static VIDEO_UPDATE( alg ) { /* composite the video */ if (!video_skip_this_frame()) { mame_bitmap *vidbitmap; rectangle fixedvis = Machine->screen[screen].visarea; fixedvis.max_x++; fixedvis.max_y++; /* first lay down the video data */ laserdisc_get_video(discinfo, &vidbitmap); if (video_texture == NULL) video_texture = render_texture_alloc(vidbitmap, NULL, 0, TEXFORMAT_YUY16, NULL, NULL); else render_texture_set_bitmap(video_texture, vidbitmap, NULL, 0, TEXFORMAT_YUY16); /* then overlay the Amiga video */ if (overlay_texture == NULL) overlay_texture = render_texture_alloc(tmpbitmap, &fixedvis, 0, TEXFORMAT_PALETTEA16, NULL, NULL); else render_texture_set_bitmap(overlay_texture, tmpbitmap, &fixedvis, 0, TEXFORMAT_PALETTEA16); /* add both quads to the screen */ render_screen_add_quad(0, 0.0f, 0.0f, 1.0f, 1.0f, MAKE_ARGB(0xff,0xff,0xff,0xff), video_texture, PRIMFLAG_BLENDMODE(BLENDMODE_NONE) | PRIMFLAG_SCREENTEX(1)); render_screen_add_quad(0, 0.0f, 0.0f, 1.0f, 1.0f, MAKE_ARGB(0xff,0xff,0xff,0xff), overlay_texture, PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA) | PRIMFLAG_SCREENTEX(1)); } /* display disc information */ if (discinfo != NULL) popmessage("%s", laserdisc_describe_state(discinfo)); return 0; }
static void crosshair_init(void) { input_port_entry *ipt; int player; /* determine who needs crosshairs */ crosshair_needed = 0x00; for (ipt = Machine->input_ports; ipt->type != IPT_END; ipt++) if (ipt->analog.crossaxis != CROSSHAIR_AXIS_NONE) crosshair_needed |= 1 << ipt->player; /* all visible by default */ crosshair_visible = crosshair_needed; /* loop over each player and load or create a bitmap */ for (player = 0; player < MAX_PLAYERS; player++) if (crosshair_needed & (1 << player)) { char filename[20]; /* first try to load a bitmap for the crosshair */ sprintf(filename, "cross%d.png", player); crosshair_bitmap[player] = render_load_png(NULL, filename, NULL, NULL); /* if that didn't work, make one up */ if (crosshair_bitmap[player] == NULL) { rgb_t color = crosshair_colors[player]; int x, y; /* allocate a blank bitmap to start with */ crosshair_bitmap[player] = bitmap_alloc_format(CROSSHAIR_RAW_SIZE, CROSSHAIR_RAW_SIZE, BITMAP_FORMAT_ARGB32); fillbitmap(crosshair_bitmap[player], MAKE_ARGB(0x00,0xff,0xff,0xff), NULL); /* extract the raw source data to it */ for (y = 0; y < CROSSHAIR_RAW_SIZE / 2; y++) { /* assume it is mirrored vertically */ UINT32 *dest0 = BITMAP_ADDR32(crosshair_bitmap[player], y, 0); UINT32 *dest1 = BITMAP_ADDR32(crosshair_bitmap[player], CROSSHAIR_RAW_SIZE - 1 - y, 0); /* extract to two rows simultaneously */ for (x = 0; x < CROSSHAIR_RAW_SIZE; x++) if ((crosshair_raw_top[y * CROSSHAIR_RAW_ROWBYTES + x / 8] << (x % 8)) & 0x80) dest0[x] = dest1[x] = MAKE_ARGB(0xff,0x00,0x00,0x00) | color; } } /* create a texture to reference the bitmap */ crosshair_texture[player] = render_texture_alloc(crosshair_bitmap[player], NULL, 0, TEXFORMAT_ARGB32, render_texture_hq_scale, NULL); } }
static void create_bitmap(running_machine *machine, int player) { int x, y; char filename[20]; rgb_t color = crosshair_colors[player]; /* if we have a bitmap for this player, kill it */ if (global.bitmap[player] != NULL) bitmap_free(global.bitmap[player]); if (global.name[player][0] != 0) { /* look for user specified file */ sprintf(filename, "%s.png", global.name[player]); global.bitmap[player] = render_load_png(OPTION_CROSSHAIRPATH, NULL, filename, NULL, NULL); } else { /* look for default cross?.png in crsshair\game dir */ sprintf(filename, "cross%d.png", player + 1); global.bitmap[player] = render_load_png(OPTION_CROSSHAIRPATH, machine->gamedrv->name, filename, NULL, NULL); /* look