stella/src/emucore/TIASurface.hxx

227 lines
6.7 KiB
C++

//============================================================================
//
// SSSS tt lll lll
// SS SS tt ll ll
// SS tttttt eeee ll ll aaaa
// SSSS tt ee ee ll ll aa
// SS tt eeeeee ll ll aaaaa -- "An Atari 2600 VCS Emulator"
// SS SS tt ee ll ll aa aa
// SSSS ttt eeeee llll llll aaaaa
//
// Copyright (c) 1995-2019 by Bradford W. Mott, Stephen Anthony
// and the Stella Team
//
// See the file "License.txt" for information on usage and redistribution of
// this file, and for a DISCLAIMER OF ALL WARRANTIES.
//============================================================================
#ifndef TIASURFACE_HXX
#define TIASURFACE_HXX
class TIA;
class Console;
class OSystem;
class FBSurface;
#include <thread>
#include "Rect.hxx"
#include "FrameBuffer.hxx"
#include "NTSCFilter.hxx"
#include "bspf.hxx"
#include "TIAConstants.hxx"
/**
This class is basically a wrapper around all things related to rendering
the TIA image to FBSurface's, and presenting the results to the screen.
This is placed in a separate class since currently, rendering a TIA image
can consist of TV filters, a separate scanline surface, phosphor modes, etc.
@author Stephen Anthony
*/
class TIASurface
{
public:
/**
Creates a new TIASurface object
*/
explicit TIASurface(OSystem& system);
/**
Set the TIA object, which is needed for actually rendering the TIA image.
*/
void initialize(const Console& console, const FrameBuffer::VideoMode& mode);
/**
Set the palette for TIA rendering. This currently consists of two
components: the actual TIA palette, and a mixed TIA palette used
in phosphor mode. The latter may eventually disappear once a better
phosphor emulation is developed.
@param tia_palette An actual TIA palette, converted to data values
that are actually usable by the framebuffer
@param rgb_palette The RGB components of the palette, needed for
calculating a phosphor palette
*/
void setPalette(const uInt32* tia_palette, const uInt32* rgb_palette);
/**
Get the TIA base surface for use in saving to a PNG image.
*/
const FBSurface& baseSurface(Common::Rect& rect) const;
/**
Use the palette to map a single indexed pixel color. This is used by the TIA output widget.
*/
uInt32 mapIndexedPixel(uInt8 indexedColor, uInt8 shift = 0);
/**
Get the NTSCFilter object associated with the framebuffer
*/
NTSCFilter& ntsc() { return myNTSCFilter; }
/**
Use NTSC filtering effects specified by the given preset.
*/
void setNTSC(NTSCFilter::Preset preset, bool show = true);
/**
Increase/decrease current scanline intensity by given relative amount.
*/
void setScanlineIntensity(int relative);
/**
Change scanline intensity and interpolation.
@param relative If non-zero, change current intensity by
'relative' amount, otherwise set to 'absolute'
@return New current intensity
*/
uInt32 enableScanlines(int relative, int absolute = 50);
void enableScanlineInterpolation(bool enable);
/**
Enable/disable/query phosphor effect.
*/
void enablePhosphor(bool enable, int blend = -1);
bool phosphorEnabled() const { return myUsePhosphor; }
/**
Used to calculate an averaged color for the 'phosphor' effect.
@param c1 Color 1
@param c2 Color 2
@return Averaged value of the two colors
*/
inline uInt8 getPhosphor(const uInt8 c1, uInt8 c2) const {
// Use maximum of current and decayed previous values
c2 = uInt8(c2 * myPhosphorPercent);
if(c1 > c2) return c1; // raise (assumed immediate)
else return c2; // decay
}
/**
Used to calculate an averaged color for the 'phosphor' effect.
@param c RGB Color 1 (current frame)
@param cp RGB Color 2 (previous frame)
@return Averaged value of the two RGB colors
*/
uInt32 getRGBPhosphor(const uInt32 c, const uInt32 cp) const;
/**
Enable/disable/query NTSC filtering effects.
*/
void enableNTSC(bool enable);
bool ntscEnabled() const { return uInt8(myFilter) & 0x10; }
string effectsInfo() const;
/**
This method should be called to draw the TIA image(s) to the screen.
*/
void render();
/**
This method prepares the current frame for taking a snapshot.
In particular, in phosphor modes the blending is adjusted slightly to
generate better images.
*/
void renderForSnapshot();
/**
Save a snapshot after rendering.
*/
void saveSnapShot() { mySaveSnapFlag = true; }
/**
Update surface settings.
*/
void updateSurfaceSettings();
private:
/**
Average current calculated buffer's pixel with previous calculated buffer's pixel (50:50).
*/
uInt32 averageBuffers(uInt32 bufOfs);
private:
OSystem& myOSystem;
FrameBuffer& myFB;
TIA* myTIA;
shared_ptr<FBSurface> myTiaSurface, mySLineSurface, myBaseTiaSurface;
// Enumeration created such that phosphor off/on is in LSB,
// and Blargg off/on is in MSB
enum class Filter: uInt8 {
Normal = 0x00,
Phosphor = 0x01,
BlarggNormal = 0x10,
BlarggPhosphor = 0x11
};
Filter myFilter;
// NTSC object to use in TIA rendering mode
NTSCFilter myNTSCFilter;
/////////////////////////////////////////////////////////////
// Phosphor mode items (aka reduced flicker on 30Hz screens)
// RGB frame buffer
std::array<uInt32, AtariNTSC::outWidth(TIAConstants::frameBufferWidth) *
TIAConstants::frameBufferHeight> myRGBFramebuffer;
std::array<uInt32, AtariNTSC::outWidth(TIAConstants::frameBufferWidth) *
TIAConstants::frameBufferHeight> myPrevRGBFramebuffer;
// Use phosphor effect
bool myUsePhosphor;
// Amount to blend when using phosphor effect
float myPhosphorPercent;
// Precalculated averaged phosphor colors
uInt8 myPhosphorPalette[256][256];
/////////////////////////////////////////////////////////////
// Use scanlines in TIA rendering mode
bool myScanlinesEnabled;
// Palette for normal TIA rendering mode
const uInt32* myPalette;
// Flag for saving a snapshot
bool mySaveSnapFlag;
private:
// Following constructors and assignment operators not supported
TIASurface() = delete;
TIASurface(const TIASurface&) = delete;
TIASurface(TIASurface&&) = delete;
TIASurface& operator=(const TIASurface&) = delete;
TIASurface& operator=(TIASurface&&) = delete;
};
#endif