+ line[x].r = clamp(((line[x].r*ainv)>>8)+col.r);
+ line[x].g = clamp(((line[x].g*ainv)>>8)+col.g);
+ line[x].b = clamp(((line[x].b*ainv)>>8)+col.b);
+ line[x].a = 255;
+
+ z[x] = depth;
+ }
+ } while(++x<x2);
+}
+
+static void fill_gradient(RGBA*line, int*z, int y, int x1, int x2, MATRIX*m, GRADIENT*g, int type, U32 depth, double fmultiply)
+{
+ int x = x1;
+
+ double m11= m->sx*fmultiply/80, m21= m->r1*fmultiply/80;
+ double m12= m->r0*fmultiply/80, m22= m->sy*fmultiply/80;
+ double rx = m->tx*fmultiply/20.0;
+ double ry = m->ty*fmultiply/20.0;
+
+ double det = m11*m22 - m12*m21;
+ if(fabs(det) < 0.0005) {
+ /* x direction equals y direction- the image is invisible */
+ return;
+ }
+ det = 1.0/det;
+
+ RGBA palette[512];
+ RGBA oldcol = g->rgba[0];
+ int r0 = g->ratios[0]*2;
+ int t;
+ for(t=0;t<r0;t++)
+ palette[t] = oldcol;
+ for(t=1;t<g->num;t++) {
+ int r1 = g->ratios[t]*2;
+ RGBA newcol = g->rgba[t];
+ if(r0 == r1)
+ continue;
+ //printf("%d %d->%d %02x%02x%02x%02x->%02x%02x%02x%02x\n",
+ // t, r0, r1, oldcol.r,oldcol.g,oldcol.b,oldcol.a,
+ // newcol.r,newcol.g,newcol.b,newcol.a);
+ double f = 1.0 / (r1-r0);
+ double p0 = 1;
+ double p1 = 0;
+ int s;
+ for(;r0<=r1;r0++) {
+ palette[r0].r = oldcol.r*p0 + newcol.r*p1;
+ palette[r0].g = oldcol.g*p0 + newcol.g*p1;
+ palette[r0].b = oldcol.b*p0 + newcol.b*p1;
+ palette[r0].a = oldcol.a*p0 + newcol.a*p1;
+ p0 -= f;
+ p1 += f;
+ }
+ oldcol = newcol;
+ }
+ for(t=r0;t<512;t++)
+ palette[t] = oldcol;
+
+ do {
+ if(depth >= z[x]) {
+ RGBA col;
+ double xx = ( (x - rx) * m22 - (y - ry) * m21)*det;
+ double yy = (- (x - rx) * m12 + (y - ry) * m11)*det;
+ int ainv;
+ ainv = 255-col.a;
+
+ if(type == FILL_LINEAR) {
+ int xr = xx*256;
+ if(xr<-256)
+ xr = -256;
+ if(xr>255)
+ xr = 255;
+ col = palette[xr+256];
+ } else {
+ int xr = sqrt(xx*xx+yy*yy)*511;
+ if(xr<0)
+ xr = 0;
+ if(xr>511)
+ xr = 511;
+ col = palette[xr];
+ }
+
+ line[x].r = clamp(((line[x].r*ainv)>>8)+col.r);
+ line[x].g = clamp(((line[x].g*ainv)>>8)+col.g);
+ line[x].b = clamp(((line[x].b*ainv)>>8)+col.b);