fceugx/source/gcvideo.cpp

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/****************************************************************************
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* FCE Ultra
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* Nintendo Wii/Gamecube Port
*
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* Tantric 2008-2009
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*
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* gcvideo.cpp
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*
* Video rendering
****************************************************************************/
#include <gccore.h>
#include <unistd.h>
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#include <ogcsys.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
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#include <malloc.h>
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#include <ogc/texconv.h>
#include <ogc/lwp_watchdog.h>
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#include "fceugx.h"
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#include "fceusupport.h"
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#include "gcvideo.h"
#include "gcaudio.h"
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#include "menu.h"
#include "pad.h"
#include "gui/gui.h"
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int FDSTimer = 0;
u32 FrameTimer = 0;
int FDSSwitchRequested;
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/*** External 2D Video ***/
/*** 2D Video Globals ***/
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GXRModeObj *vmode = NULL; // Graphics Mode Object
static u32 *xfb[2] = { NULL, NULL }; // Framebuffers
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static int whichfb = 0; // Frame buffer toggle
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int screenheight = 480;
int screenwidth = 640;
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bool progressive = false;
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static int oldRenderMode = -1; // set to GCSettings.render when changing (temporarily) to another mode
/*** 3D GX ***/
#define TEX_WIDTH 256
#define TEX_HEIGHT 240
#define DEFAULT_FIFO_SIZE ( 256 * 1024 )
static u8 gp_fifo[DEFAULT_FIFO_SIZE] ATTRIBUTE_ALIGN(32);
static u32 copynow = GX_FALSE;
static GXTexObj texobj;
static Mtx view;
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static Mtx GXmodelView2D;
/*** Texture memory ***/
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static unsigned char texturemem[TEX_WIDTH * TEX_HEIGHT * 4] ATTRIBUTE_ALIGN (32);
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static int UpdateVideo = 1;
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static bool vmode_60hz = true;
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u8 * gameScreenPng = NULL;
int gameScreenPngSize = 0;
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#define HASPECT 256
#define VASPECT 240
// Need something to hold the PC palette
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struct pcpal {
unsigned char r;
unsigned char g;
unsigned char b;
} pcpalette[256];
static unsigned int gcpalette[256]; // Much simpler GC palette
static unsigned short rgb565[256]; // Texture map palette
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bool shutter_3d_mode, anaglyph_3d_mode, eye_3d;
bool AnaglyphPaletteValid = false; //CAK: Has the anaglyph palette below been generated yet?
static unsigned short anaglyph565[64][64]; //CAK: Texture map left right combination anaglyph palette
static void GenerateAnaglyphPalette(); //CAK: function prototype for generating the anaglyph palette
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static long long prev;
static long long now;
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/* New texture based scaler */
typedef struct tagcamera
{
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guVector pos;
guVector up;
guVector view;
}
camera;
/*** Square Matrix
This structure controls the size of the image on the screen.
Think of the output as a -80 x 80 by -60 x 60 graph.
***/
static s16 square[] ATTRIBUTE_ALIGN (32) =
{
/*
* X, Y, Z
* Values set are for roughly 4:3 aspect
*/
-HASPECT, VASPECT, 0, // 0
HASPECT, VASPECT, 0, // 1
HASPECT, -VASPECT, 0, // 2
-HASPECT, -VASPECT, 0 // 3
};
static camera cam = { {0.0F, 0.0F, 0.0F},
{0.0F, 0.5F, 0.0F},
{0.0F, 0.0F, -0.5F}
};
/***
*** Custom Video modes (used to emulate original console video modes)
***/
/** Original NES PAL Resolutions: **/
/* 240 lines progressive (PAL 50Hz) */
static GXRModeObj PAL_240p =
{
VI_TVMODE_PAL_DS, // viDisplayMode
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512, // fbWidth
240, // efbHeight
240, // xfbHeight
(VI_MAX_WIDTH_PAL - 640)/2, // viXOrigin
(VI_MAX_HEIGHT_PAL - 480)/2, // viYOrigin
640, // viWidth
480, // viHeight
VI_XFBMODE_SF, // xFBmode
GX_FALSE, // field_rendering
GX_FALSE, // aa
// sample points arranged in increasing Y order
{
{6,6},{6,6},{6,6}, // pix 0, 3 sample points, 1/12 units, 4 bits each
{6,6},{6,6},{6,6}, // pix 1
{6,6},{6,6},{6,6}, // pix 2
{6,6},{6,6},{6,6} // pix 3
},
// vertical filter[7], 1/64 units, 6 bits each
{
0, // line n-1
0, // line n-1
21, // line n
22, // line n
21, // line n
0, // line n+1
0 // line n+1
}
};
/** Original NES NTSC Resolutions: **/
/* 240 lines progressive (NTSC or PAL 60Hz) */
static GXRModeObj NTSC_240p =
{
VI_TVMODE_EURGB60_DS, // viDisplayMode
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512, // fbWidth
240, // efbHeight
240, // xfbHeight
(VI_MAX_WIDTH_NTSC - 640)/2, // viXOrigin
(VI_MAX_HEIGHT_NTSC - 480)/2, // viYOrigin
640, // viWidth
480, // viHeight
VI_XFBMODE_SF, // xFBmode
GX_FALSE, // field_rendering
GX_FALSE, // aa
// sample points arranged in increasing Y order
{
{6,6},{6,6},{6,6}, // pix 0, 3 sample points, 1/12 units, 4 bits each
{6,6},{6,6},{6,6}, // pix 1
{6,6},{6,6},{6,6}, // pix 2
{6,6},{6,6},{6,6} // pix 3
},
// vertical filter[7], 1/64 units, 6 bits each
{
0, // line n-1
0, // line n-1
21, // line n
22, // line n
21, // line n
0, // line n+1
0 // line n+1
}
};
/* TV Modes table */
static GXRModeObj *tvmodes[2] = {
&NTSC_240p, &PAL_240p
};
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/****************************************************************************
* setFrameTimer()
* change frame timings depending on whether ROM is NTSC or PAL
***************************************************************************/
static u32 normaldiff;
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void setFrameTimer()
{
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if (FCEUI_GetCurrentVidSystem(NULL, NULL) == 1) // PAL
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normaldiff = 20000; // 50hz
else
normaldiff = 16667; // 60hz
prev = gettime();
}
void SyncSpeed()
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{
// same timing as game - no adjustment necessary
if((vmode_60hz && normaldiff == 16667) || (!vmode_60hz && normaldiff == 20000))
if (!shutter_3d_mode && !anaglyph_3d_mode) return; //CAK: But don't exit if in a 30/25Hz 3D mode.
//CAK: Note that the 3D modes (except Pulfrich) still call this function at 60/50Hz, but half the
// time there is no video rendering to go with it, so we need some delays.
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now = gettime();
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u32 diff = diff_usec(prev, now);
if(turbomode)
{
// do nothing
}
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else if (diff > normaldiff)
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{
frameskip++; //CAK: In 3D this will be ignored, then reset to 0 when leaving 3D
}
else // ahead, so hold up
{
while (diff_usec(prev, now) < normaldiff)
{
now = gettime();
usleep(50);
}
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}
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prev = now;
}
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/****************************************************************************
* VideoThreading
***************************************************************************/
#define TSTACK 16384
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static lwp_t vbthread = LWP_THREAD_NULL;
static unsigned char vbstack[TSTACK];
/****************************************************************************
* vbgetback
*
* This callback enables the emulator to keep running while waiting for a
* vertical blank.
