// license:BSD-3-Clause // copyright-holders:Aaron Giles /*************************************************************************** rendutil.h Core rendering utilities. ***************************************************************************/ #ifndef MAME_EMU_RENDUTIL_H #define MAME_EMU_RENDUTIL_H #pragma once #include "rendertypes.h" #include "utilfwd.h" #include #include #include /* ----- image formats ----- */ enum ru_imgformat { RENDUTIL_IMGFORMAT_PNG, RENDUTIL_IMGFORMAT_JPEG, RENDUTIL_IMGFORMAT_MSDIB, RENDUTIL_IMGFORMAT_UNKNOWN, RENDUTIL_IMGFORMAT_ERROR }; /*************************************************************************** FUNCTION PROTOTYPES ***************************************************************************/ /* ----- render utilities ----- */ void render_resample_argb_bitmap_hq(bitmap_argb32 &dest, bitmap_argb32 &source, const render_color &color, bool force = false) noexcept; bool render_clip_line(render_bounds &bounds, const render_bounds &clip); bool render_clip_quad(render_bounds &bounds, const render_bounds &clip, render_quad_texuv *texcoords); std::pair render_line_to_quad(const render_bounds &bounds, float width, float length_extension); void render_load_msdib(bitmap_argb32 &bitmap, util::random_read &file) noexcept; void render_load_jpeg(bitmap_argb32 &bitmap, util::random_read &file) noexcept; bool render_load_png(bitmap_argb32 &bitmap, util::random_read &file, bool load_as_alpha_to_existing = false) noexcept; ru_imgformat render_detect_image(util::random_read &file) noexcept; /*************************************************************************** INLINE FUNCTIONS ***************************************************************************/ /*------------------------------------------------- render_round_nearest - floating point round-to-nearest -------------------------------------------------*/ static inline float render_round_nearest(float f) { return floorf(f + 0.5f); } /*------------------------------------------------- orientation_swap_flips - swap the X and Y flip flags -------------------------------------------------*/ constexpr int orientation_swap_flips(int orientation) { return (orientation & ORIENTATION_SWAP_XY) | ((orientation & ORIENTATION_FLIP_X) ? ORIENTATION_FLIP_Y : 0) | ((orientation & ORIENTATION_FLIP_Y) ? ORIENTATION_FLIP_X : 0); } /*------------------------------------------------- orientation_reverse - compute the orientation that will undo another orientation -------------------------------------------------*/ constexpr int orientation_reverse(int orientation) { /* if not swapping X/Y, then just apply the same transform to reverse */ if (!(orientation & ORIENTATION_SWAP_XY)) return orientation; /* if swapping X/Y, then swap X/Y flip bits to get the reverse */ else return orientation_swap_flips(orientation); } /*------------------------------------------------- orientation_add - compute effective orientation after applying two subsequent orientations -------------------------------------------------*/ constexpr int orientation_add(int orientation1, int orientation2) { /* if the 2nd transform doesn't swap, just XOR together */ if (!(orientation2 & ORIENTATION_SWAP_XY)) return orientation1 ^ orientation2; /* otherwise, we need to effectively swap the flip bits on the first transform */ else return orientation_swap_flips(orientation1) ^ orientation2; } /*------------------------------------------------- apply_brightness_contrast_gamma_fp - apply brightness, contrast, and gamma controls to a single RGB component -------------------------------------------------*/ static inline float apply_brightness_contrast_gamma_fp(float srcval, float brightness, float contrast, float gamma) { /* first apply gamma */ srcval = pow(srcval, 1.0f / gamma); /* then contrast/brightness */ srcval = (srcval * contrast) + brightness - 1.0f; /* clamp and return */ return std::clamp(srcval, 0.0f, 1.0f); } /*------------------------------------------------- apply_brightness_contrast_gamma - apply brightness, contrast, and gamma controls to a single RGB component -------------------------------------------------*/ static inline u8 apply_brightness_contrast_gamma(u8 src, float brightness, float contrast, float gamma) { float srcval = (float)src * (1.0f / 255.0f); float result = apply_brightness_contrast_gamma_fp(srcval, brightness, contrast, gamma); return u8(result * 255.0f); } #endif // MAME_EMU_RENDUTIL_H