#ifndef GRAPHICS_H #define GRAPHICS_H #include #include #include #define rgb(r,g,b) ( ((r) << 16 | (g) << 8 | (b)) & 0x00ffffff ) void drawPixel(int32_t x, int32_t y, uint32_t color) { uint8_t* vidmem = (uint8_t*)gfxMode->physicalBasePtr; uint8_t bytesPerPx = gfxMode->bpp / 8; uint32_t convColor = convertColor(color); // Idk if i should convert this for every px or just put in a preconverted color uint32_t offset = ((y * gfxMode->xRes) + x) * bytesPerPx; for (uint8_t i = 0; i < bytesPerPx; i++) { vidmem[offset + i] = (uint8_t)(convColor >> (i*8)); } } // Source: https://en.wikipedia.org/wiki/Bresenham's_line_algorithm void drawLine(int32_t x1, int32_t y1, int32_t x2, int32_t y2, uint32_t color) { int32_t dx = abs(x2 - x1); int32_t dy = -abs(y2 - y1); int8_t sx = (x1 < x2) ? 1 : -1; int8_t sy = (y1 < y2) ? 1 : -1; int16_t err = dx + dy; // TODO: Sometimes the condition isn't met for some reason and it breaks everything while (!(x1 == x2 && y1 == y2)) { drawPixel(x1, y1, color); if (err * 2 >= dy) { err += dy; x1 += sx; } if (err * 2 <= dx) { err += dx; y1 += sy; } } } void drawRect(int32_t x1, int32_t y1, int32_t x2, int32_t y2, uint32_t color) { drawLine(x1, y1, x2, y1, color); drawLine(x2, y1, x2, y2, color); drawLine(x2, y2, x1, y2, color); drawLine(x1, y2, x1, y1, color); } void drawTriangle(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t x3, int32_t y3, uint32_t color) { drawLine(x1, y1, x2, y2, color); drawLine(x2, y2, x3, y3, color); drawLine(x3, y3, x1, y1, color); } void drawCircle(int32_t x, int32_t y, uint16_t radius, uint32_t color) { int16_t offX = 0; int16_t offY = radius; int16_t p = 1 - radius; // Draw 8 octant points drawPixel(x + offX, y + offY, color); drawPixel(x - offX, y + offY, color); drawPixel(x + offX, y - offY, color); drawPixel(x - offX, y - offY, color); drawPixel(x + offY, y + offX, color); drawPixel(x - offY, y + offX, color); drawPixel(x + offY, y - offX, color); drawPixel(x - offY, y - offX, color); while (offX < offY) { offX++; if (p < 0) p += 2 * offX + 1; else { offY--; p += 2 * (offX - offY) + 1; } drawPixel(x + offX, y + offY, color); drawPixel(x - offX, y + offY, color); drawPixel(x + offX, y - offY, color); drawPixel(x - offX, y - offY, color); drawPixel(x + offY, y + offX, color); drawPixel(x - offY, y + offX, color); drawPixel(x + offY, y - offX, color); drawPixel(x - offY, y - offX, color); } } // Recursive (may need large stack) // TODO: Fix this for all bpp values void boundaryFill(int32_t x, int32_t y, uint32_t fillColor, uint32_t boundaryColor) { uint8_t* vidmem = (uint8_t*)gfxMode->physicalBasePtr; uint8_t bytesPerPx = (gfxMode->bpp+1) / 8; uint32_t convColorF = convertColor(fillColor); uint32_t convColorB = convertColor(boundaryColor); uint32_t offset = (y * gfxMode->xRes + x) * bytesPerPx; uint8_t draw = 0; for (uint8_t i = 0; i < bytesPerPx; i++) { if (vidmem[offset + i] != (uint8_t)(convColorF >> (i*8)) && vidmem[offset + i] != (uint8_t)(convColorB >> (i*8))) { draw = 1; break; } } if (draw) { for (uint8_t i = 0; i < bytesPerPx; i++) { vidmem[offset + i] = (uint8_t)(convColorF >> (i*8)); } boundaryFill(x + 1, y, fillColor, boundaryColor); boundaryFill(x, y + 1, fillColor, boundaryColor); boundaryFill(x - 1, y, fillColor, boundaryColor); boundaryFill(x, y - 1, fillColor, boundaryColor); } } // TODO: After i fix boundary fill, uncomment it from these functions void fillRect(int32_t x1, int32_t y1, int32_t x2, int32_t y2, uint32_t color) { int32_t cx = (x1 + x2) / 2; int32_t cy = (y1 + y2) / 2; drawRect(x1, y1, x2, y2, color - 1); boundaryFill(cx, cy, color, color - 1); drawRect(x1, y1, x2, y2, color); } void fillTriangle(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t x3, int32_t y3, uint32_t color) { int32_t cx = (x1 + x2 + x3) / 3; int32_t cy = (y1 + y2 + y3) / 3; drawTriangle(x1, y1, x2, y2, x3, y3, color - 1); boundaryFill(cx, cy, color, color - 1); drawTriangle(x1, y1, x2, y2, x3, y3, color); } void fillCircle(int32_t x, int32_t y, uint16_t radius, uint32_t color) { drawCircle(x, y, radius, color - 1); // boundaryFill(x, y, color, color - 1); TODO: It just doesn't feel like working here and hangs drawCircle(x, y, radius, color); } #endif