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https://github.com/JorjBauer/aiie.git
synced 2024-11-22 00:32:39 +00:00
normalize with a 32-bit backing video store, matching the way we use dmaMem in the teensy build
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3fa600370b
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@ -7,7 +7,7 @@
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#include "applevm.h"
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#include "apple/appleui.h"
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// FIXME should be able to omit this include and relay on the xterns, which
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// FIXME should be able to omit this include and rely on the xterns, which
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// would prove it's linking properly
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#include "apple/font.h"
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extern const unsigned char ucase_glyphs[512];
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@ -37,6 +37,13 @@ const uint8_t loresPixelColors[16][3] = { { 0, 0, 0 }, // black
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{ 0xFF, 0xFF, 0xFF } // white
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};
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#define color16To32(x) ( (((x) & 0xF800) << 8) | (((x) & 0x07E0) << 5) | (((x) & 0x001F)<<3) )
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#define packColor32(x) ( (x[0] << 16) | (x[1] << 8) | (x[2]) )
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// FIXME this blend could be optimized - and it's a dumb blend that
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// just averages RGB values individually, rather than trying to find a
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// sane blend of 2 pixels. Needs thought.
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#define blendPackedColor(x,y) ( (((x) & 0xFF0000) + ((y) & 0xFF0000) / 2) + (((x) & 0x00FF00) + ((y) & 0x00FF00)) / 2 + (((x) & 0x0000FF) + ((y) & 0x0000FF)) / 2 )
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SDLDisplay::SDLDisplay()
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{
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memset(videoBuffer, 0, sizeof(videoBuffer));
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@ -63,6 +70,7 @@ SDLDisplay::~SDLDisplay()
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void SDLDisplay::flush()
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{
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blit();
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SDL_RenderPresent(renderer);
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}
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@ -70,7 +78,6 @@ void SDLDisplay::redraw()
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{
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// primarily for the device, where it's in and out of the
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// bios. Draws the background image.
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printf("redraw background\n");
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g_ui->drawStaticUIElement(UIeOverlay);
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if (g_vm && g_ui) {
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@ -99,7 +106,9 @@ void SDLDisplay::drawImageOfSizeAt(const uint8_t *img,
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void SDLDisplay::blit()
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{
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// Whole-screen blit - unimplemented here
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// Whole-screen blit
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AiieRect r = { 0,0,191,279 };
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blit(r);
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}
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// Blit the videoBuffer to the display device, in the rect given
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@ -111,12 +120,12 @@ void SDLDisplay::blit(AiieRect r)
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for (uint16_t y=r.top*SDLDISPLAY_SCALE; y<r.bottom*SDLDISPLAY_SCALE; y++) {
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for (uint16_t x=r.left*SDLDISPLAY_SCALE; x<r.right*SDLDISPLAY_SCALE; x++) {
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uint8_t colorIdx = videoBuffer[y*SDLDISPLAY_WIDTH+x];
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uint32_t colorIdx = videoBuffer[y][x];
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uint8_t r, g, b;
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r = loresPixelColors[colorIdx][0];
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g = loresPixelColors[colorIdx][1];
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b = loresPixelColors[colorIdx][2];
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r = (colorIdx & 0xFF0000) >> 16;
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g = (colorIdx & 0x00FF00) >> 8;
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b = (colorIdx & 0x0000FF);
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if (g_displayType == m_monochrome) {
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float fv = 0.2125 * r + 0.7154 * g + 0.0721 * b;
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@ -149,7 +158,11 @@ inline void putpixel(SDL_Renderer *renderer, int x, int y, uint8_t r, uint8_t g,
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void SDLDisplay::drawUIPixel(uint16_t x, uint16_t y, uint16_t color)
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{
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drawPixel(x*SDLDISPLAY_SCALE, y, color);
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for (int yoff=0; yoff<SDLDISPLAY_SCALE; yoff++) {
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for (int xoff=0; xoff<SDLDISPLAY_SCALE; xoff++) {
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videoBuffer[y*SDLDISPLAY_SCALE+yoff][x*SDLDISPLAY_SCALE+xoff] = color16To32(color);
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}
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}
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}
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void SDLDisplay::drawPixel(uint16_t x, uint16_t y, uint16_t color)
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@ -239,6 +252,12 @@ void SDLDisplay::clrScr(uint8_t coloridx)
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if (coloridx <= 16)
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rgbptr = loresPixelColors[coloridx];
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for (uint16_t y=0; y<SDLDISPLAY_HEIGHT; y++) {
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for (uint16_t x=0; x<SDLDISPLAY_WIDTH; x++) {
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videoBuffer[y][x] = packColor32(loresPixelColors[coloridx]);
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}
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}
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SDL_SetRenderDrawColor(renderer, rgbptr[0], rgbptr[1], rgbptr[2], 255); // select a color
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SDL_RenderClear(renderer); // clear it to the selected color
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SDL_RenderPresent(renderer); // perform the render
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@ -258,10 +277,8 @@ void SDLDisplay::cachePixel(uint16_t x, uint16_t y, uint8_t color)
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// always wind up redrawing the entirety. So we can look at the pixel in
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// the "shared" cell of RAM, and come up with a color between the two.