for default cross?.png in crsshair dir */ if (global.bitmap[player] == NULL) global.bitmap[player] = render_load_png(OPTION_CROSSHAIRPATH, NULL, filename, NULL, NULL); } /* if that didn't work, use the built-in one */ if (global.bitmap[player] == NULL) { /* allocate a blank bitmap to start with */ global.bitmap[player] = bitmap_alloc(CROSSHAIR_RAW_SIZE, CROSSHAIR_RAW_SIZE, BITMAP_FORMAT_ARGB32); bitmap_fill(global.bitmap[player], NULL, MAKE_ARGB(0x00,0xff,0xff,0xff)); /* extract the raw source data to it */ for (y = 0; y < CROSSHAIR_RAW_SIZE / 2; y++) { /* assume it is mirrored vertically */ UINT32 *dest0 = BITMAP_ADDR32(global.bitmap[player], y, 0); UINT32 *dest1 = BITMAP_ADDR32(global.bitmap[player], CROSSHAIR_RAW_SIZE - 1 - y, 0); /* extract to two rows simultaneously */ for (x = 0; x < CROSSHAIR_RAW_SIZE; x++) if ((crosshair_raw_top[y * CROSSHAIR_RAW_ROWBYTES + x / 8] << (x % 8)) & 0x80) dest0[x] = dest1[x] = MAKE_ARGB(0xff,0x00,0x00,0x00) | color; } } /* create a texture to reference the bitmap */ global.texture[player] = render_texture_alloc(render_texture_hq_scale, NULL); render_texture_set_bitmap(global.texture[player], global.bitmap[player], NULL, TEXFORMAT_ARGB32, NULL); }
static VIDEO_UPDATE( cliff ) { /* update the TMS9928A video */ video_update_tms9928a( machine, screen, bitmap, cliprect ); if (discinfo != NULL) { mame_bitmap *vidbitmap; rectangle fixedvis = *TMS9928A_get_visarea(); fixedvis.max_x++; fixedvis.max_y++; laserdisc_get_video(discinfo, &vidbitmap); /* first lay down the video data */ if (video_texture == NULL) video_texture = render_texture_alloc(NULL, NULL); if (vidbitmap != last_video_bitmap) render_texture_set_bitmap(video_texture, vidbitmap, NULL, 0, TEXFORMAT_YUY16); last_video_bitmap = vidbitmap; /* then overlay the TMS9928A video */ if (overlay_texture == NULL) overlay_texture = render_texture_alloc(NULL, NULL); render_texture_set_bitmap(overlay_texture, bitmap, &fixedvis, 0, TEXFORMAT_PALETTEA16); /* add both quads to the screen */ render_container_empty(render_container_get_screen(screen)); render_screen_add_quad(screen, 0.0f, 0.0f, 1.0f, 1.0f, MAKE_ARGB(0xff,0xff,0xff,0xff), video_texture, PRIMFLAG_BLENDMODE(BLENDMODE_NONE) | PRIMFLAG_SCREENTEX(1)); render_screen_add_quad(screen, 0.0f, 0.0f, 1.0f, 1.0f, MAKE_ARGB(0xff,0xff,0xff,0xff), overlay_texture, PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA) | PRIMFLAG_SCREENTEX(1)); } /* display disc information */ if (discinfo != NULL) popmessage("%s", laserdisc_describe_state(discinfo)); return 0; }
static void gfxset_update_bitmap(running_machine *machine, ui_gfx_state *state, int xcells, int ycells, gfx_element *gfx) { int set = state->gfxset.set; int cellxpix, cellypix; int x, y; /* compute the number of source pixels in a cell */ cellxpix = 1 + ((state->gfxset.rotate[set] & ORIENTATION_SWAP_XY) ? gfx->height : gfx->width); cellypix = 1 + ((state->gfxset.rotate[set] & ORIENTATION_SWAP_XY) ? gfx->width : gfx->height); /* realloc the bitmap if it is too small */ if (state->bitmap == NULL || state->texture == NULL || state->bitmap->bpp != 32 || state->bitmap->width != cellxpix * xcells || state->bitmap->height != cellypix * ycells) { /* free the old stuff */ if (state->texture != NULL) render_texture_free(state->texture); if (state->bitmap != NULL) bitmap_free(state->bitmap); /* allocate new stuff */ state->bitmap = bitmap_alloc(cellxpix * xcells, cellypix * ycells, BITMAP_FORMAT_ARGB32); state->texture = render_texture_alloc(NULL, NULL); render_texture_set_bitmap(state->texture, state->bitmap, NULL, TEXFORMAT_ARGB32, NULL); /* force