Implement trapezoid texturing
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parent
7148e21cce
commit
6027fdf387
61
index.js
61
index.js
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@ -188,6 +188,20 @@ celDecoder.box = (data, cel) => {
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cel.bitmap = bitmap
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cel.bitmap = bitmap
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}
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}
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const horizontalLine = (bitmap, xa, xb, y, patternByte) => {
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const xStart = xa - (xa % 4)
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const xEnd = (xb + (3 - (xb % 4))) - 3
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for (let x = xStart + 4; x < xEnd; x += 4) {
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drawByte(bitmap, x, y, patternByte)
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}
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const startBit = ((xa - xStart) * 2)
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const startByte = (0xff >> startBit) & patternByte
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drawByte(bitmap, xStart, y, startByte)
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const endBit = (((xEnd + 3) - xb) * 2)
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const endByte = (0xff << endBit) & patternByte
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drawByte(bitmap, xEnd, y, endByte)
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}
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celDecoder.trap = (data, cel) => {
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celDecoder.trap = (data, cel) => {
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let border = false
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let border = false
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// trap.m:21 - high-bit set means "draw a border"
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// trap.m:21 - high-bit set means "draw a border"
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@ -208,7 +222,22 @@ celDecoder.trap = (data, cel) => {
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} else {
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} else {
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// shape_pattern is 0xff, and the pattern is a bitmap that follows
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// shape_pattern is 0xff, and the pattern is a bitmap that follows
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// the trapezoid definition
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// the trapezoid definition
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throw Error("TODO: Implement inline trapezoid patterns")
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// dline.m:103 - first two bytes are bitmasks used for efficiently calculating
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// offsets into the texture. This means that the dimensions will be a power of
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// two, and we can get the width and height simply by adding one to the mask.
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const texW = data.getUint8(11) + 1
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const texH = data.getUint8(12) + 1
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cel.texture = emptyBitmap(texW, texH)
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let i = 13
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// dline.m:111 - the y position into the texture is calculated by
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// ANDing y1 with the height mask; thus, unlike prop bitmaps, we decode
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// from the top down
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for (let y = 0; y < texH; y ++) {
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for (let x = 0; x < texW; x ++) {
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drawByte(cel.texture, x * 4, y, data.getUint8(i))
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i ++
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}
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}
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}
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}
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cel.x1a = data.getUint8(7)
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cel.x1a = data.getUint8(7)
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cel.x1b = data.getUint8(8)
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cel.x1b = data.getUint8(8)
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@ -248,25 +277,25 @@ celDecoder.trap = (data, cel) => {
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let xa = cel.x1a
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let xa = cel.x1a
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let xb = cel.x1b
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let xb = cel.x1b
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for (let y = 0; y < cel.height; y ++) {
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for (let y = 0; y < cel.height; y ++) {
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let patternByte = cel.pattern
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const line = cel.bitmap[y]
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if (border && (y == 0 || y == (cel.height - 1))) {
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if (border && (y == 0 || y == (cel.height - 1))) {
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// top and bottom border line
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// top and bottom border line
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patternByte = 0xaa
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horizontalLine(cel.bitmap, xa, xb, y, 0xaa, true)
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} else {
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if (cel.texture) {
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const texLine = cel.texture[y % cel.texture.length]
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for (let x = xa; x <= xb; x ++) {
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line[x] = texLine[x % texLine.length]
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}
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}
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// draw a horizontal line from xa,y to xb,y
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} else {
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const xStart = xa - (xa % 4)
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horizontalLine(cel.bitmap, xa, xb, y, cel.pattern, border)
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const xEnd = (xb + (3 - (xb % 4))) - 3
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}
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for (let x = xStart + 4; x < xEnd; x += 4) {
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}
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drawByte(cel.bitmap, x, y, patternByte)
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if (border) {
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line[xa] = 2
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line[xb] = 2
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}
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}
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const startBit = ((xa - xStart) * 2)
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const startByte = border ? (0xff >> (startBit + 2)) & patternByte | (0x80 >> startBit)
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: (0xff >> startBit) & patternByte
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drawByte(cel.bitmap, xStart, y, startByte)
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const endBit = (((xEnd + 3) - xb) * 2)
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const endByte = border ? (0xff << (endBit + 2)) & patternByte | (2 << endBit)
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: (0xff << endBit) & patternByte
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drawByte(cel.bitmap, xEnd, y, endByte)
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// cycle1: move xa
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// cycle1: move xa
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do {
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do {
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