New implementation of GdiGradientFill using integer math.

This commit is contained in:
Arjen Nienhuis 2003-06-07 00:38:31 +00:00 committed by Alexandre Julliard
parent 0d0a4075bd
commit e2607505db

View File

@ -1072,196 +1072,126 @@ POINT *GDI_Bezier( const POINT *Points, INT count, INT *nPtsOut )
BOOL WINAPI GdiGradientFill( HDC hdc, TRIVERTEX *vert_array, ULONG nvert, BOOL WINAPI GdiGradientFill( HDC hdc, TRIVERTEX *vert_array, ULONG nvert,
void * grad_array, ULONG ngrad, ULONG mode ) void * grad_array, ULONG ngrad, ULONG mode )
{ {
int i,j,y,x,t; int i;
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); TRACE("vert_array:0x%08lx nvert:%ld grad_array:0x%08lx ngrad:%ld\n",
(long)vert_array, nvert, (long)grad_array, ngrad);
switch(mode) { switch(mode)
case GRADIENT_FILL_RECT_H: {
for(i=0;i<ngrad;i++) { case GRADIENT_FILL_RECT_H:
rect = (GRADIENT_RECT*)((long)grad_array+i*sizeof(GRADIENT_RECT)); for(i = 0; i < ngrad; i++)
y = vert_array[rect->UpperLeft].y; {
/* Precompute some stuffs to speed up a little bit */ GRADIENT_RECT *rect = ((GRADIENT_RECT *)grad_array) + i;
ired = (double)(vert_array[rect->LowerRight].Red - vert_array[rect->UpperLeft].Red) / (double)(vert_array[rect->LowerRight].x - vert_array[rect->UpperLeft].x); TRIVERTEX *v1 = vert_array + rect->UpperLeft;
igreen = (double)(vert_array[rect->LowerRight].Green - vert_array[rect->UpperLeft].Green) / (double)(vert_array[rect->LowerRight].x - vert_array[rect->UpperLeft].x); TRIVERTEX *v2 = vert_array + rect->LowerRight;
iblue = (double)(vert_array[rect->LowerRight].Blue - vert_array[rect->UpperLeft].Blue) / (double)(vert_array[rect->LowerRight].x - vert_array[rect->UpperLeft].x); int y1 = v1->y < v2->y ? v1->y : v2->y;
red = vert_array[rect->UpperLeft].Red; int y2 = v2->y > v1->y ? v2->y : v1->y;
green = vert_array[rect->UpperLeft].Green; int x, y, dx;
blue = vert_array[rect->UpperLeft].Blue; if (v1->x > v2->x)
/* Draw the first line */ {
for (j=vert_array[rect->UpperLeft].x; j<=vert_array[rect->LowerRight].x; j++) { TRIVERTEX *t = v2;
SetPixel(hdc,j,y,RGB(((int)red)>>8,((int)green)>>8,((int)blue)>>8)); v2 = v1;
red += ired; v1 = t;
green += igreen; }
blue += iblue; dx = v2->x - v1->x;
} for (x = 0; x < dx; x++)
/* Extends to the correct size */ {
StretchBlt(hdc,vert_array[rect->UpperLeft].x, y+1,(vert_array[rect->LowerRight].x - vert_array[rect->UpperLeft].x), (vert_array[rect->LowerRight].y - y - 1), for (y = y1; y < y2; y++)
hdc,vert_array[rect->UpperLeft].x, y , (vert_array[rect->LowerRight].x - vert_array[rect->UpperLeft].x), 1, SRCCOPY); SetPixel (hdc, x + v1->x, y, RGB(
} (v1->Red * (dx - x) + v2->Red * x) / dx >> 8,
break; (v1->Green * (dx - x) + v2->Green * x) / dx >> 8,
case GRADIENT_FILL_RECT_V: (v1->Blue * (dx - x) + v2->Blue * x) / dx >> 8));
for(i=0;i<ngrad;i++) { }
rect = (GRADIENT_RECT*)((long)grad_array+i*sizeof(GRADIENT_RECT)); }
x = vert_array[rect->UpperLeft].x; break;
/* Precompute some stuffs to speed up a little bit */ case GRADIENT_FILL_RECT_V:
