From a7ac73d61818b1843dbc5e535a8ce5df4645f17a Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Maxime=20Belleng=C3=A9?= Date: Fri, 11 Apr 2003 00:37:17 +0000 Subject: [PATCH] Added the GRADIENT_FILL_TRIANGLE case in GdiGradientFill. --- graphics/painting.c | 135 +++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 133 insertions(+), 2 deletions(-) diff --git a/graphics/painting.c b/graphics/painting.c index a306fe889f7..823c0637aa2 100644 --- a/graphics/painting.c +++ b/graphics/painting.c @@ -1072,10 +1072,18 @@ POINT *GDI_Bezier( const POINT *Points, INT count, INT *nPtsOut ) BOOL WINAPI GdiGradientFill( HDC hdc, TRIVERTEX *vert_array, ULONG nvert, void * grad_array, ULONG ngrad, ULONG mode ) { - int i,j,y,x; + int i,j,y,x,t; GRADIENT_RECT *rect; + GRADIENT_TRIANGLE *triangle; double ired,igreen,iblue; double red, green,blue; + double dx1,dx2,dx3; + double dr1,dr2,dr3; + double dg1,dg2,dg3; + double db1,db2,db3; + double sx,sy,sr,sg,sb; + double ex,ey,er,eb,eg; + double px,py,pr,pb,pg; TRACE("vert_array:0x%08lx nvert:%ld grad_array:0x%08lx ngrad:%ld\n",(long)vert_array,nvert,(long)grad_array,ngrad); @@ -1128,7 +1136,130 @@ BOOL WINAPI GdiGradientFill( HDC hdc, TRIVERTEX *vert_array, ULONG nvert, } break; case GRADIENT_FILL_TRIANGLE: - FIXME("GRADIENT_FILL_TRIANGLE stub\n"); + /* + * Based on gouraud shading + * Do it for each triangle + */ + for(i=0;iVertex1].y>vert_array[triangle->Vertex2].y) { + /* swap 1 and 2 */ + t = triangle->Vertex2; + triangle->Vertex2 = triangle->Vertex1; + triangle->Vertex1 = t; + } + if (vert_array[triangle->Vertex2].y>vert_array[triangle->Vertex3].y) { + /* swap 2 and 3 */ + t = triangle->Vertex3; + triangle->Vertex3 = triangle->Vertex2; + triangle->Vertex2 = t; + } + if (vert_array[triangle->Vertex1].y>vert_array[triangle->Vertex2].y) { + /* swap 1 and 2 */ + t = triangle->Vertex2; + triangle->Vertex2 = triangle->Vertex1; + triangle->Vertex1 = t; + } + /* precompute some interpolation stuffs */ + if (vert_array[triangle->Vertex2].y>vert_array[triangle->Vertex1].y) { + dx1 = (double)(vert_array[triangle->Vertex2].x - vert_array[triangle->Vertex1].x) / (double)(vert_array[triangle->Vertex2].y - vert_array[triangle->Vertex1].y ); + dr1 = (double)(vert_array[triangle->Vertex2].Red - vert_array[triangle->Vertex1].Red) / (double)(vert_array[triangle->Vertex2].y - vert_array[triangle->Vertex1].y ); + dg1 = (double)(vert_array[triangle->Vertex2].Green - vert_array[triangle->Vertex1].Green) / (double)(vert_array[triangle->Vertex2].y - vert_array[triangle->Vertex1].y ); + db1 = (double)(vert_array[triangle->Vertex2].Blue - vert_array[triangle->Vertex1].Blue) / (double)(vert_array[triangle->Vertex2].y - vert_array[triangle->Vertex1].y ); + } else + dx1=dr1=dg1=db1=0; + + if (vert_array[triangle->Vertex3].y>vert_array[triangle->Vertex1].y) { + dx2 = (double)(vert_array[triangle->Vertex3].x - vert_array[triangle->Vertex1].x) / (double)(vert_array[triangle->Vertex3].y - vert_array[triangle->Vertex1].y ); + dr2 = (double)(vert_array[triangle->Vertex3].Red - vert_array[triangle->Vertex1].Red) / (double)(vert_array[triangle->Vertex3].y - vert_array[triangle->Vertex1].y ); + dg2 = (double)(vert_array[triangle->Vertex3].Green - vert_array[triangle->Vertex1].Green) / (double)(vert_array[triangle->Vertex3].y - vert_array[triangle->Vertex1].y ); + db2 = (double)(vert_array[triangle->Vertex3].Blue - vert_array[triangle->Vertex1].Blue) / (double)(vert_array[triangle->Vertex3].y - vert_array[triangle->Vertex1].y ); + } else + dx2=dr2=dg2=db2=0; + + if (vert_array[triangle->Vertex3].y>vert_array[triangle->Vertex2].y) { + dx3 = (double)(vert_array[triangle->Vertex3].x - vert_array[triangle->Vertex2].x) / (double)(vert_array[triangle->Vertex3].y - vert_array[triangle->Vertex2].y ); + dr3 = (double)(vert_array[triangle->Vertex3].Red - vert_array[triangle->Vertex2].Red) / (double)(vert_array[triangle->Vertex3].y - vert_array[triangle->Vertex2].y ); + dg3 = (double)(vert_array[triangle->Vertex3].Green - vert_array[triangle->Vertex2].Green) / (double)(vert_array[triangle->Vertex3].y - vert_array[triangle->Vertex2].y ); + db3 = (double)(vert_array[triangle->Vertex3].Blue - vert_array[triangle->Vertex2].Blue) / (double)(vert_array[triangle->Vertex3].y - vert_array[triangle->Vertex2].y ); + } else + dx3=dr3=dg3=db3=0; + + /* backup the topmost point */ + sx=vert_array[triangle->Vertex1].x;sy=vert_array[triangle->Vertex1].y; + sr=vert_array[triangle->Vertex1].Red;sg=vert_array[triangle->Vertex1].Green;sb=vert_array[triangle->Vertex1].Blue; + ex=sx;ey=sy;er=sr;eg=sg;eb=sb; + + if (dx1 > dx2) { + for (;syVertex2].y;sy++,ey++) { + if ((ex-sx)>0) { + ired = (double)(er - sr) / (double)(ex - sx); + igreen = (double)(eg - sg) / (double)(ex - sx); + iblue = (double)(eb - sb) / (double)(ex - sx); + } else + ired=igreen=iblue=0; + px=sx;py=sy;pr=sr;pg=sg;pb=sb; + for(;px>8,(int)pg>>8,(int)pb>>8)); + pr += ired; pg += igreen; pb += iblue; + } + sx+=dx2;sr+=dr2;sg+=dg2;sb+=db2; + ex+=dx1;er+=dr1;eg+=dg1;eb+=db1; + } + ex=vert_array[triangle->Vertex2].x;ey=vert_array[triangle->Vertex2].y; + er=vert_array[triangle->Vertex2].Red;eg=vert_array[triangle->Vertex2].Green;eb=vert_array[triangle->Vertex2].Blue; + for (;sy<=vert_array[triangle->Vertex3].y;sy++,ey++) { + if ((ex-sx)>0) { + ired = (double)(er - sr) / (double)(ex - sx); + igreen = (double)(eg - sg) / (double)(ex - sx); + iblue = (double)(eb - sb) / (double)(ex - sx); + } else + ired=igreen=iblue=0; + px=sx;py=sy;pr=sr;pg=sg;pb=sb; + for(;px>8,(int)pg>>8,(int)pb>>8)); + pr += ired; pg += igreen; pb += iblue; + } + sx+=dx2;sr+=dr2;sg+=dg2;sb+=db2; + ex+=dx3;er+=dr3;eg+=dg3;eb+=db3; + } + } else { + for (;syVertex2].y;sy++,ey++) { + if ((ex-sx)>0) { + ired = (double)(er - sr) / (double)(ex - sx); + igreen = (double)(eg - sg) / (double)(ex - sx); + iblue = (double)(eb - sb) / (double)(ex - sx); + } else + ired=igreen=iblue=0; + px=ex;py=ey;pr=er;pg=eg;pb=eb; + for(;px>8,(int)pg>>8,(int)pb>>8)); + pr += ired; pg += igreen; pb += iblue; + } + sx+=dx1;sr+=dr1;sg+=dg1;sb+=db1; + ex+=dx2;er+=dr2;eg+=dg2;eb+=db2; + } + sx=vert_array[triangle->Vertex2].x;sy=vert_array[triangle->Vertex2].y; + sr=vert_array[triangle->Vertex2].Red;sg=vert_array[triangle->Vertex2].Green;sb=vert_array[triangle->Vertex2].Blue; + for (;sy<=vert_array[triangle->Vertex3].y;sy++,ey++) { + if ((ex-sx)<0) { + ired = (double)(er - sr) / (double)(ex - sx); + igreen = (double)(eg - sg) / (double)(ex - sx); + iblue = (double)(eb - sb) / (double)(ex - sx); + } else + ired=igreen=iblue=0; + px=ex;py=ey;pr=er;pg=eg;pb=eb; + for(;px>8,(int)pg>>8,(int)pb>>8)); + pr += ired; pg += igreen; pb += iblue; + } + sx+=dx3;sr+=dr3;sg+=dg3;sb+=db3; + ex+=dx2;er+=dr2;eg+=dg2;eb+=db2; + } + } + } + break; default: return FALSE; }