// -*- mode: C++; indent-tabs-mode: nil; c-basic-offset: 2; -*-
-#ifdef HAVE_CONFIG_H
-# include "../config.h"
-#endif // HAVE_CONFIG_H
+#include "config.h"
#include "truerendercontrol.hh"
#include "display.hh"
# include <stdlib.h>
#endif // HAVE_STDLIB_H
-#include "gettext.h"
+#include "../src/gettext.h"
#define _(str) gettext(str)
}
_green_offset(0),
_blue_offset(0)
{
+ const ScreenInfo *info = display->screenInfo(_screen);
+ XImage *timage = XCreateImage(**display, info->visual(), info->depth(),
+ ZPixmap, 0, NULL, 1, 1, 32, 0);
printf("Initializing TrueColor RenderControl\n");
- Visual *visual = display->screenInfo(_screen)->visual();
unsigned long red_mask, green_mask, blue_mask;
// find the offsets for each color in the visual's masks
- red_mask = visual->red_mask;
- green_mask = visual->green_mask;
- blue_mask = visual->blue_mask;
+ red_mask = timage->red_mask;
+ green_mask = timage->green_mask;
+ blue_mask = timage->blue_mask;
while (! (red_mask & 1)) { _red_offset++; red_mask >>= 1; }
while (! (green_mask & 1)) { _green_offset++; green_mask >>= 1; }
while (red_mask) { red_mask >>= 1; _red_shift--; }
while (green_mask) { green_mask >>= 1; _green_shift--; }
while (blue_mask) { blue_mask >>= 1; _blue_shift--; }
+ XFree(timage);
}
TrueRenderControl::~TrueRenderControl()
{
printf("Destroying TrueColor RenderControl\n");
-
-
-}
-
-
-static inline void renderPixel(XImage *im, unsigned char *dp,
- unsigned long pixel)
-{
- unsigned int bpp = im->bits_per_pixel + (im->byte_order == MSBFirst ? 1 : 0);
-
- switch (bpp) {
- case 8: // 8bpp
- *dp++ = pixel;
- break;
- case 16: // 16bpp LSB
- *dp++ = pixel;
- *dp++ = pixel >> 8;
- break;
- case 17: // 16bpp MSB
- *dp++ = pixel >> 8;
- *dp++ = pixel;
- break;
- case 24: // 24bpp LSB
- *dp++ = pixel;
- *dp++ = pixel >> 8;
- *dp++ = pixel >> 16;
- break;
- case 25: // 24bpp MSB
- *dp++ = pixel >> 16;
- *dp++ = pixel >> 8;
- *dp++ = pixel;
- break;
- case 32: // 32bpp LSB
- *dp++ = pixel;
- *dp++ = pixel >> 8;
- *dp++ = pixel >> 16;
- *dp++ = pixel >> 24;
- break;
- case 33: // 32bpp MSB
- *dp++ = pixel >> 24;
- *dp++ = pixel >> 16;
- *dp++ = pixel >> 8;
- *dp++ = pixel;
- break;
- default:
- assert(false); // wtf?
- }
}
void TrueRenderControl::drawGradientBackground(
Surface &sf, const RenderTexture &texture) const
{
- int w = sf.width(), h = sf.height(), off, x, y;
+ unsigned int r,g,b;
+ int w = sf.size().width(), h = sf.size().height();
+ int off, x;
const ScreenInfo *info = display->screenInfo(_screen);
XImage *im = XCreateImage(**display, info->visual(), info->depth(),
ZPixmap, 0, NULL, w, h, 32, 0);
-
- pixel32 *data = new pixel32[sf.height()*sf.width()];
+ im->byte_order = endian;
+ pixel32 *data = new pixel32[h*w];
pixel32 current;
- pixel32 *dp = data;
- float dr, dg, db;
- unsigned int r,g,b;
-//XXX: move this to seperate vgrad function
- dr = (float)(texture.secondary_color().red() - texture.color().red());
- dr/= (float)sf.height();
- dg = (float)(texture.secondary_color().green() - texture.color().green());
- dg/= (float)sf.height();
-
- db = (float)(texture.secondary_color().blue() - texture.color().blue());
- db/= (float)sf.height();
-
- for (y = 0; y < h; ++y) {
- r = texture.color().red() + (int)(dr * y);
- g = texture.color().green() + (int)(dg * y);
- b = texture.color().blue() + (int)(db * y);
- current = (r << 16)
- + (g << 8)
- + b;
- for (x = 0; x < w; ++x, dp ++)
- *dp = current;
+ switch (texture.gradient()) {
+ case RenderTexture::Vertical:
+ verticalGradient(sf, texture, data);
+ break;
+ case RenderTexture::Diagonal:
+ diagonalGradient(sf, texture, data);
