Added the GRADIENT_FILL_TRIANGLE case in GdiGradientFill.
diff --git a/graphics/painting.c b/graphics/painting.c
index a306fe8..823c063 100644
--- a/graphics/painting.c
+++ b/graphics/painting.c
@@ -1072,10 +1072,18 @@
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 @@
}
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;
}