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wine
wine-winehq
Commits
a7ac73d6
Commit
a7ac73d6
authored
Apr 11, 2003
by
Maxime Bellengé
Committed by
Alexandre Julliard
Apr 11, 2003
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Plain Diff
Added the GRADIENT_FILL_TRIANGLE case in GdiGradientFill.
parent
db68f33a
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Showing
1 changed file
with
133 additions
and
2 deletions
+133
-2
painting.c
graphics/painting.c
+133
-2
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graphics/painting.c
View file @
a7ac73d6
...
...
@@ -1072,10 +1072,18 @@ POINT *GDI_Bezier( const POINT *Points, INT count, INT *nPtsOut )
BOOL
WINAPI
GdiGradientFill
(
HDC
hdc
,
TRIVERTEX
*
vert_array
,
ULONG
nvert
,
void
*
grad_array
,
ULONG
ngrad
,
ULONG
mode
)
{
int
i
,
j
,
y
,
x
;
int
i
,
j
,
y
,
x
,
t
;
GRADIENT_RECT
*
rect
;
GRADIENT_TRIANGLE
*
triangle
;
double
ired
,
igreen
,
iblue
;
double
red
,
green
,
blue
;
double
dx1
,
dx2
,
dx3
;
double
dr1
,
dr2
,
dr3
;
double
dg1
,
dg2
,
dg3
;
double
db1
,
db2
,
db3
;
double
sx
,
sy
,
sr
,
sg
,
sb
;
double
ex
,
ey
,
er
,
eb
,
eg
;
double
px
,
py
,
pr
,
pb
,
pg
;
TRACE
(
"vert_array:0x%08lx nvert:%ld grad_array:0x%08lx ngrad:%ld
\n
"
,(
long
)
vert_array
,
nvert
,(
long
)
grad_array
,
ngrad
);
...
...
@@ -1128,7 +1136,130 @@ BOOL WINAPI GdiGradientFill( HDC hdc, TRIVERTEX *vert_array, ULONG nvert,
}
break
;
case
GRADIENT_FILL_TRIANGLE
:
FIXME
(
"GRADIENT_FILL_TRIANGLE stub
\n
"
);
/*
* Based on gouraud shading
* Do it for each triangle
*/
for
(
i
=
0
;
i
<
ngrad
;
i
++
)
{
triangle
=
(
GRADIENT_TRIANGLE
*
)((
long
)
grad_array
+
i
*
sizeof
(
GRADIENT_TRIANGLE
));
/* Sort the points */
if
(
vert_array
[
triangle
->
Vertex1
].
y
>
vert_array
[
triangle
->
Vertex2
].
y
)
{
/* swap 1 and 2 */
t
=
triangle
->
Vertex2
;
triangle
->
Vertex2
=
triangle
->
Vertex1
;
triangle
->
Vertex1
=
t
;
}
if
(
vert_array
[
triangle
->
Vertex2
].
y
>
vert_array
[
triangle
->
Vertex3
].
y
)
{
/* swap 2 and 3 */
t
=
triangle
->
Vertex3
;
triangle
->
Vertex3
=
triangle
->
Vertex2
;
triangle
->
Vertex2
=
t
;
}
if
(
vert_array
[
triangle
->
Vertex1
].
y
>
vert_array
[
triangle
->
Vertex2
].
y
)
{
/* swap 1 and 2 */
t
=
triangle
->
Vertex2
;
triangle
->
Vertex2
=
triangle
->
Vertex1
;
triangle
->
Vertex1
=
t
;
}
/* precompute some interpolation stuffs */
if
(
vert_array
[
triangle
->
Vertex2
].
y
>
vert_array
[
triangle
->
Vertex1
].
y
)
{
dx1
=
(
double
)(
vert_array
[
triangle
->
Vertex2
].
x
-
vert_array
[
triangle
->
Vertex1
].
x
)
/
(
double
)(
vert_array
[
triangle
->
Vertex2
].
y
-
vert_array
[
triangle
->
Vertex1
].
y
);
dr1
=
(
double
)(
vert_array
[
triangle
->
Vertex2
].
Red
-
vert_array
[
triangle
->
Vertex1
].
Red
)
/
(
double
)(
vert_array
[
triangle
->
Vertex2
].
y
-
vert_array
[
triangle
->
Vertex1
].
y
);
dg1
=
(
double
)(
vert_array
[
triangle
->
Vertex2
].
Green
-
vert_array
[
triangle
->
Vertex1
].
Green
)
/
(
double
)(
vert_array
[
triangle
->
Vertex2
].
y
-
vert_array
[
triangle
->
Vertex1
].
y
);
db1
=
(
double
)(
vert_array
[
triangle
->
Vertex2
].
Blue
-
vert_array
[
triangle
->
Vertex1
].