*
* Putting LWP to good use :)
***************************************************************************/
static void *
vbgetback (void *arg)
{
while (1)
{
VIDEO_WaitVSync ();
LWP_SuspendThread (vbthread);
}
return NULL;
}
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/****************************************************************************
* copy_to_xfb
*
* Stock code to copy the GX buffer to the current display mode.
* Also increments the frameticker, as it's called for each vb.
***************************************************************************/
static inline void
copy_to_xfb (u32 arg)
{
if (copynow == GX_TRUE)
{
GX_CopyDisp (xfb[whichfb], GX_TRUE);
GX_Flush ();
copynow = GX_FALSE;
}
FrameTimer++;
// FDS switch disk requested - need to eject, select, and insert
// but not all at once!
if(FDSSwitchRequested)
{
switch(FDSSwitchRequested)
{
case 1:
FDSSwitchRequested++;
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FCEUI_FDSInsert(); // eject disk
FDSTimer = 0;
break;
case 2:
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if(FDSTimer > 60)
{
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FDSSwitchRequested++;
FDSTimer = 0;
FCEUI_FDSSelect(); // select other side
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FCEUI_FDSInsert(); // insert disk
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}
break;
case 3:
if(FDSTimer > 200)
{
FDSSwitchRequested = 0;
FDSTimer = 0;
}
break;
}
FDSTimer++;
}
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}
/****************************************************************************
* Scaler Support Functions
***************************************************************************/
static inline void
draw_init ()
{
GX_ClearVtxDesc ();
GX_SetVtxDesc (GX_VA_POS, GX_INDEX8);
GX_SetVtxDesc (GX_VA_CLR0, GX_INDEX8);
GX_SetVtxDesc (GX_VA_TEX0, GX_DIRECT);
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GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_S16, 0);
GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0);
GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
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GX_SetArray (GX_VA_POS, square, 3 * sizeof (s16));
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GX_SetNumTexGens (1);
GX_SetNumChans (0);
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GX_SetTexCoordGen (GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY);
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GX_SetTevOp (GX_TEVSTAGE0, GX_REPLACE);
GX_SetTevOrder (GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLORNULL);
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memset (&view, 0, sizeof (Mtx));
guLookAt(view, &cam.pos, &cam.up, &cam.view);
GX_LoadPosMtxImm (view, GX_PNMTX0);
GX_InvVtxCache (); // update vertex cache
}
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static inline void
draw_vert (u8 pos, u8 c, f32 s, f32 t)
{
GX_Position1x8 (pos);
GX_Color1x8 (c);
GX_TexCoord2f32 (s, t);
}
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static inline void
draw_square (Mtx v)
{
Mtx m; // model matrix.
Mtx mv; // modelview matrix.
guMtxIdentity (m);
guMtxTransApply (m, m, 0, 0, -100);
guMtxConcat (v, m, mv);
GX_LoadPosMtxImm (mv, GX_PNMTX0);
GX_Begin (GX_QUADS, GX_VTXFMT0, 4);
draw_vert (0, 0, 0.0, 0.0);
draw_vert (1, 0, 1.0, 0.0);
draw_vert (2, 0, 1.0, 1.0);
draw_vert (3, 0, 0.0, 1.0);
GX_End ();
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}
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/****************************************************************************
* StopGX
*
* Stops GX (when exiting)
***************************************************************************/
void StopGX()
{
GX_AbortFrame();
GX_Flush();
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VIDEO_SetBlack(TRUE);
VIDEO_Flush();
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}
/****************************************************************************
* UpdateScaling
*
* This function updates the quad aspect ratio.
***************************************************************************/
static inline void
UpdateScaling()
{
int xscale, yscale;
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// update scaling
if (GCSettings.render == 0) // original render mode
{
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xscale = 512 / 2; // use GX scaler instead VI
yscale = TEX_HEIGHT / 2;
}
else // unfiltered and filtered mode
{
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xscale = 256;
yscale = vmode->efbHeight / 2;
}
if (GCSettings.widescreen)
{
if(GCSettings.render == 0)
xscale = (3*xscale)/4;
else
xscale = 256; // match the original console's width for "widescreen" to prevent flickering
}
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xscale *= GCSettings.zoomHor;
yscale *= GCSettings.zoomVert;
// update vertex position matrix
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square[0] = square[9] = (-xscale) + GCSettings.xshift;
square[3] = square[6] = (xscale) + GCSettings.xshift;
square[1] = square[4] = (yscale) - GCSettings.yshift;
square[7] = square[10] = (-yscale) - GCSettings.yshift;
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DCFlushRange (square, 32); // update memory BEFORE the GPU accesses it!
draw_init ();
}
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/****************************************************************************
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* FindVideoMode
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*
* Finds the optimal video mode, or uses the user-specified one
* Also configures original video modes
***************************************************************************/
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static GXRModeObj * FindVideoMode()
{
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GXRModeObj * mode;
// choose the desired video mode
switch(GCSettings.videomode)
{
case 1: // NTSC (480i)
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mode = &TVNtsc480IntDf;
break;
case 2: // Progressive (480p)
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mode = &TVNtsc480Prog;
break;
case 3: // PAL (50Hz)
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mode = &TVPal528IntDf;
break;
case 4: // PAL (60Hz)
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mode = &TVEurgb60Hz480IntDf;
break;
default:
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mode = VIDEO_GetPreferredMode(NULL);
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if(mode == &TVPal576IntDfScale)
mode = &TVPal528IntDf;
#ifdef HW_DOL
/* we have component cables, but the preferred mode is interlaced
* why don't we switch into progressive?
* on the Wii, the user can do this themselves on their Wii Settings */
if(VIDEO_HaveComponentCable())
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mode = &TVNtsc480Prog;
#endif
break;
}
// configure original modes
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switch (mode->viTVMode >> 2)
{
case VI_PAL:
// 576 lines (PAL 50Hz)
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vmode_60hz = false;
// Original Video modes (forced to PAL 50Hz)
// set video signal mode
NTSC_240p.viTVMode = VI_TVMODE_PAL_DS;
NTSC_240p.viYOrigin = (VI_MAX_HEIGHT_PAL - 480)/2;
break;
case VI_NTSC:
// 480 lines (NTSC 60Hz)
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vmode_60hz = true;
// Original Video modes (forced to NTSC 60Hz)
// set video signal mode
PAL_240p.viTVMode = VI_TVMODE_NTSC_DS;
PAL_240p.viYOrigin = (VI_MAX_HEIGHT_NTSC - 480)/2;
NTSC_240p.viTVMode = VI_TVMODE_NTSC_DS;
break;
default:
// 480 lines (PAL 60Hz)
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vmode_60hz = true;
// Original Video modes (forced to PAL 60Hz)
// set video signal mode
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PAL_240p.viTVMode = VI_TVMODE(mode->viTVMode >> 2, VI_NON_INTERLACE);
PAL_240p.viYOrigin = (VI_MAX_HEIGHT_NTSC - 480)/2;
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NTSC_240p.viTVMode = VI_TVMODE(mode->viTVMode >> 2, VI_NON_INTERLACE);
break;
}
// check for progressive scan
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if (mode->viTVMode == VI_TVMODE_NTSC_PROG)
progressive = true;
else
progressive = false;
#ifdef HW_RVL
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if (CONF_GetAspectRatio() == CONF_ASPECT_16_9)
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mode->viWidth = 678;
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else
mode->viWidth = 672;
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if(vmode_60hz)
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{
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mode->viXOrigin = (VI_MAX_WIDTH_NTSC - mode->viWidth) / 2;
mode->viYOrigin = (VI_MAX_HEIGHT_NTSC - mode->viHeight) / 2;
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}
else
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{
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mode->viXOrigin = (VI_MAX_WIDTH_PAL - mode->viWidth) / 2;
mode->viYOrigin = (VI_MAX_HEIGHT_PAL - mode->viHeight) / 2;
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}
#endif
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return mode;
}
/****************************************************************************
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* SetupVideoMode
*
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* Sets up the given video mode
***************************************************************************/
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static void SetupVideoMode(GXRModeObj * mode)
{
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if(vmode == mode)
return;
VIDEO_SetPostRetraceCallback (NULL);
copynow = GX_FALSE;
VIDEO_Configure (mode);
VIDEO_Flush();
// Clear framebuffers etc.
