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8ab1a69972
- add GLSL postprocessing shader to world view and have it replicate the old gamma ramp - clear framebuffer between frames to fix visual bugs outside map - remove old gamma ramp code (was disabled) and remove gamma adjustments to hud elements as they're now unaffected by the shader - additional visual preset config updates
545 lines
14 KiB
C++
545 lines
14 KiB
C++
//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: UIUtil.cpp $
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// $Date: 2002/05/23 04:03:05 $
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//
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//-------------------------------------------------------------------------------
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// $Log: UIUtil.cpp,v $
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// Revision 1.8 2002/05/23 04:03:05 Flayra
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// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
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//
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//===============================================================================
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#include "ui/UIUtil.h"
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#include "ui/UITags.h"
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#include "VGUI_Label.h"
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#include "cl_dll/hud.h"
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#include "cl_dll/cl_util.h"
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void UIDrawVariableBarSpriteHoles(AVHHSPRITE inSprite, int inX, int inY, float inPercentage, float inGammaSlope, bool inTrueHolesFalseAdditive, float inSecondaryPercentage)
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{
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// Assumes that frame 0 is the empty sprite, frame 1 is full sprite
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const int kEmptyFrame = 0;
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const int kFullFrame = 1;
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int theSpriteWidth = SPR_Width(inSprite, kFullFrame);
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int theSpriteHeight = SPR_Height(inSprite, kFullFrame);
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int theColorComponent = 255/*/inGammaSlope*/;
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// Draw empty sprite
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SPR_Set(inSprite, theColorComponent, theColorComponent, theColorComponent);
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if(inTrueHolesFalseAdditive)
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{
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SPR_DrawHoles(kEmptyFrame, inX, inY, NULL);
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}
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else
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{
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SPR_DrawAdditive(kEmptyFrame, inX, inY, NULL);
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}
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// Draw secondary level if specified, at half brightness
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int theFilledHeight = theSpriteHeight*inPercentage;
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if(inSecondaryPercentage != -1)
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{
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theFilledHeight = theSpriteHeight*inSecondaryPercentage;
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int theSecondaryColorComponent = .5f*theColorComponent;
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SPR_EnableScissor(inX, inY + (theSpriteHeight - theFilledHeight), theSpriteWidth, theFilledHeight);
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SPR_Set(inSprite, theSecondaryColorComponent, theSecondaryColorComponent, theSecondaryColorComponent);
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if(inTrueHolesFalseAdditive)
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{
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SPR_DrawHoles(kFullFrame, inX, inY, NULL);
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}
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else
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{
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SPR_DrawAdditive(kFullFrame, inX, inY, NULL);
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}
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SPR_DisableScissor();
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}
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theFilledHeight = theSpriteHeight*inPercentage;
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// Draw partially full sprite
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// Enable scissor so it's not all drawn
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SPR_EnableScissor(inX, inY + (theSpriteHeight - theFilledHeight), theSpriteWidth, theFilledHeight);
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SPR_Set(inSprite, theColorComponent, theColorComponent, theColorComponent);
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if(inTrueHolesFalseAdditive)
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{
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SPR_DrawHoles(kFullFrame, inX, inY, NULL);
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}
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else
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{
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SPR_DrawAdditive(kFullFrame, inX, inY, NULL);
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}
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SPR_DisableScissor();
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}
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void UIGetPosition(const TRDescription& inDesc, float& outXPos, float& outYPos, int& outWidth, int& outHeight)
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{
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outXPos = UIDefaultXPos;
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outYPos = UIDefaultYPos;
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outWidth = UIDefaultWidth;
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outHeight = UIDefaultHeight;
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// Get normalized xpos if specified. Don't care if they aren't specified, it will just fail and not change the default.