Blue
)
/
(
double
)(
vert_array
[
triangle
->
Vertex2
].
y
-
vert_array
[
triangle
->
Vertex1
].
y
);
}
else
dx1
=
dr1
=
dg1
=
db1
=
0
;
if
(
vert_array
[
triangle
->
Vertex3
].
y
>
vert_array
[
triangle
->
Vertex1
].
y
)
{
dx2
=
(
double
)(
vert_array
[
triangle
->
Vertex3
].
x
-
vert_array
[
triangle
->
Vertex1
].
x
)
/
(
double
)(
vert_array
[
triangle
->
Vertex3
].
y
-
vert_array
[
triangle
->
Vertex1
].
y
);
dr2
=
(
double
)(
vert_array
[
triangle
->
Vertex3
].
Red
-
vert_array
[
triangle
->
Vertex1
].
Red
)
/
(
double
)(
vert_array
[
triangle
->
Vertex3
].
y
-
vert_array
[
triangle
->
Vertex1
].
y
);
dg2
=
(
double
)(
vert_array
[
triangle
->
Vertex3
].
Green
-
vert_array
[
triangle
->
Vertex1
].
Green
)
/
(
double
)(
vert_array
[
triangle
->
Vertex3
].
y
-
vert_array
[
triangle
->
Vertex1
].
y
);
db2
=
(
double
)(
vert_array
[
triangle
->
Vertex3
].
Blue
-
vert_array
[
triangle
->
Vertex1
].
Blue
)
/
(
double
)(
vert_array
[
triangle
->
Vertex3
].
y
-
vert_array
[
triangle
->
Vertex1
].
y
);
}
else
dx2
=
dr2
=
dg2
=
db2
=
0
;
if
(
vert_array
[
triangle
->
Vertex3
].
y
>
vert_array
[
triangle
->
Vertex2
].
y
)
{
dx3
=
(
double
)(
vert_array
[
triangle
->
Vertex3
].
x
-
vert_array
[
triangle
->
Vertex2
].
x
)
/
(
double
)(
vert_array
[
triangle
->
Vertex3
].
y
-
vert_array
[
triangle
->
Vertex2
].
y
);
dr3
=
(
double
)(
vert_array
[
triangle
->
Vertex3
].
Red
-
vert_array
[
triangle
->
Vertex2
].
Red
)
/
(
double
)(
vert_array
[
triangle
->
Vertex3
].
y
-
vert_array
[
triangle
->
Vertex2
].
y
);
dg3
=
(
double
)(
vert_array
[
triangle
->
Vertex3
].
Green
-
vert_array
[
triangle
->
Vertex2
].
Green
)
/
(
double
)(
vert_array
[
triangle
->
Vertex3
].
y
-
vert_array
[
triangle
->
Vertex2
].
y
);
db3
=
(
double
)(
vert_array
[
triangle
->
Vertex3
].
Blue
-
vert_array
[
triangle
->
Vertex2
].
Blue
)
/
(
double
)(
vert_array
[
triangle
->
Vertex3
].
y
-
vert_array
[
triangle
->
Vertex2
].
y
);
}
else
dx3
=
dr3
=
dg3
=
db3
=
0
;
/* backup the topmost point */
sx
=
vert_array
[
triangle
->
Vertex1
].
x
;
sy
=
vert_array
[
triangle
->
Vertex1
].
y
;
sr
=
vert_array
[
triangle
->
Vertex1
].
Red
;
sg
=
vert_array
[
triangle
->
Vertex1
].
Green
;
sb
=
vert_array
[
triangle
->
Vertex1
].
Blue
;
ex
=
sx
;
ey
=
sy
;
er
=
sr
;
eg
=
sg
;
eb
=
sb
;
if
(
dx1
>
dx2
)
{
for
(;
sy
<
vert_array
[
triangle
->
Vertex2
].
y
;
sy
++
,
ey
++
)
{
if
((
ex
-
sx
)
>
0
)
{
ired
=
(
double
)(
er
-
sr
)
/
(
double
)(
ex
-
sx
);
igreen
=
(
double
)(
eg
-
sg
)
/
(
double
)(
ex
-
sx
);
iblue
=
(
double
)(
eb
-
sb
)
/
(
double
)(
ex
-
sx
);
}
else
ired
=
igreen
=
iblue
=
0
;
px
=
sx
;
py
=
sy
;
pr
=
sr
;
pg
=
sg
;
pb
=
sb
;
for
(;
px
<
ex
;
px
++
)
{
SetPixel
(
hdc
,
px
,
py
,
RGB
((
int
)
pr
>>
8
,(
int
)
pg
>>
8
,(
int
)
pb
>>
8
));
pr
+=
ired
;
pg
+=
igreen
;
pb
+=
iblue
;
}
sx
+=
dx2
;
sr
+=
dr2
;
sg
+=
dg2
;
sb
+=
db2
;
ex
+=
dx1
;
er
+=
dr1
;
eg
+=
dg1
;
eb
+=
db1
;
}
ex
=
vert_array
[
triangle
->
Vertex2
].
x
;
ey
=
vert_array
[
triangle
->
Vertex2
].
y
;
er
=
vert_array
[
triangle
->
Vertex2
].
