UINT32 vector_device::screen_update(screen_device &screen, bitmap_rgb32 &bitmap, const rectangle &cliprect) { UINT32 flags = PRIMFLAG_ANTIALIAS(machine().options().antialias() ? 1 : 0) | PRIMFLAG_BLENDMODE(BLENDMODE_ADD) | PRIMFLAG_VECTOR(1); const rectangle &visarea = screen.visible_area(); float xscale = 1.0f / (65536 * visarea.width()); float yscale = 1.0f / (65536 * visarea.height()); float xoffs = (float)visarea.min_x; float yoffs = (float)visarea.min_y; point *curpoint; int lastx = 0; int lasty = 0; curpoint = m_vector_list.get(); screen.container().empty(); screen.container().add_rect(0.0f, 0.0f, 1.0f, 1.0f, rgb_t(0xff,0x00,0x00,0x00), PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA) | PRIMFLAG_VECTORBUF(1)); for (int i = 0; i < m_vector_index; i++) { render_bounds coords; float intensity = (float)curpoint->intensity / 255.0f; float intensity_weight = normalized_sigmoid(intensity, vector_options::s_beam_intensity_weight); // check for static intensity float beam_width = m_min_intensity == m_max_intensity ? vector_options::s_beam_width_min : vector_options::s_beam_width_min + intensity_weight * (vector_options::s_beam_width_max - vector_options::s_beam_width_min); // normalize width beam_width *= 1.0f / (float)VECTOR_WIDTH_DENOM; coords.x0 = ((float)lastx - xoffs) * xscale; coords.y0 = ((float)lasty - yoffs) * yscale; coords.x1 = ((float)curpoint->x - xoffs) * xscale; coords.y1 = ((float)curpoint->y - yoffs) * yscale; if (curpoint->intensity != 0) { screen.container().add_line( coords.x0, coords.y0, coords.x1, coords.y1, beam_width, (curpoint->intensity << 24) | (curpoint->col & 0xffffff), flags); } lastx = curpoint->x; lasty = curpoint->y; curpoint++; } return 0; }
UINT32 laserdisc_device::screen_update(screen_device &screen, bitmap_rgb32 &bitmap, const rectangle &cliprect) { // handle the overlay if present screen_bitmap &overbitmap = m_overbitmap[m_overindex]; if (overbitmap.valid() && (!m_overupdate_ind16.isnull() || !m_overupdate_rgb32.isnull())) { // scale the cliprect to the overlay size rectangle clip(m_overclip); clip.min_y = cliprect.min_y * overbitmap.height() / bitmap.height(); if (cliprect.min_y == screen.visible_area().min_y) clip.min_y = MIN(clip.min_y, m_overclip.min_y); clip.max_y = (cliprect.max_y + 1) * overbitmap.height() / bitmap.height() - 1; // call the update callback if (!m_overupdate_ind16.isnull()) m_overupdate_ind16(screen, overbitmap.as_ind16(), clip); else m_overupdate_rgb32(screen, overbitmap.as_rgb32(), clip); } // if this is the last update, do the rendering if (cliprect.max_y == screen.visible_area().max_y) { // update the texture with the overlay contents if (overbitmap.valid()) m_overtex->set_bitmap(overbitmap, m_overclip, overbitmap.texformat()); // get the laserdisc video bitmap_yuy16 &vidbitmap = get_video(); m_videotex->set_bitmap(vidbitmap, vidbitmap.cliprect(), TEXFORMAT_YUY16); // reset the screen contents screen.container().empty(); // add the video texture if (m_videoenable) screen.container().add_quad(0.0f, 0.0f, 1.0f, 1.0f, rgb_t(0xff,0xff,0xff,0xff), m_videotex, PRIMFLAG_BLENDMODE(BLENDMODE_NONE) | PRIMFLAG_SCREENTEX(1)); // add the overlay if (m_overenable && overbitmap.valid()) { float x0 = 0.5f - 0.5f * m_overscalex + m_overposx; float y0 = 0.5f - 0.5f * m_overscaley + m_overposy; float x1 = x0 + m_overscalex; float y1 = y0 + m_overscaley; screen.container().add_quad(x0, y0, x1, y1, rgb_t(0xff,0xff,0xff,0xff), m_overtex, PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA) | PRIMFLAG_SCREENTEX(1)); } // swap to the next bitmap m_overindex = (m_overindex + 1) % ARRAY_LENGTH(m_overbitmap); } return 0; }
void crosshair_manager::render(screen_device &screen) { int player; for (player = 0; player < MAX_PLAYERS; player++) { render_crosshair &crosshair = *m_crosshair[player]; // draw if visible and the right screen if (crosshair.is_visible() && ((crosshair.screen() == &screen) || (crosshair.screen() == CROSSHAIR_SCREEN_ALL))) crosshair.draw(screen.container(), m_fade); } }
void crosshair_render(screen_device &screen) { int player; for (player = 0; player < MAX_PLAYERS; player++) /* draw if visible and the right screen */ if (global.visible[player] && ((global.screen[player] == &screen) || (global.screen[player] == CROSSHAIR_SCREEN_ALL))) { /* add a quad assuming a 4:3 screen (this is not perfect) */ screen.container().add_quad(global.x[player] - 0.03f, global.y[player] - 0.04f, global.x[player] + 0.03f, global.y[player] + 0.04f, MAKE_ARGB(0xc0, global.fade, global.fade, global.fade), global.texture[player], PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA)); } }
void crosshair_manager::render(screen_device &screen) { int player; for (player = 0; player < MAX_PLAYERS; player++) /* draw if visible and the right screen */ if (m_visible[player] && ((m_screen[player] == &screen) || (m_screen[player] == CROSSHAIR_SCREEN_ALL))) { /* add a quad assuming a 4:3 screen (this is not perfect) */ screen.container().add_quad(m_x[player] - 0.03f, m_y[player] - 0.04f, m_x[player] + 0.03f, m_y[player] + 0.04f, rgb_t(0xc0, m_fade, m_fade, m_fade), m_texture[player], PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA)); } }