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if (x&1) {
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uint8_t origColor = videoBuffer[(y*SDLDISPLAY_SCALE)*SDLDISPLAY_WIDTH+(x>>1)*SDLDISPLAY_SCALE];
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uint8_t newColor = (uint16_t) (origColor + color) / 2;
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uint32_t origColor = videoBuffer[y][(x>>1)*SDLDISPLAY_SCALE];
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uint32_t newColor = blendPackedColor(origColor, packColor32(loresPixelColors[color]));
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cacheDoubleWidePixel(x>>1,y,newColor);
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// Else if it's black, we leave whatever was in the other pixel.
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} else {
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@ -274,7 +291,7 @@ void SDLDisplay::cachePixel(uint16_t x, uint16_t y, uint8_t color)
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x = (x * SDLDISPLAY_SCALE)/2;
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for (int yoff=0; yoff<SDLDISPLAY_SCALE; yoff++) {
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for (int xoff=0; xoff<SDLDISPLAY_SCALE; xoff++) {
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videoBuffer[(y*SDLDISPLAY_SCALE+yoff)*SDLDISPLAY_WIDTH+x+xoff] = color;
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videoBuffer[(y*SDLDISPLAY_SCALE+yoff)][x+xoff] = packColor32(loresPixelColors[color]);
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}
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}
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}
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@ -285,7 +302,16 @@ void SDLDisplay::cacheDoubleWidePixel(uint16_t x, uint16_t y, uint8_t color)
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{
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for (int yoff=0; yoff<SDLDISPLAY_SCALE; yoff++) {
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for (int xoff=0; xoff<SDLDISPLAY_SCALE; xoff++) {
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videoBuffer[(y*SDLDISPLAY_SCALE+yoff)*SDLDISPLAY_WIDTH+x*SDLDISPLAY_SCALE+xoff] = color;
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videoBuffer[(y*SDLDISPLAY_SCALE+yoff)][x*SDLDISPLAY_SCALE+xoff] = packColor32(loresPixelColors[color]);
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}
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}
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}
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void SDLDisplay::cacheDoubleWidePixel(uint16_t x, uint16_t y, uint32_t packedColor)
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{
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for (int yoff=0; yoff<SDLDISPLAY_SCALE; yoff++) {
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for (int xoff=0; xoff<SDLDISPLAY_SCALE; xoff++) {
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videoBuffer[(y*SDLDISPLAY_SCALE+yoff)][x*SDLDISPLAY_SCALE+xoff] = packedColor;
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}
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}
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}
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@ -294,8 +320,8 @@ void SDLDisplay::cache2DoubleWidePixels(uint16_t x, uint16_t y, uint8_t colorB,
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{
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for (int yoff=0; yoff<SDLDISPLAY_SCALE; yoff++) {
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for (int xoff=0; xoff<SDLDISPLAY_SCALE; xoff++) {
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videoBuffer[(y*SDLDISPLAY_SCALE+yoff)*SDLDISPLAY_WIDTH+x*SDLDISPLAY_SCALE+2*xoff] = colorA;
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videoBuffer[(y*SDLDISPLAY_SCALE+yoff)*SDLDISPLAY_WIDTH+x*SDLDISPLAY_SCALE+1+2*xoff] = colorB;
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videoBuffer[(y*SDLDISPLAY_SCALE+yoff)][x*SDLDISPLAY_SCALE+2*xoff] = packColor32(loresPixelColors[colorA]);
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videoBuffer[(y*SDLDISPLAY_SCALE+yoff)][x*SDLDISPLAY_SCALE+1+2*xoff] = packColor32(loresPixelColors[colorB]);
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}
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}
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}
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@ -38,11 +38,12 @@ class SDLDisplay : public PhysicalDisplay {
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virtual void cachePixel(uint16_t x, uint16_t y, uint8_t color);
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virtual void cacheDoubleWidePixel(uint16_t x, uint16_t y, uint8_t color);
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void cacheDoubleWidePixel(uint16_t x, uint16_t y, uint32_t packedColor);
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virtual void cache2DoubleWidePixels(uint16_t x, uint16_t y, uint8_t colorA, uint8_t colorB);
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private:
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uint8_t videoBuffer[SDLDISPLAY_HEIGHT * SDLDISPLAY_WIDTH];
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uint32_t videoBuffer[SDLDISPLAY_HEIGHT][SDLDISPLAY_WIDTH];
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SDL_Window *screen;
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SDL_Renderer *renderer;
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