// license:BSD-3-Clause // copyright-holders:Aaron Giles /*************************************************************************** rendutil.c Core rendering utilities. ***************************************************************************/ #include "emu.h" #include "render.h" #include "rendutil.h" #include "png.h" /*************************************************************************** FUNCTION PROTOTYPES ***************************************************************************/ /* utilities */ static void resample_argb_bitmap_average(UINT32 *dest, UINT32 drowpixels, UINT32 dwidth, UINT32 dheight, const UINT32 *source, UINT32 srowpixels, UINT32 swidth, UINT32 sheight, const render_color &color, UINT32 dx, UINT32 dy); static void resample_argb_bitmap_bilinear(UINT32 *dest, UINT32 drowpixels, UINT32 dwidth, UINT32 dheight, const UINT32 *source, UINT32 srowpixels, UINT32 swidth, UINT32 sheight, const render_color &color, UINT32 dx, UINT32 dy); static bool copy_png_to_bitmap(bitmap_argb32 &bitmap, const png_info *png); static bool copy_png_alpha_to_bitmap(bitmap_argb32 &bitmap, const png_info *png); /*************************************************************************** RENDER UTILITIES ***************************************************************************/ /*------------------------------------------------- render_resample_argb_bitmap_hq - perform a high quality resampling of a texture -------------------------------------------------*/ void render_resample_argb_bitmap_hq(bitmap_argb32 &dest, bitmap_argb32 &source, const render_color &color, bool force) { if (dest.width() == 0 || dest.height() == 0) return; /* adjust the source base */ const UINT32 *sbase = &source.pix32(0); /* determine the steppings */ UINT32 swidth = source.width(); UINT32 sheight = source.height(); UINT32 dwidth = dest.width(); UINT32 dheight = dest.height(); UINT32 dx = (swidth << 12) / dwidth; UINT32 dy = (sheight << 12) / dheight; /* if the source is higher res than the target, use full averaging */ if (dx > 0x1000 || dy > 0x1000 || force) resample_argb_bitmap_average(&dest.pix(0), dest.rowpixels(), dwidth, dheight, sbase, source.rowpixels(), swidth, sheight, color, dx, dy); else resample_argb_bitmap_bilinear(&dest.pix(0), dest.rowpixels(), dwidth, dheight, sbase, source.rowpixels(), swidth, sheight, color, dx, dy); } /*------------------------------------------------- resample_argb_bitmap_average - resample a texture by performing a true weighted average over all contributing pixels -------------------------------------------------*/ static void resample_argb_bitmap_average(UINT32 *dest, UINT32 drowpixels, UINT32 dwidth, UINT32 dheight, const UINT32 *source, UINT32 srowpixels, UINT32 swidth, UINT32 sheight, const render_color &color, UINT32 dx, UINT32 dy) { UINT64 sumscale = (UINT64)dx * (UINT64)dy; UINT32 r, g, b, a; UINT32 x, y; /* precompute premultiplied R/G/B/A factors */ r = color.r * color.a * 256.0f; g = color.g * color.a * 256.0f; b = color.b * color.a * 256.0f; a = color.a * 256.0f; /* loop over the target vertically */ for (y = 0; y < dheight; y++) { UINT32 starty = y * dy; /* loop over the target horizontally */ for (x = 0; x < dwidth; x++) { UINT64 sumr = 0, sumg = 0, sumb = 0, suma = 0; UINT32 startx = x * dx; UINT32 