mirror of https://github.com/bsnes-emu/bsnes.git
94 lines
2.4 KiB
C++
94 lines
2.4 KiB
C++
#include <gba/gba.hpp>
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namespace GameBoyAdvance {
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Video video;
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void Video::generate_palette(Emulator::Interface::PaletteMode mode) {
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for(unsigned color = 0; color < (1 << 15); color++) {
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if(mode == Emulator::Interface::PaletteMode::Literal) {
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palette[color] = color;
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continue;
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}
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unsigned B = (color >> 10) & 31;
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unsigned G = (color >> 5) & 31;
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unsigned R = (color >> 0) & 31;
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if(mode == Emulator::Interface::PaletteMode::Channel) {
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R = image::normalize(R, 5, 16);
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G = image::normalize(G, 5, 16);
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B = image::normalize(B, 5, 16);
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palette[color] = interface->videoColor(color, 0, R, G, B);
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continue;
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}
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if(mode == Emulator::Interface::PaletteMode::Standard) {
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R = image::normalize(R, 5, 16);
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G = image::normalize(G, 5, 16);
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B = image::normalize(B, 5, 16);
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palette[color] = interface->videoColor(color, 0, R, G, B);
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continue;
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}
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if(mode == Emulator::Interface::PaletteMode::Emulation) {
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R = curve[R];
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G = curve[G];
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B = curve[B];
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unsigned Rr = R * 16;
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unsigned Gr = R * 4;
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unsigned Br = R * 4;
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unsigned Rg = G * 8;
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unsigned Gg = G * 16;
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unsigned Bg = G * 8;
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unsigned Rb = B * 0; //intentionally always zero
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unsigned Gb = B * 8;
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unsigned Bb = B * 16;
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if(Rr < Rg) std::swap(Rr, Rg);
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if(Rr < Rb) std::swap(Rr, Rb);
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if(Rg < Rb) std::swap(Rg, Rb);
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if(Gr < Gg) std::swap(Gr, Gg);
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if(Gr < Gb) std::swap(Gr, Gb);
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if(Gg < Gb) std::swap(Gg, Gb);
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if(Br < Bg) std::swap(Br, Bg);
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if(Br < Bb) std::swap(Br, Bb);
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if(Bg < Bb) std::swap(Bg, Bb);
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R = (((4 * Rr + 2 * Rg + Rb) * 160) >> 14) + 32;
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G = (((4 * Gr + 2 * Gg + Gb) * 160) >> 14) + 32;
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B = (((4 * Br + 2 * Bg + Bb) * 160) >> 14) + 32;
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R = image::normalize(R, 8, 16);
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G = image::normalize(G, 8, 16);
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B = image::normalize(B, 8, 16);
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palette[color] = interface->videoColor(color, 0, R, G, B);
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continue;
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}
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palette[color] = 0;
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}
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}
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Video::Video() {
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palette = new uint32_t[1 << 15]();
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}
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Video::~Video() {
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delete[] palette;
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}
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const uint8 Video::curve[32] = {
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0x08, 0x09, 0x0a, 0x0b, 0x0c, 0x0e, 0x10, 0x12,
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0x14, 0x16, 0x18, 0x1c, 0x20, 0x28, 0x38, 0x38,
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0x40, 0x48, 0x50, 0x58, 0x60, 0x68, 0x70, 0x80,
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0x88, 0x90, 0xa0, 0xb0, 0xc0, 0xd0, 0xe0, 0xf0,
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};
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}
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