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////////////////////////////////////////////////////////////////////////////////////////
//
// Nestopia - NES/Famicom emulator written in C++
//
// Copyright (C) 2003-2008 Martin Freij
//
// This file is part of Nestopia.
//
// Nestopia is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// Nestopia is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Nestopia; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
////////////////////////////////////////////////////////////////////////////////////////
#ifndef NST_VIDEO_RENDERER_H
#define NST_VIDEO_RENDERER_H
#include <cstdlib>
#include "api/NstApiVideo.hpp"
#include "NstVideoScreen.hpp"
#ifdef NST_PRAGMA_ONCE
#pragma once
#endif
namespace Nes
{
namespace Core
{
namespace Video
{
class Renderer
{
typedef Api::Video::RenderState RenderState;
typedef Api::Video::Decoder Decoder;
typedef Screen Input;
public:
Renderer();
~Renderer();
enum PaletteType
{
PALETTE_YUV,
PALETTE_PC10,
PALETTE_VS1,
PALETTE_VS2,
PALETTE_VS3,
PALETTE_VS4,
PALETTE_CUSTOM
};
enum
{
WIDTH = Input::WIDTH,
HEIGHT = Input::HEIGHT,
PIXELS = Input::PIXELS,
PALETTE = Input::PALETTE,
NST_DEFAULT_PALETTE = PALETTE_YUV
};
Result SetState(const RenderState&);
Result GetState(RenderState&) const;
Result SetHue(int);
void Blit(Output&,Input&,uint);
Result SetDecoder(const Decoder&);
Result SetPaletteType(PaletteType);
Result LoadCustomPalette(const byte (*)[3],bool);
void ResetCustomPalette();
void EnableFieldMerging(bool);
void EnableForcedFieldMerging(bool);
typedef byte PaletteEntries[PALETTE][3];
const PaletteEntries& GetPalette();
private:
void UpdateFilter(Input&);
class Palette
{
public:
Palette();
~Palette();
Result SetType(PaletteType);
Result LoadCustom(const byte (*)[3],bool);
uint SaveCustom(byte (*)[3],bool) const;
bool ResetCustom();
void Update(int,int,int,int);
Result SetDecoder(const Decoder&);
inline const PaletteEntries& Get() const;
private:
struct Constants
{
static const double pi;
static const double deg;
static const double levels[2][4];
};
struct Custom
{
inline Custom();
inline ~Custom();
bool EnableEmphasis(bool);
byte palette[64][3];
byte (*emphasis)[64][3];
};
void Generate(int,int,int,int);
void Build(int,int,int,int);
static void GenerateEmphasis(uint,double,double&,double&,double&);
static void Store(const double (&)[3],byte (&)[3]);
PaletteType type;
Custom* custom;
Decoder decoder;
byte palette[64*8][3];
static const byte pc10Palette[64][3];
static const byte vsPalette[4][64][3];
public:
PaletteType GetType() const
{
return type;
}
const Decoder& GetDecoder() const
{
return decoder;
}
bool HasCustomEmphasis() const
{
return custom && custom->emphasis;
}
};
class FilterNone;
class FilterNtsc;
#ifndef NST_NO_SCALEX
class FilterScaleX;
#endif
#ifndef NST_NO_HQ2X
class FilterHqX;
#endif
#ifndef NST_NO_2XSAI
class Filter2xSaI;
#endif
#ifndef NST_NO_XBR
class FilterxBR;
#endif
class NST_NO_VTABLE Filter
{
struct Format
{
explicit Format(const RenderState&);
dword masks[3];
byte shifts[3];
const byte bpp;
};
protected:
explicit Filter(const RenderState&);
public:
virtual ~Filter() {}
virtual void Blit(const Input&,const Output&,uint) = 0;
virtual void Transform(const byte (&)[PALETTE][3],Input::Palette&) const;
const Format format;
uint bgColor;
};
struct State
{
State();
enum
{
UPDATE_PALETTE = 0x1,
UPDATE_FILTER = 0x2,
UPDATE_NTSC = 0x4,
UPDATE_FILTER_STATE = 0x8,
FIELD_MERGING_USER = 0x1,
FIELD_MERGING_FORCED = 0x2
};
word width;
word height;
byte filter;
byte update;
byte fieldMerging;
schar brightness;
schar saturation;
schar hue;
schar contrast;
schar sharpness;
schar resolution;
schar bleed;
schar artifacts;
schar fringing;
schar blendPixels;
schar xbr_corner_rounding;
RenderState::Bits::Mask mask;
};
Result SetLevel(schar&,int,uint=State::UPDATE_PALETTE|State::UPDATE_FILTER);
Filter* filter;
State state;
Palette palette;
public:
uint bgColor;
Result SetBrightness(int brightness)
{
return SetLevel( state.brightness, brightness );
}
Result SetSaturation(int saturation)
{
return SetLevel( state.saturation, saturation );
}
Result SetContrast(int contrast)
{
return SetLevel( state.contrast, contrast );
}
Result SetSharpness(int sharpness)
{
return SetLevel( state.sharpness, sharpness, State::UPDATE_NTSC );
}
Result SetColorResolution(int resolution)
{
return SetLevel( state.resolution, resolution, State::UPDATE_NTSC );
}
Result SetColorBleed(int bleed)
{
return SetLevel( state.bleed, bleed, State::UPDATE_NTSC );
}
Result SetColorArtifacts(int artifacts)
{
return SetLevel( state.artifacts, artifacts, State::UPDATE_NTSC );
}
Result SetColorFringing(int fringing)
{
return SetLevel( state.fringing, fringing, State::UPDATE_NTSC );
}
Result SetBlend(bool correct)
{
return SetLevel( state.blendPixels, correct, State::UPDATE_FILTER_STATE );
}
Result SetCornerRounding(int mode)
{
return SetLevel( state.xbr_corner_rounding, mode, State::UPDATE_FILTER_STATE );
}
/**
* Workaround for black screen issue if this flag is set while the emulator is loading settings
*/
void ClearFilterUpdateFlag()
{
//state.update ^= State::UPDATE_FILTER_STATE;
state.update = 1;
}
int GetBlend() const
{
return state.blendPixels;
}
int GetCornerRounding() const
{
return state.xbr_corner_rounding;
}
int GetBrightness() const
{
return state.brightness;
}
int GetSaturation() const
{
return state.saturation;
}
int GetContrast() const
{
return state.contrast;
}
int GetSharpness() const
{
return state.sharpness;
}
int GetColorResolution() const
{
return state.resolution;
}
int GetColorBleed() const
{
return state.bleed;
}
int GetColorArtifacts() const
{
return state.artifacts;
}
int GetColorFringing() const
{
return state.fringing;
}
int GetHue() const
{
return state.hue;
}
bool IsFieldMergingEnabled() const
{
return state.fieldMerging & uint(State::FIELD_MERGING_USER);
}
PaletteType GetPaletteType() const
{
return palette.GetType();
}
bool HasCustomPaletteEmphasis() const
{
return palette.HasCustomEmphasis();
}
uint SaveCustomPalette(byte (*colors)[3],bool emphasis) const
{
return palette.SaveCustom( colors, emphasis );
}
const Decoder& GetDecoder() const
{
return palette.GetDecoder();
}
bool IsReady() const
{
return filter;
}
};
}
}
}
#endif
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