mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-16 07:10:53 +00:00
867 lines
22 KiB
C++
867 lines
22 KiB
C++
/*
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** r_swcanvas.cpp
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** Draw to a canvas using software rendering
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2008 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "swrenderer/viewport/r_viewport.h"
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#include "swrenderer/scene/r_light.h"
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#include "swrenderer/r_renderthread.h"
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#include "v_palette.h"
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#include "v_video.h"
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#include "m_png.h"
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#include "colormatcher.h"
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#include "r_swcanvas.h"
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#include "textures/textures.h"
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#include "r_data/voxels.h"
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#include "drawers/r_draw_rgba.h"
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EXTERN_CVAR(Bool, r_blendmethod)
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using namespace swrenderer;
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void SWCanvas::DrawTexture(DCanvas *canvas, FTexture *img, DrawParms &parms)
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{
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static short bottomclipper[MAXWIDTH], topclipper[MAXWIDTH];
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static RenderThread thread(nullptr);
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thread.DrawQueue->ThreadedRender = false;
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auto viewport = thread.Viewport.get();
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viewport->RenderTarget = canvas;
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viewport->RenderTarget->Lock(true);
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lighttable_t *translation = nullptr;
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FDynamicColormap *basecolormap = &identitycolormap;
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int shade = 0;
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if (APART(parms.colorOverlay) != 0)
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{
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// The software renderer cannot invert the source without inverting the overlay
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// too. That means if the source is inverted, we need to do the reverse of what
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// the invert overlay flag says to do.
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INTBOOL invertoverlay = (parms.style.Flags & STYLEF_InvertOverlay);
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if (parms.style.Flags & STYLEF_InvertSource)
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{
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invertoverlay = !invertoverlay;
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}
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if (invertoverlay)
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{
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parms.colorOverlay = PalEntry(parms.colorOverlay).InverseColor();
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}
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// Note that this overrides the translation in software, but not in hardware.
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FDynamicColormap *colormap = GetSpecialLights(MAKERGB(255, 255, 255), parms.colorOverlay & MAKEARGB(0, 255, 255, 255), 0);
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if (viewport->RenderTarget->IsBgra())
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{
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basecolormap = colormap;
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shade = (APART(parms.colorOverlay)*NUMCOLORMAPS / 255) << FRACBITS;
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}
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else
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{
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translation = &colormap->Maps[(APART(parms.colorOverlay)*NUMCOLORMAPS / 255) * 256];
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}
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}
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else if (parms.remap != NULL)
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{
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if (viewport->RenderTarget->IsBgra())
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translation = (lighttable_t *)parms.remap->Palette;
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else
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translation = parms.remap->Remap;
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}
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SpriteDrawerArgs drawerargs;
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drawerargs.SetTranslationMap(translation);
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drawerargs.SetLight(basecolormap, 0.0f, shade);
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bool visible = drawerargs.SetStyle(viewport, parms.style, parms.Alpha, -1, parms.fillcolor, basecolormap);
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double x0 = parms.x - parms.left * parms.destwidth / parms.texwidth;
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double y0 = parms.y - parms.top * parms.destheight / parms.texheight;
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if (visible)
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{
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double centeryback = viewport->CenterY;
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viewport->CenterY = 0;
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int oldviewwindowx = 0;
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int oldviewwindowy = 0;
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oldviewwindowx = viewwindowx;
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oldviewwindowy = viewwindowy;
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viewwindowx = 0;
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viewwindowy = 0;
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// There is not enough precision in the drawing routines to keep the full
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// precision for y0. :(
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double sprtopscreen;
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modf(y0, &sprtopscreen);
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double yscale = parms.destheight / img->GetHeight();
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double iyscale = 1 / yscale;
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double spryscale = yscale;
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assert(spryscale > 0);
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bool sprflipvert = false;
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fixed_t iscale = FLOAT2FIXED(1 / spryscale);
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//dc_texturemid = (CenterY - 1 - sprtopscreen) * iscale / 65536;
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fixed_t frac = 0;
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double xiscale = img->GetWidth() / parms.destwidth;
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double x2 = x0 + parms.destwidth;
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short *mfloorclip;
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short *mceilingclip;
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if (bottomclipper[0] != parms.dclip)
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{
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fillshort(bottomclipper, screen->GetWidth(), (short)parms.dclip);
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}
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if (parms.uclip != 0)
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{
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if (topclipper[0] != parms.uclip)
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{
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fillshort(topclipper, screen->GetWidth(), (short)parms.uclip);
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}
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mceilingclip = topclipper;
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}
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else
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{
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mceilingclip = zeroarray;
