mirror of https://github.com/bsnes-emu/bsnes.git
Edge enhancement support
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8941504863
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2d06599a85
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@ -1,5 +1,37 @@
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#include "camera.h"
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/* This is not a completely emulation of the camera chip. Only the features used by the GameBoy Camera ROMs are supported. */
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static long get_processed_color(GB_gameboy_t *gb, uint8_t x, uint8_t y)
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{
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if (x >= 128) {
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x = 0;
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}
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if (y >= 112) {
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y = 0;
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}
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long color = gb->camera_get_pixel_callback? gb->camera_get_pixel_callback(gb, x, y) : (rand() & 0xFF);
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static const double gain_values[] = {0.8809390, 0.9149149, 0.9457498, 0.9739758,
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1.0000000, 1.0241412, 1.0466537, 1.0677433,
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1.0875793, 1.1240310, 1.1568911, 1.1868043,
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1.2142561, 1.2396208, 1.2743837, 1.3157323,
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1.3525190, 1.3856512, 1.4157897, 1.4434309,
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1.4689574, 1.4926697, 1.5148087, 1.5355703,
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1.5551159, 1.5735801, 1.5910762, 1.6077008,
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1.6235366, 1.6386550, 1.6531183, 1.6669808};
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/* Multiply color by gain value */
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color *= gain_values[gb->camera_registers[GB_CAMERA_GAIN_AND_EDGE_ENHACEMENT_FLAGS] & 0x1F];
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/* Color is multiplied by the exposure register to simulate exposure. */
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color = color * ((gb->camera_registers[GB_CAMERA_EXPOSURE_HIGH] << 8) + gb->camera_registers[GB_CAMERA_EXPOSURE_LOW]) / 0x1000;
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return color;
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}
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uint8_t GB_camera_read_image(GB_gameboy_t *gb, uint16_t addr)
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{
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if (gb->camera_registers[GB_CAMERA_SHOOT_AND_1D_FLAGS] & 1) {
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@ -14,25 +46,24 @@ uint8_t GB_camera_read_image(GB_gameboy_t *gb, uint16_t addr)
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uint8_t ret = 0;
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/* This is not a complete emulation of the chip's image proccessing algorithm, it only emulates the features used by
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the actual GameBoy Camera ROM. */
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for (uint8_t x = tile_x * 8; x < tile_x * 8 + 8; x++) {
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long color = gb->camera_get_pixel_callback? gb->camera_get_pixel_callback(gb, x,y) : (rand() & 0xFF);
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long color = get_processed_color(gb, x, y);
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static const double gain_values[] = {0.8809390, 0.9149149, 0.9457498, 0.9739758,
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1.0000000, 1.0241412, 1.0466537, 1.0677433,
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1.0875793, 1.1240310, 1.1568911, 1.1868043,
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1.2142561, 1.2396208, 1.2743837, 1.3157323,
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1.3525190, 1.3856512, 1.4157897, 1.4434309,
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1.4689574, 1.4926697, 1.5148087, 1.5355703,
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1.5551159, 1.5735801, 1.5910762, 1.6077008,
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1.6235366, 1.6386550, 1.6531183, 1.6669808};
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/* Multiply color by gain value */
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color *= gain_values[gb->camera_registers[GB_CAMERA_GAIN_AND_EDGE_ENCHANCEMENT_FLAGS] & 0x1F];
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static const double edge_enhancement_ratios[] = {0.5, 0.75, 1, 1.25, 2, 3, 4, 5};
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double edge_enhancement_ratio = edge_enhancement_ratios[(gb->camera_registers[GB_CAMERA_EDGE_ENHANCEMENT_INVERT_AND_VOLTAGE] >> 4) & 0x7];
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if ((gb->camera_registers[GB_CAMERA_GAIN_AND_EDGE_ENHACEMENT_FLAGS] & 0xE0) == 0xE0) {
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color += (color * 4) * edge_enhancement_ratio;
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color -= get_processed_color(gb, x - 1, y) * edge_enhancement_ratio;
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color -= get_processed_color(gb, x + 1, y) * edge_enhancement_ratio;
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color -= get_processed_color(gb, x, y - 1) * edge_enhancement_ratio;
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color -= get_processed_color(gb, x, y + 1) * edge_enhancement_ratio;
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}
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/* Color is multiplied by the exposure register to simulate exposure. */
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color = color * ((gb->camera_registers[GB_CAMERA_EXPOSURE_HIGH] << 8) + gb->camera_registers[GB_CAMERA_EXPOSURE_LOW]) / 0x1000;
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/* The camera's registers are used as a threshold pattern, which defines the dithering */
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uint8_t pattern_base = ((x & 3) + (y & 3) * 4) * 3 + GB_CAMERA_DITHERING_PATTERN_START;
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@ -4,9 +4,10 @@
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enum {
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GB_CAMERA_SHOOT_AND_1D_FLAGS = 0,
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GB_CAMERA_GAIN_AND_EDGE_ENCHANCEMENT_FLAGS = 1,
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GB_CAMERA_GAIN_AND_EDGE_ENHACEMENT_FLAGS = 1,
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GB_CAMERA_EXPOSURE_HIGH = 2,
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GB_CAMERA_EXPOSURE_LOW = 3,
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GB_CAMERA_EDGE_ENHANCEMENT_INVERT_AND_VOLTAGE = 4,
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GB_CAMERA_DITHERING_PATTERN_START = 6,
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GB_CAMERA_DITHERING_PATTERN_END = 0x35,
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};
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