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inDesc.GetTagValue(UITagXPos, outXPos);
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inDesc.GetTagValue(UITagYPos, outYPos);
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inDesc.GetTagValue(UITagWidth, outWidth);
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inDesc.GetTagValue(UITagHeight, outHeight);
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}
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void UIStringToAlignment(const string& inString, int outAlignment)
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{
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if(inString == "northwest")
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{
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outAlignment = vgui::Label::a_northwest;
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}
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else if(inString == "north")
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{
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outAlignment = vgui::Label::a_north;
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}
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else if(inString == "northeast")
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{
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outAlignment = vgui::Label::a_northeast;
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}
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else if(inString == "west")
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{
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outAlignment = vgui::Label::a_west;
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}
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else if(inString == "center")
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{
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outAlignment = vgui::Label::a_center;
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}
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else if(inString == "east")
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{
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outAlignment = vgui::Label::a_east;
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}
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else if(inString == "southwest")
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{
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outAlignment = vgui::Label::a_southwest;
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}
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else if(inString == "south")
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{
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outAlignment = vgui::Label::a_southeast;
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}
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else
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{
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// Default is centered
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outAlignment = UIDefaultAlignment;
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}
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}
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void UIStringToColor(const string& inString, vgui::Color& outColor)
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{
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// Set default rgba in case the string is totally bogus (default is opaque white)
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int r = 255;
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int g = 255;
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int b = 255;
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int a = 255;
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int theColor = 0;
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// Get rgba values from inString
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if(sscanf(inString.c_str(), "%x", &theColor) == 1)
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{
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r = (theColor >> 24) & 0xFF;
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g = (theColor >> 16) & 0xFF;
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b = (theColor >> 8) & 0xFF;
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a = (theColor >> 0) & 0xFF;
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}
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// Set it to the read in values or the default if we couldn't read it
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outColor.setColor(r, g, b, a);
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}
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char UIKeyCodeToChar(vgui::KeyCode inKeyCode)
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{
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static char theLookup[57] = {
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'0', '1', '2', '3', '4', '5', '6', '7', '8', '9',
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'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z',
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'0', '1', '2', '3', '4', '5', '6', '7', '8', '9',
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'\\', '*', '-', '+',
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'\n', '.', '[', ']',
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';', '\'', '\\',
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};
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int theOffset = (int)(inKeyCode);
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ASSERT(theOffset >= 0);
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ASSERT(theOffset < 57);
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char theReturnChar = theLookup[theOffset];
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return theReturnChar;
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}
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string UINameToSprite(const string& inName, int inScreenWidth, bool inNoRes)
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{
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string theSpriteName;
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// Add 640/320 also
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string thePrefix;
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if(!inNoRes)
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{
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thePrefix = "640";
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if(inScreenWidth < 640)
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{
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thePrefix = "320";
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}
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}
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theSpriteName = "sprites/" + thePrefix;
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theSpriteName += inName;
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theSpriteName += ".spr";
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return theSpriteName;
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}
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vgui::Color UIBlendColor(const vgui::Color& inBaseColor, const vgui::Color& inDestColor, float inParametricPercentage)
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{
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ASSERT(inParametricPercentage >= 0.0f);
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ASSERT(inParametricPercentage <= 1.0f);
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vgui::Color theBaseColor = inBaseColor;
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vgui::Color theDestColor = inDestColor;
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int theBaseR, theBaseG, theBaseB, theBaseA;
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theBaseColor.getColor(theBaseR, theBaseG, theBaseB, theBaseA);
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int theDestR, theDestG, theDestB, theDestA;
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theDestColor.getColor(theDestR, theDestG, theDestB, theDestA);
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int theOutR = theBaseR + (theDestR - theBaseR)*inParametricPercentage;
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int theOutG = theBaseG + (theDestG - theBaseG)*inParametricPercentage;
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int theOutB = theBaseB + (theDestB - theBaseB)*inParametricPercentage;
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int theOutA = theBaseA + (theDestA - theBaseA)*inParametricPercentage;
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vgui::Color theBlendedColor;
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theBlendedColor.setColor(theOutR, theOutG, theOutB, theOutA);
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return theBlendedColor;
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}
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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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}
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else 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;
|
|
// drawDirection = -1;
|
|
// }
|
|
// if(y0 < y1) {
|
|
// bufferWidth = width;
|
|
// } else {
|
|
// bufferWidth = -width;
|
|
// }
|
|
// if(fabs(dy) != 0) {
|
|
// octant1(fabs(dy));
|
|
// }
|
|
// }
|
|
//}
|
|
|
|
//void vguiOctant0(int inBufferDest, int inDeltaX, vgui::Color inDrawColor)
|
|
//{
|
|
// asm_octant0_ PROC NEAR
|
|
// ; Set up destination
|
|
// mov edi,[_bufferDest]
|
|
// mov bl,[_drawColor]
|
|
|
|
|
|
//
|
|
// ; Set up fractional error
|
|
// mov eax,[_oldYFract]
|
|
// shl eax,9
|
|
// xor ax,ax
|
|
// mov [_yFract],eax
|
|
//; xor eax,eax
|
|
// xor edx,edx
|
|
//
|
|
//NOTDONEOCTANT0:
|
|
// mov [edi],bl
|
|
// ;inc edi
|
|
// add edi,[_drawDirection]
|
|
//
|
|
// ; Now just figure out whether we go to the next line or not
|
|
// add edx,[_yFract]
|
|
// jnc DONTADDOCTANT0
|
|
// add edi,[_bufferWidth]
|
|
//DONTADDOCTANT0:
|
|
// sub ecx,1
|
|
// jnz NOTDONEOCTANT0
|
|
// ret
|
|
//}
|