1 // -*- mode: C++; indent-tabs-mode: nil; c-basic-offset: 2; -*-
4 # include "../config.h"
5 #endif // HAVE_CONFIG_H
7 #include "truerendercontrol.hh"
9 #include "screeninfo.hh"
11 #include "rendertexture.hh"
16 #endif // HAVE_STDLIB_H
18 #include "../src/gettext.h"
19 #define _(str) gettext(str)
24 TrueRenderControl::TrueRenderControl(int screen)
25 : RenderControl(screen),
30 const ScreenInfo *info = display->screenInfo(_screen);
31 XImage *timage = XCreateImage(**display, info->visual(), info->depth(),
32 ZPixmap, 0, NULL, 1, 1, 32, 0);
33 printf("Initializing TrueColor RenderControl\n");
35 unsigned long red_mask, green_mask, blue_mask;
37 // find the offsets for each color in the visual's masks
38 red_mask = timage->red_mask;
39 green_mask = timage->green_mask;
40 blue_mask = timage->blue_mask;
42 while (! (red_mask & 1)) { _red_offset++; red_mask >>= 1; }
43 while (! (green_mask & 1)) { _green_offset++; green_mask >>= 1; }
44 while (! (blue_mask & 1)) { _blue_offset++; blue_mask >>= 1; }
46 _red_shift = _green_shift = _blue_shift = 8;
47 while (red_mask) { red_mask >>= 1; _red_shift--; }
48 while (green_mask) { green_mask >>= 1; _green_shift--; }
49 while (blue_mask) { blue_mask >>= 1; _blue_shift--; }
53 TrueRenderControl::~TrueRenderControl()
55 printf("Destroying TrueColor RenderControl\n");
61 static inline void renderPixel(XImage *im, unsigned char *dp,
64 unsigned int bpp = im->bits_per_pixel + (im->byte_order == MSBFirst ? 1 : 0);
101 assert(false); // wtf?
105 void TrueRenderControl::drawGradientBackground(
106 Surface &sf, const RenderTexture &texture) const
109 int w = sf.width(), h = sf.height(), off, x;
111 const ScreenInfo *info = display->screenInfo(_screen);
112 XImage *im = XCreateImage(**display, info->visual(), info->depth(),
113 ZPixmap, 0, NULL, w, h, 32, 0);
114 im->byte_order = endian;
115 pixel32 *data = new pixel32[sf.height()*sf.width()];
118 switch (texture.gradient()) {
119 case RenderTexture::Vertical:
120 verticalGradient(sf, texture, data);
122 case RenderTexture::Diagonal:
123 diagonalGradient(sf, texture, data);
125 case RenderTexture::CrossDiagonal:
126 crossDiagonalGradient(sf, texture, data);
129 printf("unhandled gradient\n");
132 if (texture.relief() == RenderTexture::Flat && texture.border()) {
133 r = texture.borderColor().red();
134 g = texture.borderColor().green();
135 b = texture.borderColor().blue();
136 current = (r << default_red_shift)
137 + (g << default_green_shift)
138 + (b << default_blue_shift);
139 for (off = 0, x = 0; x < w; ++x, off++) {
140 *(data + off) = current;
141 *(data + off + ((h-1) * w)) = current;
143 for (off = 0, x = 0; x < h; ++x, off++) {
144 *(data + (off * w)) = current;
145 *(data + (off * w) + w - 1) = current;
149 if (texture.relief() != RenderTexture::Flat) {
150 if (texture.bevel() == RenderTexture::Bevel1) {
151 for (off = 1, x = 1; x < w - 1; ++x, off++)
152 highlight(data + off,
153 data + off + (h-1) * w,
154 texture.relief()==RenderTexture::Raised);
155 for (off = 0, x = 0; x < h; ++x, off++)
156 highlight(data + off * w,
157 data + off * w + w - 1,
158 texture.relief()==RenderTexture::Raised);
161 if (texture.bevel() == RenderTexture::Bevel2) {
162 for (off = 2, x = 2; x < w - 2; ++x, off++)
163 highlight(data + off + w,
164 data + off + (h-2) * w,
165 texture.relief()==RenderTexture::Raised);
166 for (off = 1, x = 1; x < h-1; ++x, off++)
167 highlight(data + off * w + 1,
168 data + off * w + w - 2,
169 texture.relief()==RenderTexture::Raised);
173 reduceDepth(im, data);
175 im->data = (char*) data;
184 void TrueRenderControl::verticalGradient(Surface &sf,
185 const RenderTexture &texture,
192 dr = (float)(texture.secondary_color().red() - texture.color().red());
193 dr/= (float)sf.height();
195 dg = (float)(texture.secondary_color().green() - texture.color().green());
196 dg/= (float)sf.height();
198 db = (float)(texture.secondary_color().blue() - texture.color().blue());
199 db/= (float)sf.height();
201 for (int y = 0; y < sf.height(); ++y) {
202 r = texture.color().red() + (int)(dr * y);
203 g = texture.color().green() + (int)(dg * y);
204 b = texture.color().blue() + (int)(db * y);
205 current = (r << default_red_shift)