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}
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mfloorclip = bottomclipper;
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if (parms.flipX)
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{
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frac = (img->GetWidth() << FRACBITS) - 1;
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xiscale = -xiscale;
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}
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if (parms.windowleft > 0 || parms.windowright < parms.texwidth)
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{
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double wi = MIN(parms.windowright, parms.texwidth);
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double xscale = parms.destwidth / parms.texwidth;
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x0 += parms.windowleft * xscale;
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frac += FLOAT2FIXED(parms.windowleft);
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x2 -= (parms.texwidth - wi) * xscale;
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}
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if (x0 < parms.lclip)
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{
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frac += FLOAT2FIXED((parms.lclip - x0) * xiscale);
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x0 = parms.lclip;
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}
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if (x2 > parms.rclip)
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{
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x2 = parms.rclip;
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}
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int x = int(x0);
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int x2_i = int(x2);
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fixed_t xiscale_i = FLOAT2FIXED(xiscale);
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while (x < x2_i)
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{
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drawerargs.DrawMaskedColumn(&thread, x, iscale, img, frac, spryscale, sprtopscreen, sprflipvert, mfloorclip, mceilingclip, !parms.masked);
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x++;
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frac += xiscale_i;
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}
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viewport->CenterY = centeryback;
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viewwindowx = oldviewwindowx;
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viewwindowy = oldviewwindowy;
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}
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viewport->RenderTarget->Unlock();
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viewport->RenderTarget = canvas;
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}
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void SWCanvas::FillSimplePoly(DCanvas *canvas, FTexture *tex, FVector2 *points, int npoints,
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double originx, double originy, double scalex, double scaley, DAngle rotation,
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FDynamicColormap *colormap, PalEntry flatcolor, int lightlevel, int bottomclip)
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{
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// Use an equation similar to player sprites to determine shade
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fixed_t shade = LightVisibility::LightLevelToShade(lightlevel, true) - 12 * FRACUNIT;
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float topy, boty, leftx, rightx;
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int toppt, botpt, pt1, pt2;
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int i;
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int y1, y2, y;
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fixed_t x;
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bool dorotate = rotation != 0.;
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double cosrot, sinrot;
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if (--npoints < 2)
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{ // not a polygon or we're not locked
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return;
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}
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if (bottomclip <= 0)
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{
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bottomclip = canvas->GetHeight();
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}
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// Find the extents of the polygon, in particular the highest and lowest points.
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for (botpt = toppt = 0, boty = topy = points[0].Y, leftx = rightx = points[0].X, i = 1; i <= npoints; ++i)
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{
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if (points[i].Y < topy)
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{
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topy = points[i].Y;
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toppt = i;
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}
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if (points[i].Y > boty)
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{
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boty = points[i].Y;
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botpt = i;
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}
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if (points[i].X < leftx)
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{
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leftx = points[i].X;
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}
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if (points[i].X > rightx)
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{
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rightx = points[i].X;
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}
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}
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if (topy >= bottomclip || // off the bottom of the screen
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boty <= 0 || // off the top of the screen
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leftx >= canvas->GetWidth() || // off the right of the screen
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rightx <= 0) // off the left of the screen
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{
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return;
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}
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static RenderThread thread(nullptr);
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thread.DrawQueue->ThreadedRender = false;
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auto viewport = thread.Viewport.get();
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viewport->RenderTarget = canvas;
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viewport->RenderTarget->Lock(true);
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scalex /= tex->Scale.X;
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scaley /= tex->Scale.Y;
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// Use the CRT's functions here.
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cosrot = cos(rotation.Radians());
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sinrot = sin(rotation.Radians());
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// Setup constant texture mapping parameters.
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SpanDrawerArgs drawerargs;
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drawerargs.SetTexture(viewport, tex);
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if (colormap)
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drawerargs.SetLight(colormap, 0, clamp(shade >> FRACBITS, 0, NUMCOLORMAPS - 1));
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else
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drawerargs.SetLight(&identitycolormap, 0, 0);
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if (drawerargs.TextureWidthBits() != 0)
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{
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scalex = double(1u << (32 - drawerargs.TextureWidthBits())) / scalex;
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drawerargs.SetTextureUStep(xs_RoundToInt(cosrot * scalex));
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}
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else
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{ // Texture is one pixel wide.