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VIDEO_ClearFrameBuffer (mode, xfb[0], COLOR_BLACK);
VIDEO_ClearFrameBuffer (mode, xfb[1], COLOR_BLACK);
VIDEO_SetNextFramebuffer (xfb[0]);
VIDEO_SetBlack (FALSE);
VIDEO_Flush ();
VIDEO_WaitVSync ();
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if (mode->viTVMode & VI_NON_INTERLACE)
VIDEO_WaitVSync();
else
while (VIDEO_GetNextField())
VIDEO_WaitVSync();
VIDEO_SetPostRetraceCallback ((VIRetraceCallback)copy_to_xfb);
vmode = mode;
}
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/****************************************************************************
* InitGCVideo
*
* This function MUST be called at startup.
* - also sets up menu video mode
***************************************************************************/
void
InitGCVideo ()
{
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VIDEO_Init();
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// Allocate the video buffers
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xfb[0] = (u32 *) memalign(32, 640*576*2);
xfb[1] = (u32 *) memalign(32, 640*576*2);
DCInvalidateRange(xfb[0], 640*576*2);
DCInvalidateRange(xfb[1], 640*576*2);
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xfb[0] = (u32 *) MEM_K0_TO_K1 (xfb[0]);
xfb[1] = (u32 *) MEM_K0_TO_K1 (xfb[1]);
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GXRModeObj *rmode = FindVideoMode();
SetupVideoMode(rmode);
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LWP_CreateThread (&vbthread, vbgetback, NULL, vbstack, TSTACK, 68);
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// Initialize GX
GXColor background = { 0, 0, 0, 0xff };
memset (&gp_fifo, 0, DEFAULT_FIFO_SIZE);
GX_Init (&gp_fifo, DEFAULT_FIFO_SIZE);
GX_SetCopyClear (background, 0x00ffffff);
GX_SetDispCopyGamma (GX_GM_1_0);
GX_SetCullMode (GX_CULL_NONE);
}
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void ResetFbWidth(int width, GXRModeObj *rmode)
{
if(rmode->fbWidth == width)
return;
rmode->fbWidth = width;
if(rmode != vmode)
return;
GX_InvVtxCache();
VIDEO_Configure(rmode);
VIDEO_Flush();
}
/****************************************************************************
* ResetVideo_Emu
*
* Reset the video/rendering mode for the emulator rendering
****************************************************************************/
void
ResetVideo_Emu ()
{
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GXRModeObj *rmode;
Mtx44 p;
// set VI mode and audio sample rate depending on if original mode is used
if (GCSettings.render == 0)
{
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rmode = tvmodes[FCEUI_GetCurrentVidSystem(NULL, NULL)];
UpdateSampleRate(48220);
}
else
{
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rmode = FindVideoMode();
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if (GCSettings.widescreen)
ResetFbWidth(640, rmode);
else
ResetFbWidth(512, rmode);
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UpdateSampleRate(48130);
}
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SetupVideoMode(rmode); // reconfigure VI
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GXColor background = {0, 0, 0, 255};
GX_SetCopyClear (background, 0x00ffffff);
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// reconfigure GX
GX_SetViewport (0, 0, rmode->fbWidth, rmode->efbHeight, 0, 1);
GX_SetDispCopyYScale ((f32) rmode->xfbHeight / (f32) rmode->efbHeight);
GX_SetScissor (0, 0, rmode->fbWidth, rmode->efbHeight);
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GX_SetDispCopySrc (0, 0, rmode->fbWidth, rmode->efbHeight);
GX_SetDispCopyDst (rmode->fbWidth, rmode->xfbHeight);
u8 sharp[7] = {0,0,21,22,21,0,0};
u8 soft[7] = {8,8,10,12,10,8,8};
u8* vfilter =
GCSettings.render == 3 ? sharp
: GCSettings.render == 4 ? soft
: rmode->vfilter;
GX_SetCopyFilter(rmode->aa, rmode->sample_pattern, (rmode->xfbMode == VI_XFBMODE_SF) ? GX_FALSE : GX_TRUE, vfilter);
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GX_SetFieldMode (rmode->field_rendering, ((rmode->viHeight == 2 * rmode->xfbHeight) ? GX_ENABLE : GX_DISABLE));
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if (rmode->aa)
GX_SetPixelFmt(GX_PF_RGB565_Z16, GX_ZC_LINEAR);
else
GX_SetPixelFmt(GX_PF_RGB8_Z24, GX_ZC_LINEAR);
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GX_SetZMode (GX_TRUE, GX_LEQUAL, GX_TRUE);
GX_SetColorUpdate (GX_TRUE);
guOrtho(p, rmode->efbHeight/2, -(rmode->efbHeight/2), -(rmode->fbWidth/2), rmode->fbWidth/2, 100, 1000); // matrix, t, b, l, r, n, f
GX_LoadProjectionMtx (p, GX_ORTHOGRAPHIC);
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// set aspect ratio
draw_init ();
UpdateScaling();
// reinitialize texture
GX_InvalidateTexAll ();
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GX_InitTexObj (&texobj, texturemem, TEX_WIDTH, TEX_HEIGHT, GX_TF_RGB565, GX_CLAMP, GX_CLAMP, GX_FALSE); // initialize the texture obj we are going to use
if (!(GCSettings.render&1))
GX_InitTexObjLOD(&texobj,GX_NEAR,GX_NEAR_MIP_NEAR,2.5,9.0,0.0,GX_FALSE,GX_FALSE,GX_ANISO_1); // original/unfiltered video mode: force texture filtering OFF
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GX_LoadTexObj (&texobj, GX_TEXMAP0);
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memset(texturemem, 0, TEX_WIDTH * TEX_HEIGHT * 2); // clear texture memory
}
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/****************************************************************************
* RenderFrame
*
* Render a single frame
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****************************************************************************/
void RenderFrame(unsigned char *XBuf)
{
// Ensure previous vb has complete
while ((LWP_ThreadIsSuspended (vbthread) == 0) || (copynow == GX_TRUE))
usleep (50);
// swap framebuffers
whichfb ^= 1;
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// video has changed
if(UpdateVideo)
{
UpdateVideo = 0;
ResetVideo_Emu(); // reset video to emulator rendering settings
}
int width, height;
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u8 borderheight = 0;
u8 borderwidth = 0;
// 0 = off, 1 = vertical, 2 = horizontal, 3 = both
if(GCSettings.hideoverscan == 1 || GCSettings.hideoverscan == 3)
borderheight = 8;
if(GCSettings.hideoverscan >= 2)
borderwidth = 8;
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u16 *texture = (unsigned short *)texturemem + (borderheight << 8) + (borderwidth << 2);
u8 *src1 = XBuf + (borderheight << 8) + borderwidth;
u8 *src2 = XBuf + (borderheight << 8) + borderwidth + 256;
u8 *src3 = XBuf + (borderheight << 8) + borderwidth + 512;
