bsnes/nall/image.hpp

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#pragma once
#include <algorithm>
#include <nall/file-map.hpp>
#include <nall/interpolation.hpp>
#include <nall/stdint.hpp>
#include <nall/decode/bmp.hpp>
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
#include <nall/decode/png.hpp>
namespace nall {
struct image {
enum class blend : uint {
add,
sourceAlpha, //color = sourceColor * sourceAlpha + targetColor * (1 - sourceAlpha)
sourceColor, //color = sourceColor
targetAlpha, //color = targetColor * targetAlpha + sourceColor * (1 - targetAlpha)
targetColor, //color = targetColor
};
struct channel {
channel(uint64_t mask, uint depth, uint shift) : _mask(mask), _depth(depth), _shift(shift) {
}
auto operator==(const channel& source) const -> bool {
return _mask == source._mask && _depth == source._depth && _shift == source._shift;
}
auto operator!=(const channel& source) const -> bool {
return !operator==(source);
}
alwaysinline auto mask() const { return _mask; }
alwaysinline auto depth() const { return _depth; }
alwaysinline auto shift() const { return _shift; }
private:
uint64_t _mask;
uint _depth;
uint _shift;
};
//core.hpp
inline image(const image& source);
inline image(image&& source);
inline image(bool endian, uint depth, uint64_t alphaMask, uint64_t redMask, uint64_t greenMask, uint64_t blueMask);
inline image(const string& filename);
inline image(const void* data, uint size);
inline image(const vector<uint8_t>& buffer);
template<uint Size> inline image(const uint8_t (&Name)[Size]);
inline image();
inline ~image();
inline auto operator=(const image& source) -> image&;
inline auto operator=(image&& source) -> image&;
inline explicit operator bool() const;
inline auto operator==(const image& source) const -> bool;
inline auto operator!=(const image& source) const -> bool;
inline auto read(const uint8_t* data) const -> uint64_t;
inline auto write(uint8_t* data, uint64_t value) const -> void;
inline auto free() -> void;
inline auto load(const string& filename) -> bool;
inline auto copy(const void* data, uint pitch, uint width, uint height) -> void;
inline auto allocate(uint width, uint height) -> void;
//fill.hpp
inline auto fill(uint64_t color = 0) -> void;
inline auto gradient(uint64_t a, uint64_t b, uint64_t c, uint64_t d) -> void;
inline auto gradient(uint64_t a, uint64_t b, int radiusX, int radiusY, int centerX, int centerY, function<double (double, double)> callback) -> void;
inline auto crossGradient(uint64_t a, uint64_t b, int radiusX, int radiusY, int centerX, int centerY) -> void;
inline auto diamondGradient(uint64_t a, uint64_t b, int radiusX, int radiusY, int centerX, int centerY) -> void;
inline auto horizontalGradient(uint64_t a, uint64_t b, int radiusX, int radiusY, int centerX, int centerY) -> void;
inline auto radialGradient(uint64_t a, uint64_t b, int radiusX, int radiusY, int centerX, int centerY) -> void;
inline auto sphericalGradient(uint64_t a, uint64_t b, int radiusX, int radiusY, int centerX, int centerY) -> void;
inline auto squareGradient(uint64_t a, uint64_t b, int radiusX, int radiusY, int centerX, int centerY) -> void;
inline auto verticalGradient(uint64_t a, uint64_t b, int radiusX, int radiusY, int centerX, int centerY) -> void;
//scale.hpp
inline auto scale(uint width, uint height, bool linear = true) -> void;
//blend.hpp
inline auto impose(blend mode, uint targetX, uint targetY, image source, uint x, uint y, uint width, uint height) -> void;
//utility.hpp
inline auto shrink(uint64_t transparentColor = 0) -> void;
inline auto crop(uint x, uint y, uint width, uint height) -> bool;
inline auto alphaBlend(uint64_t alphaColor) -> void;
inline auto alphaMultiply() -> void;
inline auto transform(const image& source = {}) -> void;
inline auto transform(bool endian, uint depth, uint64_t alphaMask, uint64_t redMask, uint64_t greenMask, uint64_t blueMask) -> void;
//static.hpp
static inline auto bitDepth(uint64_t color) -> uint;
static inline auto bitShift(uint64_t color) -> uint;
static inline auto normalize(uint64_t color, uint sourceDepth, uint targetDepth) -> uint64_t;
//access
alwaysinline auto data() { return _data; }
alwaysinline auto data() const { return _data; }
alwaysinline auto width() const { return _width; }
alwaysinline auto height() const { return _height; }
alwaysinline auto endian() const { return _endian; }
alwaysinline auto depth() const { return _depth; }
alwaysinline auto stride() const { return (_depth + 7) >> 3; }
alwaysinline auto pitch() const { return _width * stride(); }
alwaysinline auto size() const { return _height * pitch(); }
alwaysinline auto alpha() const { return _alpha; }
alwaysinline auto red() const { return _red; }
alwaysinline auto green() const { return _green; }
alwaysinline auto blue() const { return _blue; }
private:
//core.hpp
inline auto allocate(uint width, uint height, uint stride) -> uint8_t*;
//scale.hpp
inline auto scaleLinearWidth(uint width) -> void;
inline auto scaleLinearHeight(uint height) -> void;
inline auto scaleLinear(uint width, uint height) -> void;
inline auto scaleNearest(uint width, uint height) -> void;
//load.hpp
inline auto loadBMP(const string& filename) -> bool;
inline auto loadBMP(const uint8_t* data, uint size) -> bool;
inline auto loadPNG(const string& filename) -> bool;
inline auto loadPNG(const uint8_t* data, uint size) -> bool;
//interpolation.hpp
alwaysinline auto isplit(uint64_t* component, uint64_t color) -> void;
alwaysinline auto imerge(const uint64_t* component) -> uint64_t;
alwaysinline auto interpolate1f(uint64_t a, uint64_t b, double x) -> uint64_t;
alwaysinline auto interpolate1f(uint64_t a, uint64_t b, uint64_t c, uint64_t d, double x, double y) -> uint64_t;
alwaysinline auto interpolate1i(int64_t a, int64_t b, uint32_t x) -> uint64_t;
alwaysinline auto interpolate1i(int64_t a, int64_t b, int64_t c, int64_t d, uint32_t x, uint32_t y) -> uint64_t;
inline auto interpolate4f(uint64_t a, uint64_t b, double x) -> uint64_t;
inline auto interpolate4f(uint64_t a, uint64_t b, uint64_t c, uint64_t d, double x, double y) -> uint64_t;
inline auto interpolate4i(uint64_t a, uint64_t b, uint32_t x) -> uint64_t;
inline auto interpolate4i(uint64_t a, uint64_t b, uint64_t c, uint64_t d, uint32_t x, uint32_t y) -> uint64_t;
uint8_t* _data = nullptr;
uint _width = 0;
uint _height = 0;
bool _endian = 0; //0 = lsb, 1 = msb
uint _depth = 32;
channel _alpha{255u << 24, 8, 24};
channel _red {255u << 16, 8, 16};
channel _green{255u << 8, 8, 8};
channel _blue {255u << 0, 8, 0};
};
}
#include <nall/image/static.hpp>
#include <nall/image/core.hpp>
#include <nall/image/load.hpp>
#include <nall/image/interpolation.hpp>
#include <nall/image/fill.hpp>
#include <nall/image/scale.hpp>
#include <nall/image/blend.hpp>
#include <nall/image/utility.hpp>