/****************************************************************************** * * vector.c * * * Copyright 1997,1998 by the M.A.M.E. Project * * anti-alias code by Andrew Caldwell * (still more to add) * * 040227 Fixed miny clip scaling which was breaking in mhavoc. AREK * 010903 added support for direct RGB modes MLR * 980611 use translucent vectors. Thanks to Peter Hirschberg * and Neil Bradley for the inspiration. BW * 980307 added cleverer dirty handling. BW, ASG * fixed antialias table .ac * 980221 rewrote anti-alias line draw routine * added inline assembly multiply fuction for 8086 based machines * beam diameter added to draw routine * beam diameter is accurate in anti-alias line draw (Tcosin) * flicker added .ac * 980203 moved LBO's routines for drawing into a buffer of vertices * from avgdvg.c to this location. Scaling is now initialized * by calling vector_init(...). BW * 980202 moved out of msdos.c ASG * 980124 added anti-alias line draw routine * modified avgdvg.c and sega.c to support new line draw routine * added two new tables Tinten and Tmerge (for 256 color support) * added find_color routine to build above tables .ac * **************************************************************************** */ #include #include "rendutil.h" #include "vector.h" #include "osinline.h" #define VECTOR_WIDTH_DENOM 512 #define MAX_POINTS 10000 #define VECTOR_TEAM \ "-* Vector Heads *-\n" \ "Brad Oliver\n" \ "Aaron Giles\n" \ "Bernd Wiebelt\n" \ "Allard van der Bas\n" \ "Al Kossow (VECSIM)\n" \ "Hedley Rainnie (VECSIM)\n" \ "Eric Smith (VECSIM)\n" \ "Neil Bradley (technical advice)\n" \ "Andrew Caldwell (anti-aliasing)\n" \ "- *** -\n" #if 0 #define TEXTURE_LENGTH_BUCKETS 32 #define TEXTURE_INTENSITY_BUCKETS 4 #define TEXTURE_WIDTH 16 #define MAX_INTENSITY 2 #define VECTOR_BLEED (0.25f) #define VECTOR_INT_SCALE (255.0f * 1.5f) typedef struct _vector_texture vector_texture; struct _vector_texture { render_texture * texture; mame_bitmap * bitmap; }; static vector_texture *vectortex[TEXTURE_INTENSITY_BUCKETS][TEXTURE_LENGTH_BUCKETS]; static render_texture *get_vector_texture(float dx, float dy, float intensity) { float length = sqrt(dx * dx + dy * dy); int lbucket = length * (float)TEXTURE_LENGTH_BUCKETS; int ibucket = (intensity / (float)MAX_INTENSITY) * (float)TEXTURE_INTENSITY_BUCKETS; vector_texture *tex; int height, x, y; float totalint; if (lbucket > TEXTURE_LENGTH_BUCKETS) lbucket = TEXTURE_LENGTH_BUCKETS; if (ibucket > TEXTURE_INTENSITY_BUCKETS) ibucket = TEXTURE_INTENSITY_BUCKETS; tex = &vectortex[ibucket][lbucket]; if (tex->texture != NULL) return tex->texture; height = lbucket * VECTOR_WIDTH_DENOM / TEXTURE_LENGTH_BUCKETS; tex->bitmap = bitmap_alloc(TEXTURE_WIDTH, height, BITMAP_FORMAT_ARGB32); fillbitmap(tex->bitmap, NULL, MAKE_ARGB(0xff,0xff,0xff,0xff)); totalint = 1.0f; for (x = TEXTURE_WIDTH / 2 - 1; x >= 0; x--) { int intensity = (int)(totalint * (1.0f - VECTOR_BLEED) * VECTOR_INT_SCALE); intensity = MIN(255, intensity); totalint -= (float)intensity * (1.0f / VECTOR_INT_SCALE); for (y = 0; y < height; y++) { UINT32 *pix; pix = (UINT32 *)bitmap->base + y * bitmap->rowpixels + x; *pix = MAKE_ARGB((RGB_ALPHA(*pix) * intensity) >> 8,0xff,0xff,0xff); pix = (UINT32 *)bitmap->base + y * bitmap->rowpixels + (TEXTURE_WIDTH - 1 - x); *pix = MAKE_ARGB((RGB_ALPHA(*pix) * intensity) >> 8,0xff,0xff,0xff); } } tex->texture = render_texture_create(); return tex->texture; } #endif #define VCLEAN 0 #define VDIRTY 1 #define VCLIP 2 /* The vertices are buffered here */ typedef struct { int x; int y; rgb_t col; int intensity; int arg1; int arg2; /* start/end in pixel array or clipping info */ int status; /* for dirty and clipping handling */ } point; UINT8 *vectorram; size_t vectorram_size; static int flicker; /* beam flicker value */ static float flicker_correction = 0.0f; static float beam_width; static