Small tidy ups + optimisations.

Signed-off-by: Adrian Conlon <Adrian.conlon@gmail.com>
This commit is contained in:
Adrian Conlon 2017-10-02 15:28:41 +01:00
parent 8b1da2097b
commit c06c0d2cf9
2 changed files with 19 additions and 20 deletions

View File

@ -44,7 +44,6 @@ namespace EightBit {
void renderBackground(
int bgArea, int bgCharacters,
int offsetX, int offsetY,
int scrollX, int scrollY,
const std::array<int, 4>& palette);
void renderObjects();
@ -52,7 +51,7 @@ namespace EightBit {
void renderTile(
int height,
int drawX, int drawY, int offsetX, int offsetY,
int drawX, int drawY,
bool flipX, bool flipY, bool allowTransparencies,
const std::array<int, 4>& palette,
const CharacterDefinition& definition);

View File

@ -50,7 +50,7 @@ void EightBit::GameBoy::Display::renderObjects() {
void EightBit::GameBoy::Display::loadObjectAttributes() {
auto oamAddress = 0xfe00;
const auto oamAddress = 0xfe00;
const auto control = m_bus.peekRegister(Bus::LCDC);
const auto objBlockHeight = (control & Bus::ObjectBlockCompositionSelection) ? 16 : 8;
@ -66,8 +66,8 @@ void EightBit::GameBoy::Display::renderObjects(int objBlockHeight) {
palettes[0] = createPalette(Bus::OBP0);
palettes[1] = createPalette(Bus::OBP1);
auto objDefinitionAddress = 0x8000;
auto oamAddress = 0xfe00;
const auto objDefinitionAddress = 0x8000;
const auto oamAddress = 0xfe00;
for (int i = 0; i < 40; ++i) {
@ -88,7 +88,7 @@ void EightBit::GameBoy::Display::renderObjects(int objBlockHeight) {
renderTile(
objBlockHeight,
spriteX, spriteY, -8, -16,
spriteX - 8, spriteY - 16,
flipX, flipY, true,
palette,
definition);
@ -115,13 +115,12 @@ void EightBit::GameBoy::Display::renderBackground() {
const auto scrollX = m_bus.peekRegister(Bus::SCX);
const auto scrollY = m_bus.peekRegister(Bus::SCY);
renderBackground(bgArea, bgCharacters, offsetX, offsetY, scrollX, scrollY, palette);
renderBackground(bgArea, bgCharacters, offsetX - scrollX, offsetY - scrollY, palette);
}
void EightBit::GameBoy::Display::renderBackground(
int bgArea, int bgCharacters,
int offsetX, int offsetY,
int scrollX, int scrollY,
const std::array<int, 4>& palette) {
std::map<int, CharacterDefinition> definitions;
@ -129,21 +128,19 @@ void EightBit::GameBoy::Display::renderBackground(
for (int row = 0; row < BufferCharacterHeight; ++row) {
for (int column = 0; column < BufferCharacterWidth; ++column) {
auto address = bgArea + row * BufferCharacterWidth + column;
auto character = m_bus.peek(address);
const auto address = bgArea + row * BufferCharacterWidth + column;
const auto character = m_bus.peek(address);
auto definitionPair = definitions.find(character);
if (definitionPair == definitions.end()) {
definitions[character] = CharacterDefinition(&m_bus, bgCharacters + 16 * character, 8);
definitionPair = definitions.find(character);
}
auto definition = definitionPair->second;
const auto definition = definitionPair->second;
renderTile(
8,
column * 8, row * 8, offsetX - scrollX, offsetY - scrollY,
column * 8 + offsetX, row * 8 + offsetY,
false, false, false,
palette,
definition);
@ -153,30 +150,33 @@ void EightBit::GameBoy::Display::renderBackground(
void EightBit::GameBoy::Display::renderTile(
int height,
int drawX, int drawY, int offsetX, int offsetY,
int drawX, int drawY,
bool flipX, bool flipY, bool allowTransparencies,
const std::array<int, 4>& palette,
const CharacterDefinition& definition) {
const auto width = 8;
const auto flipMaskX = width - 1;
const auto flipMaskY = height - 1;
for (int cy = 0; cy < height; ++cy) {
uint8_t y = drawY + (flipY ? (height - 1) - cy : cy) + offsetY;
const uint8_t y = drawY + (flipY ? ~cy & flipMaskY : cy);
if (y >= RasterHeight)
continue;
auto rowDefinition = definition.get(cy);
const auto rowDefinition = definition.get(cy);
for (int cx = 0; cx < width; ++cx) {
uint8_t x = drawX + (flipX ? (width - 1) - cx : cx) + offsetX;
const uint8_t x = drawX + (flipX ? ~cx & flipMaskX : cx);
if (x >= RasterWidth)
break;
auto colour = rowDefinition[cx];
const auto colour = rowDefinition[cx];
if (!allowTransparencies || (allowTransparencies && (colour > 0))) {
auto outputPixel = y * RasterWidth + x;
const auto outputPixel = y * RasterWidth + x;
m_pixels[outputPixel] = m_colours->getColour(palette[colour]);
}
}