diff options
Diffstat (limited to 'src/osd')
-rw-r--r-- | src/osd/modules/render/bgfx/shaders/chains/hlsl/fs_distortion.sc | 18 | ||||
-rw-r--r-- | src/osd/modules/render/d3d/d3dhlsl.cpp | 7 | ||||
-rw-r--r-- | src/osd/modules/render/d3d/d3dhlsl.h | 1 | ||||
-rw-r--r-- | src/osd/modules/render/drawbgfx.cpp | 7 | ||||
-rw-r--r-- | src/osd/modules/render/drawd3d.cpp | 200 | ||||
-rw-r--r-- | src/osd/modules/render/drawogl.cpp | 24 | ||||
-rw-r--r-- | src/osd/windows/winmain.cpp | 1 | ||||
-rw-r--r-- | src/osd/windows/winmain.h | 2 |
8 files changed, 138 insertions, 122 deletions
diff --git a/src/osd/modules/render/bgfx/shaders/chains/hlsl/fs_distortion.sc b/src/osd/modules/render/bgfx/shaders/chains/hlsl/fs_distortion.sc index d7e1acf8494..be1f6ef43f6 100644 --- a/src/osd/modules/render/bgfx/shaders/chains/hlsl/fs_distortion.sc +++ b/src/osd/modules/render/bgfx/shaders/chains/hlsl/fs_distortion.sc @@ -97,19 +97,18 @@ float GetSpotAddend(vec2 coord, float amount) return saturate(SigmoidSpot); } -float GetRoundCornerFactor(vec2 coord, float radiusAmount, float smoothAmount) +float GetRoundCornerFactor(vec2 coord, vec2 bounds, float radiusAmount, float smoothAmount) { // reduce smooth amount down to radius amount smoothAmount = min(smoothAmount, radiusAmount); - vec2 quadDims = (u_swap_xy.x > 0.0) ? u_quad_dims.yx : u_quad_dims.xy; - - float range = min(quadDims.x, quadDims.y) * 0.5; - float radius = range * max(radiusAmount, 0.0025); - float smooth_val = 1.0 / (range * max(smoothAmount, 0.0025)); + float range = min(bounds.x, bounds.y); + float amountMinimum = range > 0.0f ? 1.0f / range : 0.0f; + float radius = range * max(radiusAmount, amountMinimum); + float smooth_val = 1.0f / (range * max(smoothAmount, amountMinimum * 3.0f)); // compute box - float box = roundBox(quadDims * (coord * 2.0f), quadDims, radius); + float box = roundBox(bounds * (coord * 2.0f), bounds, radius); // apply smooth box *= smooth_val; @@ -206,8 +205,11 @@ void main() // Round Corners Simulation vec2 RoundCornerCoord = CornerCoordCentered; + vec2 RoundCornerBounds = (u_swap_xy.x > 0.0) + ? u_quad_dims.yx + : u_quad_dims.xy; - float roundCornerFactor = GetRoundCornerFactor(RoundCornerCoord, u_round_corner.x, u_smooth_border.x); + float roundCornerFactor = GetRoundCornerFactor(RoundCornerCoord, RoundCornerBounds, u_round_corner.x * 0.5f, u_smooth_border.x * 0.5f); BaseColor.rgb *= roundCornerFactor; gl_FragColor = BaseColor; diff --git a/src/osd/modules/render/d3d/d3dhlsl.cpp b/src/osd/modules/render/d3d/d3dhlsl.cpp index 2864d740bb7..5c1bef296cf 100644 --- a/src/osd/modules/render/d3d/d3dhlsl.cpp +++ b/src/osd/modules/render/d3d/d3dhlsl.cpp @@ -722,6 +722,7 @@ void shaders::init(d3d_base *d3dintf, running_machine *machine, renderer_d3d9 *r options->yiq_q = winoptions.screen_yiq_q(); options->yiq_scan_time = winoptions.screen_yiq_scan_time(); options->yiq_phase_count = winoptions.screen_yiq_phase_count(); + options->vector_beam_smooth = winoptions.screen_vector_beam_smooth(); options->vector_length_scale = winoptions.screen_vector_length_scale(); options->vector_length_ratio = winoptions.screen_vector_length_ratio(); options->bloom_blend_mode = winoptions.screen_bloom_blend_mode(); @@ -1524,6 +1525,7 @@ int shaders::vector_pass(d3d_render_target *rt, int source_index, poly_info *pol // curr_effect->set_float("TimeScale", options->vector_time_scale); curr_effect->set_float("LengthRatio", options->vector_length_ratio); curr_effect->set_float("LengthScale", options->vector_length_scale); + curr_effect->set_float("BeamSmooth", options->vector_beam_smooth); blit(rt->target_surface[next_index], true, poly->get_type(), vertnum, poly->get_count()); @@ -2285,7 +2287,8 @@ hlsl_options shaders::last_options = { false }; enum slider_option { - SLIDER_VECTOR_ATT_MAX = 0, + SLIDER_VECTOR_BEAM_SMOOTH = 0, + SLIDER_VECTOR_ATT_MAX, SLIDER_VECTOR_ATT_LEN_MIN, SLIDER_SHADOW_MASK_TILE_MODE, SLIDER_SHADOW_MASK_ALPHA, @@ -2362,6 +2365,7 @@ enum slider_screen_type slider_desc shaders::s_sliders[] = { + { "Vector Beam Smooth Amount", 0, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_VECTOR, SLIDER_VECTOR_BEAM_SMOOTH, 0.01f, "%1.2f", {} }, { "Vector Attenuation Maximum", 0, 50, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_VECTOR, SLIDER_VECTOR_ATT_MAX, 0.01f, "%1.2f", {} }, { "Vector Attenuation Length Minimum", 1, 500, 1000, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_VECTOR, SLIDER_VECTOR_ATT_LEN_MIN, 0.001f, "%1.3f", {} }, { "Shadow Mask Tile Mode", 0, 0, 1, 1, SLIDER_INT_ENUM, SLIDER_SCREEN_TYPE_ANY, SLIDER_SHADOW_MASK_TILE_MODE, 0, "%s", { "Screen", "Source" } }, @@ -2433,6 +2437,7 @@ void *shaders::get_slider_option(int id, int index) { switch (id) { + case SLIDER_VECTOR_BEAM_SMOOTH: return &(options->vector_beam_smooth); case SLIDER_VECTOR_ATT_MAX: return &(options->vector_length_scale); case SLIDER_VECTOR_ATT_LEN_MIN: return &(options->vector_length_ratio); case SLIDER_SHADOW_MASK_TILE_MODE: return &(options->shadow_mask_tile_mode); diff --git a/src/osd/modules/render/d3d/d3dhlsl.h b/src/osd/modules/render/d3d/d3dhlsl.h index abf1e48a549..6f6e31f1933 100644 --- a/src/osd/modules/render/d3d/d3dhlsl.h +++ b/src/osd/modules/render/d3d/d3dhlsl.h @@ -245,6 +245,7 @@ struct hlsl_options int yiq_phase_count; // Vectors + float vector_beam_smooth; float vector_length_scale; float vector_length_ratio; diff --git a/src/osd/modules/render/drawbgfx.cpp b/src/osd/modules/render/drawbgfx.cpp index e0966fdbd62..dec0110157a 100644 --- a/src/osd/modules/render/drawbgfx.cpp +++ b/src/osd/modules/render/drawbgfx.cpp @@ -624,6 +624,13 @@ void renderer_bgfx::put_line(float x0, float y0, float x1, float y1, float r, UI dy *= d; } + // create diamond shape for points + else + { + // set distance to unit vector length (1,1) + dx = dy = 0.70710678f; + } + float nx = dy; float ny = -dx; float verts[4 * 3]; diff --git a/src/osd/modules/render/drawd3d.cpp b/src/osd/modules/render/drawd3d.cpp index 4490a8c327e..44dd1b10600 100644 --- a/src/osd/modules/render/drawd3d.cpp +++ b/src/osd/modules/render/drawd3d.cpp @@ -42,33 +42,6 @@ enum //============================================================ -// MACROS -//============================================================ - -#define FSWAP(var1, var2) do { float temp = var1; var1 = var2; var2 = temp; } while (0) - - -//============================================================ -// GLOBALS -//============================================================ - -static const line_aa_step line_aa_1step[] = -{ - { 0.00f, 0.00f, 1.00f }, - { 0 } -}; - -static const line_aa_step line_aa_4step[] = -{ - { -0.25f, 0.00f, 0.25f }, - { 0.25f, 0.00f, 0.25f }, - { 0.00f, -0.25f, 0.25f }, - { 0.00f, 0.25f, 0.25f }, - { 0 } -}; - - -//============================================================ // INLINES //============================================================ @@ -1388,13 +1361,11 @@ void renderer_d3d9::batch_vectors(int vector_count) { auto win = assert_window(); - windows_options &options = downcast<windows_options &>(win->machine().options()); - float quad_width = 0.0f; float quad_height = 0.0f; - int vertex_count = vector_count * (options.antialias() ? 