2018-04-22 15:55:55 +00:00
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#include "LineDrawer.h"
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#include "cl_dll/hud.h"
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#include "cl_dll/cl_util.h"
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int vguiRound(float inFloat)
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{
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return (int)(inFloat + .5f);
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}
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int vguiAbs(int inNum)
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{
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return (inNum > -inNum ? inNum : -inNum);
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}
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void vguiSimpleLine(int x0, int y0, int x1, int y1, int r, int g, int b, int a)
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{
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//public void lineImproved(int x0, int y0, int x1, int y1, Color color)
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//{
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//int pix = color.getRGB();
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int dx = x1 - x0;
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int dy = y1 - y0;
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//raster.setPixel(pix, x0, y0);
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FillRGBA(x0, y0, 1, 1, r, g, b, a);
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//if (Math.abs(dx) > Math.abs(dy)) { // slope < 1
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if(vguiAbs(dx) > vguiAbs(dy))
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{
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float m = (float) dy / (float) dx; // compute slope
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float b = y0 - m*x0;
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dx = (dx < 0) ? -1 : 1;
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while (x0 != x1)
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{
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x0 += dx;
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//raster.setPixel(pix, x0, Math.round(m*x0 + b));
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FillRGBA(x0, vguiRound(m*x0 + b), 1, 1, r, g, b, a);
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}
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} else
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if (dy != 0)
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{ // slope >= 1
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float m = (float) dx / (float) dy; // compute slope
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float b = x0 - m*y0;
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dy = (dy < 0) ? -1 : 1;
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while (y0 != y1)
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{
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y0 += dy;
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//raster.setPixel(pix, Math.round(m*y0 + b), y0);
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FillRGBA(vguiRound(m*y0 + b), y0, 1, 1, r, g, b, a);
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}
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}
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//}
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}
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void vguiSimpleBox(int x0, int y0, int x1, int y1, int r, int g, int b, int a)
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{
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// Draw lines around edges of box, don't duplicate corner pixels though, looks weird where additive
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// Top
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vguiSimpleLine(x0, y0, x1, y0, r, g, b, a);
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// Left
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vguiSimpleLine(x0, y0+1, x0, y1, r, g, b, a);
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// Right
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vguiSimpleLine(x1, y0+1, x1, y1, r, g, b, a);
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// Bottom
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vguiSimpleLine(x0+1, y1, x1, y1, r, g, b, a);
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}
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//int trunc(float inX)
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//{
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// return 0;
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// //return integer part of x
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//}
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//
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//float frac(float inX)
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//{
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// return 0.0f;
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// //return fractional part of x
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//}
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//
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//float invfrac(inX)
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//{
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// return 0.0f;
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// //return 1 - (fractional part of x)
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//}
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//
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//
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//void vguiWuLine(int x1, int y1, int x2, int y2)
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//{
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//
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// variable declerations:
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// int variables:
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// grad, xd, yd, length,xm,ym
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// xgap, ygap, xend, yend, xf, yf
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// brigheness1, brigheness2
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//
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// integer variables:
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// x, y, ix1, ix2, iy1, iy2
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//
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// byte variables:
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// c1,c2
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//
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// code starts here:
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//
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// Width and Height of the line
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// xd = (x2-x1)
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// yd = (y2-y1)
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//
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//
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// if abs(xd) > abs(yd) then check line gradient
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// horizontal(ish) lines
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//
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//
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// if x1 > x2 then if line is back to front
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// swap x1 and x2 then swap it round
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// swap y1 and y2
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// xd = (x2-x1) and recalc xd & yd
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// yd = (y2-y1)
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// end if
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//
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// grad = yd/xd gradient of the line
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//
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//
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// End Point 1
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// -----------
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//
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// xend = trunc(x1+.5) find nearest integer X-coordinate
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// yend = y1 + grad*(xend-x1) and corresponding Y value
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//
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// xgap = invfrac(x1+.5) distance i
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//
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// ix1 = int(xend) calc screen coordinates
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// iy1 = int(yend)
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//
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// brightness1 = invfrac(yend) * xgap calc the intensity of the other
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// brightness2 = frac(yend) * xgap end point pixel pair.
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//
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// c1 = byte(brightness1 * MaxPixelValue) calc pixel values
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// c2 = byte(brightness2 * MaxPixelValue)
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//
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// DrawPixel(ix1,iy1), c1 draw the pair of pixels
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// DrawPixel(ix1,iy1+1), c2
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//
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// yf = yend+grad calc first Y-intersection for
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// main loop
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//
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// End Point 2
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// -----------
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//
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// xend = trunc(x2+.5) find nearest integer X-coordinate
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// yend = y2 + grad*(xend-x2) and corresponding Y value
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//
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// xgap = invfrac(x2-.5) distance i
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//
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// ix2 = int(xend) calc screen coordinates
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// iy2 = int(yend)
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//
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// brightness1 = invfrac(yend) * xgap calc the intensity of the first
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// brightness2 = frac(yend) * xgap end point pixel pair.