u8 *src4 = XBuf + (borderheight << 8) + borderwidth + 768;
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// fill the texture
for (height = 0; height < 240 - (borderheight << 1); height += 4)
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{
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for (width = 0; width < 256 - (borderwidth << 1); width += 4)
{
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// Row one
*texture++ = rgb565[*src1++];
*texture++ = rgb565[*src1++];
*texture++ = rgb565[*src1++];
*texture++ = rgb565[*src1++];
// Row two
*texture++ = rgb565[*src2++];
*texture++ = rgb565[*src2++];
*texture++ = rgb565[*src2++];
*texture++ = rgb565[*src2++];
// Row three
*texture++ = rgb565[*src3++];
*texture++ = rgb565[*src3++];
*texture++ = rgb565[*src3++];
*texture++ = rgb565[*src3++];
// Row four
*texture++ = rgb565[*src4++];
*texture++ = rgb565[*src4++];
*texture++ = rgb565[*src4++];
*texture++ = rgb565[*src4++];
}
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src1 += 768 + (borderwidth << 1); // line 4*N
src2 += 768 + (borderwidth << 1); // line 4*(N+1)
src3 += 768 + (borderwidth << 1); // line 4*(N+2)
src4 += 768 + (borderwidth << 1); // line 4*(N+3)
texture += (borderwidth << 3);
}
// load texture into GX
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DCFlushRange(texturemem, TEX_WIDTH * TEX_HEIGHT * 4);
// clear texture objects
GX_InvalidateTexAll();
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// render textured quad
draw_square(view);
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GX_DrawDone();
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if(ScreenshotRequested)
{
if(GCSettings.render == 0) // we can't take a screenshot in Original mode
{
oldRenderMode = 0;
GCSettings.render = 2; // switch to unfiltered mode
UpdateVideo = 1; // request the switch
}
else
{
ScreenshotRequested = 0;
TakeScreenshot();
if(oldRenderMode != -1)
{
GCSettings.render = oldRenderMode;
oldRenderMode = -1;
}
ConfigRequested = 1;
}
}
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// EFB is ready to be copied into XFB
VIDEO_SetNextFramebuffer(xfb[whichfb]);
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VIDEO_Flush();
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copynow = GX_TRUE;
// Return to caller, don't waste time waiting for vb
LWP_ResumeThread (vbthread);
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}
/****************************************************************************
* RenderFrame
*
* Render a single frame
****************************************************************************/
void RenderStereoFrames(unsigned char *XBufLeft, unsigned char *XBufRight)
{
// Ensure previous vb has complete
while ((LWP_ThreadIsSuspended (vbthread) == 0) || (copynow == GX_TRUE))
usleep (50);
// swap framebuffers
whichfb ^= 1;
// video has changed
if(UpdateVideo)
{
UpdateVideo = 0;
ResetVideo_Emu(); // reset video to emulator rendering settings
}
//CAK: May need to regenerate the anaglyph 3D palette that is used below
if (!AnaglyphPaletteValid)
GenerateAnaglyphPalette();
int width, height;
u8 borderheight = 0;
u8 borderwidth = 0;
// 0 = off, 1 = vertical, 2 = horizontal, 3 = both
if(GCSettings.hideoverscan == 1 || GCSettings.hideoverscan == 3)
borderheight = 8;
if(GCSettings.hideoverscan >= 2)
borderwidth = 8;
u16 *texture = (unsigned short *)texturemem + (borderheight << 8) + (borderwidth << 2);
u8 *Lsrc1 = XBufLeft + (borderheight << 8) + borderwidth;
u8 *Lsrc2 = XBufLeft + (borderheight << 8) + borderwidth + 256;
u8 *Lsrc3 = XBufLeft + (borderheight << 8) + borderwidth + 512;
u8 *Lsrc4 = XBufLeft + (borderheight << 8) + borderwidth + 768;
u8 *Rsrc1 = XBufRight + (borderheight << 8) + borderwidth;
u8 *Rsrc2 = XBufRight + (borderheight << 8) + borderwidth + 256;
u8 *Rsrc3 = XBufRight + (borderheight << 8) + borderwidth + 512;
u8 *Rsrc4 = XBufRight + (borderheight << 8) + borderwidth + 768;
// fill the texture with red/cyan anaglyph
for (height = 0; height < 240 - (borderheight << 1); height += 4)
{
for (width = 0; width < 256 - (borderwidth << 1); width += 4)
{
// Row one
*texture++ = anaglyph565[(*Lsrc1++) & 63][(*Rsrc1++) & 63];
*texture++ = anaglyph565[(*Lsrc1++) & 63][(*Rsrc1++) & 63];
*texture++ = anaglyph565[(*Lsrc1++) & 63][(*Rsrc1++) & 63];
*texture++ = anaglyph565[(*Lsrc1++) & 63][(*Rsrc1++) & 63];
// Row two
*texture++ = anaglyph565[(*Lsrc2++) & 63][(*Rsrc2++) & 63];
*texture++ = anaglyph565[(*Lsrc2++) & 63][(*Rsrc2++) & 63];
*texture++ = anaglyph565[(*Lsrc2++) & 63][(*Rsrc2++) & 63];
*texture++ = anaglyph565[(*Lsrc2++) & 63][(*Rsrc2++) & 63];
// Row three
*texture++ = anaglyph565[(*Lsrc3++) & 63][(*Rsrc3++) & 63];
*texture++ = anaglyph565[(*Lsrc3++) & 63][(*Rsrc3++) & 63];
*texture++ = anaglyph565[(*Lsrc3++) & 63][(*Rsrc3++) & 63];
*texture++ = anaglyph565[(*Lsrc3++) & 63][(*Rsrc3++) & 63];
// Row four
*texture++ = anaglyph565[(*Lsrc4++) & 63][(*Rsrc4++) & 63];
*texture++ = anaglyph565[(*Lsrc4++) & 63][(*Rsrc4++) & 63];
*texture++ = anaglyph565[(*Lsrc4++) & 63][(*Rsrc4++) & 63];
*texture++ = anaglyph565[(*Lsrc4++) & 63][(*Rsrc4++) & 63];
}
Lsrc1 += 768 + (borderwidth << 1); // line 4*N
Lsrc2 += 768 + (borderwidth << 1); // line 4*(N+1)
Lsrc3 += 768 + (borderwidth << 1); // line 4*(N+2)
Lsrc4 += 768 + (borderwidth << 1); // line 4*(N+3)
Rsrc1 += 768 + (borderwidth << 1); // line 4*N
Rsrc2 += 768 + (borderwidth << 1); // line 4*(N+1)
Rsrc3 += 768 + (borderwidth << 1); // line 4*(N+2)
Rsrc4 += 768 + (borderwidth << 1); // line 4*(N+3)
texture += (borderwidth << 3);
}
// load texture into GX
DCFlushRange(texturemem, TEX_WIDTH * TEX_HEIGHT * 4);
// clear texture objects
GX_InvalidateTexAll();
// render textured quad
draw_square(view);
GX_DrawDone();
if(ScreenshotRequested)
{
if(GCSettings.render == 0) // we can't take a screenshot in Original mode
{
oldRenderMode = 0;
GCSettings.render = 2; // switch to unfiltered mode
UpdateVideo = 1; // request the switch
}
else
{
ScreenshotRequested = 0;
TakeScreenshot();
if(oldRenderMode != -1)
{
GCSettings.render = oldRenderMode;
oldRenderMode = -1;
}
ConfigRequested = 1;
}
}
// EFB is ready to be copied into XFB
VIDEO_SetNextFramebuffer(xfb[whichfb]);
VIDEO_Flush();
copynow = GX_TRUE;
// Return to caller, don't waste time waiting for vb
LWP_ResumeThread (vbthread);
}
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/****************************************************************************
* TakeScreenshot
*
* Copies the current screen into a GX texture
***************************************************************************/
void TakeScreenshot()
{