xchunk, ychunk; UINT32 curx, cury; UINT32 yremaining = dy; /* accumulate all source pixels that contribute to this pixel */ for (cury = starty; yremaining; cury += ychunk) { UINT32 xremaining = dx; /* determine the Y contribution, clamping to the amount remaining */ ychunk = 0x1000 - (cury & 0xfff); if (ychunk > yremaining) ychunk = yremaining; yremaining -= ychunk; /* loop over all source pixels in the X direction */ for (curx = startx; xremaining; curx += xchunk) { UINT32 factor; /* determine the X contribution, clamping to the amount remaining */ xchunk = 0x1000 - (curx & 0xfff); if (xchunk > xremaining) xchunk = xremaining; xremaining -= xchunk; /* total contribution = x * y */ factor = xchunk * ychunk; /* fetch the source pixel */ rgb_t pix = source[(cury >> 12) * srowpixels + (curx >> 12)]; /* accumulate the RGBA values */ sumr += factor * pix.r(); sumg += factor * pix.g(); sumb += factor * pix.b(); suma += factor * pix.a(); } } /* apply scaling */ suma = (suma / sumscale) * a / 256; sumr = (sumr / sumscale) * r / 256; sumg = (sumg / sumscale) * g / 256; sumb = (sumb / sumscale) * b / 256; /* if we're translucent, add in the destination pixel contribution */ if (a < 256) { rgb_t dpix = dest[y * drowpixels + x]; suma += dpix.a() * (256 - a); sumr += dpix.r() * (256 - a); sumg += dpix.g() * (256 - a); sumb += dpix.b() * (256 - a); } /* store the target pixel, dividing the RGBA values by the overall scale factor */ dest[y * drowpixels + x] = rgb_t(suma, sumr, sumg, sumb); } } } /*------------------------------------------------- resample_argb_bitmap_bilinear - perform texture sampling via a bilinear filter -------------------------------------------------*/ static void resample_argb_bitmap_bilinear(UINT32 *dest, UINT32 drowpixels, UINT32 dwidth, UINT32 dheight, const UINT32 *source, UINT32 srowpixels, UINT32 swidth, UINT32 sheight, const render_color &color, UINT32 dx, UINT32 dy) { UINT32 maxx = swidth << 12, maxy = sheight << 12; UINT32 r, g, b, a; UINT32 x, y; /* precompute premultiplied R/G/B/A factors */ r = color.r * color.a * 256.0f; g = color.g * color.a * 256.0f; b = color.b * color.a * 256.0f; a = color.a * 256.0f; /* loop over the target vertically */ for (y = 0; y < dheight; y++) { UINT32 starty = y * dy; /* loop over the target horizontally */ for (x = 0; x < dwidth; x++) { UINT32 startx = x * dx; rgb_t pix0, pix1, pix2, pix3; UINT32 sumr, sumg, sumb, suma; UINT32 nextx, nexty; UINT32 curx, cury; UINT32 factor; /* adjust start to the center; note that this math will tend to produce */ /* negative results on the first pixel, which is why we clamp below */ curx = startx + dx / 2 - 0x800; cury = starty + dy / 2 - 0x800; /* compute the neighboring pixel */ nextx = curx + 0x1000; nexty = cury + 0x1000; /* fetch the four relevant pixels */ pix0 = pix1 = pix2 = pix3 = 0; if ((INT32)cury >= 0 && cury < maxy && (INT32)curx >= 0 && curx < maxx) pix0 = source[(cury >> 12) * srowpixels + (curx >> 12)]; if ((INT32)cury >= 0 && cury < maxy && (INT32)nextx >= 0 && nextx < maxx) pix1 = source[(cury >> 12) * srowpixels + (nextx >> 12)]; if ((INT32)nexty >= 0 && nexty < maxy && (INT32)curx >= 0 && curx < maxx) pix2 = source[(nexty >> 12) * srowpixels + (curx >> 12)]; if ((INT32)nexty >= 0 && nexty < maxy && (INT32)nextx >= 0 && nextx < maxx) pix3 = source[(nexty >> 12) * srowpixels + (nextx >> 12)]; /* compute the x/y scaling factors */ curx &= 0xfff; cury &= 0xfff; /* contributions from pixel 0 (top,left) */ factor = (0x1000 - curx) * (0x1000 - cury); sumr = factor * pix0.r(); sumg = factor * pix0.g(); sumb = factor * pix0.b(); suma = factor * pix0.a(); /* contributions from pixel 1 (top,right) */ factor = curx * (0x1000 - cury); sumr += factor * pix1.r(); sumg += factor * pix1.g(); sumb += factor * pix1.b(); suma += factor * pix1.a(); /* contributions from pixel 2 (bottom,left) */ factor = (0x1000 - curx) * cury; sumr += factor * pix2.r(); sumg += factor * pix2.g(); sumb += factor * pix2.b(); suma += factor * pix2.a(); /* contributions from pixel 3 (bottom,right) */ factor = curx * cury; sumr += factor * pix3.r(); sumg += factor * pix3.g(); sumb += factor * pix3.b(); suma += factor * pix3.a(); /* apply scaling */ suma = (suma >> 24) * a / 256; sumr = (sumr >> 24) * r / 256; sumg = (sumg >> 24) * g / 256; sumb = (sumb >> 24) * b / 256; /* if we're translucent, add in the destination pixel contribution */ if (a < 256) { rgb_t dpix = dest[y * drowpixels + x]; suma += dpix.a() * (256 - a); sumr += dpix.r() * (256 - a); sumg += dpix.g() * (256 - a); sumb += dpix.b() * (256 - a); } /* store the target pixel, dividing the RGBA values by the overall scale factor */ dest[y * drowpixels + x] = rgb_t(suma, sumr, sumg, sumb); } } } /*------------------------------------------------- render_clip_line - clip a line to a rectangle -------------------------------------------------*/ int render_clip_line(render_bounds *bounds, const render_bounds *clip) { /* loop until we get a final result */ while (1) { UINT8 code0 = 0, code1 = 0; UINT8 thiscode; float x, y; /* compute Cohen Sutherland bits for first coordinate */ if (bounds->y0 > clip->y1) code0 |= 1; if (bounds->y0 < clip->y0) code0 |= 2; if (bounds->x0 > clip->x1) code0 |= 4; if (bounds->x0 < clip->x0) code0 |= 8; /* compute Cohen Sutherland bits for second coordinate */ if (bounds->y1 > clip->y1) code1 |= 1; if (bounds->y1 < clip->y0) code1 |= 2; if (bounds->x1 > clip->x1) code1 |= 4; if (bounds->x1 < clip->x0) code1 |= 8; /* trivial accept: just return FALSE */ if ((code0 | code1) == 0) return FALSE; /* trivial reject: just return TRUE */ if ((code0 & code1) != 0) return TRUE; /* fix one of the OOB cases */ thiscode = code0 ? code0 : code1; /* off the bottom */ if (thiscode & 1) { x = bounds->x0 + (bounds->x1 - bounds->x0) * (clip->y1 - bounds->y0) / (bounds->y1 - bounds->y0); y = clip->y1; } /* off the top */ else if (thiscode & 2) { x = bounds->x0 + (bounds->x1 - bounds->x0) * (clip->y0 - bounds->y0) / (bounds->y1 - bounds->y0); y = clip->y0; } /* off the right */ else if (thiscode & 4) { y = bounds->y0 + (bounds->y1 - bounds->y0) * (clip->x1 - bounds->x0) / (bounds->x1 - bounds->x0); x = clip->x1; } /* off the left */ else { y = bounds->y0 + (bounds->y1 - bounds->y0) * (clip->x0 - bounds->x0) / (bounds->x1 - bounds->x0); x = clip->x0; } /* fix the appropriate coordinate */ if (thiscode == code0) { bounds->x0 = x; bounds->y0 = y; } else { bounds->x1 = x; bounds->y1 = y; } } } /*------------------------------------------------- render_clip_quad - clip a quad to a rectangle -------------------------------------------------*/ int render_clip_quad(render_bounds *bounds, const render_bounds *clip, render_quad_texuv *texcoords) { /* ensure our assumptions about the bounds are correct */ assert(bounds->x0 <= bounds->x1); assert(bounds->y0 <= bounds->y1); /* trivial reject */ if (bounds->y1 < clip->y0) return TRUE; if (bounds->y0 > clip->y1) return TRUE; if (bounds->x1 < clip->x0) return TRUE; if (bounds->x0 > clip->x1) return TRUE; /* clip top (x0,y0)-(x1,y1) */ if (bounds->y0 < clip->y0) { float frac = (clip->y0 - bounds->y0) / (bounds->y1 - bounds->y0); bounds->y0 = clip->y0; if (texcoords != nullptr) { texcoords->tl.u += (texcoords->bl.u - texcoords->tl.u) * frac; texcoords->tl.v += (texcoords->bl.v - texcoords->tl.v) * frac; texcoords->tr.u += (texcoords->br.u - texcoords->tr.u) * frac; texcoords->tr.v += (texcoords->br.v - texcoords->tr.v) * frac; } } /* clip bottom (x3,y3)-(x2,y2) */ if (bounds->y1 > clip->y1) { float frac = (bounds->y1 - clip->y1) / (bounds->y1 - bounds->y0); bounds->y1 = clip->y1; if (texcoords != nullptr) { texcoords->bl.u -= (texcoords->bl.u - texcoords->tl.u) * frac; texcoords->bl.v -= (texcoords->bl.v - texcoords->tl.v) * frac; texcoords->br.u -= (texcoords->br.u - texcoords->tr.u) * frac; texcoords->br.v -= (texcoords->br.v - texcoords->tr.v) * frac; } } /* clip left (x0,y0)-(x3,y3) */ if (bounds->x0 < clip->x0) { float frac = (clip->x0 - bounds->x0) / (bounds->x1 - bounds->x0); bounds->x0 = clip->x0; if (texcoords != nullptr) { texcoords->tl.u += (texcoords->tr.u - texcoords->tl.u) * frac; texcoords->tl.v += (texcoords->tr.v - texcoords->tl.v) * frac; texcoords->bl.u += (texcoords->br.u - texcoords->bl.u) * frac; texcoords->bl.v += (texcoords->br.v - texcoords->bl.v) * frac; } } /* clip right (x1,y1)-(x2,y2) */ if (bounds->x1 > clip->x1) { float frac = (bounds->x1 - clip->x1) / (bounds->x1 - bounds->x0); bounds->x1 = clip->x1; if (texcoords != nullptr) { texcoords->tr.u -= (texcoords->tr.u - texcoords->tl.u) * frac; texcoords->tr.v -= (texcoords->tr.v - texcoords->tl.v) * frac; texcoords->br.u -= (texcoords->br.u - texcoords->bl.u) * frac; texcoords->br.v -= (texcoords->br.v - texcoords->bl.v) * frac; } } return FALSE; } /*------------------------------------------------- render_line_to_quad - convert a line and a width to four points -------------------------------------------------*/ void render_line_to_quad(const render_bounds *bounds, float width, render_bounds *bounds0, render_bounds *bounds1) { render_bounds modbounds = *bounds; float unitx, unity; /* High-level logic -- due to math optimizations, this info is lost below. Imagine a thick line of width (w), drawn from (p0) to (p1), with a unit vector (u) indicating the direction from (p0) to (p1). B C +---------------- ... ------------------+ | ^ | | | | | | | * (p0) ------------> (w)| * (p1) | (u) | | | | | | v | +---------------- ... ------------------+ A D To convert this into a quad, we need to compute the four points A, B, C and D. Starting with point A. We first multiply the unit vector by 0.5w and then rotate the result 90 degrees. Thus, we have: A.x = p0.x + 0.5 * w * u.x * cos(90) - 0.5 * w * u.y * sin(90) A.y = p0.y + 0.5 * w * u.x * sin(90) + 0.5 * w * u.y * cos(90) Conveniently, sin(90) = 1, and cos(90) = 0, so this simplifies to: A.x = p0.x - 0.5 * w * u.y A.y = p0.y + 0.5 * w * u.x Working clockwise around the polygon, the same fallout happens all around as we rotate the unit vector by -90 (B), -90 (C), and 90 (D) degrees: B.x = p0.x + 0.5 * w * u.y B.y = p0.y - 0.5 * w * u.x C.x = p1.x - 0.5 * w * u.y C.y = p1.y + 0.5 * w * u.x D.x = p1.x + 0.5 * w * u.y D.y = p1.y - 0.5 * w * u.x */ /* we only care about the half-width */ width *= 0.5f; /* compute a vector from point 0 to point 1 */ unitx = modbounds.x1 - modbounds.x0; unity = modbounds.y1 - modbounds.y0; /* points just use a +1/+1 unit vector; this gives a nice diamond pattern */ if (unitx == 0 && unity == 0) { unitx = unity = 0.70710678f * width; modbounds.x0 -= 0.5f * unitx; modbounds.y0 -= 0.5f * unity; modbounds.x1 += 0.5f * unitx; modbounds.y1 += 0.5f * unity; } /* lines need to be divided by their length */ else { /* prescale unitx and unity by the half-width */ float invlength = width / sqrtf(unitx * unitx + unity * unity); unitx *= invlength; unity *= invlength; } /* rotate the unit vector by 90 degrees and add to point 0 */ bounds0->x0 = modbounds.x0 - unity; bounds0->y0 = modbounds.y0 + unitx; /* rotate the unit vector by -90 degrees and add to point 0 */ bounds0->x1 = modbounds.x0 + unity; bounds0->y1 = modbounds.y0 - unitx; /* rotate the unit vector by 90 degrees and add to point 1 */ bounds1->x0 = modbounds.x1 - unity; bounds1->y0 = modbounds.y1 + unitx; /* rotate the unit vector by -09 degrees and add to point 1 */ bounds1->x1 = modbounds.x1 + unity; bounds1->y1 = modbounds.y1 - unitx; } /*------------------------------------------------- render_load_png - load a PNG file into a bitmap -------------------------------------------------*/ bool render_load_png(bitmap_argb32 &bitmap, emu_file &file, const char *dirname, const char *filename, bool load_as_alpha_to_existing) { // deallocate if we're not overlaying alpha if (!load_as_alpha_to_existing) bitmap.reset(); // open the file std::string fname; if (dirname == nullptr) fname.assign(filename); else fname.assign(dirname).append(PATH_SEPARATOR).append(filename); osd_file::error filerr = file.open(fname.c_str()); if (filerr != osd_file::error::NONE) return false; // read the PNG data png_info png; png_error result = png_read_file(file, &png); file.close(); if (result != PNGERR_NONE) return false; // verify we can handle this PNG if (png.bit_depth > 8) { osd_printf_error("%s: Unsupported bit depth %d (8 bit max)\n", filename, png.bit_depth); png_free(&png); return false; } if (png.interlace_method != 0) { osd_printf_error("%s: Interlace unsupported\n", filename); png_free(&png); return false; } if (png.color_type != 0 && png.color_type != 3 && png.color_type != 2 && png.color_type != 6) { osd_printf_error("%s: Unsupported color type %d\n", filename, png.color_type); png_free(&png); return false; } // if less than 8 bits, upsample png_expand_buffer_8bit(&png); // non-alpha case bool hasalpha = false; if (!load_as_alpha_to_existing) { bitmap.allocate(png.width, png.height); hasalpha = copy_png_to_bitmap(bitmap, &png); } // alpha case else if (png.width == bitmap.width() && png.height == bitmap.height()) hasalpha = copy_png_alpha_to_bitmap(bitmap, &png); // free PNG data png_free(&png); return hasalpha; } /*------------------------------------------------- copy_png_to_bitmap - copy the PNG data to a bitmap -------------------------------------------------*/ static bool copy_png_to_bitmap(bitmap_argb32 &bitmap, const png_info *png) { UINT8 accumalpha = 0xff; UINT8 *src; int x, y; /* handle 8bpp palettized case */ if (png->color_type == 3) { /* loop over width/height */ src = png->image; for (y = 0; y < png->height; y++) for (x = 0; x < png->width; x++, src++) { /* determine alpha and expand to 32bpp */ UINT8 alpha = (*src < png->num_trans) ? png->trans[*src] : 0xff; accumalpha &= alpha; bitmap.pix32(y, x) = rgb_t(alpha, png->palette[*src * 3], png->palette[*src * 3 + 1], png->palette[*src * 3 + 2]); } } /* handle 8bpp grayscale case */ else if (png->color_type == 0) { /* loop over width/height */ src = png->image; for (y = 0; y < png->height; y++) for (x = 0; x < png->width; x++, src++) bitmap.pix32(y, x) = rgb_t(0xff, *src, *src, *src); } /* handle 32bpp non-alpha case */ else if (png->color_type == 2) { /* loop over width/height */ src = png->image; for (y = 0; y < png->height; y++) for (x = 0; x < png->width; x++, src += 3) bitmap.pix32(y, x) = rgb_t(0xff, src[0], src[1], src[2]); } /* handle 32bpp alpha case */ else { /* loop over width/height */ src = png->image; for (y = 0; y < png->height; y++) for (x = 0; x < png->width; x++, src += 4) { accumalpha &= src[3]; bitmap.pix32(y, x) = rgb_t(src[3], src[0], src[1], src[2]); } } /* set the hasalpha flag */ return (accumalpha != 0xff); } /*------------------------------------------------- copy_png_alpha_to_bitmap - copy the PNG data to the alpha channel of a bitmap -------------------------------------------------*/ static bool copy_png_alpha_to_bitmap(bitmap_argb32 &bitmap, const png_info *png) { UINT8 accumalpha = 0xff; UINT8 *src; int x, y; /* handle 8bpp palettized case */ if (png->color_type == 3) { /* loop over width/height */ src = png->image; for (y = 0; y < png->height; y++) for (x = 0; x < png->width; x++, src++) { rgb_t pixel = bitmap.pix32(y, x); UINT8 alpha = rgb_t(png->palette[*src * 3], png->palette[*src * 3 + 1], png->palette[*src * 3 + 2]).brightness(); accumalpha &= alpha; bitmap.pix32(y, x) = rgb_t(alpha, pixel.r(), pixel.g(), pixel.b()); } } /* handle 8bpp grayscale case */ else if (png->color_type == 0) { /* loop over width/height */ src = png->image; for (y = 0; y < png->height; y++) for (x = 0; x < png->width; x++, src++) { rgb_t pixel = bitmap.pix32(y, x); accumalpha &= *src; bitmap.pix32(y, x) = rgb_t(*src, pixel.r(), pixel.g(), pixel.b()); } } /* handle 32bpp non-alpha case */ else if (png->color_type == 2) { /* loop over width/height */ src = png->image; for (y = 0; y < png->height; y++) for (x = 0; x < png->width; x++, src += 3) { rgb_t pixel = bitmap.pix32(y, x); UINT8 alpha = rgb_t(src[0], src[1], src[2]).brightness(); accumalpha &= alpha; bitmap.pix32(y, x) = rgb_t(alpha, pixel.r(), pixel.g(), pixel.b()); } } /* handle 32bpp alpha case */ else { /* loop over width/height */ src = png->image; for (y = 0; y < png->height; y++) for (x = 0; x < png->width; x++, src += 4) { rgb_t pixel = bitmap.pix32(y, x); UINT8 alpha = rgb_t(src[0], src[1], src[2]).brightness(); accumalpha &= alpha; bitmap.pix32(y, x) = rgb_t(alpha, pixel.r(), pixel.g(), pixel.b()); } } /* set the hasalpha flag */ return (accumalpha != 0xff); }