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scalex = 0;
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drawerargs.SetTextureUStep(0);
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}
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if (drawerargs.TextureHeightBits() != 0)
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{
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scaley = double(1u << (32 - drawerargs.TextureHeightBits())) / scaley;
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drawerargs.SetTextureVStep(xs_RoundToInt(sinrot * scaley));
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}
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else
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{ // Texture is one pixel tall.
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scaley = 0;
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drawerargs.SetTextureVStep(0);
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}
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int width = canvas->GetWidth();
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// Travel down the right edge and create an outline of that edge.
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static short spanend[MAXHEIGHT];
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pt1 = toppt;
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pt2 = toppt + 1; if (pt2 > npoints) pt2 = 0;
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y1 = xs_RoundToInt(points[pt1].Y + 0.5f);
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do
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{
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x = FLOAT2FIXED(points[pt1].X + 0.5f);
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y2 = xs_RoundToInt(points[pt2].Y + 0.5f);
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if (y1 >= y2 || (y1 < 0 && y2 < 0) || (y1 >= bottomclip && y2 >= bottomclip))
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{
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}
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else
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{
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fixed_t xinc = FLOAT2FIXED((points[pt2].X - points[pt1].X) / (points[pt2].Y - points[pt1].Y));
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int y3 = MIN(y2, bottomclip);
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if (y1 < 0)
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{
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x += xinc * -y1;
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y1 = 0;
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}
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for (y = y1; y < y3; ++y)
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{
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spanend[y] = clamp<short>(x >> FRACBITS, -1, width);
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x += xinc;
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}
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}
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y1 = y2;
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pt1 = pt2;
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pt2++; if (pt2 > npoints) pt2 = 0;
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} while (pt1 != botpt);
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// Travel down the left edge and fill it in.
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pt1 = toppt;
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pt2 = toppt - 1; if (pt2 < 0) pt2 = npoints;
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y1 = xs_RoundToInt(points[pt1].Y + 0.5f);
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do
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{
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x = FLOAT2FIXED(points[pt1].X + 0.5f);
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y2 = xs_RoundToInt(points[pt2].Y + 0.5f);
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if (y1 >= y2 || (y1 < 0 && y2 < 0) || (y1 >= bottomclip && y2 >= bottomclip))
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{
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}
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else
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{
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fixed_t xinc = FLOAT2FIXED((points[pt2].X - points[pt1].X) / (points[pt2].Y - points[pt1].Y));
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int y3 = MIN(y2, bottomclip);
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if (y1 < 0)
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{
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x += xinc * -y1;
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y1 = 0;
