; $$$$$$$$$$$$$$$$$$$ ABAKIS $$$$$$$$$$$$$$$$$$$$$ ; *************** STAR^2 SOFTWARE **************** ; ?????????????????? DRAW.INC ???????????????????? ; fast portable graphics include 'color.inc' include 'box.inc' ;;;;;;;;;;;;;;;;;;;;; SCREEN ;;;;;;;;;;;;;;;;;;;;; align vga equ (gs:r0) ; void vga.p integer \ screen.w, screen.h, screen.n,\ screen.size, screen.pitch,\ screen.bpp, screen.pw void palette.p function set.screen, w, h, bpp alias n=r0, pw=r1 . screen.w=w, screen.h=h ; size . n=w, n*h, screen.n=n ; # pixels . n=bpp, n>>>3, pw=n ; pixel width . screen.pw=pw, n*pw ; size . screen.size=n ; in bytes . n=w, n*4 ; width . screen.pitch=n ; in bytes . screen.bpp=bpp ; bits per pixel endf ; calculate x/y offset: (y*screen.w+x)*4 macro xy x, y { . r0=y, r0*1024, r0+x, r0*4 . r1=WINDOW.Y, r1*4096, r0+r1 . r1=WINDOW.X, r1*4, r0+r1 } ; erase screen with color function clear.screen, c callf draw.box, 0, 0, WINDOW.W-1, WINDOW.H-1, c endf ; draw straight line: loop n, *p++=c function draw.line.h, x, y, w, c xy x, y . r1=c loop w, (u32) *vga=r1, r0+4, endl endf ; draw vertical line function draw.line.v, x, y, n, c locals swb alias p=r0, z=r1, h=r2 xy x, y . z=c, swb=4096 loop n, (u32) *vga=z, p+swb, endl endf 1 ; draw solid rectangle function draw.box, x, y, w, h, c try visible x, y, w, h loop h draw.line.h x, y, w, c . y++ endl endf ; draw rectangle outline function draw.outline, x, y, w, h, c try visible x, y, w, h draw.line.h x, y, w, c . r0=y, r0+h, r0-- draw.line.h x, r0, w, c . r0=y, r0++, r1=h, r1-2 draw.line.v x, r0, r1, c . r0=x, r0+w, r0-- . r1=y, r1++, r2=h, r2-2 draw.line.v r0, r1, r2, c endf macro draw.box.s b, c { draw.box b#.x, b#.y, b#.w, b#.h, c } macro draw.box.o b, c { draw.outline b#.x, b#.y, b#.w, b#.h, c } macro draw.box a, b, c, d, e { IF ~e eq draw.box a, b, c, d, e ELSE IF ~d eq 'Unsupported' ELSE IF ~c eq draw.box.s a, b draw.box.o a, c ELSE IF ~b eq draw.box.s a, b END IF } ; draw scanline: multi-color line, ; array of pixels: ; loop w, *p++=*s++, endl function draw.scanline, s, x, y, w alias p=r0, q=r1, c=r2 xy x, y . q=s loop w, (u32) c=*q, (u32) *vga=c . p+4, q+4 endl endf ; draw transparent scanline with color ; "key" to exclude function draw.scanline.t, s, x, y, w, k alias p=r0, q=r1, c=r2 xy x, y . q=s loop w, (u32) c=*q if c<>k, (u32) *vga=c, end . p+4, q+4 endl endf ; draw scanline with inverted x function draw.scanline.ix, pixels, x, y, w alias p=r0, s=r1, c=r2 . r0=x, r0+w xy r0, y . p-4, s=pixels loop w, (u32) c=*s++, (u32) *vga=c, p-4, endl endf 1 ; draw variant scanline. pixels are ; grayscale, alpha intensity of co=color. ; for brushes and special effects function draw.scanline.v, pixels, x, y, w, co locals a alias p=r0, s=r1, c=r2, c2=r3 xy x, y . s=pixels loop w, (u32) c=*s++ . a=c, a&0FFh if a=0, go .next, end if a=0FFh, c=co, go .draw, end . (u32) c2=*p push p s get c=mix co, c2, a pop s p .draw: . (u32) *vga=c .next: . p+4 endl endf 1 ; draw transparent scanline with