1
0
mirror of https://github.com/TomHarte/CLK.git synced 2024-07-09 21:29:53 +00:00

Made an attempt to split things apart so as to be able to introduce the proper sprite latency.

This commit is contained in:
Thomas Harte 2017-02-14 20:56:16 -05:00
parent dd17459687
commit b5357860b9
2 changed files with 40 additions and 47 deletions

View File

@ -418,7 +418,9 @@ void TIA::output_for_cycles(int number_of_cycles)
}
// accumulate an OR'd version of the output into the collision buffer
draw_playfield(output_cursor, horizontal_counter_);
int latent_start = output_cursor + 4;
int latent_end = horizontal_counter_ + 4;
draw_playfield(latent_start, latent_end);
draw_player(player_[0], CollisionType::Player0, (int)MotionIndex::Player0, output_cursor, horizontal_counter_);
draw_player(player_[1], CollisionType::Player1, (int)MotionIndex::Player1, output_cursor, horizontal_counter_);
@ -580,11 +582,7 @@ void TIA::output_line()
void TIA::draw_playfield(int start, int end)
{
// don't do anything if this window ends too early
if(end < first_pixel_cycle - 4) return;
// look at what needs to be output four cycles into the future, to model playfield output latency
start += 4;
end += 4;
if(end < first_pixel_cycle) return;
// clip to drawable bounds
start = std::max(start, first_pixel_cycle);
@ -618,7 +616,7 @@ int TIA::perform_border_motion(int identity, int start, int end, int &movement_t
if(!is_moving_[identity]) return 0;
int steps_taken = 0;
int first_pixel = first_pixel_cycle + (horizontal_blank_extend_ ? 8 : 0);
int first_pixel = first_pixel_cycle + (horizontal_blank_extend_ ? 8 : 0) - 4;
// round up to the next H@1 cycle
while(is_moving_[identity] && movement_time < end && movement_time < first_pixel)
{
@ -632,30 +630,10 @@ int TIA::perform_border_motion(int identity, int start, int end, int &movement_t
#pragma mark - Player output
void TIA::draw_player(Player &player, CollisionType collision_identity, const int position_identity, int start, int end)
void TIA::draw_player_visible(Player &player, CollisionType collision_identity, const int position_identity, int start, int end, int &movement_time)
{
int &position = position_[position_identity];
// movement works across the entire screen, so do work that falls outside of the pixel area
int movement_time;
int adder = 4 >> player.size;
int added = perform_border_motion(position_identity, start, end, movement_time);
if(player.output_delay > 0)
{
int delay_distance = std::min(player.output_delay, added);
player.output_delay -= delay_distance;
added -= delay_distance;
if(!player.output_delay) player.pixel_position = 0;
}
if(player.pixel_position < 32)
{
player.pixel_position += added * adder;
}
// don't continue to do any drawing if this window ends too early
int first_pixel = first_pixel_cycle + (horizontal_blank_extend_ ? 8 : 0);
if(end < first_pixel) return;
if(start < first_pixel) start = first_pixel;
// perform a miniature event loop on (i) triggering draws; (ii) drawing; and (iii) motion
if(is_moving_[position_identity] || player.graphic[0])
@ -689,23 +667,17 @@ void TIA::draw_player(Player &player, CollisionType collision_identity, const in
if(next_copy_time < next_event_time) next_event_time = next_copy_time;
}
// maybe a deferred draw?
if(player.output_delay > 0)
{
if(start + player.output_delay < next_event_time) next_event_time = start + player.output_delay;
}
// the decision is to progress by length
const int length = next_event_time - start;
if(player.pixel_position < 32)
if(player.pixel_position < 36)
{
player.pixel_position &= ~(adder - 1);
int output_cursor = 0;
while(player.pixel_position < 32 && output_cursor < length)
while(player.pixel_position < 36 && output_cursor < length)
{
int shift = (player.pixel_position >> 2) ^ player.reverse_mask;
collision_buffer_[start + output_cursor - first_pixel_cycle] |= ((player.graphic[0] >> shift)&1) * (uint8_t)collision_identity;
collision_buffer_[start + output_cursor] |= ((player.graphic[0] >> shift)&1) * (uint8_t)collision_identity;
output_cursor++;
player.pixel_position += adder;
}
@ -722,17 +694,10 @@ void TIA::draw_player(Player &player, CollisionType collision_identity, const in
movement_time += 4;
}
// if an output delay is being counted down, continue doing so
if(player.output_delay > 0)
{
player.output_delay -= length;
if(!player.output_delay) player.pixel_position = 0;
}
// if it's a draw trigger, trigger a draw
if(position == (next_copy % 160))
{
player.output_delay = 5;
player.pixel_position = 0;
}
}
}
@ -742,3 +707,31 @@ void TIA::draw_player(Player &player, CollisionType collision_identity, const in
position = (position + end - start) % 160;
}
}
void TIA::draw_player(Player &player, CollisionType collision_identity, const int position_identity, int start, int end)
{
int movement_time;
int adder = 4 >> player.size;
// movement works across the entire screen, so do work that falls outside of the pixel area
player.pixel_position += adder * perform_border_motion(position_identity, start, end, movement_time);;
// don't continue to do any drawing if this window ends too early
int first_pixel = first_pixel_cycle - 4 + (horizontal_blank_extend_ ? 8 : 0);
if(end < first_pixel) return;
if(start < first_pixel) start = first_pixel;
// perform the visible part of the line, if any
if(start < 224)
{
movement_time -= first_pixel_cycle - 4;
draw_player_visible(player, collision_identity, position_identity, start - first_pixel_cycle + 4, std::min(end - first_pixel_cycle + 4, 160), movement_time);
}
// move further if required
if(is_moving_[position_identity] && end >= 224 && movement_time < end)
{
perform_motion_step(position_identity, movement_time);
player.pixel_position += adder;
}
}

View File

@ -143,10 +143,9 @@ class TIA {
int reverse_mask; // 7 for a reflected player, 0 for normal
int pixel_position;
int output_delay;
bool graphic_delay;
Player() : size(0), copy_flags(0), graphic{0, 0}, reverse_mask(false), pixel_position(32), output_delay(0), graphic_delay(false) {}
Player() : size(0), copy_flags(0), graphic{0, 0}, reverse_mask(false), pixel_position(32), graphic_delay(false) {}
} player_[2];
// missile state
@ -176,6 +175,7 @@ class TIA {
inline void draw_playfield(int start, int end);
inline void draw_player(Player &player, CollisionType collision_identity, const int position_identity, int start, int end);
inline void draw_player_visible(Player &player, CollisionType collision_identity, const int position_identity, int start, int end, int &movement_time);
inline void update_motion(int start, int end);