Mercurial > sdl-ios-xcode
annotate src/video/x11/SDL_x11gamma.c @ 2884:9dde605c7540
Date: Fri, 19 Dec 2008 20:17:35 +0100
From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions
> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>
I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.
Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.
The diff also includes
a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sat, 20 Dec 2008 12:00:00 +0000 |
parents | 99210400e8b9 |
children | a6694a812119 |
rev | line source |
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1 /* |
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2 SDL - Simple DirectMedia Layer |
2859 | 3 Copyright (C) 1997-2009 Sam Lantinga |
2162
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4 |
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5 This library is free software; you can redistribute it and/or |
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6 modify it under the terms of the GNU Lesser General Public |
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7 License as published by the Free Software Foundation; either |
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8 version 2.1 of the License, or (at your option) any later version. |
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9 |
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10 This library is distributed in the hope that it will be useful, |
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of |
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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13 Lesser General Public License for more details. |
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14 |
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15 You should have received a copy of the GNU Lesser General Public |
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16 License along with this library; if not, write to the Free Software |
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17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
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18 |
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19 Sam Lantinga |
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20 slouken@libsdl.org |
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21 */ |
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22 #include "SDL_config.h" |
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23 #include "../SDL_sysvideo.h" |
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24 #include "SDL_x11video.h" |
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25 |
2213 | 26 static int numCmaps = 0; |
27 | |
28 typedef struct | |
29 { | |
30 Display *display; | |
31 int scrNum; | |
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32 Colormap colormap; |
2213 | 33 XStandardColormap cmap; |
34 Visual visual; | |
35 } cmapTableEntry; | |
36 | |
37 cmapTableEntry *cmapTable = NULL; | |
38 | |
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39 /* To reduce the overhead as much as possible lets do as little as |
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40 possible. When we do have to create a colormap keep track of it and |
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41 reuse it. We're going to do this for both DirectColor and |
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42 PseudoColor colormaps. */ |
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43 |
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44 Colormap |
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45 X11_LookupColormap(Display * display, int scrNum, VisualID vid) |
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46 { |
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47 int i; |
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48 |
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49 for (i = 0; i < numCmaps; i++) { |
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50 if (cmapTable[i].display == display && |
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51 cmapTable[i].scrNum == scrNum && |
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52 cmapTable[i].cmap.visualid == vid) { |
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53 return cmapTable[i].cmap.colormap; |
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54 } |
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55 } |
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56 |
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57 return 0; |
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58 } |
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59 |
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60 |
2213 | 61 void |
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62 X11_TrackColormap(Display * display, int scrNum, Colormap colormap, |
2213 | 63 XStandardColormap * cmap, Visual * visual) |
64 { | |
65 int i; | |
66 | |
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67 /* search the table to find out if we already have this one. We |
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68 only want one entry for each display, screen number, visualid, |
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69 and colormap combination */ |
2213 | 70 for (i = 0; i < numCmaps; i++) { |
71 if (cmapTable[i].display == display && | |
72 cmapTable[i].scrNum == scrNum && | |
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73 cmapTable[i].cmap.visualid == cmap->visualid && |
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74 cmapTable[i].cmap.colormap == colormap) { |
2213 | 75 return; |
76 } | |
77 } | |
78 | |
79 /* increase the table by one entry. If the table is NULL create the | |
80 first entrty */ | |
2221 | 81 cmapTable = |
82 SDL_realloc(cmapTable, (numCmaps + 1) * sizeof(cmapTableEntry)); | |
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83 if (NULL == cmapTable) { |
2213 | 84 SDL_SetError("Out of memory in X11_TrackColormap()"); |
85 return; | |
86 } | |
87 | |
88 cmapTable[numCmaps].display = display; | |
89 cmapTable[numCmaps].scrNum = scrNum; | |
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90 cmapTable[numCmaps].colormap = colormap; |
2213 | 91 SDL_memcpy(&cmapTable[numCmaps].cmap, cmap, sizeof(XStandardColormap)); |
92 SDL_memcpy(&cmapTable[numCmaps].visual, visual, sizeof(Visual)); | |
93 | |
94 numCmaps++; | |
95 } | |
96 | |
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97 /* The problem is that you have to have at least one DirectColor |
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98 colormap before you can set the gamma ramps or read the gamma |
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99 ramps. If the application has created a DirectColor window then the |
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100 cmapTable will have at least one colormap in it and everything is |
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101 cool. If not, then we just fail */ |
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102 |
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103 int |
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104 X11_SetDisplayGammaRamp(_THIS, Uint16 * ramp) |
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105 { |
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106 Display *display; |
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107 Colormap colormap; |
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108 XColor *colorcells; |
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109 int ncolors; |
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110 int i; |
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111 int j; |
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112 |
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113 int rmax, gmax, bmax; |
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114 int rmul, gmul, bmul; |
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115 |
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116 for (j = 0; j < numCmaps; j++) { |
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117 if (cmapTable[j].visual.class == DirectColor) { |
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118 display = cmapTable[j].display; |
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119 colormap = cmapTable[j].colormap; |
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120 ncolors = cmapTable[j].visual.map_entries; |
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121 |
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122 colorcells = SDL_malloc(ncolors * sizeof(XColor)); |
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123 if (NULL == colorcells) { |
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124 SDL_SetError("out of memory in X11_SetDisplayGammaRamp"); |