Red
;
eg
=
vert_array
[
triangle
->
Vertex2
].
Green
;
eb
=
vert_array
[
triangle
->
Vertex2
].
Blue
;
for
(;
sy
<=
vert_array
[
triangle
->
Vertex3
].
y
;
sy
++
,
ey
++
)
{
if
((
ex
-
sx
)
>
0
)
{
ired
=
(
double
)(
er
-
sr
)
/
(
double
)(
ex
-
sx
);
igreen
=
(
double
)(
eg
-
sg
)
/
(
double
)(
ex
-
sx
);
iblue
=
(
double
)(
eb
-
sb
)
/
(
double
)(
ex
-
sx
);
}
else
ired
=
igreen
=
iblue
=
0
;
px
=
sx
;
py
=
sy
;
pr
=
sr
;
pg
=
sg
;
pb
=
sb
;
for
(;
px
<
ex
;
px
++
)
{
SetPixel
(
hdc
,
px
,
py
,
RGB
((
int
)
pr
>>
8
,(
int
)
pg
>>
8
,(
int
)
pb
>>
8
));
pr
+=
ired
;
pg
+=
igreen
;
pb
+=
iblue
;
}
sx
+=
dx2
;
sr
+=
dr2
;
sg
+=
dg2
;
sb
+=
db2
;
ex
+=
dx3
;
er
+=
dr3
;
eg
+=
dg3
;
eb
+=
db3
;
}
}
else
{
for
(;
sy
<
vert_array
[
triangle
->
Vertex2
].
y
;
sy
++
,
ey
++
)
{
if
((
ex
-
sx
)
>
0
)
{
ired
=
(
double
)(
er
-
sr
)
/
(
double
)(
ex
-
sx
);
igreen
=
(
double
)(
eg
-
sg
)
/
(
double
)(
ex
-
sx
);
iblue
=
(
double
)(
eb
-
sb
)
/
(
double
)(
ex
-
sx
);
}
else
ired
=
igreen
=
iblue
=
0
;
px
=
ex
;
py
=
ey
;
pr
=
er
;
pg
=
eg
;
pb
=
eb
;
for
(;
px
<
ex
;
px
++
)
{
SetPixel
(
hdc
,
px
,
py
,
RGB
((
int
)
pr
>>
8
,(
int
)
pg
>>
8
,(
int
)
pb
>>
8
));
pr
+=
ired
;
pg
+=
igreen
;
pb
+=
iblue
;
}
sx
+=
dx1
;
sr
+=
dr1
;
sg
+=
dg1
;
sb
+=
db1
;
ex
+=
dx2
;
er
+=
dr2
;
eg
+=
dg2
;
eb
+=
db2
;
}
sx
=
vert_array
[
triangle
->
Vertex2
].
x
;
sy
=
vert_array
[
triangle
->
Vertex2
].
y
;
sr
=
vert_array
[
triangle
->
Vertex2
].
Red
;
sg
=
vert_array
[
triangle
->
Vertex2
].
Green
;
sb
=
vert_array
[
triangle
->
Vertex2
].
Blue
;
for
(;
sy
<=
vert_array
[
triangle
->
Vertex3
].
y
;
sy
++
,
ey
++
)
{
if
((
ex
-
sx
)
<
0
)
{
ired
=
(
double
)(
er
-
sr
)
/
(
double
)(
ex
-
sx
);
igreen
=
(
double
)(
eg
-
sg
)
/
(
double
)(
ex
-
sx
);
iblue
=
(
double
)(
eb
-
sb
)
/
(
double
)(
ex
-
sx
);
}
else
ired
=
igreen
=
iblue
=
0
;
px
=
ex
;
py
=
ey
;
pr
=
er
;
pg
=
eg
;
pb
=
eb
;
for
(;
px
<
sx
;
px
++
)
{
SetPixel
(
hdc
,
px
,
py
,
RGB
((
int
)
pr
>>
8
,(
int
)
pg
>>
8
,(
int
)
pb
>>
8
));
pr
+=
ired
;
pg
+=
igreen
;
pb
+=
iblue
;
}
sx
+=
dx3
;
sr
+=
dr3
;
sg
+=
dg3
;
sb
+=
db3
;
ex
+=
dx2
;
er
+=
dr2
;
eg
+=
dg2
;
eb
+=
db2
;
}
}
}
break
;
default:
return
FALSE
;
}
...
...
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