+ break;
+ case RenderTexture::CrossDiagonal:
+ crossDiagonalGradient(sf, texture, data);
+ break;
+ default:
+ printf("unhandled gradient\n");
}
-//XXX: end of vgrad
if (texture.relief() == RenderTexture::Flat && texture.border()) {
r = texture.borderColor().red();
g = texture.borderColor().green();
b = texture.borderColor().blue();
- current = (r << 16)
- + (g << 8)
- + b;
+ current = (r << default_red_shift)
+ + (g << default_green_shift)
+ + (b << default_blue_shift);
for (off = 0, x = 0; x < w; ++x, off++) {
*(data + off) = current;
*(data + off + ((h-1) * w)) = current;
if (texture.relief() != RenderTexture::Flat) {
if (texture.bevel() == RenderTexture::Bevel1) {
- for (off = 0, x = 0; x < w; ++x, off++)
+ for (off = 1, x = 1; x < w - 1; ++x, off++)
highlight(data + off,
- data + off + (h-1) * w,
- texture.relief()==RenderTexture::Raised);
+ data + off + (h-1) * w,
+ texture.relief()==RenderTexture::Raised);
for (off = 0, x = 0; x < h; ++x, off++)
highlight(data + off * w,
- data + off * w + w - 1,
- texture.relief()==RenderTexture::Raised);
+ data + off * w + w - 1,
+ texture.relief()==RenderTexture::Raised);
}
if (texture.bevel() == RenderTexture::Bevel2) {
- for (off = 1, x = 1; x < w - 1; ++x, off++)
+ for (off = 2, x = 2; x < w - 2; ++x, off++)
highlight(data + off + w,
- data + off + (h-2) * w,
- texture.relief()==RenderTexture::Raised);
+ data + off + (h-2) * w,
+ texture.relief()==RenderTexture::Raised);
for (off = 1, x = 1; x < h-1; ++x, off++)
highlight(data + off * w + 1,
data + off * w + w - 2,
}
}
-//XXX: any dithering should be done now
+ reduceDepth(im, data);
+
im->data = (char*) data;
sf.setPixmap(im);
XDestroyImage(im);
}
+void TrueRenderControl::verticalGradient(Surface &sf,
+ const RenderTexture &texture,
+ pixel32 *data) const
+{
+ pixel32 current;
+ float dr, dg, db;
+ unsigned int r,g,b;
+ int w = sf.size().width(), h = sf.size().height();
+
+ dr = (float)(texture.secondary_color().red() - texture.color().red());
+ dr/= (float)h;
+
+ dg = (float)(texture.secondary_color().green() - texture.color().green());
+ dg/= (float)h;
+
+ db = (float)(texture.secondary_color().blue() - texture.color().blue());
+ db/= (float)h;
+
+ for (int y = 0; y < h; ++y) {
+ r = texture.color().red() + (int)(dr * y);
+ g = texture.color().green() + (int)(dg * y);
+ b = texture.color().blue() + (int)(db * y);
+ current = (r << default_red_shift)
+ + (g << default_green_shift)
+ + (b << default_blue_shift);
+ for (int x = 0; x < w; ++x, ++data)
+ *data = current;
+ }
+}
+
+void TrueRenderControl::diagonalGradient(Surface &sf,
+ const RenderTexture &texture,
+ pixel32 *data) const
+{
+ pixel32 current;
+ float drx, dgx, dbx, dry, dgy, dby;
+ unsigned int r,g,b;
+ int w = sf.size().width(), h = sf.size().height();
+
+ for (int y = 0; y < h; ++y) {
+ drx = (float)(texture.secondary_color().red() - texture.color().red());
+ dry = drx/(float)h;
+ drx/= (float)w;
+
+ dgx = (float)(texture.secondary_color().green() - texture.color().green());
+ dgy = dgx/(float)h;
+ dgx/= (float)w;
+
+ dbx = (float)(texture.secondary_color().blue() - texture.color().blue());
+ dby = dbx/(float)h;
+ dbx/= (float)w;
+ for (int x = 0; x < w; ++x, ++data) {
+ r = texture.color().red() + ((int)(drx * x) + (int)(dry * y))/2;
+ g = texture.color().green() + ((int)(dgx * x) + (int)(dgy * y))/2;
+ b = texture.color().blue() + ((int)(dbx * x) + (int)(dby * y))/2;
+ current = (r << default_red_shift)
+ + (g << default_green_shift)
+ + (b << default_blue_shift);
+ *data = current;
+ }
+ }
+}
+
+void TrueRenderControl::crossDiagonalGradient(Surface &sf,
