0) && (x < surface_width) && (addTo - y >= 0) && (addTo - y < surface_height)) {
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surface[offset] = ((surface[offset] + b) > 255) ? (uint8)255 : (uint8)(surface[offset] + b);
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surface[offset + 1] = ((surface[offset] + g) > 255) ? (uint8)255 : (uint8)(surface[offset + 1] + g);
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surface[offset + 2] = ((surface[offset] + r) > 255) ? (uint8)255 : (uint8)(surface[offset + 2] + r);
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}
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while (x < x1) {
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r = (uint8)(r + dr);
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g = (uint8)(g + dg);
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b = (uint8)(b + db);
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x++;
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offset += 4;
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if (d <= 0) {
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d += ince;
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} else {
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d += incne;
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y++;
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offset -= pitch;
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}
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if ((x >= 0) && (x < surface_width) && (addTo - y >= 0) && (addTo - y < surface_height)) {
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surface[offset] = ((surface[offset] + b) > 255) ? (uint8)255 : (uint8)(surface[offset] + b);
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surface[offset + 1] = ((surface[offset] + g) > 255) ? (uint8)255 : (uint8)(surface[offset + 1] + g);
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surface[offset + 2] = ((surface[offset] + r) > 255) ? (uint8)255 : (uint8)(surface[offset + 2] + r);
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}
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}
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}
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} else {
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// OK, y is now going to be the single increment.
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// Ensure the line is going top to bottom
|
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if (y1 < y0) {
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x = x1;
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x1 = x0;
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x0 = (int16)x;
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y = y1;
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y1 = y0;
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y0 = (int16)y;
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_rgb tC = c1;
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c1 = c0;
|
|
c0 = tC;
|
|
}
|
|
dx = x1 - x0;
|
|
dy = y1 - y0;
|
|
|
|
if (dx > 0) {
|
|
d = 2 * dx - dy;
|
|
ince = 2 * dx;
|
|
incne = 2 * (dx - dy);
|
|
x = x0;
|
|
y = y0;
|
|
|
|
uint8 r = c0.red;
|
|
uint8 g = c0.green;
|
|
uint8 b = c0.blue;
|
|
int32 dr = (dy) ? (c1.red - c0.red) / dy : 0;
|
|
int32 dg = (dy) ? (c1.green - c0.green) / dy : 0;
|
|
int32 db = (dy) ? (c1.blue - c0.blue) / dy : 0;
|
|
|
|
uint32 offset = y * pitch + (x << 2);
|
|
|
|
if ((x >= 0) && (x < surface_width) && (y >= 0) && (y < surface_height)) {
|
|
surface[offset] = ((surface[offset] + b) > 255) ? (uint8)255 : (uint8)(surface[offset] + b);
|
|
surface[offset + 1] = ((surface[offset] + g) > 255) ? (uint8)255 : (uint8)(surface[offset + 1] + g);
|
|