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IMGCTX pngContext = PNGU_SelectImageFromBuffer(savebuffer);
if (pngContext != NULL)
{
gameScreenPngSize = PNGU_EncodeFromEFB(pngContext, vmode->fbWidth, vmode->efbHeight);
PNGU_ReleaseImageContext(pngContext);
gameScreenPng = (u8 *)malloc(gameScreenPngSize);
memcpy(gameScreenPng, savebuffer, gameScreenPngSize);
}
}
void ClearScreenshot()
{
if(gameScreenPng)
{
gameScreenPngSize = 0;
free(gameScreenPng);
gameScreenPng = NULL;
}
}
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/****************************************************************************
* ResetVideo_Menu
*
* Reset the video/rendering mode for the menu
****************************************************************************/
void
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ResetVideo_Menu ()
{
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Mtx44 p;
f32 yscale;
u32 xfbHeight;
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GXRModeObj * rmode = FindVideoMode();
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SetupVideoMode(rmode); // reconfigure VI
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// clears the bg to color and clears the z buffer
GXColor background = {0, 0, 0, 255};
GX_SetCopyClear (background, 0x00ffffff);
yscale = GX_GetYScaleFactor(vmode->efbHeight,vmode->xfbHeight);
xfbHeight = GX_SetDispCopyYScale(yscale);
GX_SetScissor(0,0,vmode->fbWidth,vmode->efbHeight);
GX_SetDispCopySrc(0,0,vmode->fbWidth,vmode->efbHeight);
GX_SetDispCopyDst(vmode->fbWidth,xfbHeight);
GX_SetCopyFilter(vmode->aa,vmode->sample_pattern,GX_TRUE,vmode->vfilter);
GX_SetFieldMode(vmode->field_rendering,((vmode->viHeight==2*vmode->xfbHeight)?GX_ENABLE:GX_DISABLE));
if (vmode->aa)
GX_SetPixelFmt(GX_PF_RGB565_Z16, GX_ZC_LINEAR);
else
GX_SetPixelFmt(GX_PF_RGB8_Z24, GX_ZC_LINEAR);
// setup the vertex descriptor
// tells the flipper to expect direct data
GX_ClearVtxDesc();
GX_InvVtxCache ();
GX_InvalidateTexAll();
GX_SetVtxDesc(GX_VA_TEX0, GX_NONE);
GX_SetVtxDesc(GX_VA_POS, GX_DIRECT);
GX_SetVtxDesc (GX_VA_CLR0, GX_DIRECT);
GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_F32, 0);
GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0);
GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
GX_SetZMode (GX_FALSE, GX_LEQUAL, GX_TRUE);
GX_SetNumChans(1);
GX_SetNumTexGens(1);
GX_SetTevOp (GX_TEVSTAGE0, GX_PASSCLR);
GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0);
GX_SetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY);
guMtxIdentity(GXmodelView2D);
guMtxTransApply (GXmodelView2D, GXmodelView2D, 0.0F, 0.0F, -50.0F);
GX_LoadPosMtxImm(GXmodelView2D,GX_PNMTX0);
guOrtho(p,0,479,0,639,0,300);
GX_LoadProjectionMtx(p, GX_ORTHOGRAPHIC);
GX_SetViewport(0,0,vmode->fbWidth,vmode->efbHeight,0,1);
GX_SetBlendMode(GX_BM_BLEND, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_CLEAR);
GX_SetAlphaUpdate(GX_TRUE);
}
/****************************************************************************
* Menu_Render
*
* Renders everything current sent to GX, and flushes video
***************************************************************************/
void Menu_Render()
{
whichfb ^= 1; // flip framebuffer
GX_SetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE);
GX_SetColorUpdate(GX_TRUE);
GX_CopyDisp(xfb[whichfb],GX_TRUE);
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GX_DrawDone();
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VIDEO_SetNextFramebuffer(xfb[whichfb]);
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VIDEO_Flush();
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VIDEO_WaitVSync();
}
/****************************************************************************
* Menu_DrawImg
*
* Draws the specified image on screen using GX
***************************************************************************/
void Menu_DrawImg(f32 xpos, f32 ypos, u16 width, u16 height, u8 data[],
f32 degrees, f32 scaleX, f32 scaleY, u8 alpha)
{
if(data == NULL)
return;
GXTexObj texObj;
GX_InitTexObj(&texObj, data, width,height, GX_TF_RGBA8,GX_CLAMP, GX_CLAMP,GX_FALSE);
GX_LoadTexObj(&texObj, GX_TEXMAP0);
GX_InvalidateTexAll();
GX_SetTevOp (GX_TEVSTAGE0, GX_MODULATE);
GX_SetVtxDesc (GX_VA_TEX0, GX_DIRECT);
Mtx m,m1,m2, mv;
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width >>= 1;
height >>= 1;
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guMtxIdentity (m1);
guMtxScaleApply(m1,m1,scaleX,scaleY,1.0);
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guVector axis = (guVector) {0 , 0, 1 };
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guMtxRotAxisDeg (m2, &axis, degrees);
guMtxConcat(m2,m1,m);
guMtxTransApply(m,m, xpos+width,ypos+height,0);
guMtxConcat (GXmodelView2D, m, mv);
GX_LoadPosMtxImm (mv, GX_PNMTX0);
GX_Begin(GX_QUADS, GX_VTXFMT0,4);
GX_Position3f32(-width, -height, 0);
GX_Color4u8(0xFF,0xFF,0xFF,alpha);
GX_TexCoord2f32(0, 0);
GX_Position3f32(width, -height, 0);
GX_Color4u8(0xFF,0xFF,0xFF,alpha);
GX_TexCoord2f32(1, 0);
GX_Position3f32(width, height, 0);
GX_Color4u8(0xFF,0xFF,0xFF,alpha);
GX_TexCoord2f32(1, 1);
GX_Position3f32(-width, height, 0);
GX_Color4u8(0xFF,0xFF,0xFF,alpha);
GX_TexCoord2f32(0, 1);
GX_End();
GX_LoadPosMtxImm (GXmodelView2D, GX_PNMTX0);
GX_SetTevOp (GX_TEVSTAGE0, GX_PASSCLR);
GX_SetVtxDesc (GX_VA_TEX0, GX_NONE);
}
/****************************************************************************
* Menu_DrawRectangle
*
* Draws a rectangle at the specified coordinates using GX
***************************************************************************/
void Menu_DrawRectangle(f32 x, f32 y, f32 width, f32 height, GXColor color, u8 filled)
{
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long n = 4;
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f32 x2 = x+width;
f32 y2 = y+height;
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guVector v[] = {{x,y,0.0f}, {x2,y,0.0f}, {x2,y2,0.0f}, {x,y2,0.0f}, {x,y,0.0f}};
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u8 fmt = GX_TRIANGLEFAN;
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if(!filled)
{
fmt = GX_LINESTRIP;
n = 5;
}
GX_Begin(fmt, GX_VTXFMT0, n);
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for(long i=0; i<n; ++i)
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{
GX_Position3f32(v[i].x, v[i].y, v[i].z);
GX_Color4u8(color.r, color.g, color.b, color.a);
}
GX_End();
}
static void OptimisedAnaglyph(u8 *r, u8 *g, u8 *b, u8 lr, u8 lg, u8 lb, u8 rr, u8 rg, u8 rb)
{
// The left eye needs to see a bit of every colour mixed into the red channel
// otherwise it will have trouble matching it to the right eye.
