The Trunk: Graphics-ar.116.mcz

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The Trunk: Graphics-ar.116.mcz

commits-2
Andreas Raab uploaded a new version of Graphics to project The Trunk:
http://source.squeak.org/trunk/Graphics-ar.116.mcz

==================== Summary ====================

Name: Graphics-ar.116
Author: ar
Time: 5 March 2010, 8:53:41.76 pm
UUID: c24d79d2-0cd6-c94e-be39-e50476116cb2
Ancestors: Graphics-nice.115

Avoid dictionary protocol in Smalltalk.

=============== Diff against Graphics-nice.115 ===============

Item was changed:
  ----- Method: Form>>displayResourceFormOn: (in category 'displaying') -----
  displayResourceFormOn: aForm
  "a special display method for blowing up resource thumbnails"
  | engine tx cmap blitter |
  self extent = aForm extent ifTrue:[^self displayOn: aForm].
+ engine := Smalltalk at: #B3DRenderEngine ifPresent:
- engine := Smalltalk at: #B3DRenderEngine ifPresentAndInMemory:
  [:engineClass | engineClass defaultForPlatformOn: aForm].
  engine ifNil:[
  "We've got no bilinear interpolation. Use WarpBlt instead"
  (WarpBlt current toForm: aForm)
  sourceForm: self destRect: aForm boundingBox;
  combinationRule: 3;
  cellSize: 2;
  warpBits.
  ^self
  ].
  tx := self asTexture.
  (blitter := BitBlt current toForm: tx)
  sourceForm: self; destRect: aForm boundingBox;
  sourceOrigin: 0@0;
  combinationRule: Form paint.
  "map transparency to current World background color"
  (World color respondsTo: #pixelWordForDepth:) ifTrue: [
  cmap := Bitmap new: (self depth <= 8 ifTrue: [1 << self depth] ifFalse: [4096]).
  cmap at: 1 put: (tx pixelWordFor: World color).
  blitter colorMap: cmap.
  ].
  blitter copyBits.
  engine viewport: aForm boundingBox.
  engine material: ((Smalltalk at: #B3DMaterial) new emission: Color white).
  engine texture: tx.
  engine render: ((Smalltalk at: #B3DIndexedQuadMesh) new plainTextureRect).
  engine finish.
  "the above, using bilinear interpolation doesn't leave transparent pixel values intact"
  (WarpBlt current toForm: aForm)
  sourceForm: self destRect: aForm boundingBox;
  combinationRule: Form and;
  colorMap: (Color maskingMap: self depth);
  warpBits.!