+ const RenderTexture &texture,
+ pixel32 *data) const
+{
+ pixel32 current;
+ float drx, dgx, dbx, dry, dgy, dby;
+ unsigned int r,g,b;
+ int w = sf.size().width(), h = sf.size().height();
+
+ for (int y = 0; y < h; ++y) {
+ drx = (float)(texture.secondary_color().red() - texture.color().red());
+ dry = drx/(float)h;
+ drx/= (float)w;
+
+ dgx = (float)(texture.secondary_color().green() - texture.color().green());
+ dgy = dgx/(float)h;
+ dgx/= (float)w;
+
+ dbx = (float)(texture.secondary_color().blue() - texture.color().blue());
+ dby = dbx/(float)h;
+ dbx/= (float)w;
+ for (int x = w; x > 0; --x, ++data) {
+ r = texture.color().red() + ((int)(drx * (x-1)) + (int)(dry * y))/2;
+ g = texture.color().green() + ((int)(dgx * (x-1)) + (int)(dgy * y))/2;
+ b = texture.color().blue() + ((int)(dbx * (x-1)) + (int)(dby * y))/2;
+ current = (r << default_red_shift)
+ + (g << default_green_shift)
+ + (b << default_blue_shift);
+ *data = current;
+ }
+ }
+}
+
+void TrueRenderControl::reduceDepth(XImage *im, pixel32 *data) const
+{
+// since pixel32 is the largest possible pixel size, we can share the array
+ int r, g, b;
+ int x,y;
+ pixel16 *p = (pixel16*) data;
+ switch (im->bits_per_pixel) {
+ case 32:
+ if ((_red_offset != default_red_shift) ||
+ (_blue_offset != default_blue_shift) ||
+ (_green_offset != default_green_shift)) {
+ printf("cross endian conversion\n");
+ for (y = 0; y < im->height; y++) {
+ for (x = 0; x < im->width; x++) {
+ r = (data[x] >> default_red_shift) & 0xFF;
+ g = (data[x] >> default_green_shift) & 0xFF;
+ b = (data[x] >> default_blue_shift) & 0xFF;
+ data[x] = (r << _red_offset) + (g << _green_offset) +
+ (b << _blue_offset);
+ }
+ data += im->width;
+ }
+ }
+ return;
+ case 16:
+ for (y = 0; y < im->height; y++) {
+ for (x = 0; x < im->width; x++) {
+ r = (data[x] >> default_red_shift) & 0xFF;
+ r = r >> _red_shift;
+ g = (data[x] >> default_green_shift) & 0xFF;
+ g = g >> _green_shift;
+ b = (data[x] >> default_blue_shift) & 0xFF;
+ b = b >> _blue_shift;
+ p[x] = (r << _red_offset) + (g << _green_offset) + (b << _blue_offset);
+ }
+ data += im->width;
+ p += im->bytes_per_line/2;
+ }
+ break;
+ default:
+ printf("your bit depth is currently unhandled\n");
+ }
+}
+
void TrueRenderControl::highlight(pixel32 *x, pixel32 *y, bool raised) const
{
int r, g, b;
up = y;
down = x;
}
- r = (*up >> 16) & 0xFF;
+ r = (*up >> default_red_shift) & 0xFF;
r += r >> 1;
- g = (*up >> 8) & 0xFF;
+ g = (*up >> default_green_shift) & 0xFF;
g += g >> 1;
- b = *up & 0xFF;
+ b = (*up >> default_blue_shift) & 0xFF;
b += b >> 1;
if (r > 255) r = 255;
- if (g > 255) r = 255;
- if (b > 255) r = 255;
- *up = (r << 16) + (g << 8) + b;
+ if (g > 255) g = 255;
+ if (b > 255) b = 255;
+ *up = (r << default_red_shift) + (g << default_green_shift)
+ + (b << default_blue_shift);
- r = (*down >> 16) & 0xFF;
+ r = (*down >> default_red_shift) & 0xFF;
r = (r >> 1) + (r >> 2);
- g = (*down >> 8) & 0xFF;
+ g = (*down >> default_green_shift) & 0xFF;
g = (g >> 1) + (g >> 2);
- b = *down & 0xFF;
+ b = (*down >> default_blue_shift) & 0xFF;
b = (b >> 1) + (b >> 2);
- *down = (r << 16) + (g << 8) + b;
+ *down = (r << default_red_shift) + (g << default_green_shift)
+ + (b << default_blue_shift);
}
+
void TrueRenderControl::drawBackground(Surface& sf,
const RenderTexture &texture) const
{
assert(_screen == sf._screen);
assert(_screen == texture.color().screen());
- if (texture.gradient() == RenderTexture::Solid) {
+ if (texture.gradient() == RenderTexture::Solid)
drawSolidBackground(sf, texture);
- } else {
+ else
drawGradientBackground(sf, texture);
- }
}
}