surface[offset + 2] = ((surface[offset] + r) > 255) ? (uint8)255 : (uint8)(surface[offset + 2] + r);
|
|
}
|
|
while (y < y1) {
|
|
r = (uint8)(r + dr);
|
|
g = (uint8)(g + dg);
|
|
b = (uint8)(b + db);
|
|
|
|
offset += pitch;
|
|
y++;
|
|
if (d <= 0) {
|
|
d += ince;
|
|
} else {
|
|
d += incne;
|
|
x++;
|
|
offset += 4;
|
|
}
|
|
if ((x >= 0) && (x < surface_width) && (y >= 0) && (y < surface_height)) {
|
|
surface[offset] = ((surface[offset] + b) > 255) ? (uint8)255 : (uint8)(surface[offset] + b);
|
|
surface[offset + 1] = ((surface[offset] + g) > 255) ? (uint8)255 : (uint8)(surface[offset + 1] + g);
|
|
surface[offset + 2] = ((surface[offset] + r) > 255) ? (uint8)255 : (uint8)(surface[offset + 2] + r);
|
|
}
|
|
}
|
|
} else {
|
|
addTo = x0;
|
|
x0 = 0;
|
|
x1 = (int16)(x1 - addTo);
|
|
x1 = (int16)-x1;
|
|
dx = x1 - x0;
|
|
|
|
d = 2 * dx - dy;
|
|
ince = 2 * dx;
|
|
incne = 2 * (dx - dy);
|
|
x = x0;
|
|
y = y0;
|
|
|
|
uint8 r = c0.red;
|
|
uint8 g = c0.green;
|
|
uint8 b = c0.blue;
|
|
int32 dr = (dy) ? (c1.red - c0.red) / dy : 0;
|
|
int32 dg = (dy) ? (c1.green - c0.green) / dy : 0;
|
|
int32 db = (dy) ? (c1.blue - c0.blue) / dy : 0;
|
|
|
|
uint32 offset = y * pitch + ((addTo - x) << 2);
|
|
|
|
if ((addTo - x >= 0) && (addTo - x < surface_width) && (y >= 0) && (y < surface_height)) {
|
|
surface[offset] = ((surface[offset] + b) > 255) ? (uint8)255 : (uint8)(surface[offset] + b);
|
|
surface[offset + 1] = ((surface[offset] + g) > 255) ? (uint8)255 : (uint8)(surface[offset + 1] + g);
|
|
surface[offset + 2] = ((surface[offset] + r) > 255) ? (uint8)255 : (uint8)(surface[offset + 2] + r);
|
|
}
|
|
|
|
while (y < y1) {
|
|
r = (uint8)(r + dr);
|
|
g = (uint8)(g + dg);
|
|
b = (uint8)(b + db);
|
|
|
|
offset += pitch;
|
|
y++;
|
|
if (d <= 0) {
|
|
d += ince;
|
|
|
|
} else {
|
|
d += incne;
|
|
x += 1;
|
|
offset -= 4;
|
|
}
|
|
if ((addTo - x >= 0) && (addTo - x < surface_width) && (y >= 0) && (y < surface_height)) {
|
|
surface[offset] = ((surface[offset] + b) > 255) ? (uint8)255 : (uint8)(surface[offset] + b);
|
|
surface[offset + 1] = ((surface[offset] + g) > 255) ? (uint8)255 : (uint8)(surface[offset + 1] + g);
|
|
surface[offset + 2] = ((surface[offset] + r) > 255) ? (uint8)255 : (uint8)(surface[offset + 2] + r);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
surface_manager->Unlock_surface(surface_id);
|
|
}
|
|
|
|
void BlendedLine(int32 x0, int32 y0, int32 x1, int32 y1, _rgb c, uint32 surface_id) {
|
|
uint8 *surface = (uint8 *)surface_manager->Lock_surface(surface_id);
|
|
uint32 pitch = surface_manager->Get_pitch(surface_id);
|
|
int32 surface_width = surface_manager->Get_width(surface_id);
|
|
int32 surface_height = surface_manager->Get_height(surface_id);
|
|
|
|
BlendedLine(x0, y0, x1, y1, c, surface_width, surface_height, pitch, surface);
|
|
|
|
surface_manager->Unlock_surface(surface_id);
|
|
}
|
|
|
|
void BlendedLine(int32 x0, int32 y0, int32 x1, int32 y1, _rgb c, int32 surface_width, int32 surface_height, uint32 pitch, uint8 *surface) {
|
|
// Uses Bressnham's incremental algorithm!
|
|
// We have a start colour and an end colour
|
|
int32 dx, dy;
|
|
int32 dxmod, dymod;
|
|
int32 ince, incne;
|
|
int32 d;
|
|
int32 x, y;
|
|
int32 addTo;
|
|
|
|
// Make sure we're going from left to right
|
|
if (x1 < x0) {
|
|
x = x1;
|
|
x1 = x0;
|
|
x0 = (int16)x;
|
|
y = y1;
|
|
y1 = y0;
|
|
y0 = (int16)y;
|
|
}
|
|
dx = x1 - x0;
|
|
dy = y1 - y0;
|
|
|
|
if (dx < 0)
|
|
dxmod = -dx;
|
|
else
|
|
dxmod = dx;
|
|
|
|
if (dy < 0)
|
|
dymod = -dy;
|
|
else
|
|
dymod = dy;
|
|
|
|
if (dxmod >= dymod) {
|
|
if (dy > 0) {
|
|
d = 2 * dy - dx;
|
|
ince = 2 * dy;
|
|
incne = 2 * (dy - dx);
|
|
x = x0;
|
|
y = y0;
|
|
uint8 r = c.red;
|
|
uint8 g = c.green;
|
|
uint8 b = c.blue;
|
|
uint32 offset = y * pitch + (x << 2);
|
|
