mame/src/emu/rendutil.h
Aaron Giles 4498faacd9 First round of an attempted cleanup of header files in the system.
- Created new central header "emu.h"; this should be included
    by pretty much any driver or device as the first include. This
    file in turn includes pretty much everything a driver or device
    will need, minus any other devices it references. Note that
    emu.h should *never* be included by another header file.
 - Updated all files in the core (src/emu) to use emu.h.
 - Removed a ton of redundant and poorly-tracked header includes
    from within other header files.
 - Temporarily changed driver.h to map to emu.h until we update
    files outside of the core.

Added class wrapper around tagmap so it can be directly included
and accessed within objects that need it. Updated all users to
embed tagmap objects and changed them to call through the class.

Added nicer functions for finding devices, ports, and regions in
a machine:

   machine->device("tag") -- return the named device, or NULL
   machine->port("tag") -- return the named port, or NULL
   machine->region("tag"[, &length[, &flags]]) -- return the
      named region and optionally its length and flags
      
Made the device tag an astring. This required touching a lot of 
code that printed the device to explicitly fetch the C-string
from it. (Thank you gcc for flagging that issue!)
2010-01-10 00:29:26 +00:00

204 lines
6.1 KiB
C

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