key and ; alpha (0-255) applied to entire line function draw.scanline.a, s, x, y, w, k, a alias p=r0, q=r1, c=r2, c2=r3 xy x, y . q=s loop w, (u32) c=*q if c<>k, (u32) c2=*vga push p q get c=mix c, c2, a pop q p end, (u32) *vga=c .next: . p+4, q+4 endl endf ; draw bitmap; 2D array of pixels function draw.bitmap, p, x, y, w, h locals i try visible x, y, w, h . i=y loop h, i++ draw.scanline p, x, i, w . r0=w, r0*4, p+r0 endl endf ; draw transparent bitmap with color ; "key" by upper left pixel (X0,Y0) function draw.bitmap.t, p, x, y, w, h locals i, k try visible x, y, w, h . r0=p, (u32) r0=*r0, k=r0 . i=y loop h, i++ draw.scanline.t p, x, i, w, k . r0=w, r0*4, p+r0 endl endf ; draw transparent bitmap with key and ; alpha (0-255) applied to entire image function draw.bitmap.a, p, x, y, w, h, a locals i, k try visible x, y, w, h . i=y, r0=p, (u32) r0=*r0, k=r0 loop h, i++ draw.scanline.a p, x, i, w, k, a . r0=w, r0*4, p+r0 endl endf ; draw bitmap with inverted x function draw.bitmap.ix, pixels, x, y, w, h locals p try visible x, y, w, h . p=pixels loop h draw.scanline.ix p, x, y, w . r0=w, r0*4, p+r0, y++ endl endf 1 ; draw bitmap with inverted y function draw.bitmap.iy, pixels, x, y, w, h locals p try visible x, y, w, h . r0=h, r0--, y+r0, p=pixels loop h draw.scanline p, x, y, w . r0=w, r0*4, p+r0, y-- endl endf 1 ; draw bitmap with both inverted function draw.bitmap.ixy, pixels, x, y, w, h locals p, n try visible x, y, w, h . p=pixels loop h draw.scanline.ix p, x, y, w . r0=w, r0*4, p+r0, y-- endl endf 1 ; draw variant bitmap function draw.bitmap.v, pixels, x, y, w, h, c locals i, p try visible x, y, w, h . i=y, r0=pixels, p=r0 loop h draw.scanline.v p, x, i, w, c . r0=w, r0*4, p+r0, i++ endl endf 1 ;;;;;;;;;;;;;;;;; PALETTE PIXELS ;;;;;;;;;;;;;;;;; ; 8BPP versions with pa/lette. no clipping function draw.scanline.8, pixels, x, y, w alias p=r0, s=r1, c=r2, q=r3 xy x, y . s=pixels loop w, q=*s++, q*4, q+palette.p . (u32) c=*q, (u32) *vga=c, r0+4 endl endf 1 function draw.bitmap.8, pixels, x, y, w, h locals i, p try visible x, y, w, h . i=y, p=pixels loop h draw.scanline.8 p, x, i, w . i++, r0=w, p+r0 endl endf 1 ;;;;;;;;;;;;;;;;;;;;; SPECIAL ;;;;;;;;;;;;;;;;;;;; ; special variant 8BPP with alpha bias for ; fonts and sketching effects (example: ; chalkboard) A.LIGHTEST=128 A.LIGHTER=96 A.LIGHT=64 A.DARK=-32 A.DARKER=-64 A.DARKEST=-96 align integer alpha.bias=0 ; A.DARKEST function draw.scanline.v.8, pixels, x, y, w, co locals a alias p=r0, s=r1, c=r2, c2=r3, q=r3 xy x, y . s=pixels loop w, q=*s++, q*4, q+palette.p . (u32) c=*q, a=c, a&0FFh if a=0, go .next, end . (u32) c2=*vga push p s . r0=a if alpha.bias, r0+alpha.bias if r0<0, r0=0 else.if r0>255, r0=255, end end get c=mix co, c2, r0 pop s p .draw: . (u32) *vga=c .next: . p+4 endl endf 1 function draw.bitmap.v.8, pixels, x, y, w, h, c locals i, p try visible x, y, w, h . i=y, p=pixels loop h draw.scanline.v.8 p, x, i, w, c . i++, r0=w, p+r0 endl endf 1