// the left eye also needs to be brighter.
int ar = (lr * 600 + lg * 300 + lb * 200) / 1000;
if (ar > 255)
ar = 255;
*r = ar;
int ag = (rg * 700 + rr * 200) / 1000;
if (ag > 255)
ag = 255;
*g = ag;
*b = rb;
}
#if 0
//CAK: This 3D palette is for high contrast white on black games like Falsion
static void RedBlueMonoAnaglyph(u8 *r, u8 *g, u8 *b, u8 lr, u8 lg, u8 lb, u8 rr, u8 rg, u8 rb)
{
// The left eye needs to see a bit of every colour mixed into the red channel
// otherwise it will have trouble matching it to the right eye.
// the left eye also needs to be brighter.
int ar = (lr * 300 + lg * 500 + lb * 200) / 1000;
if (ar > 255)
ar = 255;
*r = ar;
*g = 0;
int ab = (rr * 300 + rg * 500 + rb * 200) / 1000;
if (ab > 255)
ab = 255;
*b = ab;
}
//CAK: This 3D palette is for high contrast white on black games like Falsion
static void RedGreenMonoAnaglyph(u8 *r, u8 *g, u8 *b, u8 lr, u8 lg, u8 lb, u8 rr, u8 rg, u8 rb)
{
// The left eye needs to see a bit of every colour mixed into the red channel
// otherwise it will have trouble matching it to the right eye.
// the left eye also needs to be brighter.
int ar = (lr * 300 + lg * 500 + lb * 200) / 1000;
if (ar > 255)
ar = 255;
*r = ar;
int ab = (rr * 300 + rg * 500 + rb * 200) / 1000;
if (ab > 255)
ab = 255;
*g = ab;
*b = 0;
}
//CAK: This 3D palette is for high contrast white on black games like Falsion
static void RedCyanMonoAnaglyph(u8 *r, u8 *g, u8 *b, u8 lr, u8 lg, u8 lb, u8 rr, u8 rg, u8 rb)
{
// The left eye needs to see a bit of every colour mixed into the red channel
// otherwise it will have trouble matching it to the right eye.
// the left eye also needs to be brighter.
int ar = (lr * 300 + lg * 500 + lb * 200) / 1000;
if (ar > 255)
ar = 255;
*r = ar;
int ab = (rr * 300 + rg * 500 + rb * 200) / 2000;
if (ab > 255)
ab = 255;
*g = ab;
*b = ab;
}
//CAK: This 3D palette is good for games which were already in anaglyph
static void FullColourAnaglyph(u8 *r, u8 *g, u8 *b, u8 lr, u8 lg, u8 lb, u8 rr, u8 rg, u8 rb)
{
// The left eye needs to see a bit of every colour mixed into the red channel
// otherwise it will have trouble matching it to the right eye.
// the left eye also needs to be brighter.
*r = lr;
*g = rg;
*b = rb;
}
#endif
//CAK: Create an RGB 565 colour (used in textures) for this stereoscopic 3D combination of 2 NES colours.
static void GenerateAnaglyphPalette()
{
for (int left = 0; left < 64; left++)
{
for (int right = 0; right < 64; right++)
{
u8 ar, ag, ab;
OptimisedAnaglyph(&ar, &ag, &ab, pcpalette[left].r, pcpalette[left].g, pcpalette[left].b, pcpalette[right].r, pcpalette[right].g, pcpalette[right].b);
anaglyph565[left][right] = ((ar & 0xf8) << 8) | ((ag & 0xfc) << 3) | ((ab & 0xf8) >> 3);
}
}
AnaglyphPaletteValid = true;
}
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/****************************************************************************
* rgbcolor
*
* Support routine for gcpalette
****************************************************************************/
static unsigned int rgbcolor(u8 r1, u8 g1, u8 b1, u8 r2, u8 g2, u8 b2)
{
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int y1,cb1,cr1,y2,cb2,cr2,cb,cr;
y1=(299*r1+587*g1+114*b1)/1000;
cb1=(-16874*r1-33126*g1+50000*b1+12800000)/100000;
cr1=(50000*r1-41869*g1-8131*b1+12800000)/100000;
y2=(299*r2+587*g2+114*b2)/1000;
cb2=(-16874*r2-33126*g2+50000*b2+12800000)/100000;
cr2=(50000*r2-41869*g2-8131*b2+12800000)/100000;
cb=(cb1+cb2) >> 1;
cr=(cr1+cr2) >> 1;
return ((y1 << 24) | (cb << 16) | (y2 << 8) | cr);
}
/****************************************************************************
* SetPalette
*
* A shadow copy of the palette is maintained, in case the NES Emu kernel
* requests a copy.
