/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ /* * $Logfile: /Freespace2/code/Graphics/Pixel.cpp $ * $Revision: 2.1 $ * $Date: 2002-08-01 01:41:05 $ * $Author: penguin $ * * Routines to plot a dot. * * $Log: not supported by cvs2svn $ * Revision 2.0 2002/06/03 04:02:23 penguin * Warpcore CVS sync * * Revision 1.1 2002/05/02 18:03:07 mharris * Initial checkin - converted filenames and includes to lower case * * * 3 12/02/98 5:47p Dave * Put in interface xstr code. Converted barracks screen to new format. * * 2 10/07/98 10:53a Dave * Initial checkin. * * 1 10/07/98 10:49a Dave * * 14 5/06/98 5:30p John * Removed unused cfilearchiver. Removed/replaced some unused/little used * graphics functions, namely gradient_h and _v and pixel_sp. Put in new * DirectX header files and libs that fixed the Direct3D alpha blending * problems. * * 13 3/10/98 4:18p John * Cleaned up graphics lib. Took out most unused gr functions. Made D3D * & Glide have popups and print screen. Took out all >8bpp software * support. Made Fred zbuffer. Made zbuffer allocate dynamically to * support Fred. Made zbuffering key off of functions rather than one * global variable. * * 12 1/13/98 10:20a John * Added code to support "glass" in alphacolors * * 11 10/19/97 12:55p John * new code to lock / unlock surfaces for smooth directx integration. * * 10 10/14/97 8:08a John * added a bunch more 16 bit support * * 9 10/09/97 5:23p John * Added support for more 16-bpp functions * * 8 6/06/97 2:40p John * Made all the radar dim in/out * * 7 5/29/97 3:09p John * Took out debug menu. * Made software scaler draw larger bitmaps. * Optimized Direct3D some. * * 6 5/12/97 12:27p John * Restructured Graphics Library to add support for multiple renderers. * * 5 1/09/97 11:35a John * Added some 2d functions to get/put screen images. * * 4 11/07/96 6:19p John * Added a bunch of 16bpp primitives so the game sort of runs in 16bpp * mode. * * 3 10/26/96 1:40p John * Added some now primitives to the 2d library and * cleaned up some old ones. * * $NoKeywords: $ */ #include "graphics/2d.h" #include "graphics/grinternal.h" #include "graphics/pixel.h" #include "palman/palman.h" void gr8_pixel( int x, int y ) { ubyte * dptr; if ( x < gr_screen.clip_left ) return; if ( x > gr_screen.clip_right ) return; if ( y < gr_screen.clip_top ) return; if ( y > gr_screen.clip_bottom ) return; gr_lock(); dptr = GR_SCREEN_PTR(ubyte,x, y); if ( Current_alphacolor ) { // *dptr = Current_alphacolor->table.lookup[14][*dptr]; } else { *dptr = gr_screen.current_color.raw8; } gr_unlock(); }