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https://github.com/TomHarte/CLK.git
synced 2025-02-16 18:30:32 +00:00
Made an attempt to split things apart so as to be able to introduce the proper sprite latency.
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@ -418,7 +418,9 @@ void TIA::output_for_cycles(int number_of_cycles)
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}
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// accumulate an OR'd version of the output into the collision buffer
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draw_playfield(output_cursor, horizontal_counter_);
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int latent_start = output_cursor + 4;
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int latent_end = horizontal_counter_ + 4;
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draw_playfield(latent_start, latent_end);
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draw_player(player_[0], CollisionType::Player0, (int)MotionIndex::Player0, output_cursor, horizontal_counter_);
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draw_player(player_[1], CollisionType::Player1, (int)MotionIndex::Player1, output_cursor, horizontal_counter_);
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@ -580,11 +582,7 @@ void TIA::output_line()
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void TIA::draw_playfield(int start, int end)
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{
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// don't do anything if this window ends too early
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if(end < first_pixel_cycle - 4) return;
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// look at what needs to be output four cycles into the future, to model playfield output latency
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start += 4;
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end += 4;
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if(end < first_pixel_cycle) return;
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// clip to drawable bounds
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start = std::max(start, first_pixel_cycle);
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@ -618,7 +616,7 @@ int TIA::perform_border_motion(int identity, int start, int end, int &movement_t
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if(!is_moving_[identity]) return 0;
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int steps_taken = 0;
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int first_pixel = first_pixel_cycle + (horizontal_blank_extend_ ? 8 : 0);
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int first_pixel = first_pixel_cycle + (horizontal_blank_extend_ ? 8 : 0) - 4;
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// round up to the next H@1 cycle
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while(is_moving_[identity] && movement_time < end && movement_time < first_pixel)
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{
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@ -632,30 +630,10 @@ int TIA::perform_border_motion(int identity, int start, int end, int &movement_t
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#pragma mark - Player output
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void TIA::draw_player(Player &player, CollisionType collision_identity, const int position_identity, int start, int end)
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void TIA::draw_player_visible(Player &player, CollisionType collision_identity, const int position_identity, int start, int end, int &movement_time)
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{
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int &position = position_[position_identity];
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// movement works across the entire screen, so do work that falls outside of the pixel area
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int movement_time;
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int adder = 4 >> player.size;
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int added = perform_border_motion(position_identity, start, end, movement_time);
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if(player.output_delay > 0)
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{
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int delay_distance = std::min(player.output_delay, added);
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player.output_delay -= delay_distance;
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added -= delay_distance;
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if(!player.output_delay) player.pixel_position = 0;
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}
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if(player.pixel_position < 32)
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{
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player.pixel_position += added * adder;
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}
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// don't continue to do any drawing if this window ends too early
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int first_pixel = first_pixel_cycle + (horizontal_blank_extend_ ? 8 : 0);
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if(end < first_pixel) return;
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if(start < first_pixel) start = first_pixel;
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// perform a miniature event loop on (i) triggering draws; (ii) drawing; and (iii) motion
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if(is_moving_[position_identity] || player.graphic[0])
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@ -689,23 +667,17 @@ void TIA::draw_player(Player &player, CollisionType collision_identity, const in
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if(next_copy_time < next_event_time) next_event_time = next_copy_time;
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}
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// maybe a deferred draw?
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if(player.output_delay > 0)
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{
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if(start + player.output_delay < next_event_time) next_event_time = start + player.output_delay;
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}
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// the decision is to progress by length
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const int length = next_event_time - start;
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if(player.pixel_position < 32)
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if(player.pixel_position < 36)
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{
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player.pixel_position &= ~(adder - 1);
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int output_cursor = 0;
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while(player.pixel_position < 32 && output_cursor < length)
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while(player.pixel_position < 36 && output_cursor < length)
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{
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int shift = (player.pixel_position >> 2) ^ player.reverse_mask;
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collision_buffer_[start + output_cursor - first_pixel_cycle] |= ((player.graphic[0] >> shift)&1) * (uint8_t)collision_identity;
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collision_buffer_[start + output_cursor] |= ((player.graphic[0] >> shift)&1) * (uint8_t)collision_identity;
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output_cursor++;
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player.pixel_position += adder;
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}
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@ -722,17 +694,10 @@ void TIA::draw_player(Player &player, CollisionType collision_identity, const in
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movement_time += 4;
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}
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// if an output delay is being counted down, continue doing so
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if(player.output_delay > 0)
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{
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player.output_delay -= length;
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if(!player.output_delay) player.pixel_position = 0;
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}
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// if it's a draw trigger, trigger a draw
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if(position == (next_copy % 160))
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{
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player.output_delay = 5;
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player.pixel_position = 0;
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}
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}
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}
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@ -742,3 +707,31 @@ void TIA::draw_player(Player &player, CollisionType collision_identity, const in
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position = (position + end - start) % 160;
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}
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}
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void TIA::draw_player(Player &player, CollisionType collision_identity, const int position_identity, int start, int end)
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{
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int movement_time;
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int adder = 4 >> player.size;
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// movement works across the entire screen, so do work that falls outside of the pixel area
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player.pixel_position += adder * perform_border_motion(position_identity, start, end, movement_time);;
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// don't continue to do any drawing if this window ends too early
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int first_pixel = first_pixel_cycle - 4 + (horizontal_blank_extend_ ? 8 : 0);
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if(end < first_pixel) return;
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if(start < first_pixel) start = first_pixel;
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// perform the visible part of the line, if any
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if(start < 224)
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{
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movement_time -= first_pixel_cycle - 4;
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draw_player_visible(player, collision_identity, position_identity, start - first_pixel_cycle + 4, std::min(end - first_pixel_cycle + 4, 160), movement_time);
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}
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// move further if required
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if(is_moving_[position_identity] && end >= 224 && movement_time < end)
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{
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perform_motion_step(position_identity, movement_time);
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player.pixel_position += adder;
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}
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}
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@ -143,10 +143,9 @@ class TIA {
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int reverse_mask; // 7 for a reflected player, 0 for normal
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int pixel_position;
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int output_delay;
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bool graphic_delay;
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Player() : size(0), copy_flags(0), graphic{0, 0}, reverse_mask(false), pixel_position(32), output_delay(0), graphic_delay(false) {}
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Player() : size(0), copy_flags(0), graphic{0, 0}, reverse_mask(false), pixel_position(32), graphic_delay(false) {}
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} player_[2];
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// missile state
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@ -176,6 +175,7 @@ class TIA {
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inline void draw_playfield(int start, int end);
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inline void draw_player(Player &player, CollisionType collision_identity, const int position_identity, int start, int end);
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inline void draw_player_visible(Player &player, CollisionType collision_identity, const int position_identity, int start, int end, int &movement_time);
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inline void update_motion(int start, int end);
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