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}
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for (y = y1; y < y3; ++y)
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{
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int x1 = x >> FRACBITS;
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int x2 = spanend[y];
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if (x2 > x1 && x2 > 0 && x1 < width)
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{
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x1 = MAX(x1, 0);
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x2 = MIN(x2, width);
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#if 0
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memset(this->Buffer + y * this->Pitch + x1, (int)tex, x2 - x1);
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#else
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drawerargs.SetDestY(viewport, y);
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drawerargs.SetDestX1(x1);
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drawerargs.SetDestX2(x2 - 1);
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DVector2 tex(x1 - originx, y - originy);
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if (dorotate)
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{
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double t = tex.X;
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tex.X = t * cosrot - tex.Y * sinrot;
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tex.Y = tex.Y * cosrot + t * sinrot;
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}
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drawerargs.SetTextureUPos(xs_RoundToInt(tex.X * scalex));
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drawerargs.SetTextureVPos(xs_RoundToInt(tex.Y * scaley));
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drawerargs.DrawSpan(&thread);
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#endif
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}
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x += xinc;
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}
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}
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y1 = y2;
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pt1 = pt2;
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pt2--; if (pt2 < 0) pt2 = npoints;
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} while (pt1 != botpt);
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viewport->RenderTarget->Unlock();
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viewport->RenderTarget = screen;
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}
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void SWCanvas::DrawLine(DCanvas *canvas, int x0, int y0, int x1, int y1, int palColor, uint32_t realcolor)
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{
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const int WeightingScale = 0;
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const int WEIGHTBITS = 6;
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const int WEIGHTSHIFT = 16 - WEIGHTBITS;
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const int NUMWEIGHTS = (1 << WEIGHTBITS);
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const int WEIGHTMASK = (NUMWEIGHTS - 1);
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if (palColor < 0)
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{
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palColor = PalFromRGB(realcolor);
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}
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canvas->Lock();
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int deltaX, deltaY, xDir;
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if (y0 > y1)
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{
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int temp = y0; y0 = y1; y1 = temp;
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temp = x0; x0 = x1; x1 = temp;
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}
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PUTTRANSDOT(canvas, x0, y0, palColor, 0);
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if ((deltaX = x1 - x0) >= 0)
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{
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xDir = 1;
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}
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else
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{
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xDir = -1;
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deltaX = -deltaX;
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}
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if ((deltaY = y1 - y0) == 0)