|
|
while (x < 0 || y < 0) {
|
|
offset += 4;
|
|
x++;
|
|
|
|
if (d <= 0) {
|
|
d += ince;
|
|
} else {
|
|
d += incne;
|
|
y++;
|
|
offset += pitch;
|
|
}
|
|
}
|
|
|
|
if (x1 >= surface_width)
|
|
x1 = surface_width - 1;
|
|
|
|
while (x < x1) {
|
|
offset += 4;
|
|
x++;
|
|
|
|
if (d <= 0) {
|
|
d += ince;
|
|
} else {
|
|
d += incne;
|
|
y++;
|
|
offset += pitch;
|
|
}
|
|
if (y < surface_height) {
|
|
surface[offset] = (uint8)((surface[offset] + b) >> 1);
|
|
surface[offset + 1] = (uint8)((surface[offset + 1] + g) >> 1);
|
|
surface[offset + 2] = (uint8)((surface[offset + 2] + r) >> 1);
|
|
}
|
|
}
|
|
} else {
|
|
addTo = y0;
|
|
y0 = 0;
|
|
y1 = (int16)(y1 - addTo);
|
|
y1 = (int16)-y1;
|
|
dy = y1 - y0;
|
|
|
|
d = 2 * dy - dx;
|
|
ince = 2 * dy;
|
|
incne = 2 * (dy - dx);
|
|
x = x0;
|
|
y = y0;
|
|
uint8 r = c.red;
|
|
uint8 g = c.green;
|
|
uint8 b = c.blue;
|
|
|
|
uint32 offset = (addTo - y) * pitch + (x << 2);
|
|
|
|
while ((x < 0) || ((addTo - y) >= surface_height)) {
|
|
x++;
|
|
offset += 4;
|
|
if (d <= 0) {
|
|
d += ince;
|
|
} else {
|
|
d += incne;
|
|
y++;
|
|
offset -= pitch;
|
|
}
|
|
}
|
|
|
|
if (x1 >= surface_width)
|
|
x1 = surface_width - 1;
|
|
|
|
while (x < x1) {
|
|
x++;
|
|
offset += 4;
|
|
if (d <= 0) {
|
|
d += ince;
|
|
} else {
|
|
d += incne;
|
|
y++;
|
|
offset -= pitch;
|
|
}
|
|
if ((addTo - y) >= 0) {
|
|
surface[offset] = (uint8)((surface[offset] + b) >> 1);
|
|
surface[offset + 1] = (uint8)((surface[offset + 1] + g) >> 1);
|
|
surface[offset + 2] = (uint8)((surface[offset + 2] + r) >> 1);
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
// OK, y is now going to be the single increment.
|
|
// Ensure the line is going top to bottom
|
|
if (y1 < y0) {
|
|
x = x1;
|
|
x1 = x0;
|
|
x0 = (int16)x;
|
|
y = y1;
|
|
y1 = y0;
|
|
y0 = (int16)y;
|
|
}
|
|
dx = x1 - x0;
|
|
dy = y1 - y0;
|
|
|
|
if (dx > 0) {
|
|
d = 2 * dx - dy;
|
|
ince = 2 * dx;
|
|
incne = 2 * (dx - dy);
|
|
x = x0;
|
|
y = y0;
|
|
|
|
uint8 r = c.red;
|
|
uint8 g = c.green;
|
|
uint8 b = c.blue;
|
|
uint32 offset = y * pitch + (x << 2);
|
|
|
|
while ((y < 0) || (x < 0)) {
|
|
offset += pitch;
|
|
++y;
|
|
if (d <= 0) {
|
|
d += ince;
|
|
} else {
|
|
d += incne;
|
|
++x;
|
|
offset += 4;
|
|
}
|
|
}
|
|
|
|
if (y1 >= surface_height)
|
|
y1 = surface_height - 1;
|
|
|
|
while (y < y1) {
|
|
offset += pitch;
|
|
++y;
|
|
if (d <= 0) {
|
|
d += ince;
|
|
} else {
|
|
d += incne;
|
|
++x;
|
|
offset += 4;
|
|
}
|
|
if (x < surface_width) {
|
|
surface[offset] = (uint8)((surface[offset] + b) >> 1);
|
|
surface[offset + 1] = (uint8)((surface[offset + 1] + g) >> 1);
|
|
surface[offset + 2] = (uint8)((surface[offset + 2] + r) >> 1);
|
|
}
|
|
}
|
|
} else {
|
|
addTo = x0;
|
|
x0 = 0;
|
|
x1 = (int16)(x1 - addTo);
|
|
x1 = (int16)-x1;
|
|
dx = x1 - x0;
|
|
|
|
d = 2 * dx - dy;
|
|
ince = 2 * dx;
|
|
incne = 2 * (dx - dy);
|
|
x = x0;
|
|
y = y0;
|
|
|
|
uint8 r = c.red;
|
|
uint8 g = c.green;
|
|
uint8 b = c.blue;
|
|
uint32 offset = y * pitch + ((addTo - x) << 2);
|
|
|
|
while ((y < 0) || (addTo - x >= surface_width)) {
|
|
offset += pitch;
|
|
++y;
|
|
if (d <= 0) {
|
|
d += ince;
|
|
|
|
} else {
|
|
d += incne;
|
|
++x;
|
|
offset -= 4;
|
|
}
|
|
}
|
|
|
|
if (y1 >= surface_height)
|
|
y1 = surface_height - 1;
|
|
|
|
while (y < y1) {
|
|
offset += pitch;
|
|
y++;
|
|
if (d <= 0) {
|
|
d += ince;
|
|
|
|
} else {
|
|
d += incne;
|
|
x += 1;
|
|
offset -= 4;
|
|
}
|
|
if ((addTo - x) >= 0) {
|
|
surface[offset] = (uint8)((surface[offset] + b) >> 1);
|
|
surface[offset + 1] = (uint8)((surface[offset + 1] + g) >> 1);
|
|
surface[offset + 2] = (uint8)((surface[offset + 2] + r) >> 1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void SpriteFrameDraw(uint8 *pSurfaceBitmap, // IN: Pointer to the surface's drawing area.
