mirror of
https://github.com/TomHarte/CLK.git
synced 2024-06-29 00:29:34 +00:00
Pull out and partially generalise sprite output.
This also provides the intended route to supporting Mode 2.
This commit is contained in:
parent
62d381065e
commit
6a2cda7074
|
@ -540,12 +540,14 @@ template <Personality personality> struct Base: public Storage<personality> {
|
|||
bool asked_for_write_area_ = false;
|
||||
|
||||
// Output serialisers.
|
||||
void draw_tms_character(int start, int end);
|
||||
template <SpriteMode mode = SpriteMode::Mode1> void draw_tms_character(int start, int end);
|
||||
template <bool apply_blink> void draw_tms_text(int start, int end);
|
||||
void draw_sms(int start, int end, uint32_t cram_dot);
|
||||
|
||||
template<ScreenMode mode> void draw_yamaha(LineBuffer &, int start, int end);
|
||||
void draw_yamaha(int start, int end);
|
||||
|
||||
template <SpriteMode mode, bool double_width> void draw_sprites(LineBuffer &, int start, int end, int *colour_buffer = nullptr);
|
||||
};
|
||||
|
||||
#include "Fetch.hpp"
|
||||
|
|
|
@ -79,6 +79,12 @@ enum class VerticalState {
|
|||
Pixels,
|
||||
};
|
||||
|
||||
enum class SpriteMode {
|
||||
Mode1,
|
||||
Mode2,
|
||||
MasterSystem,
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -9,9 +9,110 @@
|
|||
#ifndef Draw_hpp
|
||||
#define Draw_hpp
|
||||
|
||||
// MARK: - Sprites, as generalised.
|
||||
|
||||
template <Personality personality>
|
||||
template <SpriteMode mode, bool double_width>
|
||||
void Base<personality>::draw_sprites(LineBuffer &buffer, int start, int end, int *colour_buffer) {
|
||||
if(!buffer.active_sprite_slot) {
|
||||
return;
|
||||
}
|
||||
|
||||
const int shift_advance = sprites_magnified_ ? 1 : 2;
|
||||
|
||||
// If this is the start of the line clip any part of any sprites that is off to the left.
|
||||
if(!start) {
|
||||
for(int index = 0; index < buffer.active_sprite_slot; ++index) {
|
||||
LineBuffer::ActiveSprite &sprite = buffer.active_sprites[index];
|
||||
if(sprite.x < 0) sprite.shift_position -= shift_advance * sprite.x;
|
||||
}
|
||||
}
|
||||
|
||||
int sprite_buffer[256];
|
||||
int sprite_collision = 0;
|
||||
memset(&sprite_buffer[start], 0, size_t(end - start)*sizeof(sprite_buffer[0]));
|
||||
|
||||
if constexpr (mode == SpriteMode::MasterSystem) {
|
||||
// Draw all sprites into the sprite buffer.
|
||||
for(int index = buffer.active_sprite_slot - 1; index >= 0; --index) {
|
||||
LineBuffer::ActiveSprite &sprite = buffer.active_sprites[index];
|
||||
if(sprite.shift_position < 16) {
|
||||
const int pixel_start = std::max(start, sprite.x);
|
||||
|
||||
// TODO: it feels like the work below should be simplifiable;
|
||||
// the double shift in particular, and hopefully the variable shift.
|
||||
for(int c = pixel_start; c < end && sprite.shift_position < 16; ++c) {
|
||||
const int shift = (sprite.shift_position >> 1);
|
||||
const int sprite_colour =
|
||||
(((sprite.image[3] << shift) & 0x80) >> 4) |
|
||||
(((sprite.image[2] << shift) & 0x80) >> 5) |
|
||||
(((sprite.image[1] << shift) & 0x80) >> 6) |
|
||||
(((sprite.image[0] << shift) & 0x80) >> 7);
|
||||
|
||||
if(sprite_colour) {
|
||||
sprite_collision |= sprite_buffer[c];
|
||||
sprite_buffer[c] = sprite_colour | 0x10;
|
||||
}
|
||||
|
||||
sprite.shift_position += shift_advance;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Draw the sprite buffer onto the colour buffer, wherever the tile map doesn't have
|
||||
// priority (or is transparent).