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{ // horizontal line
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if (x0 > x1)
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{
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swapvalues(x0, x1);
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}
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if (canvas->IsBgra())
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{
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uint32_t fillColor = GPalette.BaseColors[palColor].d;
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uint32_t *spot = (uint32_t*)canvas->GetBuffer() + y0*canvas->GetPitch() + x0;
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for (int i = 0; i <= deltaX; i++)
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spot[i] = fillColor;
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}
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else
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{
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memset(canvas->GetBuffer() + y0*canvas->GetPitch() + x0, palColor, deltaX + 1);
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}
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}
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else if (deltaX == 0)
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{ // vertical line
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if (canvas->IsBgra())
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{
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uint32_t fillColor = GPalette.BaseColors[palColor].d;
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uint32_t *spot = (uint32_t*)canvas->GetBuffer() + y0*canvas->GetPitch() + x0;
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int pitch = canvas->GetPitch();
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do
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{
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*spot = fillColor;
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spot += pitch;
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} while (--deltaY != 0);
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}
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else
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{
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uint8_t *spot = canvas->GetBuffer() + y0*canvas->GetPitch() + x0;
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int pitch = canvas->GetPitch();
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do
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{
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*spot = palColor;
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spot += pitch;
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} while (--deltaY != 0);
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}
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}
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else if (deltaX == deltaY)
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{ // diagonal line.
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if (canvas->IsBgra())
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{
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uint32_t fillColor = GPalette.BaseColors[palColor].d;
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uint32_t *spot = (uint32_t*)canvas->GetBuffer() + y0*canvas->GetPitch() + x0;
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int advance = canvas->GetPitch() + xDir;
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do
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{
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*spot = fillColor;
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spot += advance;
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} while (--deltaY != 0);
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}
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else
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{
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uint8_t *spot = canvas->GetBuffer() + y0*canvas->GetPitch() + x0;
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int advance = canvas->GetPitch() + xDir;
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do
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{
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*spot = palColor;
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spot += advance;
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} while (--deltaY != 0);
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}
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}
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else
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{