|
|
uint32 nPitch, // IN: Pitch for the surface.
|
|
uint32 nSurfaceWidth, // IN: Width of the surface.
|
|
uint32 nSurfaceHeight, // IN: Height of the surface.
|
|
_pxBitmap *pBitmap, // IN: Pointer to the bitmap to render.
|
|
uint32 nFrameNumber, // IN: Frame to draw.
|
|
uint32 *pnTransparencyRef, // IN: Colour to use for transparency.
|
|
uint8 nOpacity // IN: Opacity 0-255 to draw sprite into surface.
|
|
) {
|
|
uint8 *pPalette;
|
|
_pxSprite *pSprite;
|
|
|
|
// Get to the sprite frame.
|
|
pSprite = pBitmap->Fetch_item_by_number(nFrameNumber);
|
|
|
|
// Get the palette pointer.
|
|
pPalette = pBitmap->Fetch_palette_pointer();
|
|
|
|
// Now do the actual drawing.
|
|
RawSpriteDraw(pSurfaceBitmap, nPitch, nSurfaceWidth, nSurfaceHeight, pSprite, pPalette, pSprite->x, pSprite->y, pnTransparencyRef, nOpacity);
|
|
}
|
|
|
|
void SpriteXYFrameDraw(uint8 *pSurfaceBitmap, // IN: Pointer to the surface's drawing area.
|
|
uint32 nPitch, // IN: Pitch for the surface.
|
|
uint32 nSurfaceWidth, // IN: Width of the surface.
|
|
uint32 nSurfaceHeight, // IN: Height of the surface.
|
|
_pxBitmap *pBitmap, // IN: Pointer to the bitmap to render.
|
|
int32 nX, // IN: X-position to draw sprite at (relative to the surface).
|
|
int32 nY, // IN: Y-position to draw sprite at (relative to the surface).
|
|
uint32 nFrameNumber, // IN: Frame to draw.
|
|
bool8 bCenter, // IN: If true, centre the sprite.
|
|
uint32 *pnTransparencyRef, // IN: Colour to use for transparency.
|
|
uint8 nOpacity // IN: Opacity 0-255 to draw sprite into surface.
|
|
) {
|
|
uint8 *pPalette;
|
|
_pxSprite *pSprite;
|
|
|
|
// Get to the sprite frame.
|
|
pSprite = pBitmap->Fetch_item_by_number(nFrameNumber);
|
|
|
|
// Work out a new plotting position if it is to be centred.
|
|
if (bCenter) {
|
|
nX -= (pSprite->width >> 1);
|
|
nY -= (pSprite->height >> 1);
|
|
}
|
|
|
|
// Get the palette pointer.
|
|
pPalette = pBitmap->Fetch_palette_pointer();
|
|
|
|
// Now do the actual drawing.
|
|
RawSpriteDraw(pSurfaceBitmap, nPitch, nSurfaceWidth, nSurfaceHeight, pSprite, pPalette, nX, nY, pnTransparencyRef, nOpacity);
|
|
}
|
|
|
|
void RawSpriteDraw(uint8 *pSurfaceBitmap, // IN: Pointer to the surface's drawing area.
|
|
uint32 nPitch, // IN: Pitch for the surface.