****************************************************************************/
void FCEUD_SetPalette(u8 index, u8 r, u8 g, u8 b)
{
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/*** Make PC compatible copy ***/
pcpalette[index].r = r;
pcpalette[index].g = g;
pcpalette[index].b = b;
/*** Generate Gamecube palette ***/
gcpalette[index] = rgbcolor(r,g,b,r,g,b);
/*** Generate RGB565 texture palette ***/
rgb565[index] = ((r & 0xf8) << 8) |
((g & 0xfc) << 3) |
((b & 0xf8) >> 3);
/*** Will need to generate stereoscopic palette later. ***/
AnaglyphPaletteValid = false;
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}
/****************************************************************************
* GetPalette
****************************************************************************/
void FCEUD_GetPalette(u8 i, u8 *r, u8 *g, u8 *b)
{
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*r = pcpalette[i].r;
*g = pcpalette[i].g;
*b = pcpalette[i].b;
}
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void SetPalette()
{
if ( GCSettings.currpal == 0 )
{
// Do palette reset
FCEU_ResetPalette();
}
else
{
// Now setup this palette
u8 i,r,g,b;
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for ( i = 0; i < 64; i++ )
{
r = palettes[GCSettings.currpal-1].data[i] >> 16;
g = ( palettes[GCSettings.currpal-1].data[i] & 0xff00 ) >> 8;
b = ( palettes[GCSettings.currpal-1].data[i] & 0xff );
FCEUD_SetPalette( i, r, g, b);
FCEUD_SetPalette( i+64, r, g, b);
FCEUD_SetPalette( i+128, r, g, b);
FCEUD_SetPalette( i+192, r, g, b);
}
}
}
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struct st_palettes palettes[] = {
{ "smooth-fbx", "Smooth (FBX)",
{ 0x6A6D6A, 0x001380, 0x1E008A, 0x39007A,
0x550056, 0x5A0018, 0x4F1000, 0x3D1C00,
0x253200, 0x003D00, 0x004000, 0x003924,
0x002E55, 0x000000, 0x000000, 0x000000,
0xB9BCB9, 0x1850C7, 0x4B30E3, 0x7322D6,
0x951FA9, 0x9D285C, 0x983700, 0x7F4C00,
0x5E6400, 0x227700, 0x027E02, 0x007645,
0x006E8A, 0x000000, 0x000000, 0x000000,
0xFFFFFF, 0x68A6FF, 0x8C9CFF, 0xB586FF,
0xD975FD, 0xE377B9, 0xE58D68, 0xD49D29,
0xB3AF0C, 0x7BC211, 0x55CA47, 0x46CB81,
0x47C1C5, 0x4A4D4A, 0x000000, 0x000000,
0xFFFFFF, 0xCCEAFF, 0xDDDEFF, 0xECDAFF,
0xF8D7FE, 0xFCD6F5, 0xFDDBCF, 0xF9E7B5,
0xF1F0AA, 0xDAFAA9, 0xC9FFBC, 0xC3FBD7,
0xC4F6F6, 0xBEC1BE, 0x000000, 0x000000 }
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},
{ "pvm-style-d93-fbx", "PVM Style D93 (FBX)",
{ 0x696B63, 0x001774, 0x1E0087, 0x340073,
0x560057, 0x5E0013, 0x531A00, 0x3B2400,
0x243000, 0x063A00, 0x003F00, 0x003B1E,
0x00334E, 0x000000, 0x000000, 0x000000,
0xB9BBB3, 0x1453B9, 0x4D2CDA, 0x671EDE,
0x98189C, 0x9D2344, 0xA03E00, 0x8D5500,
0x656D00, 0x2C7900, 0x008100, 0x007D42,
0x00788A, 0x000000, 0x000000, 0x000000,
0xFFFFFF, 0x69A8FF, 0x9691FF, 0xB28AFA,
0xEA7DFA, 0xF37BC7, 0xF28E59, 0xE6AD27,
0xD7C805, 0x90DF07, 0x64E53C, 0x45E27D,
0x48D5D9, 0x4E5048, 0x000000, 0x000000,
0xFFFFFF, 0xD2EAFF, 0xE2E2FF, 0xE9D8FF,
0xF5D2FF, 0xF8D9EA, 0xFADEB9, 0xF9E89B,
0xF3F28C, 0xD3FA91, 0xB8FCA8, 0xAEFACA,
0xCAF3F3, 0xBEC0B8, 0x000000, 0x000000 }
},
{ "composite-direct-fbx", "Composite Direct (FBX)",
{ 0x656565, 0x00127D, 0x18008E, 0x360082,
0x56005D, 0x5A0018, 0x4F0500, 0x381900,
0x1D3100, 0x003D00, 0x004100, 0x003B17,
0x002E55, 0x000000, 0x000000, 0x000000,
0xAFAFAF, 0x194EC8, 0x472FE3, 0x6B1FD7,
0x931BAE, 0x9E1A5E, 0x993200, 0x7B4B00,
0x5B6700, 0x267A00, 0x008200, 0x007A3E,
0x006E8A, 0x000000, 0x000000, 0x000000,
0xFFFFFF, 0x64A9FF, 0x8E89FF, 0xB676FF,
0xE06FFF, 0xEF6CC4, 0xF0806A, 0xD8982C,
0xB9B40A, 0x83CB0C, 0x5BD63F, 0x4AD17E,
0x4DC7CB, 0x4C4C4C, 0x000000, 0x000000,
0xFFFFFF, 0xC7E5FF, 0xD9D9FF, 0xE9D1FF,
0xF9CEFF, 0xFFCCF1, 0xFFD4CB, 0xF8DFB1,
0xEDEAA4, 0xD6F4A4, 0xC5F8B8, 0xBEF6D3,
0xBFF1F1, 0xB9B9B9, 0x000000, 0x000000 }
},
{ "nes-classic-fbx-fs", "NES Classic (FBX-FS)",
{ 0x60615F, 0x000083, 0x1D0195, 0x340875,
0x51055E, 0x56000F, 0x4C0700, 0x372308,
0x203A0B, 0x0F4B0E, 0x194C16, 0x02421E,
0x023154, 0x000000, 0x000000, 0x000000,
0xA9AAA8, 0x104BBF, 0x4712D8, 0x6300CA,
0x8800A9, 0x930B46, 0x8A2D04, 0x6F5206,
0x5C7114, 0x1B8D12, 0x199509, 0x178448,
0x206B8E, 0x000000, 0x000000, 0x000000,
0xFBFBFB, 0x6699F8, 0x8974F9, 0xAB58F8,
0xD557EF, 0xDE5FA9, 0xDC7F59, 0xC7A224,
0xA7BE03, 0x75D703, 0x60E34F, 0x3CD68D,
0x56C9CC, 0x414240, 0x000000, 0x000000,
0xFBFBFB, 0xBED4FA, 0xC9C7F9, 0xD7BEFA,
0xE8B8F9, 0xF5BAE5, 0xF3CAC2, 0xDFCDA7,
0xD9E09C, 0xC9EB9E, 0xC0EDB8, 0xB5F4C7,
0xB9EAE9, 0xABABAB, 0x000000, 0x000000 }
},
{ "rgb", "PC-10",
{ 0x6D6D6D, 0x002492, 0x0000DB, 0x6D49DB,
0x92006D, 0xB6006D, 0xB62400, 0x924900,
0x6D4900, 0x244900, 0x006D24, 0x009200,
0x004949, 0x000000, 0x000000, 0x000000,
0xB6B6B6, 0x006DDB, 0x0049FF, 0x9200FF,
0xB600FF, 0xFF0092, 0xFF0000, 0xDB6D00,
0x926D00, 0x249200, 0x009200, 0x00B66D,
0x009292, 0x242424, 0x000000, 0x000000,
0xFFFFFF, 0x6DB6FF, 0x9292FF, 0xDB6DFF,
0xFF00FF, 0xFF6DFF, 0xFF9200, 0xFFB600,
