1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326
|
#include "Vlib.h"
#ifdef HAVE_STRINGS_H
#include <strings.h>
#else
#include <string.h>
#endif
int _VProcessColor PARAMS((VWorkContext * cxt, Viewport * v, VColor * vc));
static char *errmsg = "Not enough pixel space for all colors\n";
static char *errmsg2 = "Unable to parse color \"%s\".\n";
/*
* We'll create the notion of a viewport-specific color tweaking
* procedure. This procedure allows some user code to get control just
* before we hand the color name to XParseColor() so that we might
* alter the name a bit. Why use it? It allows us to shrink down the
* color space a bit on color-poor screens.
*/
void
VSetColorTweakProc(Viewport * v, void (*proc) ( /* ??? */ ))
{
v->colorTweakProc = proc;
}
static int
pmap(long unsigned int *vec, int n)
{
static int itbl[] =
{1, 2, 4, 8};
register int i, r = 0;
for (i = 0; i < 4; ++i)
if (itbl[i] & n)
r += vec[i];
return r;
}
int
VBindColors(Viewport * v, char *background)
{
register int i, j, k, n, c;
static int parseComplete = 0;
unsigned int pixel;
VColor *p, *bg;
XColor *colorSet;
Display *dpy;
unsigned long planemask[PLANECOUNT * 2];
unsigned long pixels[1];
int maxpcolors;
char realColor[64];
maxpcolors = (v->flags & VPMono) ? 256 : v->visual->map_entries;
dpy = v->dpy;
_VDefaultWorkContext->nextPixel = 0;
/*
* If this is a color or greyscale pixmap, allocate color cells for each
* color, and then set up the Viewport for drawing.
*
* If this is a monochrome monitor, then the aPixel value for this color is
* an index into our standard pixmap table rather than being a Pixel value.
*/
if (v->flags & (VPPixmap | VPFastAnimation | VPMono | VPDoubleBuffer)) {
bg = VAllocColor(background);
if (_VProcessColor(_VDefaultWorkContext, v, bg) != 0) {
return -1;
}
for ((i = 0, p = _VDefaultWorkContext->VColorList); p; i++) {
if (i > maxpcolors) {
fprintf(stderr, "Too many colors selected.\n");
return -1;
}
if (_VProcessColor(_VDefaultWorkContext, v, p) != 0) {
return -1;
}
p = p->next;
}
v->colors = _VDefaultWorkContext->nextPixel;
v->set = 0;
v->pixel = v->aPixel;
v->mask = AllPlanes;
return 0;
}
/*
* If we fall through to here, we are doing double buffering using plane
* masks. This is obsolete code, but I'll leave it around for now.
*/
colorSet = (XColor *) Vmalloc(sizeof(XColor) * maxpcolors);
n = PLANECOUNT;
c = 1 << n;
if (XAllocColorCells(dpy, v->cmap, False, planemask, n * 2, pixels, 1) == 0) {
fprintf(stderr, "Cannot allocate color cells\n");
free((char *) colorSet);
return -1;
}
/*
* Parse background color
*/
if ( /*parseComplete == 0 */ 1) {
if (v->colorTweakProc) {
(*v->colorTweakProc) (v, background, realColor);
}
else {
strcpy(realColor, background);
}
if (XParseColor(dpy, v->cmap, realColor, &colorSet[0]) == 0) {
fprintf(stderr, errmsg2, background);
free(colorSet);
return -1;
}
/*
* Parse each color defined in the V Color List
*/
for ((i = 0, p = _VDefaultWorkContext->VColorList); p; i++) {
if (i > c) {
fprintf(stderr, "Too many colors selected.\n");
free(colorSet);
return -1;
}
if (v->colorTweakProc) {
(*v->colorTweakProc) (v, p->color_name, realColor);
}
else {
strcpy(realColor, p->color_name);
}
if (XParseColor(dpy, v->cmap, realColor, &colorSet[i + 1]) == 0) {
fprintf(stderr, errmsg2, p->color_name);
free(colorSet);
return -1;
}
p->cIndex = i + 1;
p = p->next;
}
parseComplete = 1;
}
v->colors = i + 1;
#ifdef DEBUG
fprintf(stderr, "%d colors defined in the V color list.\n", i);
#endif
/*
* PAY ATTENTION!
*
* We will now create a two lists of XColors. Each will expose a particular
* drawing buffer (there are two drawing buffers created here).
* A drawing is exposed by passing one of these lists to the XSetColors
* procedure.
* We create a list by iterating through each possible combination of
* pixel values, based on the values returned in pixel and planemask.
* The pixel value is determined using a function called pmap. Each pixel
* value is assigned the appropriate XColor.