|
|
uint32 nSurfaceWidth, // IN: Width of surface in pixels.
|
|
uint32 nSurfaceHeight, // IN: Height of surface in pixels.
|
|
_pxSprite *pSprite, // IN: Pointer to one frame of a sprite.
|
|
uint8 *pPalette, // IN: Pointer to the palette.
|
|
int32 nX, // IN: X-position to draw sprite at (relative to the surface).
|
|
int32 nY, // IN: Y-position to draw sprite at (relative to the surface).
|
|
uint32 *pnTransparentRef, // IN: Colour to use for transparency.
|
|
uint8 nOpacity // IN: If true, pixels are blended into the surface.
|
|
) {
|
|
uint32 x, y;
|
|
uint32 *pSurfaceRowStart32;
|
|
uint8 *pSurfaceRowStart8;
|
|
uint8 *pSpriteData;
|
|
uint8 *pPaletteEntry;
|
|
int32 nSpriteTop, nSpriteLeft;
|
|
int32 nSurfaceTop, nSurfaceLeft;
|
|
uint32 nNumRowsToRender, nNumColumnsToRender;
|
|
uint32 nSurfaceSkipToNextRow, nSpriteSkipToNextRow;
|
|
uint32 nSpriteRowStart;
|
|
uint8 nExistingB, nExistingG, nExistingR;
|
|
uint8 nNewB, nNewG, nNewR;
|
|
|
|
// This used to be variable; now it's fixed.
|
|
const uint32 nBytesPerPixel = 4;
|
|
|
|
// If the start position of the sprite is below the bottom row of the surface or its end position
|
|
// is before the first row of the surface, there can be nothing to display.
|
|
if ((nY >= (int32)nSurfaceHeight) || ((nY + (int32)pSprite->height) <= 0))
|
|
return;
|
|
|
|
// Now do the same check in the horizontal direction.
|
|
if ((nX >= (int32)nSurfaceWidth) || ((nX + (int32)pSprite->width) <= 0))
|
|
return;
|
|
|
|
// First work out what proportion of the height of the sprite we have to copy allowing
|
|
// for clipping it where it overlaps the edges of the surface.
|
|
nNumRowsToRender = pSprite->height;
|
|
|
|
if (nY < 0) {
|
|
nSurfaceTop = 0;
|
|
nSpriteTop = abs(nY);
|
|
nNumRowsToRender -= nSpriteTop;
|
|
} else {
|
|
nSurfaceTop = nY;
|
|
nSpriteTop = 0;
|
|
}
|
|
|
|
if ((nY + pSprite->height) > nSurfaceHeight)
|
|
nNumRowsToRender -= ((nY + pSprite->height) - nSurfaceHeight);
|
|
|
|
// Now do the same in the horizontal direction.
|
|
nNumColumnsToRender = pSprite->width;
|
|
|
|
if (nX < 0) {
|
|
nSurfaceLeft = 0;
|
|
nSpriteLeft = abs(nX);
|
|
nNumColumnsToRender -= nSpriteLeft;
|
|
} else {
|
|
nSurfaceLeft = nX;
|
|
nSpriteLeft = 0;
|
|
}
|
|
|
|
if ((nX + pSprite->width) > nSurfaceWidth)
|
|
nNumColumnsToRender -= ((nX + pSprite->width) - nSurfaceWidth);
|
|
|
|
// Get to the sprite data.
|
|
pSpriteData = pSprite->data;
|
|
|
|
// Work out the byte in the surface to start drawing at.
|
|
pSurfaceRowStart32 = (uint32 *)(pSurfaceBitmap + (nSurfaceTop * nPitch) + (nBytesPerPixel * nSurfaceLeft));
|
|
nSurfaceSkipToNextRow = (nPitch - (nBytesPerPixel * nNumColumnsToRender)) >> 2;
|
|
|
|
// Work out the pixel to start drawing and how much we need to jump when we get to the end of a row.
|
|
nSpriteRowStart = nSpriteTop * pSprite->width + nSpriteLeft;
|
|
nSpriteSkipToNextRow = pSprite->width - nNumColumnsToRender;
|
|
|
|
// Check if transparency support is required.
|
|
if (pnTransparentRef) {
|
|
// Check if pixel blending is required.
|
|
if (nOpacity != 255) {
|
|
for (y = 0; y < nNumRowsToRender; ++y) {
|
|
// Now loop for one row of the image.
|
|
for (x = 0; x < nNumColumnsToRender; ++x) {
|
|
// Get the palette index for this pixel of the sprite.