0xDBDB00, 0x6DDB00, 0x00FF00, 0x49FFDB,
0x00FFFF, 0x494949, 0x000000, 0x000000,
0xFFFFFF, 0xB6DBFF, 0xDBB6FF, 0xFFB6FF,
0xFF92FF, 0xFFB6B6, 0xFFDB92, 0xFFFF49,
0xFFFF6D, 0xB6FF49, 0x92FF6D, 0x49FFDB,
0x92DBFF, 0x929292, 0x000000, 0x000000 }
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},
{ "sony-cxa2025as-us", "Sony CXA",
{ 0x585858, 0x00238C, 0x00139B, 0x2D0585,
0x5D0052, 0x7A0017, 0x7A0800, 0x5F1800,
0x352A00, 0x093900, 0x003F00, 0x003C22,
0x00325D, 0x000000, 0x000000, 0x000000,
0xA1A1A1, 0x0053EE, 0x153CFE, 0x6028E4,
0xA91D98, 0xD41E41, 0xD22C00, 0xAA4400,
0x6C5E00, 0x2D7300, 0x007D06, 0x007852,
0x0069A9, 0x000000, 0x000000, 0x000000,
0xFFFFFF, 0x1FA5FE, 0x5E89FE, 0xB572FE,
0xFE65F6, 0xFE6790, 0xFE773C, 0xFE9308,
0xC4B200, 0x79CA10, 0x3AD54A, 0x11D1A4,
0x06BFFE, 0x424242, 0x000000, 0x000000,
0xFFFFFF, 0xA0D9FE, 0xBDCCFE, 0xE1C2FE,
0xFEBCFB, 0xFEBDD0, 0xFEC5A9, 0xFED18E,
0xE9DE86, 0xC7E992, 0xA8EEB0, 0x95ECD9,
0x91E4FE, 0xACACAC, 0x000000, 0x000000 }
},
{ "wavebeam", "Wavebeam",
{ 0x6B6B6B, 0x001B88, 0x21009A, 0x40008C,
0x600067, 0x64001E, 0x590800, 0x481600,
0x283600, 0x004500, 0x004908, 0x00421D,
0x003659, 0x000000, 0x000000, 0x000000,
0xB4B4B4, 0x1555D3, 0x4337EF, 0x7425DF,
0x9C19B9, 0xAC0F64, 0xAA2C00, 0x8A4B00,
0x666B00, 0x218300, 0x008A00, 0x008144,
0x007691, 0x000000, 0x000000, 0x000000,
0xFFFFFF, 0x63B2FF, 0x7C9CFF, 0xC07DFE,
0xE977FF, 0xF572CD, 0xF4886B, 0xDDA029,
0xBDBD0A, 0x89D20E, 0x5CDE3E, 0x4BD886,
0x4DCFD2, 0x525252, 0x000000, 0x000000,
0xFFFFFF, 0xBCDFFF, 0xD2D2FF, 0xE1C8FF,
0xEFC7FF, 0xFFC3E1, 0xFFCAC6, 0xF2DAAD,
0xEBE3A0, 0xD2EDA2, 0xBCF4B4, 0xB5F1CE,
0xB6ECF1, 0xBFBFBF, 0x000000, 0x000000 }
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}
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};
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//CAK: We need to know the OUT1 pin of the expansion port for Famicom 3D System glasses
extern uint8 shutter_3d;
//CAK: We need to know the palette in RAM for red/cyan anaglyph 3D games (3D World Runner and Rad Racer)
extern uint8 PALRAM[0x20];
bool old_shutter_3d_mode = 0, old_anaglyph_3d_mode = 0;
uint8 prev_shutter_3d = 0, prev_prev_shutter_3d = 0;
uint8 pal_3d = 0, prev_pal_3d = 0, prev_prev_pal_3d = 0;
bool CheckForAnaglyphPalette()
{
//CAK: It can also have none of these when all blacks
bool hasRed = false, hasCyan = false, hasOther = false;
pal_3d = 0;
//CAK: first 12 background colours are used for anaglyph (last 4 are for status bar)
for (int i = 0; i < 12; i++)
{
switch (PALRAM[i] & 63)
{
case 0x00:
case 0x0F: //CAK: blacks
break;
case 0x01:
case 0x11:
case 0x0A:
case 0x1A:
case 0x0C:
case 0x1C:
case 0x2C: //CAK: cyan
hasCyan = true;
break;
case 0x05:
case 0x15:
case 0x06:
case 0x16: //CAK: reds
hasRed = true;
break;
default:
hasOther = true;
}
}
if (hasOther || (hasRed && hasCyan))
return false;
//CAK: last 8 sprite colours are used for anaglyph (first 8 are for screen-level sprites)
for (int i = 24; i < 32; i++)
{
switch (PALRAM[i] & 63)
{
case 0x00:
case 0x0F: //CAK: blacks
break;
case 0x01:
case 0x11:
case 0x0A:
case 0x1A:
case 0x0C:
case 0x1C:
case 0x2c: //CAK: cyan
hasCyan = true;
break;
case 0x05:
case 0x15:
case 0x06:
case 0x16: //CAK: reds
hasRed = true;
break;
default:
hasOther = true;
}
}
if (hasOther || (hasRed && hasCyan) || (!hasRed && !hasCyan))
return false;
eye_3d = hasCyan;
if (hasCyan)
pal_3d = 2;
else
pal_3d = 1;
return true;
}
//CAK: Handles automatically entering and exiting stereoscopic 3D mode, and detecting which eye to draw
void Check3D()
{
//CAK: Stereoscopic 3D game mode detection
shutter_3d_mode = (shutter_3d != prev_shutter_3d && shutter_3d == prev_prev_shutter_3d);
prev_prev_shutter_3d = prev_shutter_3d;
prev_shutter_3d = shutter_3d;
if (shutter_3d_mode)
{
fskip = 0;
eye_3d = !shutter_3d;
}
else if (old_shutter_3d_mode)
{
//CAK: exited stereoscopic 3d mode, reset frameskip to 0
fskip = 0;
fskipc = 0;
frameskip = 0;
}
else
{
//CAK: Only check anaglyph when it's not a Famicom 3D System game
//Games are detected as anaglyph, only when they alternate between a very limited red palette
//and a very limited blue/green palette. It's very unlikely other games will do that, but
//not impossible.
anaglyph_3d_mode = CheckForAnaglyphPalette() && pal_3d != prev_pal_3d && pal_3d == prev_prev_pal_3d && prev_pal_3d != 0;
prev_prev_pal_3d = prev_pal_3d;
prev_pal_3d = pal_3d;
if (anaglyph_3d_mode)
{
fskip = 0;
}
else if (old_anaglyph_3d_mode)
{
//CAK: exited stereoscopic 3d mode, reset frameskip to 0
fskip = 0;
fskipc = 0;
frameskip = 0;
}
//CAK: TODO: make a backup of palette whenever not in anaglyph mode,
//and use it to override anaglyph's horible palette for full colour 3D
//note the difficulty will be that palette entries get rearranged to
//animate the road and will still need to be rearranged in our backup palette
}
old_shutter_3d_mode = shutter_3d_mode;
old_anaglyph_3d_mode = anaglyph_3d_mode;
}