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//
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// c1 = byte(brightness1 * MaxPixelValue) calc pixel values
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// c2 = byte(brightness2 * MaxPixelValue)
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//
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// DrawPixel(ix2,iy2), c1 draw the pair of pixels
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// DrawPixel(ix2,iy2+1), c2
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//
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//
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//
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// MAIN LOOP
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// ---------
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//
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// Loop x from (ix1+1) to (ix2-1) main loop
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//
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// brightness1 = invfrac(yf) calc pixel brightnesses
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// brightness2 = frac(yf)
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//
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// c1 = byte(brightness1 * MaxPixelValue) calc pixel values
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// c2 = byte(brightness2 * MaxPixelValue)
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//
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// DrawPixel(x,int(yf)), c1 draw the pair of pixels
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// DrawPixel(x,int(yf)+1), c2
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//
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// yf = yf + grad update the y-coordinate
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//
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// end of x loop end of loop
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//
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// else
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// vertical(ish) lines
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//
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// handle the vertical(ish) lines in the
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// same way as the horizontal(ish) ones
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// but swap the roles of X and Y
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// end if
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//// end of procedure
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//}
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//void vguiDrawLine(int x0, int y0, int x1, int y1, vgui::Color inDrawColor) {
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// int dx, dy, temp;
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//
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// // First clip input points to ICanvas
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// if(x0 < 0) {
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// x0 = 0;
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// }
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// if(x1 < 0) {
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// x1 = 0;
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// }
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// if(x0 >= width) {
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// x0 = width - 1;
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// }
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// if(x1 >= width) {
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// x1 = width - 1;
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// }
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// if(y0 < 0) {
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// y0 = 0;
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// }
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// if(y1 < 0) {
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// y1 = 0;
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// }
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// if(y0 >= height) {
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// y0 = height - 1;
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// }
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// if(y1 >= height) {
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// y1 = height - 1;
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// }
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//
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// dx = x1-x0;
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// dy = y1-y0;
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//
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// if(y0 == y1) { // Special case horizontal lines!
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// if(dx < 0) {
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// dx = -dx; // Change to dx = -dx;
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// x0 = x1;
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// }
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// // Call asm_drawHorizontalLine
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// drawHorizontalLine(x0, y0, dx, inDrawColor);
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// return;
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// }
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//
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// if(x0 == x1) {
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// if(dy < 0) {
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// dy = -dy;
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// y0 = y1;
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// }
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// // Call asm_drawVerticalLine
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// drawVerticalLine(x0, y0, dy, inDrawColor);
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// return;
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// }
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//
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// bufferDest = (unsigned long)(buffer + y0*width + x0);
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// if(fabs(dx) > fabs(dy)) {
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// // We're going to call octant0
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// oldYFract = (float)((float)(y1 - y0)/(float)fabs(x1 - x0));
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// bufferWidth = width;
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// if(oldYFract < 0) {
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// oldYFract = -oldYFract; // Probably not needed cause sign bit shifted out
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// bufferWidth = -width;
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// }
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// oldYFract++;
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// if(x0 < x1) {
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// drawDirection = 1;
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// } else {
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// drawDirection = -1;
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// }
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// if(fabs(dx) != 0) {
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// octant0(fabs(dx));
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// }
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// } else {
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// // We're going to call octant1
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// oldXFract = (float)((float)(x1 - x0)/(float)fabs((y1 - y0)));
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// oldXFract++;
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// drawDirection = 1;
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// if(oldXFract < 0) {
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// oldXFract = -oldXFract;
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// drawDirection = -1;
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// }
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// if(y0 < y1) {
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// bufferWidth = width;
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// } else {
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// bufferWidth = -width;
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// }
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// if(fabs(dy) != 0) {
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// octant1(fabs(dy));
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// }
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// }
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//}
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//void vguiOctant0(int inBufferDest, int inDeltaX, vgui::Color inDrawColor)
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//{
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// asm_octant0_ PROC NEAR
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// ; Set up destination
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// mov edi,[_bufferDest]
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// mov bl,[_drawColor]
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//
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// ; Set up fractional error
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// mov eax,[_oldYFract]
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// shl eax,9
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// xor ax,ax
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// mov [_yFract],eax
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//; xor eax,eax
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// xor edx,edx
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//
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//NOTDONEOCTANT0:
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// mov [edi],bl
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// ;inc edi
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// add edi,[_drawDirection]
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//
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// ; Now just figure out whether we go to the next line or not
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// add edx,[_yFract]
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// jnc DONTADDOCTANT0
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// add edi,[_bufferWidth]
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//DONTADDOCTANT0:
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// sub ecx,1
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// jnz NOTDONEOCTANT0
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// ret
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2005-03-09 01:31:56 +00:00
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//}
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