|
|
pPaletteEntry = pPalette + (pSpriteData[nSpriteRowStart++] << 2);
|
|
|
|
// Don't print anything if the pixel is transparent.
|
|
if (*((uint32 *)pPaletteEntry) != *pnTransparentRef) {
|
|
// We are doing pixel merging.
|
|
pSurfaceRowStart8 = (uint8 *)pSurfaceRowStart32;
|
|
|
|
// Get the existing RGB in the surface.
|
|
nExistingB = *pSurfaceRowStart8;
|
|
nExistingG = *(pSurfaceRowStart8 + 1);
|
|
nExistingR = *(pSurfaceRowStart8 + 2);
|
|
|
|
// Get the new RGB.
|
|
nNewB = *pPaletteEntry;
|
|
nNewG = *(pPaletteEntry + 1);
|
|
nNewR = *(pPaletteEntry + 2);
|
|
|
|
// Merge the pixels.
|
|
nNewB = (uint8)((((nNewB - nExistingB) * nOpacity) >> 8) + nExistingB);
|
|
nNewG = (uint8)((((nNewG - nExistingG) * nOpacity) >> 8) + nExistingG);
|
|
nNewR = (uint8)((((nNewR - nExistingR) * nOpacity) >> 8) + nExistingR);
|
|
|
|
// Write the new colour back to the surface.
|
|
*pSurfaceRowStart8 = (uint8)nNewB;
|
|
*(pSurfaceRowStart8 + 1) = (uint8)nNewG;
|
|
*(pSurfaceRowStart8 + 2) = (uint8)nNewR;
|
|
}
|
|
|
|
++pSurfaceRowStart32;
|
|
}
|
|
|
|
// We have completed a row; need to jump to the start of the next one.
|
|
pSurfaceRowStart32 += nSurfaceSkipToNextRow;
|
|
nSpriteRowStart += nSpriteSkipToNextRow;
|
|
}
|
|
} else {
|
|
for (y = 0; y < nNumRowsToRender; ++y) {
|
|
// Now loop for one row of the image.
|
|
for (x = 0; x < nNumColumnsToRender; ++x) {
|
|
// Get the palette index for this pixel of the sprite.
|
|
pPaletteEntry = pPalette + (pSpriteData[nSpriteRowStart++] << 2);
|
|
|
|
// Don't print anything if the pixel is transparent.
|
|
if (*((uint32 *)pPaletteEntry) != *pnTransparentRef)
|
|
*pSurfaceRowStart32 = *((uint32 *)pPaletteEntry);
|
|
|
|
++pSurfaceRowStart32;
|
|
}
|
|
|
|
// We have completed a row; need to jump to the start of the next one.
|
|
pSurfaceRowStart32 += nSurfaceSkipToNextRow;
|
|
nSpriteRowStart += nSpriteSkipToNextRow;
|
|
}
|
|
}
|
|
} else {
|
|
// No transparency support required. Check if pixel blending is required.
|
|
if (nOpacity != 255) {
|
|
// Pixel blending required.
|
|
for (y = 0; y < nNumRowsToRender; ++y) {
|
|
// Now loop for one row of the image.
|
|
for (x = 0; x < nNumColumnsToRender; ++x) {
|
|
// Get the palette index for this pixel of the sprite.
|
|
pPaletteEntry = pPalette + (pSpriteData[nSpriteRowStart++] << 2);
|
|
|
|
// We are doing pixel merging.
|
|
pSurfaceRowStart8 = (uint8 *)pSurfaceRowStart32;
|
|
|
|
// Get the existing RGB in the surface.
|
|
nExistingB = *pSurfaceRowStart8;
|
|
nExistingG = *(pSurfaceRowStart8 + 1);
|
|
nExistingR = *(pSurfaceRowStart8 + 2);
|
|
|
|
// Get the new RGB.
|
|
nNewB = *pPaletteEntry;
|
|
nNewG = *(pPaletteEntry + 1);
|
|
nNewR = *(pPaletteEntry + 2);
|
|
|
|
// Merge the pixels.
|
|
nNewB = (uint8)((((nNewB - nExistingB) * nOpacity) >> 8) + nExistingB);
|
|
nNewG = (uint8)((((nNewG - nExistingG) * nOpacity) >> 8) + nExistingG);
|
|
nNewR = (uint8)((((nNewR - nExistingR) * nOpacity) >> 8) + nExistingR);
|
|
|
|
// Write the new colour back to the surface.