|
||||
for(int c = start; c < end; ++c) {
|
||||
if(
|
||||
sprite_buffer[c] &&
|
||||
(!(colour_buffer[c]&0x20) || !(colour_buffer[c]&0xf))
|
||||
) colour_buffer[c] = sprite_buffer[c];
|
||||
}
|
||||
|
||||
if(sprite_collision)
|
||||
status_ |= StatusSpriteCollision;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
constexpr uint32_t sprite_colour_selection_masks[2] = {0x00000000, 0xffffffff};
|
||||
constexpr int colour_masks[16] = {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1};
|
||||
|
||||
// TODO: real Mode 2 logic.
|
||||
if constexpr (mode == SpriteMode::Mode1 || mode == SpriteMode::Mode2) {
|
||||
// Draw all sprites into the sprite buffer.
|
||||
const int shifter_target = sprites_16x16_ ? 32 : 16;
|
||||
for(int index = buffer.active_sprite_slot - 1; index >= 0; --index) {
|
||||
LineBuffer::ActiveSprite &sprite = buffer.active_sprites[index];
|
||||
if(sprite.shift_position < shifter_target) {
|
||||
const int pixel_start = std::max(start, sprite.x);
|
||||
for(int c = pixel_start; c < end && sprite.shift_position < shifter_target; ++c) {
|
||||
const int shift = (sprite.shift_position >> 1) ^ 7;
|
||||
int sprite_colour = (sprite.image[shift >> 3] >> (shift & 7)) & 1;
|
||||
|
||||
// A colision is detected regardless of sprite colour ...
|
||||
sprite_collision |= sprite_buffer[c] & sprite_colour;
|
||||
sprite_buffer[c] |= sprite_colour;
|
||||
|
||||
// ... but a sprite with the transparent colour won't actually be visible.
|
||||
sprite_colour &= colour_masks[sprite.image[2]&15];
|
||||
pixel_origin_[c] =
|
||||
(pixel_origin_[c] & sprite_colour_selection_masks[sprite_colour^1]) |
|
||||
(palette()[sprite.image[2]&15] & sprite_colour_selection_masks[sprite_colour]);
|
||||
|
||||
sprite.shift_position += shift_advance;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
status_ |= sprite_collision << StatusSpriteCollisionShift;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - TMS9918
|
||||
|
||||
template <Personality personality>
|
||||
template <SpriteMode sprite_mode>
|
||||
void Base<personality>::draw_tms_character(int start, int end) {
|
||||
LineBuffer &line_buffer = line_buffers_[output_pointer_.row];
|
||||
|
||||
|
@ -56,52 +157,7 @@ void Base<personality>::draw_tms_character(int start, int end) {
|
|||
}
|
||||
}
|
||||
|
||||
// Paint sprites and check for collisions, but only if at least one sprite is active
|
||||
// on this line.
|
||||
if(line_buffer.active_sprite_slot) {
|
||||
const int shift_advance = sprites_magnified_ ? 1 : 2;
|
||||
// If this is the start of the line clip any part of any sprites that is off to the left.
|
||||
if(!start) {
|
||||
for(int index = 0; index < line_buffer.active_sprite_slot; ++index) {
|
||||
LineBuffer::ActiveSprite &sprite = line_buffer.active_sprites[index];
|
||||
if(sprite.x < 0) sprite.shift_position -= shift_advance * sprite.x;
|
||||
}
|
||||
}
|
||||
|
||||
int sprite_buffer[256];
|
||||
int sprite_collision = 0;
|
||||
memset(&sprite_buffer[start], 0, size_t(end - start)*sizeof(sprite_buffer[0]));
|
||||
|
||||
constexpr uint32_t sprite_colour_selection_masks[2] = {0x00000000, 0xffffffff};
|
||||
constexpr int colour_masks[16] = {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1};
|
||||
|
||||
// Draw all sprites into the sprite buffer.
|
||||
const int shifter_target = sprites_16x16_ ? 32 : 16;
|
||||
for(int index = line_buffer.active_sprite_slot - 1; index >= 0; --index) {
|
||||
LineBuffer::ActiveSprite &sprite = line_buffer.active_sprites[index];
|
||||
if(sprite.shift_position < shifter_target) {
|
||||
const int pixel_start = std::max(start, sprite.x);
|
||||
for(int c = pixel_start; c < end && sprite.shift_position < shifter_target; ++c) {
|
||||
const int shift = (sprite.shift_position >> 1) ^ 7;
|
||||
int sprite_colour = (sprite.image[shift >> 3] >> (shift & 7)) & 1;
|
||||
|
||||
// A colision is detected regardless of sprite colour ...
|
||||
sprite_collision |= sprite_buffer[c] & sprite_colour;
|
||||
sprite_buffer[c] |= sprite_colour;
|
||||
|
||||
// ... but a sprite with the transparent colour won't actually be visible.