a redraw */ state->bitmap_dirty = TRUE; } /* handle the redraw */ if (state->bitmap_dirty) { /* loop over rows */ for (y = 0; y < ycells; y++) { rectangle cellbounds; /* make a rect that covers this row */ cellbounds.min_x = 0; cellbounds.max_x = state->bitmap->width - 1; cellbounds.min_y = y * cellypix; cellbounds.max_y = (y + 1) * cellypix - 1; /* only display if there is data to show */ if (state->gfxset.offset[set] + y * xcells < gfx->total_elements) { /* draw the individual cells */ for (x = 0; x < xcells; x++) { int index = state->gfxset.offset[set] + y * xcells + x; /* update the bounds for this cell */ cellbounds.min_x = x * cellxpix; cellbounds.max_x = (x + 1) * cellxpix - 1; /* only render if there is data */ if (index < gfx->total_elements) gfxset_draw_item(machine, gfx, index, state->bitmap, cellbounds.min_x, cellbounds.min_y, state->gfxset.color[set], state->gfxset.rotate[set]); /* otherwise, fill with transparency */ else bitmap_fill(state->bitmap, &cellbounds, 0); } } /* otherwise, fill with transparency */ else bitmap_fill(state->bitmap, &cellbounds, 0); } /* reset the texture to force an update */ render_texture_set_bitmap(state->texture, state->bitmap, NULL, TEXFORMAT_ARGB32, NULL); state->bitmap_dirty = FALSE; } }
void video_screen_configure(int scrnum, int width, int height, const rectangle *visarea, float refresh) { const screen_config *config = &Machine->drv->screen[scrnum]; screen_state *state = &Machine->screen[scrnum]; internal_screen_info *info = &scrinfo[scrnum]; mame_time timeval; /* reallocate bitmap if necessary */ if (!(Machine->drv->video_attributes & VIDEO_TYPE_VECTOR)) { int curwidth = 0, curheight = 0; /* reality checks */ if (visarea->min_x < 0 || visarea->min_y < 0 || visarea->max_x >= width || visarea->max_y >= height) fatalerror("video_screen_configure(): visible area must be contained within the width/height!"); /* extract the current width/height from the bitmap */ if (info->bitmap[0] != NULL) { curwidth = info->bitmap[0]->width; curheight = info->bitmap[0]->height; } /* if we're too small to contain this width/height, reallocate our bitmaps and textures */ if (width > curwidth || height > curheight) { mame_bitmap_format screen_format = state->format; /* free what we have currently */ if (info->texture != NULL) render_texture_free(info->texture); if (info->bitmap[0] != NULL) bitmap_free(info->bitmap[0]); if (info->bitmap[1] != NULL) bitmap_free(info->bitmap[1]); /* compute new width/height */ curwidth = MAX(width, curwidth); curheight = MAX(height, curheight); /* choose the texture format */ /* convert the screen format to a texture format */ switch (screen_format) { case BITMAP_FORMAT_INDEXED16: info->format = TEXFORMAT_PALETTE16; break; case BITMAP_FORMAT_RGB15: info->format = TEXFORMAT_RGB15; break; case BITMAP_FORMAT_RGB32: info->format = TEXFORMAT_RGB32; break; default: fatalerror("Invalid bitmap format!"); break; } /* allocate new stuff */ info->bitmap[0] = bitmap_alloc_format(curwidth, curheight, screen_format); info->bitmap[1] = bitmap_alloc_format(curwidth, curheight, screen_format); info->texture = render_texture_alloc(info->bitmap[0], visarea, config->palette_base, info->format, NULL, NULL); } } /* now fill in the new parameters */ state->width = width; state->height = height; state->visarea = *visarea; state->refresh = refresh; /* compute timing parameters */ timeval = double_to_mame_time(TIME_IN_HZ(refresh) / (double)height); assert(timeval.seconds == 0); info->scantime = timeval.subseconds; info->pixeltime = timeval.subseconds / width; /* recompute scanline timing */ cpu_compute_scanline_timing(); }