|
|
*pSurfaceRowStart8 = (uint8)nNewB;
|
|
*(pSurfaceRowStart8 + 1) = (uint8)nNewG;
|
|
*(pSurfaceRowStart8 + 2) = (uint8)nNewR;
|
|
|
|
++pSurfaceRowStart32;
|
|
}
|
|
|
|
// We have completed a row; need to jump to the start of the next one.
|
|
pSurfaceRowStart32 += nSurfaceSkipToNextRow;
|
|
nSpriteRowStart += nSpriteSkipToNextRow;
|
|
}
|
|
} else {
|
|
// No pixel blending required - just a straight opaque copy.
|
|
for (y = 0; y < nNumRowsToRender; ++y) {
|
|
// Now loop for one row of the image.
|
|
for (x = 0; x < nNumColumnsToRender; ++x) {
|
|
// Get the palette index for this pixel of the sprite.
|
|
pPaletteEntry = pPalette + (pSpriteData[nSpriteRowStart++] << 2);
|
|
|
|
// 32-bit opaque copy is a straight assignment.
|
|
*pSurfaceRowStart32++ = *((uint32 *)pPaletteEntry);
|
|
}
|
|
|
|
// We have completed a row; need to jump to the start of the next one.
|
|
pSurfaceRowStart32 += nSurfaceSkipToNextRow;
|
|
nSpriteRowStart += nSpriteSkipToNextRow;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
LRECT ConvertPxBitmapRectToRECT(const _PxBitmapRect &sBitmapRect) {
|
|
LRECT sRect;
|
|
|
|
sRect.left = sBitmapRect.nX;
|
|
sRect.right = (sBitmapRect.nX + sBitmapRect.nWidth) - 1;
|
|
sRect.top = sBitmapRect.nY;
|
|
sRect.bottom = (sBitmapRect.nY + sBitmapRect.nHeight) - 1;
|
|
|
|
return sRect;
|
|
}
|
|
|
|
void General_poly_draw_24_32(_point *pVerts, int32 nNumVerts, _rgb sColour, bool8 bFill, uint8 *pSurface, int32 nPitch, int32 /*nSurfaceWidth*/, int32 /*nSurfaceHeight*/) {
|
|
int32 i, j;
|
|
int32 x, y;
|
|
int32 nTopVert, nBottomVert, nLeftVert, nRightVert;
|
|
int32 nNextVert;
|
|
int32 nTopY, nBottomY, nSlope, nSpanTopY, nSpanBottomY;
|
|
int32 nX;
|
|
int32 nCount;
|
|
PXreal fTopY, fBottomY, fSlope, fHeight, fWidth, fPrestep;
|
|
Span pSpans[SCREEN_DEPTH];
|
|
Span *pSpan;
|
|
int32 nBytesPerPixel;
|
|
uint8 *pSurfaceAddress;
|
|
|
|
nTopVert = 0;
|
|
nBottomVert = 0;
|
|
nX = 0;
|
|
|
|
// Some initialisation.
|
|
nBytesPerPixel = 4;
|
|
fTopY = 999999.0f;
|
|
fBottomY = -999999.0f;
|
|
|
|
// Find the top and bottom vertices.
|
|
for (i = 0; i < (int32)nNumVerts; ++i) {
|
|
if (pVerts[i].z < fTopY) {
|
|
fTopY = pVerts[i].z;
|
|
nTopVert = i;
|
|
}
|
|
|
|
if (pVerts[i].z > fBottomY) {
|
|
fBottomY = pVerts[i].z;
|
|
nBottomVert = i;
|
|
}
|
|
}
|
|
|
|
nTopY = (int32)ceil(fTopY);
|
|
nBottomY = (int32)ceil(fBottomY);
|
|
|
|
// Polygon has to have a height to be drawn.
|
|
if (nBottomY == nTopY)
|
|
return;
|
|
|
|
// Scan out the left edge.