|
||||
sprite_colour &= colour_masks[sprite.image[2]&15];
|
||||
pixel_origin_[c] =
|
||||
(pixel_origin_[c] & sprite_colour_selection_masks[sprite_colour^1]) |
|
||||
(palette()[sprite.image[2]&15] & sprite_colour_selection_masks[sprite_colour]);
|
||||
|
||||
sprite.shift_position += shift_advance;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
status_ |= sprite_collision << StatusSpriteCollisionShift;
|
||||
}
|
||||
draw_sprites<sprite_mode, false>(line_buffer, start, end);
|
||||
}
|
||||
|
||||
template <Personality personality>
|
||||
|
@ -150,7 +206,6 @@ void Base<personality>::draw_tms_text(int start, int end) {
|
|||
template <Personality personality>
|
||||
void Base<personality>::draw_sms(int start, int end, uint32_t cram_dot) {
|
||||
if constexpr (is_sega_vdp(personality)) {
|
||||
|
||||
LineBuffer &line_buffer = line_buffers_[output_pointer_.row];
|
||||
int colour_buffer[256];
|
||||
|
||||
|
@ -229,59 +284,7 @@ void Base<personality>::draw_sms(int start, int end, uint32_t cram_dot) {
|
|||
/*
|
||||
Apply sprites (if any).
|
||||
*/
|
||||
if(line_buffer.active_sprite_slot) {
|
||||
const int shift_advance = sprites_magnified_ ? 1 : 2;
|
||||
|
||||
// If this is the start of the line clip any part of any sprites that is off to the left.
|
||||
if(!start) {
|
||||
for(int index = 0; index < line_buffer.active_sprite_slot; ++index) {
|
||||
LineBuffer::ActiveSprite &sprite = line_buffer.active_sprites[index];
|
||||
if(sprite.x < 0) sprite.shift_position -= shift_advance * sprite.x;
|
||||
}
|
||||
}
|
||||
|
||||
int sprite_buffer[256];
|
||||
int sprite_collision = 0;
|
||||
memset(&sprite_buffer[start], 0, size_t(end - start)*sizeof(sprite_buffer[0]));
|
||||
|
||||
// Draw all sprites into the sprite buffer.
|
||||
for(int index = line_buffer.active_sprite_slot - 1; index >= 0; --index) {
|
||||
LineBuffer::ActiveSprite &sprite = line_buffer.active_sprites[index];
|
||||
if(sprite.shift_position < 16) {
|
||||
const int pixel_start = std::max(start, sprite.x);
|
||||
|
||||
// TODO: it feels like the work below should be simplifiable;
|
||||
// the double shift in particular, and hopefully the variable shift.
|
||||
for(int c = pixel_start; c < end && sprite.shift_position < 16; ++c) {
|
||||
const int shift = (sprite.shift_position >> 1);
|
||||
const int sprite_colour =
|
||||
(((sprite.image[3] << shift) & 0x80) >> 4) |
|
||||
(((sprite.image[2] << shift) & 0x80) >> 5) |
|
||||
(((sprite.image[1] << shift) & 0x80) >> 6) |
|
||||
(((sprite.image[0] << shift) & 0x80) >> 7);
|
||||
|
||||
if(sprite_colour) {
|
||||
sprite_collision |= sprite_buffer[c];
|
||||
sprite_buffer[c] = sprite_colour | 0x10;
|
||||
}
|
||||
|
||||
sprite.shift_position += shift_advance;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Draw the sprite buffer onto the colour buffer, wherever the tile map doesn't have
|
||||
// priority (or is transparent).
|
||||
for(int c = start; c < end; ++c) {
|
||||
if(
|
||||
sprite_buffer[c] &&
|
||||
(!(colour_buffer[c]&0x20) || !(colour_buffer[c]&0xf))
|
||||
) colour_buffer[c] = sprite_buffer[c];
|
||||
}
|
||||
|
||||
if(sprite_collision)
|
||||
status_ |= StatusSpriteCollision;
|
||||
}
|
||||
draw_sprites<SpriteMode::MasterSystem, false>(line_buffer, start, end, colour_buffer);
|
||||
|
||||
// Map from the 32-colour buffer to real output pixels, applying the specific CRAM dot if any.