ired = (double)(vert_array[rect->LowerRight].Red - vert_array[rect->UpperLeft].Red) / (double)(vert_array[rect->LowerRight].y - vert_array[rect->UpperLeft].y); for(i = 0; i < ngrad; i++)
igreen = (double)(vert_array[rect->LowerRight].Green - vert_array[rect->UpperLeft].Green) / (double)(vert_array[rect->LowerRight].y - vert_array[rect->UpperLeft].y); {
iblue = (double)(vert_array[rect->LowerRight].Blue - vert_array[rect->UpperLeft].Blue) / (double)(vert_array[rect->LowerRight].y - vert_array[rect->UpperLeft].y); GRADIENT_RECT *rect = ((GRADIENT_RECT *)grad_array) + i;
red = vert_array[rect->UpperLeft].Red; TRIVERTEX *v1 = vert_array + rect->UpperLeft;
green = vert_array[rect->UpperLeft].Green; TRIVERTEX *v2 = vert_array + rect->LowerRight;
blue = vert_array[rect->UpperLeft].Blue; int x1 = v1->x < v2->x ? v1->x : v2->x;
/* Draw the first line */ int x2 = v2->x > v1->x ? v2->x : v1->x;
for (j=vert_array[rect->UpperLeft].y; j<=vert_array[rect->LowerRight].y; j++) { int x, y, dy;
SetPixel(hdc,x,j,RGB(((int)red)>>8,((int)green)>>8,((int)blue)>>8)); if (v1->y > v2->y)
red += ired; {
green += igreen; TRIVERTEX *t = v2;
blue += iblue; v2 = v1;
} v1 = t;
/* Extends to the correct size */ }
StretchBlt(hdc,x+1,vert_array[rect->UpperLeft].y, dy = v2->y - v1->y;
(vert_array[rect->LowerRight].x - vert_array[rect->UpperLeft].x) - 1, (vert_array[rect->LowerRight].y - vert_array[rect->UpperLeft].y), for (y = 0; y < dy; y++)
hdc, x, vert_array[rect->UpperLeft].y, 1, (vert_array[rect->LowerRight].y - vert_array[rect->UpperLeft].y), SRCCOPY); {
} for (x = x1; x < x2; x++)
break; SetPixel (hdc, x, y + v1->y, RGB(
case GRADIENT_FILL_TRIANGLE: (v1->Red * (dy - y) + v2->Red * y) / dy >> 8,
/* (v1->Green * (dy - y) + v2->Green * y) / dy >> 8,
* Based on gouraud shading (v1->Blue * (dy - y) + v2->Blue * y) / dy >> 8));
* Do it for each triangle }
*/ }
for(i=0;i<ngrad;i++) { break;
triangle = (GRADIENT_TRIANGLE*)((long)grad_array+i*sizeof(GRADIENT_TRIANGLE)); case GRADIENT_FILL_TRIANGLE:
/* Sort the points */ for (i = 0; i < ngrad; i++)
if (vert_array[triangle->Vertex1].y>vert_array[triangle->Vertex2].y) { {
/* swap 1 and 2 */ GRADIENT_TRIANGLE *tri = ((GRADIENT_TRIANGLE *)grad_array) + i;
t = triangle->Vertex2; TRIVERTEX *v1 = vert_array + tri->Vertex1;
triangle->Vertex2 = triangle->Vertex1; TRIVERTEX *v2 = vert_array + tri->Vertex2;
triangle->Vertex1 = t; TRIVERTEX *v3 = vert_array + tri->Vertex3;
} int y, dy;
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) { if (v1->y > v2->y)
dx2 = (double)(vert_array[triangle->Vertex3].x - vert_array[triangle->Vertex1].x) / (double)(vert_array[triangle->Vertex3].y - vert_array[triangle->Vertex1].y ); { TRIVERTEX *t = v1; v1 = v2; v2 = t; }
dr2 = (double)(vert_array[triangle->Vertex3].Red - vert_array[triangle->Vertex1].Red) / (double)(vert_array[triangle->Vertex3].y - vert_array[triangle->Vertex1].y ); if (v2->y > v3->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 ); TRIVERTEX *t = v2; v2 = v3; v3 = t;
} else if (v1->y > v2->y)
dx2=dr2=dg2=db2=0; { t = v1; v1 = v2; v2 = t; }
}
/* v1->y <= v2->y <= v3->y */