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125 return -1; |
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126 } |
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127 |
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128 rmax = cmapTable[j].cmap.red_max + 1; |
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129 gmax = cmapTable[j].cmap.blue_max + 1; |
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130 bmax = cmapTable[j].cmap.green_max + 1; |
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131 |
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132 rmul = cmapTable[j].cmap.red_mult; |
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133 gmul = cmapTable[j].cmap.blue_mult; |
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134 bmul = cmapTable[j].cmap.green_mult; |
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135 |
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136 /* build the color table pixel values */ |
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137 for (i = 0; i < ncolors; i++) { |
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138 Uint32 red = (rmax * i) / ncolors; |
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139 Uint32 green = (gmax * i) / ncolors; |
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140 Uint32 blue = (bmax * i) / ncolors; |
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141 |
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142 colorcells[i].pixel = |
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143 (red * rmul) | (green * gmul) | (blue * bmul); |
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144 colorcells[i].flags = DoRed | DoGreen | DoBlue; |
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145 |
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146 colorcells[i].red = ramp[(0 * 256) + i]; |
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147 colorcells[i].green = ramp[(1 * 256) + i]; |
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148 colorcells[i].blue = ramp[(2 * 256) + i]; |
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149 } |
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150 |
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151 XStoreColors(display, colormap, colorcells, ncolors); |
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152 XFlush(display); |
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153 SDL_free(colorcells); |
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154 } |
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155 } |
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156 |
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157 return 0; |
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158 } |
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159 |
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160 int |
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161 X11_GetDisplayGammaRamp(_THIS, Uint16 * ramp) |
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162 { |
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163 Display *display; |
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164 Colormap colormap; |
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165 XColor *colorcells; |
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166 int ncolors; |
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167 int dc; |
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168 int i; |
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169 |
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170 int rmax, gmax, bmax; |
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171 int rmul, gmul, bmul; |
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172 |
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173 /* find the first DirectColor colormap and use it to get the gamma |
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174 ramp */ |
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175 |
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176 dc = -1; |
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177 for (i = 0; i < numCmaps; i++) { |
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178 if (cmapTable[i].visual.class == DirectColor) { |
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179 dc = i; |
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180 break; |
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181 } |
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182 } |
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183 |
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184 if (dc < 0) { |
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185 return -1; |
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186 } |
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187 |
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188 /* there is at least one DirectColor colormap in the cmapTable, |
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189 let's just get the entries from that colormap */ |
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190 |
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191 display = cmapTable[dc].display; |
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192 colormap = cmapTable[dc].colormap; |
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193 ncolors = cmapTable[dc].visual.map_entries; |
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194 colorcells = SDL_malloc(ncolors * sizeof(XColor)); |
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195 if (NULL == colorcells) { |
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196 SDL_SetError("out of memory in X11_GetDisplayGammaRamp"); |
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197 return -1; |
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198 } |
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199 |
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200 rmax = cmapTable[dc].cmap.red_max + 1; |
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201 gmax = cmapTable[dc].cmap.blue_max + 1; |
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202 bmax = cmapTable[dc].cmap.green_max + 1; |
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203 |
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204 rmul = cmapTable[dc].cmap.red_mult; |
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205 gmul = cmapTable[dc].cmap.blue_mult; |
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206 bmul = cmapTable[dc].cmap.green_mult; |
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207 |
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208 /* build the color table pixel values */ |
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209 for (i = 0; i < ncolors; i++) { |
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210 Uint32 red = (rmax * i) / ncolors; |
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211 Uint32 green = (gmax * i) / ncolors; |
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212 Uint32 blue = (bmax * i) / ncolors; |
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213 |
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214 colorcells[i].pixel = (red * rmul) | (green * gmul) | (blue * bmul); |
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215 } |
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216 |
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217 XQueryColors(display, colormap, colorcells, ncolors); |
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218 |
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219 /* prepare the values to be returned. Note that SDL assumes that |
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220 gamma ramps are always 3 * 256 entries long with the red entries |
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221 in the first 256 elements, the green in the second 256 elements |
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222 and the blue in the last 256 elements */ |
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223 |
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224 for (i = 0; i < ncolors; i++) { |
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225 ramp[(0 * 256) + i] = colorcells[i].red; |
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226 ramp[(1 * 256) + i] = colorcells[i].green; |
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227 ramp[(2 * 256) + i] = colorcells[i].blue; |
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228 } |
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229 |
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230 SDL_free(colorcells); |
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231 return 0; |
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232 } |