206 + (g << default_green_shift)
207 + (b << default_blue_shift);
208 for (int x = 0; x < sf.width(); ++x, ++data)
213 void TrueRenderControl::diagonalGradient(Surface &sf,
214 const RenderTexture &texture,
218 float drx, dgx, dbx, dry, dgy, dby;
222 for (int y = 0; y < sf.height(); ++y) {
223 drx = (float)(texture.secondary_color().red() - texture.color().red());
224 dry = drx/(float)sf.height();
225 drx/= (float)sf.width();
227 dgx = (float)(texture.secondary_color().green() - texture.color().green());
228 dgy = dgx/(float)sf.height();
229 dgx/= (float)sf.width();
231 dbx = (float)(texture.secondary_color().blue() - texture.color().blue());
232 dby = dbx/(float)sf.height();
233 dbx/= (float)sf.width();
234 for (int x = 0; x < sf.width(); ++x, ++data) {
235 r = texture.color().red() + ((int)(drx * x) + (int)(dry * y))/2;
236 g = texture.color().green() + ((int)(dgx * x) + (int)(dgy * y))/2;
237 b = texture.color().blue() + ((int)(dbx * x) + (int)(dby * y))/2;
238 current = (r << default_red_shift)
239 + (g << default_green_shift)
240 + (b << default_blue_shift);
246 void TrueRenderControl::crossDiagonalGradient(Surface &sf,
247 const RenderTexture &texture,
251 float drx, dgx, dbx, dry, dgy, dby;
254 for (int y = 0; y < sf.height(); ++y) {
255 drx = (float)(texture.secondary_color().red() - texture.color().red());
256 dry = drx/(float)sf.height();
257 drx/= (float)sf.width();
259 dgx = (float)(texture.secondary_color().green() - texture.color().green());
260 dgy = dgx/(float)sf.height();
261 dgx/= (float)sf.width();
263 dbx = (float)(texture.secondary_color().blue() - texture.color().blue());
264 dby = dbx/(float)sf.height();
265 dbx/= (float)sf.width();
266 for (int x = sf.width(); x > 0; --x, ++data) {
267 r = texture.color().red() + ((int)(drx * (x-1)) + (int)(dry * y))/2;
268 g = texture.color().green() + ((int)(dgx * (x-1)) + (int)(dgy * y))/2;
269 b = texture.color().blue() + ((int)(dbx * (x-1)) + (int)(dby * y))/2;
270 current = (r << default_red_shift)
271 + (g << default_green_shift)
272 + (b << default_blue_shift);
277 void TrueRenderControl::reduceDepth(XImage *im, pixel32 *data) const
279 // since pixel32 is the largest possible pixel size, we can share the array
282 pixel16 *p = (pixel16 *)data;
283 switch (im->bits_per_pixel) {
285 if ((_red_offset != default_red_shift) ||
286 (_blue_offset != default_blue_shift) ||
287 (_green_offset != default_green_shift)) {
288 printf("cross endian conversion\n");
289 for (y = 0; y < im->height; y++) {
290 for (x = 0; x < im->width; x++) {
291 r = (data[x] >> default_red_shift) & 0xFF;
292 g = (data[x] >> default_green_shift) & 0xFF;
293 b = (data[x] >> default_blue_shift) & 0xFF;
294 data[x] = (r << _red_offset) + (g << _green_offset) + (b << _blue_offset);
301 for (y = 0; y < im->height; y++) {
302 for (x = 0; x < im->width; x++) {
303 r = (data[x] >> default_red_shift) & 0xFF;
305 g = (data[x] >> default_green_shift) & 0xFF;
306 g = g >> _green_shift;
307 b = (data[x] >> default_blue_shift) & 0xFF;
308 b = b >> _blue_shift;
309 p[x] = (r << _red_offset) + (g << _green_offset) + (b << _blue_offset);
312 p += im->bytes_per_line/2;
316 printf("your bit depth is currently unhandled\n");
320 void TrueRenderControl::highlight(pixel32 *x, pixel32 *y, bool raised) const
332 r = (*up >> default_red_shift) & 0xFF;
334 g = (*up >> default_green_shift) & 0xFF;
336 b = (*up >> default_blue_shift) & 0xFF;
338 if (r > 255) r = 255;
339 if (g > 255) g = 255;
340 if (b > 255) b = 255;
341 *up = (r << default_red_shift) + (g << default_green_shift)
342 + (b << default_blue_shift);
344 r = (*down >> default_red_shift) & 0xFF;
345 r = (r >> 1) + (r >> 2);
346 g = (*down >> default_green_shift) & 0xFF;
347 g = (g >> 1) + (g >> 2);
348 b = (*down >> default_blue_shift) & 0xFF;
349 b = (b >> 1) + (b >> 2);
350 *down = (r << default_red_shift) + (g << default_green_shift)
351 + (b << default_blue_shift);
353 void TrueRenderControl::drawBackground(Surface& sf,
354 const RenderTexture &texture) const
356 assert(_screen == sf._screen);
357 assert(_screen == texture.color().screen());
359 if (texture.gradient() == RenderTexture::Solid) {
360 drawSolidBackground(sf, texture);
362 drawGradientBackground(sf, texture);