if (vert_array[triangle->Vertex3].y>vert_array[triangle->Vertex2].y) { dy = v3->y - v1->y;
dx3 = (double)(vert_array[triangle->Vertex3].x - vert_array[triangle->Vertex2].x) / (double)(vert_array[triangle->Vertex3].y - vert_array[triangle->Vertex2].y ); for (y = 0; y < dy; 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 ); /* v1->y <= y < v3->y */
db3 = (double)(vert_array[triangle->Vertex3].Blue - vert_array[triangle->Vertex2].Blue) / (double)(vert_array[triangle->Vertex3].y - vert_array[triangle->Vertex2].y ); TRIVERTEX *v = y < (v2->y - v1->y) ? v1 : v3;
} else /* (v->y <= y < v2->y) || (v2->y <= y < v->y) */
dx3=dr3=dg3=db3=0; int dy2 = v2->y - v->y;
int y2 = y + v1->y - v->y;
/* backup the topmost point */ int x1 = (v3->x * y + v1->x * (dy - y )) / dy;
sx=vert_array[triangle->Vertex1].x;sy=vert_array[triangle->Vertex1].y; int x2 = (v2->x * y2 + v-> x * (dy2 - y2)) / dy2;
sr=vert_array[triangle->Vertex1].Red;sg=vert_array[triangle->Vertex1].Green;sb=vert_array[triangle->Vertex1].Blue; int r1 = (v3->Red * y + v1->Red * (dy - y )) / dy;
ex=sx;ey=sy;er=sr;eg=sg;eb=sb; int r2 = (v2->Red * y2 + v-> Red * (dy2 - y2)) / dy2;
int g1 = (v3->Green * y + v1->Green * (dy - y )) / dy;
int g2 = (v2->Green * y2 + v-> Green * (dy2 - y2)) / dy2;
int b1 = (v3->Blue * y + v1->Blue * (dy - y )) / dy;
int b2 = (v2->Blue * y2 + v-> Blue * (dy2 - y2)) / dy2;
if (dx1 > dx2) { int x;
for (;sy<vert_array[triangle->Vertex2].y;sy++,ey++) { if (x1 < x2)
if ((ex-sx)>0) { {
ired = (double)(er - sr) / (double)(ex - sx); int dx = x2 - x1;
igreen = (double)(eg - sg) / (double)(ex - sx); for (x = 0; x < dx; x++)
iblue = (double)(eb - sb) / (double)(ex - sx); SetPixel (hdc, x + x1, y + v1->y, RGB(
} else (r1 * (dx - x) + r2 * x) / dx >> 8,
ired=igreen=iblue=0; (g1 * (dx - x) + g2 * x) / dx >> 8,
px=sx;py=sy;pr=sr;pg=sg;pb=sb; (b1 * (dx - x) + b2 * x) / dx >> 8));
for(;px<ex;px++) { }
SetPixel(hdc,px,py,RGB((int)pr>>8,(int)pg>>8,(int)pb>>8)); else
pr += ired; pg += igreen; pb += iblue; {
} int dx = x1 - x2;
sx+=dx2;sr+=dr2;sg+=dg2;sb+=db2; for (x = 0; x < dx; x++)
ex+=dx1;er+=dr1;eg+=dg1;eb+=db1; SetPixel (hdc, x + x2, y + v1->y, RGB(
} (r2 * (dx - x) + r1 * x) / dx >> 8,
ex=vert_array[triangle->Vertex2].x;ey=vert_array[triangle->Vertex2].y; (g2 * (dx - x) + g1 * x) / dx >> 8,
er=vert_array[triangle->Vertex2].Red;eg=vert_array[triangle->Vertex2].Green;eb=vert_array[triangle->Vertex2].Blue; (b2 * (dx - x) + b1 * x) / dx >> 8));
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); break;
iblue = (double)(eb - sb) / (double)(ex - sx); default:
} else return FALSE;
ired=igreen=iblue=0;
px=sx;py=sy;pr=sr;pg=sg;pb=sb;
for(;px<ex;px++) {
SetPixel(hdc,px,py,RGB((int)pr>>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 (;sy<vert_array[triangle->Vertex2].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<ex;px++) {
SetPixel(hdc,px,py,RGB((int)pr>>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<sx;px++) {
SetPixel(hdc,px,py,RGB((int)pr>>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;
} }
return TRUE; return TRUE;