mirror of
https://github.com/holub/mame
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205 lines
6.1 KiB
C
205 lines
6.1 KiB
C
/***************************************************************************
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rendutil.h
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Core rendering utilities.
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Copyright Nicola Salmoria and the MAME Team.
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Visit http://mamedev.org for licensing and usage restrictions.
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***************************************************************************/
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#ifndef __RENDUTIL_H__
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#define __RENDUTIL_H__
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#include "driver.h"
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#include "osdepend.h"
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#include "render.h"
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#include <math.h>
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/***************************************************************************
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FUNCTION PROTOTYPES
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***************************************************************************/
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/* ----- render utilities ----- */
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void render_resample_argb_bitmap_hq(void *dest, UINT32 drowpixels, UINT32 dwidth, UINT32 dheight, const bitmap_t *source, const rectangle *sbounds, const render_color *color);
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int render_clip_line(render_bounds *bounds, const render_bounds *clip);
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int render_clip_quad(render_bounds *bounds, const render_bounds *clip, render_quad_texuv *texcoords);
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void render_line_to_quad(const render_bounds *bounds, float width, render_bounds *bounds0, render_bounds *bounds1);
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bitmap_t *render_load_png(const char *dirname, const char *filename, bitmap_t *alphadest, int *hasalpha);
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/***************************************************************************
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INLINE FUNCTIONS
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***************************************************************************/
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/*-------------------------------------------------
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render_round_nearest - floating point
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round-to-nearest
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-------------------------------------------------*/
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INLINE float render_round_nearest(float f)
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{
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return floor(f + 0.5f);
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}
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/*-------------------------------------------------
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set_render_bounds_xy - cleaner way to set the
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bounds
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-------------------------------------------------*/
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INLINE void set_render_bounds_xy(render_bounds *bounds, float x0, float y0, float x1, float y1)
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{
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bounds->x0 = x0;
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bounds->y0 = y0;
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bounds->x1 = x1;
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bounds->y1 = y1;
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}
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/*-------------------------------------------------
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set_render_bounds_wh - cleaner way to set the
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bounds
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-------------------------------------------------*/
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INLINE void set_render_bounds_wh(render_bounds *bounds, float x0, float y0, float width, float height)
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{
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bounds->x0 = x0;
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bounds->y0 = y0;
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bounds->x1 = x0 + width;
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bounds->y1 = y0 + height;
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}
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/*-------------------------------------------------
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sect_render_bounds - compute the intersection
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of two render_bounds
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-------------------------------------------------*/
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INLINE void sect_render_bounds(render_bounds *dest, const render_bounds *src)
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{
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dest->x0 = (dest->x0 > src->x0) ? dest->x0 : src->x0;
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dest->x1 = (dest->x1 < src->x1) ? dest->x1 : src->x1;
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dest->y0 = (dest->y0 > src->y0) ? dest->y0 : src->y0;
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dest->y1 = (dest->y1 < src->y1) ? dest->y1 : src->y1;
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}
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/*-------------------------------------------------
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union_render_bounds - compute the union of two
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render_bounds
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-------------------------------------------------*/
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INLINE void union_render_bounds(render_bounds *dest, const render_bounds *src)
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{
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dest->x0 = (dest->x0 < src->x0) ? dest->x0 : src->x0;
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dest->x1 = (dest->x1 > src->x1) ? dest->x1 : src->x1;
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dest->y0 = (dest->y0 < src->y0) ? dest->y0 : src->y0;
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dest->y1 = (dest->y1 > src->y1) ? dest->y1 : src->y1;
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}
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/*-------------------------------------------------
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set_render_color - cleaner way to set a color
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-------------------------------------------------*/
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INLINE void set_render_color(render_color *color, float a, float r, float g, float b)
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{
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color->a = a;
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color->r = r;
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color->g = g;
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color->b = b;
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}
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/*-------------------------------------------------
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orientation_swap_flips - swap the X and Y
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flip flags
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-------------------------------------------------*/
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INLINE int orientation_swap_flips(int orientation)
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{
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return (orientation & ORIENTATION_SWAP_XY) |
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((orientation & ORIENTATION_FLIP_X) ? ORIENTATION_FLIP_Y : 0) |
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((orientation & ORIENTATION_FLIP_Y) ? ORIENTATION_FLIP_X : 0);
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}
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/*-------------------------------------------------
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orientation_reverse - compute the orientation
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that will undo another orientation
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-------------------------------------------------*/
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INLINE int orientation_reverse(int orientation)
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{
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/* if not swapping X/Y, then just apply the same transform to reverse */
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if (!(orientation & ORIENTATION_SWAP_XY))
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return orientation;
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/* if swapping X/Y, then swap X/Y flip bits to get the reverse */
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else
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return orientation_swap_flips(orientation);
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}
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/*-------------------------------------------------
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orientation_add - compute effective orientation
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after applying two subsequent orientations
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-------------------------------------------------*/
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INLINE int orientation_add(int orientation1, int orientation2)
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{
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/* if the 2nd transform doesn't swap, just XOR together */
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if (!(orientation2 & ORIENTATION_SWAP_XY))
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return orientation1 ^ orientation2;
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/* otherwise, we need to effectively swap the flip bits on the first transform */
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else
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return orientation_swap_flips(orientation1) ^ orientation2;
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}
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/*-------------------------------------------------
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apply_brightness_contrast_gamma_fp - apply
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brightness, contrast, and gamma controls to
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a single RGB component
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-------------------------------------------------*/
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INLINE float apply_brightness_contrast_gamma_fp(float srcval, float brightness, float contrast, float gamma)
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{
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/* first apply gamma */
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srcval = pow(srcval, 1.0f / gamma);
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/* then contrast/brightness */
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srcval = (srcval * contrast) + brightness - 1.0f;
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/* clamp and return */
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if (srcval < 0.0f)
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srcval = 0.0f;
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if (srcval > 1.0f)
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srcval = 1.0f;
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return srcval;
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}
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/*-------------------------------------------------
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apply_brightness_contrast_gamma - apply
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brightness, contrast, and gamma controls to
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a single RGB component
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-------------------------------------------------*/
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INLINE UINT8 apply_brightness_contrast_gamma(UINT8 src, float brightness, float contrast, float gamma)
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{
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float srcval = (float)src * (1.0f / 255.0f);
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float result = apply_brightness_contrast_gamma_fp(srcval, brightness, contrast, gamma);
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return (UINT8)(result * 255.0f);
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}
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#endif /* __RENDUTIL_H__ */
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