24 : 6); - int triangle_count = vector_count * (options.antialias() ? 8 : 2); + int vertex_count = vector_count * 6; + int triangle_count = vector_count * 2; m_vectorbatch = mesh_alloc(vertex_count); m_batchindex = 0; @@ -1499,71 +1470,103 @@ void renderer_d3d9::batch_vectors(int vector_count) void renderer_d3d9::batch_vector(const render_primitive &prim) { + // get a pointer to the vertex buffer + if (m_vectorbatch == nullptr) + { + return; + } + // compute the effective width based on the direction of the line float effwidth = prim.width; - if (effwidth < 0.5f) + if (effwidth < 2.0f) { - effwidth = 0.5f; + effwidth = 2.0f; } // determine the bounds of a quad to draw this line render_bounds b0, b1; render_line_to_quad(&prim.bounds, effwidth, effwidth, &b0, &b1); - float dx = b1.x1 - b0.x1; - float dy = b1.y1 - b0.y1; - float line_length = sqrtf(dx * dx + dy * dy); + float lx = b1.x1 - b0.x1; + float ly = b1.y1 - b0.y1; + float wx = b1.x1 - b1.x0; + float wy = b1.y1 - b1.y0; + float line_length = sqrtf(lx * lx + ly * ly); + float line_width = sqrtf(wx * wx + wy * wy); + + m_vectorbatch[m_batchindex + 0].x = b0.x0; + m_vectorbatch[m_batchindex + 0].y = b0.y0; + m_vectorbatch[m_batchindex + 1].x = b0.x1; + m_vectorbatch[m_batchindex + 1].y = b0.y1; + m_vectorbatch[m_batchindex + 2].x = b1.x0; + m_vectorbatch[m_batchindex + 2].y = b1.y0; + + m_vectorbatch[m_batchindex + 3].x = b0.x1; + m_vectorbatch[m_batchindex + 3].y = b0.y1; + m_vectorbatch[m_batchindex + 4].x = b1.x0; + m_vectorbatch[m_batchindex + 4].y = b1.y0; + m_vectorbatch[m_batchindex + 5].x = b1.x1; + m_vectorbatch[m_batchindex + 5].y = b1.y1; - // iterate over AA steps - for (const line_aa_step *step = PRIMFLAG_GET_ANTIALIAS(prim.flags) ? line_aa_4step : line_aa_1step; - step->weight != 0; step++) + if (m_shaders->enabled()) { - // get a pointer to the vertex buffer - if (m_vectorbatch == nullptr) - { - return; - } - - m_vectorbatch[m_batchindex + 0].x = b0.x0 + step->xoffs; - m_vectorbatch[m_batchindex + 0].y = b0.y0 + step->yoffs; - m_vectorbatch[m_batchindex + 1].x = b0.x1 + step->xoffs; - m_vectorbatch[m_batchindex + 1].y = b0.y1 + step->yoffs; - m_vectorbatch[m_batchindex + 2].x = b1.x0 + step->xoffs; - m_vectorbatch[m_batchindex + 2].y = b1.y0 + step->yoffs; - - m_vectorbatch[m_batchindex + 3].x = b0.x1 + step->xoffs; - m_vectorbatch[m_batchindex + 3].y = b0.y1 + step->yoffs; - m_vectorbatch[m_batchindex + 4].x = b1.x0 + step->xoffs; - m_vectorbatch[m_batchindex + 4].y = b1.y0 + step->yoffs; - m_vectorbatch[m_batchindex + 5].x = b1.x1 + step->xoffs; - m_vectorbatch[m_batchindex + 5].y = b1.y1 + step->yoffs; + // procedural generated texture + m_vectorbatch[m_batchindex + 0].u0 = 0.0f; + m_vectorbatch[m_batchindex + 0].v0 = 0.0f; + m_vectorbatch[m_batchindex + 1].u0 = 0.0f; + m_vectorbatch[m_batchindex + 1].v0 = 1.0f; + m_vectorbatch[m_batchindex + 2].u0 = 1.0f; + m_vectorbatch[m_batchindex + 2].v0 = 0.0f; + + m_vectorbatch[m_batchindex + 3].u0 = 0.0f; + m_vectorbatch[m_batchindex + 3].v0 = 1.0f; + m_vectorbatch[m_batchindex + 4].u0 = 1.0f; + m_vectorbatch[m_batchindex + 4].v0 = 0.0f; + m_vectorbatch[m_batchindex + 5].u0 = 1.0f; + m_vectorbatch[m_batchindex + 5].v0 = 1.0f; + } + else + { + vec2f& start = get_default_texture()->get_uvstart(); + vec2f& stop = get_default_texture()->get_uvstop(); - // determine the color of the line - INT32 r = (INT32)(prim.color.r * step->weight * 255.0f); - INT32 g = (INT32)(prim.color.g * step->weight * 255.0f); - INT32 b = (INT32)(prim.color.b * step->weight * 255.0f); - INT32 a = (INT32)(prim.color.a * 255.0f); - DWORD color = D3DCOLOR_ARGB(a, r, g, b); + m_vectorbatch[m_batchindex + 0].u0 = start.c.x; + m_vectorbatch[m_batchindex + 0].v0 = start.c.y; + m_vectorbatch[m_batchindex + 1].u0 = start.c.x; + m_vectorbatch[m_batchindex + 1].v0 = stop.c.y; + m_vectorbatch[m_batchindex + 2].u0 = stop.c.x; + m_vectorbatch[m_batchindex + 2].v0 = start.c.y; - // set the color, Z parameters to standard values - for (int i = 0; i < 6; i++) - { - m_vectorbatch[m_batchindex + i].x -= 0.5f; - m_vectorbatch[m_batchindex + i].y -= 0.5f; - m_vectorbatch[m_batchindex + i].z = 0.0f; - m_vectorbatch[m_batchindex + i].rhw = 1.0f; - m_vectorbatch[m_batchindex + i].color = color; + m_vectorbatch[m_batchindex + 3].u0 = start.c.x; + m_vectorbatch[m_batchindex + 3].v0 = stop.c.y; + m_vectorbatch[m_batchindex + 4].u0 = stop.c.x; + m_vectorbatch[m_batchindex + 4].v0 = start.c.y; + m_vectorbatch[m_batchindex + 5].u0 = stop.c.x; + m_vectorbatch[m_batchindex + 5].v0 = stop.c.y; + } - // no texture mapping - m_vectorbatch[m_batchindex + i].u0 = 0.0f; - m_vectorbatch[m_batchindex + i].v0 = 0.0f; + // determine the color of the line + INT32 r = (INT32)(prim.color.r * 255.0f); + INT32 g = (INT32)(prim.color.g * 255.0f); + INT32 b = (INT32)(prim.color.b * 255.0f); + INT32 a = (INT32)(prim.color.a * 255.0f); + DWORD color = D3DCOLOR_ARGB(a, r, g, b); - // line length - m_vectorbatch[m_batchindex + i].u1 = line_length; - } + // set the color, Z parameters to standard values + for (int i = 0; i < 6; i++) + { + m_vectorbatch[m_batchindex + i].x -= 0.5f; + m_vectorbatch[m_batchindex + i].y -= 0.5f; + m_vectorbatch[m_batchindex + i].z = 0.0f; + m_vectorbatch[m_batchindex + i].rhw = 1.0f; + m_vectorbatch[m_batchindex + i].color = color; - m_batchindex += 6; + // vector length/width + m_vectorbatch[m_batchindex + i].u1 = line_length; + m_vectorbatch[m_batchindex + i].v1 = line_width; } + + m_batchindex += 6; } @@ -1573,38 +1576,45 @@ void renderer_d3d9::batch_vector(const render_primitive &prim) void renderer_d3d9::draw_line(const render_primitive &prim) { + // get a pointer to the vertex buffer + vertex *vertex = mesh_alloc(4); + if (vertex == nullptr) + { + return; + } + // compute the effective width based on the direction of the line float effwidth = prim.width; - if (effwidth < 0.5f) + if (effwidth < 1.0f) { - effwidth = 0.5f; + effwidth = 1.0f; } // determine the bounds of a quad to draw this line render_bounds b0, b1; render_line_to_quad(&prim.bounds, effwidth, 0.0f, &b0, &b1); - // get a pointer to the vertex buffer - vertex *vertex = mesh_alloc(4); - if (vertex == nullptr) - return; - - // rotate the unit vector by 135 degrees and add to point 0 vertex[0].x = b0.x0; vertex[0].y = b0.y0; - - // rotate the unit vector by -135 degrees and add to point 0 vertex[1].x = b0.x1; vertex[1].y = b0.y1; - - // rotate the unit vector by 45 degrees and add to point 1 vertex[2].x = b1.x0; vertex[2].y = b1.y0; - - // rotate the unit vector by -45 degrees and add to point 1 vertex[3].x = b1.x1; vertex[3].y = b1.y1; + vec2f& start = get_default_texture()->get_uvstart(); + vec2f& stop = get_default_texture()->get_uvstop(); + + vertex[0].u0 = start.c.x; + vertex[0].v0 = start.c.y; + vertex[2].u0 = stop.c.x; + vertex[2].v0 = start.c.y; + vertex[1].u0 = start.c.x; + vertex[1].v0 = stop.c.y; + vertex[3].u0 = stop.c.x; + vertex[3].v0 = stop.c.y; + // determine