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// line is not horizontal, diagonal, or vertical
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fixed_t errorAcc = 0;
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if (deltaY > deltaX)
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{ // y-major line
|
|
fixed_t errorAdj = (((unsigned)deltaX << 16) / (unsigned)deltaY) & 0xffff;
|
|
if (xDir < 0)
|
|
{
|
|
if (WeightingScale == 0)
|
|
{
|
|
while (--deltaY)
|
|
{
|
|
errorAcc += errorAdj;
|
|
y0++;
|
|
int weighting = (errorAcc >> WEIGHTSHIFT) & WEIGHTMASK;
|
|
PUTTRANSDOT(canvas, x0 - (errorAcc >> 16), y0, palColor, weighting);
|
|
PUTTRANSDOT(canvas, x0 - (errorAcc >> 16) - 1, y0,
|
|
palColor, WEIGHTMASK - weighting);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
while (--deltaY)
|
|
{
|
|
errorAcc += errorAdj;
|
|
y0++;
|
|
int weighting = ((errorAcc * WeightingScale) >> (WEIGHTSHIFT + 8)) & WEIGHTMASK;
|
|
PUTTRANSDOT(canvas, x0 - (errorAcc >> 16), y0, palColor, weighting);
|
|
PUTTRANSDOT(canvas, x0 - (errorAcc >> 16) - 1, y0,
|
|
palColor, WEIGHTMASK - weighting);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (WeightingScale == 0)
|
|
{
|
|
while (--deltaY)
|
|
{
|
|
errorAcc += errorAdj;
|
|
y0++;
|
|
int weighting = (errorAcc >> WEIGHTSHIFT) & WEIGHTMASK;
|
|
PUTTRANSDOT(canvas, x0 + (errorAcc >> 16), y0, palColor, weighting);
|
|
PUTTRANSDOT(canvas, x0 + (errorAcc >> 16) + xDir, y0,
|
|
palColor, WEIGHTMASK - weighting);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
while (--deltaY)
|
|
{
|
|
errorAcc += errorAdj;
|
|
y0++;
|
|
int weighting = ((errorAcc * WeightingScale) >> (WEIGHTSHIFT + 8)) & WEIGHTMASK;
|
|
PUTTRANSDOT(canvas, x0 + (errorAcc >> 16), y0, palColor, weighting);
|
|
PUTTRANSDOT(canvas, x0 + (errorAcc >> 16) + xDir, y0,
|
|
palColor, WEIGHTMASK - weighting);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{ // x-major line
|
|
fixed_t errorAdj = (((uint32_t)deltaY << 16) / (uint32_t)deltaX) & 0xffff;
|
|
|
|
if (WeightingScale == 0)
|
|
{
|
|
while (--deltaX)
|
|
{
|
|
errorAcc += errorAdj;
|
|
x0 += xDir;
|
|
int weighting = (errorAcc >> WEIGHTSHIFT) & WEIGHTMASK;
|
|
PUTTRANSDOT(canvas, x0, y0 + (errorAcc >> 16), palColor, weighting);
|
|
PUTTRANSDOT(canvas, x0, y0 + (errorAcc >> 16) + 1,
|
|
palColor, WEIGHTMASK - weighting);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
while (--deltaX)
|
|
{
|
|
errorAcc += errorAdj;
|
|
x0 += xDir;
|
|
int weighting = ((errorAcc * WeightingScale) >> (WEIGHTSHIFT + 8)) & WEIGHTMASK;
|
|
PUTTRANSDOT(canvas, x0, y0 + (errorAcc >> 16), palColor, weighting);
|
|
PUTTRANSDOT(canvas, x0, y0 + (errorAcc >> 16) + 1,
|
|
palColor, WEIGHTMASK - weighting);
|
|
}
|
|
}
|
|
}
|
|
PUTTRANSDOT(canvas, x1, y1, palColor, 0);
|
|
}
|
|
canvas->Unlock();
|
|
}
|
|
|
|
void SWCanvas::DrawPixel(DCanvas *canvas, int x, int y, int palColor, uint32_t realcolor)
|
|
{
|
|
if (palColor < 0)
|
|
{
|
|
palColor = PalFromRGB(realcolor);
|
|
}
|
|
|
|
canvas->GetBuffer()[canvas->GetPitch() * y + x] = (uint8_t)palColor;
|
|
}
|
|
|
|
void SWCanvas::PUTTRANSDOT(DCanvas *canvas, int xx, int yy, int basecolor, int level)
|
|
{
|
|
static int oldyy;
|
|
static int oldyyshifted;
|
|
|
|
if (yy == oldyy + 1)
|
|
{
|
|
oldyy++;
|
|
oldyyshifted += canvas->GetPitch();
|
|
}
|
|
else if (yy == oldyy - 1)
|
|
{
|
|
oldyy--;
|
|
oldyyshifted -= canvas->GetPitch();
|
|
}
|
|
else if (yy != oldyy)
|
|
{
|
|
oldyy = yy;
|
|
oldyyshifted = yy * canvas->GetPitch();
|
|
}
|
|
|
|
if (canvas->IsBgra())
|
|
{
|
|
uint32_t *spot = (uint32_t*)canvas->GetBuffer() + oldyyshifted + xx;
|
|
|
|
uint32_t fg = swrenderer::LightBgra::shade_pal_index_simple(basecolor, swrenderer::LightBgra::calc_light_multiplier(0));
|
|
uint32_t fg_red = (((fg >> 16) & 0xff) * (63 - level)) >> 6;
|
|
uint32_t fg_green = (((fg >> 8) & 0xff) * (63 - level)) >> 6;
|
|
uint32_t fg_blue = ((fg & 0xff) * (63 - level)) >> 6;
|
|
|
|
uint32_t bg_red = (((*spot >> 16) & 0xff) * level) >> 6;
|
|
uint32_t bg_green = (((*spot >> 8) & 0xff) * level) >> 6;
|
|
uint32_t bg_blue = (((*spot) & 0xff) * level) >> 6;
|
|
|
|
uint32_t red = fg_red + bg_red;
|
|
uint32_t green = fg_green + bg_green;
|
|
uint32_t blue = fg_blue + bg_blue;
|
|
|
|
*spot = 0xff000000 | (red << 16) | (green << 8) | blue;
|
|
}
|
|
else if (!r_blendmethod)
|
|
{
|
|
uint8_t *spot = canvas->GetBuffer() + oldyyshifted + xx;
|
|
uint32_t *bg2rgb = Col2RGB8[1 + level];
|
|
uint32_t *fg2rgb = Col2RGB8[63 - level];
|
|
uint32_t fg = fg2rgb[basecolor];
|
|
uint32_t bg = bg2rgb[*spot];
|
|
bg = (fg + bg) | 0x1f07c1f;
|
|
*spot = RGB32k.All[bg&(bg >> 15)];
|
|
}
|
|
else
|
|
{
|
|
uint8_t *spot = canvas->GetBuffer() + oldyyshifted + xx;
|
|
|
|
uint32_t r = (GPalette.BaseColors[*spot].r * (64 - level) + GPalette.BaseColors[basecolor].r * level) / 256;
|
|
uint32_t g = (GPalette.BaseColors[*spot].g * (64 - level) + GPalette.BaseColors[basecolor].g * level) / 256;