|
||||
pixel_target_[start] = Storage<personality>::colour_ram_[colour_buffer[start] & 0x1f] | cram_dot;
|
||||
|
@ -298,7 +301,6 @@ void Base<personality>::draw_sms(int start, int end, uint32_t cram_dot) {
|
|||
Storage<personality>::colour_ram_[16 + background_colour_];
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -307,7 +309,7 @@ void Base<personality>::draw_sms(int start, int end, uint32_t cram_dot) {
|
|||
template <Personality personality>
|
||||
template <ScreenMode mode>
|
||||
void Base<personality>::draw_yamaha(LineBuffer &buffer, int start, int end) {
|
||||
// TODO: sprites. And all other graphics modes.
|
||||
// TODO: Many other graphics modes.
|
||||
// TODO: much smarter loops. Duff plus a tail?
|
||||
|
||||
if constexpr (mode == ScreenMode::YamahaGraphics4) {
|
||||
|
@ -316,8 +318,6 @@ void Base<personality>::draw_yamaha(LineBuffer &buffer, int start, int end) {
|
|||
buffer.bitmap[c >> 1] >> ((((c & 1) ^ 1) << 2)) & 0xf
|
||||
];
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if constexpr (mode == ScreenMode::YamahaGraphics5) {
|
||||
|
@ -326,16 +326,18 @@ void Base<personality>::draw_yamaha(LineBuffer &buffer, int start, int end) {
|
|||
buffer.bitmap[c >> 2] >> ((((c & 3) ^ 3) << 1)) & 3
|
||||
];
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
draw_sprites<
|
||||
SpriteMode::Mode2,
|
||||
mode == ScreenMode::YamahaGraphics5 || mode == ScreenMode::YamahaGraphics6
|
||||
>(buffer, start, end);
|
||||
}
|
||||
|
||||
template <Personality personality>
|
||||
void Base<personality>::draw_yamaha(int start, int end) {
|
||||
LineBuffer &line_buffer = line_buffers_[output_pointer_.row];
|
||||
|
||||
#define Dispatch(x) case ScreenMode::x: draw_yamaha<ScreenMode::x>(line_buffer, start, end); break;
|
||||
if constexpr (is_yamaha_vdp(personality)) {
|
||||
switch(line_buffer.screen_mode) {
|
||||
// Modes that are the same (or close enough) to those on the TMS.
|
||||
|
@ -343,18 +345,22 @@ void Base<personality>::draw_yamaha(int start, int end) {
|
|||
case ScreenMode::YamahaText80: draw_tms_text<true>(start >> 1, end >> 1); break;
|
||||
case ScreenMode::MultiColour:
|
||||
case ScreenMode::ColouredText:
|
||||
case ScreenMode::YamahaGraphics3: // TODO: does this make sense?3
|
||||
case ScreenMode::Graphics: draw_tms_character(start >> 2, end >> 2); break;
|
||||
|
||||
// Dispatch(YamahaGraphics3);
|
||||
case ScreenMode::YamahaGraphics3:
|
||||
draw_tms_character<SpriteMode::Mode2>(start >> 2, end >> 2);
|
||||
break;
|
||||
|
||||
#define Dispatch(x) case ScreenMode::x: draw_yamaha<ScreenMode::x>(line_buffer, start, end); break;
|
||||
Dispatch(YamahaGraphics4);
|
||||
Dispatch(YamahaGraphics5);
|
||||
Dispatch(YamahaGraphics6);
|
||||
Dispatch(YamahaGraphics7);
|
||||
#undef Dispatch
|
||||
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
#undef Dispatch
|
||||
}
|
||||
|
||||
// MARK: - Mega Drive
|
||||
|
|
|
@ -173,12 +173,6 @@ struct CharacterFetcher {
|
|||
int colour_name_shift;
|
||||
};
|
||||
|
||||
enum class SpriteMode {
|
||||
Mode1,
|
||||
Mode2,
|
||||
// MasterSystem,
|
||||
};
|
||||
|
||||
constexpr SpriteMode sprite_mode(ScreenMode screen_mode) {
|
||||
switch(screen_mode) {
|
||||
default:
|
||||
|
@ -189,11 +183,12 @@ constexpr SpriteMode sprite_mode(ScreenMode screen_mode) {
|
|||
case ScreenMode::Graphics:
|
||||
return SpriteMode::Mode1;
|
||||
|
||||
// case ScreenMode::SMSMode4:
|
||||
// return SpriteMode::MasterSystem;
|
||||
case ScreenMode::SMSMode4:
|
||||
return SpriteMode::MasterSystem;
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: should this be extended to include Master System sprites?
|
||||
template <Personality personality, SpriteMode mode>
|
||||
class SpriteFetcher {
|
||||
public:
|
||||
|
|
Loading…
Reference in New Issue
Block a user