*/
k = 0;
for (i = 0; i < v->colors; ++i) {
pixel = v->aPixel[i] = (Color) (pmap(&planemask[0], i) | pixels[0]);
for (j = 0; j < v->colors; ++j) {
v->aColor[k] = colorSet[i];
v->aColor[k++].pixel = pixel | pmap(&planemask[n], j);
}
}
v->aMask = pmap(&planemask[0], (c - 1)) | pixels[0];
k = 0;
for (i = 0; i < v->colors; ++i) {
pixel = v->bPixel[i] = (Color) (pmap(&planemask[n], i) | pixels[0]);
for (j = 0; j < v->colors; ++j) {
v->bColor[k] = colorSet[i];
v->bColor[k++].pixel = pixel | pmap(&planemask[0], j);
}
}
v->bMask = pmap(&planemask[n], (c - 1)) | pixels[0];
free(colorSet);
return 0;
}
int
_VProcessColor(VWorkContext * cxt, Viewport * v, VColor * vc)
{
char realColor[256];
Display *dpy = v->dpy;
XColor xcolor, xcolor2, hcolor;
double d;
int i, swap = 0;
unsigned long temp;
/*
* First, if we are doing any depth cueing, insure that the haze color has
* been converted to RGB values.
*/
if (cxt->depthCueSteps > 1 && (v->flags & VPDepthCueParsed) == 0) {
if (v->colorTweakProc) {
(*v->colorTweakProc) (v, cxt->depthCueColor->color_name,
realColor);
}
else {
strcpy(realColor, cxt->depthCueColor->color_name);
}
if (XParseColor(dpy, v->cmap,
realColor, &hcolor) == 0) {
fprintf(stderr, errmsg2,
cxt->depthCueColor->color_name);
return -1;
}
if (v->AllocColor(v, v->cmap, &hcolor) == 0) {
fprintf(stderr, errmsg);
return -1;
}
cxt->depthCueColor->cIndex = cxt->nextPixel;
v->aPixel[cxt->nextPixel++] = hcolor.pixel;
v->xdepthCueColor = hcolor;
v->flags |= VPDepthCueParsed;
swap = 1;
}
/*
* Now parse this color.
*/
if (v->colorTweakProc) {
(*v->colorTweakProc) (v, vc->color_name, realColor);
}
else {
strcpy(realColor, vc->color_name);
}
if (XParseColor(dpy, v->cmap, realColor, &xcolor) == 0) {
fprintf(stderr, errmsg2, vc->color_name);
return -1;
}
if (v->flags & VPMono) {
vc->cIndex = cxt->nextPixel;
v->aPixel[cxt->nextPixel++] = (
xcolor.red * 299L +
xcolor.green * 587L +
xcolor.blue * 114L) / (1000 * 8192);
}
else if (v->flags & VPDepthCueing && cxt->depthCueSteps > 1 &&
vc->flags & ColorEnableDepthCueing) {
vc->cIndex = cxt->nextPixel;
hcolor = v->xdepthCueColor;
for (i = 0; i < cxt->depthCueSteps - 1; ++i) {
d = (double) i / (double) cxt->depthCueSteps;
xcolor2.red = (unsigned short) (xcolor.red * (1.0 - d) + hcolor.red * d);
xcolor2.green = (unsigned short) (xcolor.green * (1.0 - d) + hcolor.green * d);
xcolor2.blue = (unsigned short) (xcolor.blue * (1.0 - d) + hcolor.blue * d);
xcolor2.flags = xcolor.flags;
if (v->AllocColor(v, v->cmap, &xcolor2) == 0) {
fprintf(stderr, errmsg);
return -1;
}
v->aPixel[cxt->nextPixel++] = xcolor2.pixel;
}
}
else {
if (v->AllocColor(v, v->cmap, &xcolor) == 0) {
fprintf(stderr, errmsg);
return -1;
}
vc->cIndex = cxt->nextPixel;
v->aPixel[cxt->nextPixel++] = xcolor.pixel;
}
/*
* Sorry for the hack, but here goes ...
*
* The background color in the V library is a bit of an orphan. It is
* defined when VBindColors is called. There are parts of the V library
* that assume that v->aPixel[0] is the pixel value of the background color,
* but that is not true at this point in time if we just got through parsing
* the depth cue color. By swapping the aPixel[0] and aPixel[1] values
* (and updating the corresponding VColor entries that point to them), we
* an hack around the problem.
*/
if (swap) {
temp = v->aPixel[0];
v->aPixel[0] = v->aPixel[1];
v->aPixel[1] = (Color) temp;
temp = cxt->depthCueColor->cIndex;
cxt->depthCueColor->cIndex = vc->cIndex;
vc->cIndex = (Color) temp;
}
return 0;
}
|