|
|
uint32_t b = (GPalette.BaseColors[*spot].b * (64 - level) + GPalette.BaseColors[basecolor].b * level) / 256;
|
|
|
|
*spot = (uint8_t)RGB256k.RGB[r][g][b];
|
|
}
|
|
}
|
|
|
|
void SWCanvas::Clear(DCanvas *canvas, int left, int top, int right, int bottom, int palcolor, uint32_t color)
|
|
{
|
|
int x, y;
|
|
|
|
if (left == right || top == bottom)
|
|
{
|
|
return;
|
|
}
|
|
|
|
assert(left < right);
|
|
assert(top < bottom);
|
|
|
|
int Width = canvas->GetWidth();
|
|
int Height = canvas->GetHeight();
|
|
int Pitch = canvas->GetPitch();
|
|
|
|
if (left >= Width || right <= 0 || top >= Height || bottom <= 0)
|
|
{
|
|
return;
|
|
}
|
|
left = MAX(0, left);
|
|
right = MIN(Width, right);
|
|
top = MAX(0, top);
|
|
bottom = MIN(Height, bottom);
|
|
|
|
if (palcolor < 0)
|
|
{
|
|
palcolor = PalFromRGB(color);
|
|
}
|
|
|
|
if (canvas->IsBgra())
|
|
{
|
|
uint32_t fill_color = GPalette.BaseColors[palcolor];
|
|
|
|
uint32_t *dest = (uint32_t*)canvas->GetBuffer() + top * Pitch + left;
|
|
x = right - left;
|
|
for (y = top; y < bottom; y++)
|
|
{
|
|
for (int i = 0; i < x; i++)
|
|
dest[i] = fill_color;
|
|
dest += Pitch;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
uint8_t *dest = canvas->GetBuffer() + top * Pitch + left;
|
|
x = right - left;
|
|
for (y = top; y < bottom; y++)
|
|
{
|
|
memset(dest, palcolor, x);
|
|
dest += Pitch;
|
|
}
|
|
}
|
|
}
|
|
|
|
void SWCanvas::Dim(DCanvas *canvas, PalEntry color, float damount, int x1, int y1, int w, int h)
|
|
{
|
|
if (damount == 0.f)
|
|
return;
|
|
|
|
int Width = canvas->GetWidth();
|
|
int Height = canvas->GetHeight();
|
|
int Pitch = canvas->GetPitch();
|
|
|
|
if (x1 >= Width || y1 >= Height)
|
|
{
|
|
return;
|
|
}
|
|
if (x1 + w > Width)
|
|
{
|
|
w = Width - x1;
|
|
}
|
|
if (y1 + h > Height)
|
|
{
|
|
h = Height - y1;
|
|
}
|
|
if (w <= 0 || h <= 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (canvas->IsBgra())
|
|
{
|
|
uint32_t *spot = (uint32_t*)canvas->GetBuffer() + x1 + y1*Pitch;
|
|
int gap = Pitch - w;
|
|
|
|
uint32_t fg = color.d;
|
|
uint32_t fg_red = (fg >> 16) & 0xff;
|
|
uint32_t fg_green = (fg >> 8) & 0xff;
|
|
uint32_t fg_blue = fg & 0xff;
|
|
|
|
uint32_t alpha = (uint32_t)clamp(damount * 256 + 0.5f, 0.0f, 256.0f);
|
|
uint32_t inv_alpha = 256 - alpha;
|
|
|
|
fg_red *= alpha;
|
|
fg_green *= alpha;
|
|
fg_blue *= alpha;
|
|
|
|
for (int y = h; y != 0; y--)
|
|
{
|
|
for (int x = w; x != 0; x--)
|
|
{
|
|
uint32_t bg_red = (*spot >> 16) & 0xff;
|
|
uint32_t bg_green = (*spot >> 8) & 0xff;
|
|
uint32_t bg_blue = (*spot) & 0xff;
|
|
|
|
uint32_t red = (fg_red + bg_red * inv_alpha) / 256;
|
|
uint32_t green = (fg_green + bg_green * inv_alpha) / 256;
|
|
uint32_t blue = (fg_blue + bg_blue * inv_alpha) / 256;
|
|
|
|
*spot = 0xff000000 | (red << 16) | (green << 8) | blue;
|
|
spot++;
|
|
}
|
|
spot += gap;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
uint32_t *bg2rgb;
|
|
uint32_t fg;
|
|
|
|
uint8_t *spot = canvas->GetBuffer() + x1 + y1*Pitch;
|
|
int gap = Pitch - w;
|
|
|
|
int alpha = (int)((float)64 * damount);
|
|
int ialpha = 64 - alpha;
|
|
int dimmedcolor_r = color.r * alpha;
|
|
int dimmedcolor_g = color.g * alpha;
|
|
int dimmedcolor_b = color.b * alpha;
|
|
|
|
if (!r_blendmethod)
|
|
{
|
|
{
|
|
int amount;
|
|
|
|
amount = (int)(damount * 64);
|
|
bg2rgb = Col2RGB8[64 - amount];
|
|
|
|
fg = (((color.r * amount) >> 4) << 20) |
|
|
((color.g * amount) >> 4) |
|
|
(((color.b * amount) >> 4) << 10);
|
|
}
|
|
|
|
for (int y = h; y != 0; y--)
|
|
{
|
|
for (int x = w; x != 0; x--)
|
|
{
|
|
uint32_t bg;
|
|
|
|
bg = bg2rgb[(*spot) & 0xff];
|
|
bg = (fg + bg) | 0x1f07c1f;
|
|
*spot = RGB32k.All[bg&(bg >> 15)];
|
|
spot++;
|
|
}
|
|
spot += gap;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int y = h; y != 0; y--)
|
|
{
|
|
for (int x = w; x != 0; x--)
|
|
{
|
|
uint32_t r = (dimmedcolor_r + GPalette.BaseColors[*spot].r * ialpha) >> 8;
|
|
uint32_t g = (dimmedcolor_g + GPalette.BaseColors[*spot].g * ialpha) >> 8;
|
|
uint32_t b = (dimmedcolor_b + GPalette.BaseColors[*spot].b * ialpha) >> 8;
|
|
*spot = (uint8_t)RGB256k.RGB[r][g][b];
|
|
spot++;
|
|
}
|
|
spot += gap;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
int SWCanvas::PalFromRGB(uint32_t rgb)
|
|
{
|
|
// For routines that take RGB colors, cache the previous lookup in case there
|
|
// are several repetitions with the same color.
|
|
static int LastPal = -1;
|
|
static uint32_t LastRGB;
|
|
|
|
if (LastPal >= 0 && LastRGB == rgb)
|
|
{
|
|
return LastPal;
|
|
}
|
|
// Quick check for black and white.
|
|
if (rgb == MAKEARGB(255, 0, 0, 0))
|
|
{
|
|
LastPal = GPalette.BlackIndex;
|
|
}
|
|
else if (rgb == MAKEARGB(255, 255, 255, 255))
|
|
{
|
|
LastPal = GPalette.WhiteIndex;
|
|
}
|
|
else
|
|
{
|
|
LastPal = ColorMatcher.Pick(RPART(rgb), GPART(rgb), BPART(rgb));
|
|
}
|
|
LastRGB = rgb;
|
|
return LastPal;
|
|
}
|