the color of the line INT32 r = (INT32)(prim.color.r * 255.0f); INT32 g = (INT32)(prim.color.g * 255.0f); @@ -1618,10 +1628,6 @@ void renderer_d3d9::draw_line(const render_primitive &prim) vertex[i].z = 0.0f; vertex[i].rhw = 1.0f; vertex[i].color = color; - - // no texture mapping - vertex[i].u0 = 0.0f; - vertex[i].v0 = 0.0f; } // now add a polygon entry diff --git a/src/osd/modules/render/drawogl.cpp b/src/osd/modules/render/drawogl.cpp index 57173e8e2a4..77acf017790 100644 --- a/src/osd/modules/render/drawogl.cpp +++ b/src/osd/modules/render/drawogl.cpp @@ -1085,22 +1085,14 @@ int renderer_ogl::draw(const int update) // we're doing nothing 3d, so the Z-buffer is currently not interesting glDisable(GL_DEPTH_TEST); - if (win->machine().options().antialias()) - { - // enable antialiasing for lines - glEnable(GL_LINE_SMOOTH); - // enable antialiasing for points - glEnable(GL_POINT_SMOOTH); - - // prefer quality to speed - glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); - glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); - } - else - { - glDisable(GL_LINE_SMOOTH); - glDisable(GL_POINT_SMOOTH); - } + // enable antialiasing for lines + glEnable(GL_LINE_SMOOTH); + // enable antialiasing for points + glEnable(GL_POINT_SMOOTH); + + // prefer quality to speed + glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); + glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // enable blending glEnable(GL_BLEND); diff --git a/src/osd/windows/winmain.cpp b/src/osd/windows/winmain.cpp index ab8e99b6038..32adaa3156c 100644 --- a/src/osd/windows/winmain.cpp +++ b/src/osd/windows/winmain.cpp @@ -217,6 +217,7 @@ const options_entry windows_options::s_option_entries[] = { WINOPTION_YIQ_PHASE_COUNT";yiqp", "2", OPTION_INTEGER, "Phase Count value for NTSC signal processing" }, /* Vector simulation below this line */ { nullptr, nullptr, OPTION_HEADER, "VECTOR POST-PROCESSING OPTIONS" }, + { WINOPTION_VECTOR_BEAM_SMOOTH";vecsmooth", "0.0", OPTION_FLOAT, "The vector beam smoothness" }, { WINOPTION_VECTOR_LENGTH_SCALE";vecscale", "0.5", OPTION_FLOAT, "The maximum vector attenuation" }, { WINOPTION_VECTOR_LENGTH_RATIO";vecratio", "0.5", OPTION_FLOAT, "The minimum vector length (vector length to screen size ratio) that is affected by the attenuation" }, /* Bloom below this line */ diff --git a/src/osd/windows/winmain.h b/src/osd/windows/winmain.h index 6935130c30f..f7774922223 100644 --- a/src/osd/windows/winmain.h +++ b/src/osd/windows/winmain.h @@ -83,6 +83,7 @@ #define WINOPTION_YIQ_QVALUE "yiq_q" #define WINOPTION_YIQ_SCAN_TIME "yiq_scan_time" #define WINOPTION_YIQ_PHASE_COUNT "yiq_phase_count" +#define WINOPTION_VECTOR_BEAM_SMOOTH "vector_beam_smooth" #define WINOPTION_VECTOR_LENGTH_SCALE "vector_length_scale" #define WINOPTION_VECTOR_LENGTH_RATIO "vector_length_ratio" #define WINOPTION_BLOOM_BLEND_MODE "bloom_blend_mode" @@ -177,6 +178,7 @@ public: float screen_yiq_q() const { return float_value(WINOPTION_YIQ_QVALUE); } float screen_yiq_scan_time() const { return float_value(WINOPTION_YIQ_SCAN_TIME); } int screen_yiq_phase_count() const { return int_value(WINOPTION_YIQ_PHASE_COUNT); } + float screen_vector_beam_smooth() const { return float_value(WINOPTION_VECTOR_BEAM_SMOOTH); } float screen_vector_length_scale() const { return float_value(WINOPTION_VECTOR_LENGTH_SCALE); } float screen_vector_length_ratio() const { return float_value(WINOPTION_VECTOR_LENGTH_RATIO); } int screen_bloom_blend_mode() const { return int_value(WINOPTION_BLOOM_BLEND_MODE); } |