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-rw-r--r--trunk/src/emu/video/vector.c314
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diff --git a/trunk/src/emu/video/vector.c b/trunk/src/emu/video/vector.c
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+/******************************************************************************
+ *
+ * vector.c
+ *
+ *
+ * Copyright Nicola Salmoria and the MAME Team
+ *
+ * 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 "emu.h"
+#include "emuopts.h"
+#include "rendutil.h"
+#include "vector.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;
+ bitmap_argb32 * 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 = global_alloc(bitmap_argb32(TEXTURE_WIDTH, height));
+ tex->bitmap.fill(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;
+
+
+
+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 = machine.options().beam();
+
+ /* Grab the settings for this session */
+ vector_set_flicker(machine.options().flicker());
+
+ vector_index = 0;
+
+ /* allocate memory for tables */
+ vector_list = auto_alloc_array(machine, point, MAX_POINTS);
+}
+
+
+/*
+ * Adds a line end point to the vertices list. The vector processor emulation
+ * needs to call this.
+ */
+void vector_add_point (running_machine &machine, int x, int y, rgb_t color, int intensity)
+{
+ point *newpoint;
+
+ if (intensity > 0xff)
+ intensity = 0xff;
+
+ if (flicker && (intensity > 0))
+ {
+ intensity += (intensity * (0x80-(machine.rand()&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;
+}
+
+
+SCREEN_UPDATE_RGB32( vector )
+{
+ UINT32 flags = PRIMFLAG_ANTIALIAS(screen.machine().options().antialias() ? 1 : 0) | PRIMFLAG_BLENDMODE(BLENDMODE_ADD);
+ const rectangle &visarea = screen.visible_area();
+ float xscale = 1.0f / (65536 * visarea.width());
+ float yscale = 1.0f / (65536 * visarea.height());
+ float xoffs = (float)visarea.min_x;
+ float yoffs = (float)visarea.min_y;
+ point *curpoint;
+ render_bounds clip;
+ int lastx = 0, lasty = 0;
+ int i;
+
+ curpoint = vector_list;
+
+ screen.container().empty();
+ screen.container().add_rect(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))
+ screen.container().add_line(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;
+}