GSCats/terrain.s

310 lines
5.8 KiB
ArmAsm

;
; terrain
;
; Created by Quinn Dunki on 7/29/17
;
TERRAINWIDTH = 640 ; In pixels
MAXTERRAINHEIGHT = 100 ; In pixels
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; renderTerrain
;
; No stack operations permitted here!
;
renderTerrain:
lda #199*2
sta <ROWINDEX
sty <MAPSCROLLPOS
FASTGRAPHICS
renderTerrainLoop:
; = 29 cycles per row
ldy <ROWINDEX ; 3
lda vramRowEndsMinusOne,y ; 4 Point stack to end of VRAM row
tcs ; 2
jmp renderClippedSpanChain ; 3
renderSpanChainComplete:
lda <ROWINDEX ; 3
dec ; 2
dec ; 2
cmp #(200-MAXTERRAINHEIGHT)*2 ; 2
beq renderTerrainDone ; 2/3
sta <ROWINDEX ; 3
bra renderTerrainLoop ; 2/3
renderTerrainDone:
SLOWGRAPHICS
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; renderClippedSpanChain
;
; No stack operations permitted here!
;
;
renderClippedSpanChain:
; Prepare our state
; = 24 cycles per row + 80 cycles for actual pixels
lda #80 ; 2
sta <XLEFT ; 3
lda #$1111 ; 2
sta <CURRMAPPIXELS ; 3
ldy #spanChainEnd-spanChain-2 ; 2
lda <MAPSCROLLPOS ; 3
sta <RIGHTEDGE ; 3
lda #renderClippedSpanChainRenderNext ; 2
sta renderSpanComplete+1 ; 4
; Find right edge of screen within span chains
; = 27 cycles per skipped span
renderClippedSpanChainLoop:
lda spanChain,y ; 5
sec ; 2
sbc <RIGHTEDGE ; 3
bmi renderClippedSpanChainNextSpan ; 2/3
beq renderClippedSpanChainNextSpan ; 2/3
renderClippedSpanChainLoop2:
; Now render spans until left edge of screen
; = 28 cycles per span rendered
cmp <XLEFT ; 3
bcs renderClippedSpanChainLastSpan ; 2/3
; Render this span
ldx spanColors,y ; 4
stx <CURRMAPPIXELS ; 3
asl ; 2
tax ; 2
jmp (renderSpanJumpTable,x) ; 6 (jmp back = 6)
renderSpanComplete:
; This is modified to redirect return from the
; unrolled span rendering blocks
jmp renderClippedSpanChainRenderNext ; 3
renderClippedSpanChainRenderNext:
; Track remaining words until left edge
; = 26 cycles per span rendered
lsr ; 2
eor #$ffff ; 2
inc ; 2
clc ; 2
adc <XLEFT ; 3
sta <XLEFT ; 3
dey ; 2
dey ; 2
; For mid-stream spans, bypass the right-edge clipping code
lda spanChain,y ; 5
bra renderClippedSpanChainLoop2 ; 3
renderClippedSpanChainNextSpan:
; Track remaining distance from right edge and
; continue searching for visible right edge
eor #$ffff ; 2
inc ; 2
sta <RIGHTEDGE ; 3
dey ; 2
dey ; 2
bra renderClippedSpanChainLoop ; 3
renderClippedSpanChainLastSpan:
; Render visible portion of last visible span
; = 26 cycles per row
ldx spanColors,y ; 4
stx <CURRMAPPIXELS ; 3
lda <XLEFT ; 3
asl ; 2
tax ; 2
lda #renderSpanChainComplete ; 2
sta renderSpanComplete+1 ; 4
jmp (renderSpanJumpTable,x) ; 6
; Clipping state in zero page. All distances in words (4 px)
MAPSCROLLPOS = $06 ; Right edge of visible region
XLEFT = $08 ; Remaining horizontal distance to render
RIGHTEDGE = $19 ; Distance from right edge of terrain to right edge of visible region
CURRMAPPIXELS = $67 ; 4 pixels being rendered right now
ROWINDEX = $69 ; Index of row being rendered
spanChain:
.word 20,40,10,5,5,5,5,10,40,20
spanChainEnd:
spanColors:
.word $1111,$0000,$1111,$0000,$1111,$0000,$1111,$0000,$1111,$0000
spanChainIndex:
.word 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; generateTerrain
;
; Trashes A and Y
;
generateTerrain:
ldy #0
lda #terrainData
sta SCRATCHL
generateTerrainLoop:
phy
tya ; Pull an interesting value out of the sine table
and #$00ff
tay
lda sineTable,y
and #$7f7f
ply
sta (SCRATCHL),y
iny
cpy #TERRAINWIDTH/4
bne generateTerrainLoop
rts
.include "spanRender.s"
; Terrain data, stored as height values 4 pixels wide
terrainData:
.repeat TERRAINWIDTH/2
.byte 0
.endrepeat
.if 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; renderSpanChain
;
; Trashes all registers
; No stack operations permitted here!
; This is fast, but doesn't support scrolling, so probably not useful
;
renderSpanChain:
stz spanChainIndex
renderSpanChainLoop:
ldx spanChainIndex
ldy spanChain+2,x
lda spanChain,x
beq renderSpanChainComplete
dec
asl
tax
jmp (renderSpanJumpTable,x)
;renderSpanComplete:
inc spanChainIndex
inc spanChainIndex
inc spanChainIndex
inc spanChainIndex
bra renderSpanChainLoop
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; renderTerrainColumn
;
; This is not fast- probably only useful for debugging
;
; Y = Index into height data
; PARAM24 = 24-bit pointer to bottom of column in VRAM
;
; Trashes A and X
renderTerrainColumn:
phy
BITS8
lda PARAM24+2
sta renderTerrainColumnSMC+3
BITS16
ply
lda PARAM24
sta renderTerrainColumnSMC+1
pha ; Cache 16-bit VRAM pointer on the stack
lda terrainData,y ; Cache terrain height on the stack
and #$00ff
sta renderTerrainColumnHeight
ldx #0
renderTerrainColumnLoop:
inx
cpx #MAXTERRAINHEIGHT
beq renderTerrainColumnDone
cpx renderTerrainColumnHeight
bpl renderTerrainColumnBlack
lda #$1111
bra renderTerrainColumnSMC
renderTerrainColumnBlack:
lda #$0000
renderTerrainColumnSMC:
sta $e19c60
pla
sec
sbc #160
sta renderTerrainColumnSMC+1
pha
bra renderTerrainColumnLoop
renderTerrainColumnDone:
pla
rts
renderTerrainColumnHeight:
.word 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; renderTerrainColumns
;
; This is not fast- probably only useful for debugging
;
; Y = Start column
;
; Trashes all registers
;
renderTerrainColumns:
LOADPARAM24 $e1e1,$9c60
tya
clc
adc #80
sta SCRATCHL
renderTerrainColumnsLoop:
jsr renderTerrainColumn
iny
cpy SCRATCHL
beq renderTerrainColumnsDone
inc PARAM24
inc PARAM24
bra renderTerrainColumnsLoop
renderTerrainColumnsDone:
rts
.endif