point *vector_list; static int vector_index; void vector_set_flicker(float _flicker) { flicker_correction = _flicker; flicker = (int)(flicker_correction * 2.55); } float vector_get_flicker(void) { return flicker_correction; } void vector_set_beam(float _beam) { beam_width = _beam; } float vector_get_beam(void) { return beam_width; } /* * Initializes vector game video emulation */ VIDEO_START( vector ) { beam_width = options_get_float(mame_options(), OPTION_BEAM); /* Grab the settings for this session */ vector_set_flicker(options_get_float(mame_options(), OPTION_FLICKER)); vector_index = 0; /* allocate memory for tables */ vector_list = auto_malloc (MAX_POINTS * sizeof (vector_list[0])); } /* * Adds a line end point to the vertices list. The vector processor emulation * needs to call this. */ void vector_add_point (int x, int y, rgb_t color, int intensity) { point *newpoint; if (intensity > 0xff) intensity = 0xff; if (flicker && (intensity > 0)) { intensity += (intensity * (0x80-(mame_rand(Machine)&0xff)) * flicker)>>16; if (intensity < 0) intensity = 0; if (intensity > 0xff) intensity = 0xff; } newpoint = &vector_list[vector_index]; newpoint->x = x; newpoint->y = y; newpoint->col = color; newpoint->intensity = intensity; newpoint->status = VDIRTY; /* mark identical lines as clean later */ vector_index++; if (vector_index >= MAX_POINTS) { vector_index--; logerror("*** Warning! Vector list overflow!\n"); } } /* * Add new clipping info to the list */ void vector_add_clip (int x1, int yy1, int x2, int y2) { point *newpoint; newpoint = &vector_list[vector_index]; newpoint->x = x1; newpoint->y = yy1; newpoint->arg1 = x2; newpoint->arg2 = y2; newpoint->status = VCLIP; vector_index++; if (vector_index >= MAX_POINTS) { vector_index--; logerror("*** Warning! Vector list overflow!\n"); } } /* * The vector CPU creates a new display list. We save the old display list, * but only once per refresh. */ void vector_clear_list (void) { vector_index = 0; } VIDEO_UPDATE( vector ) { UINT32 flags = PRIMFLAG_ANTIALIAS(options_get_bool(mame_options(), OPTION_ANTIALIAS) ? 1 : 0) | PRIMFLAG_BLENDMODE(BLENDMODE_ADD); float xscale = 1.0f / (65536 * (machine->screen[screen].visarea.max_x - machine->screen[screen].visarea.min_x)); float yscale = 1.0f / (65536 * (machine->screen[screen].visarea.max_y - machine->screen[screen].visarea.min_y)); float xoffs = (float)machine->screen[screen].visarea.min_x; float yoffs = (float)machine->screen[screen].visarea.min_y; point *curpoint; render_bounds clip; int lastx = 0, lasty = 0; int i; curpoint = vector_list; render_container_empty(render_container_get_screen(screen)); render_screen_add_rect(screen, 0.0f, 0.0f, 1.0f, 1.0f, MAKE_ARGB(0xff,0x00,0x00,0x00), PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA)); clip.x0 = clip.y0 = 0.0f; clip.x1 = clip.y1 = 1.0f; for (i = 0; i < vector_index; i++) { render_bounds coords; if (curpoint->status == VCLIP) { coords.x0 = ((float)curpoint->x - xoffs) * xscale; coords.y0 = ((float)curpoint->y - yoffs) * yscale; coords.x1 = ((float)curpoint->arg1 - xoffs) * xscale; coords.y1 = ((float)curpoint->arg2 - yoffs) * yscale; clip.x0 = (coords.x0 > 0.0f) ? coords.x0 : 0.0f; clip.y0 = (coords.y0 > 0.0f) ? coords.y0 : 0.0f; clip.x1 = (coords.x1 < 1.0f) ? coords.x1 : 1.0f; clip.y1 = (coords.y1 < 1.0f) ? coords.y1 : 1.0f; } else { coords.x0 = ((float)lastx - xoffs) * xscale; coords.y0 = ((float)lasty - yoffs) * yscale; coords.x1 = ((float)curpoint->x - xoffs) * xscale; coords.y1 = ((float)curpoint->y - yoffs) * yscale; if (curpoint->intensity != 0) if (!render_clip_line(&coords, &clip)) render_screen_add_line(screen, coords.x0, coords.y0, coords.x1, coords.y1, beam_width * (1.0f / (float)VECTOR_WIDTH_DENOM), (curpoint->intensity << 24) | (curpoint->col & 0xffffff), flags); lastx = curpoint->x; lasty = curpoint->y; } curpoint++; } return 0; }