|
|
pSpan = pSpans;
|
|
nLeftVert = nTopVert;
|
|
|
|
do {
|
|
nNextVert = nLeftVert - 1;
|
|
|
|
if (nNextVert < 0)
|
|
nNextVert = nNumVerts - 1;
|
|
|
|
nSpanTopY = (int32)ceil(pVerts[nLeftVert].z);
|
|
nSpanBottomY = (int32)ceil(pVerts[nNextVert].z);
|
|
|
|
if (nSpanTopY < nSpanBottomY) {
|
|
fHeight = pVerts[nNextVert].z - pVerts[nLeftVert].z;
|
|
fWidth = pVerts[nNextVert].x - pVerts[nLeftVert].x;
|
|
fSlope = fWidth / fHeight;
|
|
fPrestep = nSpanTopY - pVerts[nLeftVert].z;
|
|
nX = (int32)((pVerts[nLeftVert].x + (fSlope * fPrestep)) * 65536.0f) + ((1 << 16) - 1);
|
|
nSlope = (int32)(fSlope * 65536.0f);
|
|
|
|
for (j = nSpanTopY; j < nSpanBottomY; ++j) {
|
|
pSpan->nX = nX >> 16;
|
|
nX += nSlope;
|
|
++pSpan;
|
|
}
|
|
}
|
|
|
|
--nLeftVert;
|
|
if (nLeftVert < 0)
|
|
nLeftVert = nNumVerts - 1;
|
|
|
|
} while (nLeftVert != nBottomVert);
|
|
|
|
// Scan out the right edge
|
|
pSpan = pSpans;
|
|
nRightVert = nTopVert;
|
|
|
|
do {
|
|
nNextVert = (nRightVert + 1) % nNumVerts;
|
|
|
|
nSpanTopY = (int32)ceil(pVerts[nRightVert].z);
|
|
nSpanBottomY = (int32)ceil(pVerts[nNextVert].z);
|
|
|
|
if (nSpanTopY < nSpanBottomY) {
|
|
fHeight = pVerts[nNextVert].z - pVerts[nRightVert].z;
|
|
fWidth = pVerts[nNextVert].x - pVerts[nRightVert].x;
|
|
fSlope = fWidth / fHeight;
|
|
fPrestep = nSpanTopY - pVerts[nRightVert].z;
|
|
nX = (int32)((pVerts[nRightVert].x + (fSlope * fPrestep)) * 65536.0f) + ((1 << 16) - 1);
|
|
nSlope = (int32)(fSlope * 65536.0f);
|
|
|
|
for (j = nSpanTopY; j < nSpanBottomY; ++j) {
|
|
pSpan->nY = nX >> 16;
|
|
nX += nSlope;
|
|
++pSpan;
|
|
}
|
|
}
|
|
|
|
nRightVert = (nRightVert + 1) % nNumVerts;
|
|
|
|
} while (nRightVert != nBottomVert);
|
|
|
|
// Draw the spans
|
|
pSpan = pSpans;
|
|
|
|
// How we draw depends on the bitmap.
|
|
// Drawing in 32-bit colour depth. Fill or just outline?
|
|
if (bFill) {
|
|
// Fill the polygon (32-bit colour).
|
|
for (x = nTopY; x < nBottomY; ++x) {
|
|
// Work out the width of the line at this point in the height.
|
|
nCount = pSpan->nY - pSpan->nX;
|
|
|
|
if (nCount > 0) {
|
|
// Work out the start address of the row in our target surface.
|
|
pSurfaceAddress = pSurface + nPitch * x;
|
|
|
|
// Loop along the row.
|
|
for (y = 0; y < nCount; ++y) {
|
|
// Look up the actual colour.
|
|
*pSurfaceAddress++ = sColour.red;
|
|
*pSurfaceAddress++ = sColour.green;
|
|
*pSurfaceAddress++ = sColour.blue;
|
|
*pSurfaceAddress = 0x00;
|
|
}
|
|
}
|
|
|
|
// Move on to the next span we've stored.
|
|
++pSpan;
|
|
}
|
|
} else {
|
|
// Just draw outline (32-bit colour).
|
|
for (x = nTopY; x < nBottomY; ++x) {
|
|
// Work out the width of the line at this point in the height.
|
|
nCount = pSpan->nY - pSpan->nX;
|
|
|
|
if (nCount > 0) {
|
|
// Draw left edge.
|
|
pSurfaceAddress = pSurface + nPitch * x;
|
|
*pSurfaceAddress++ = sColour.red;
|
|
*pSurfaceAddress++ = sColour.green;
|
|
*pSurfaceAddress++ = sColour.blue;
|
|
*pSurfaceAddress = 0x00;
|
|
|
|
// Draw right edge.
|
|
pSurfaceAddress = (pSurface + nPitch * x) + ((nCount - 1) * nBytesPerPixel);
|
|
*pSurfaceAddress++ = sColour.red;
|
|
*pSurfaceAddress++ = sColour.green;
|
|
*pSurfaceAddress++ = sColour.blue;
|
|
*pSurfaceAddress = 0x00;
|
|
}
|
|
|
|
// Move on to the next span we've stored.
|
|
++pSpan;
|
|
}
|
|
}
|
|
}
|
|
|
|
} // End of namespace ICB
|