mirror of
https://github.com/lscharen/iigs-game-engine.git
synced 2024-11-28 20:49:38 +00:00
Add workable overlay support to the scanline renderer
This commit is contained in:
parent
6832c7f405
commit
5697737a93
10
src/Defs.s
10
src/Defs.s
@ -182,13 +182,6 @@ OVERLAY_SOLID equ $8000 ; Overlay covers the scan line and is fu
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OVERLAY_ABOVE equ $0000 ; Overlay is drawn above scanline sprites
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OVERLAY_BELOW equ $4000 ; Overlay is drawn below scanline sprites
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OVERLAY_BASE equ 2 ; 2 bytes for the number of overlays
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OVERLAY_REC_SIZE equ 10 ; Size of an overlay record (10 bytes)
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OVERLAY_FLAGS equ {OVERLAY_BASE+0}
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OVERLAY_TOP equ {OVERLAY_BASE+2}
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OVERLAY_BOTTOM equ {OVERLAY_BASE+4}
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OVERLAY_PROC equ {OVERLAY_BASE+6}
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; DirtyBits definitions
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DIRTY_BIT_BG0_X equ $0001
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DIRTY_BIT_BG0_Y equ $0002
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@ -228,6 +221,7 @@ TILE_CTRL_MASK equ $7E00
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; TILE_PROC_MASK equ $7800 ; Select tile proc for rendering
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; Sprite constants
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SPRITE_OVERLAY equ $8000 ; This is an overlay record. Stored as a sprite for render ordering purposes
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SPRITE_COMPILED equ $4000 ; This is a compiled sprite (SPRITE_DISP points to a routine in the compiled cache bank)
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SPRITE_HIDE equ $2000 ; Do not render the sprite
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SPRITE_16X16 equ $1800 ; 16 pixels wide x 16 pixels tall
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@ -283,7 +277,7 @@ VBuffArray EXT
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_stamp_step EXT
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VBuffVertTableSelect EXT
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VBuffHorzTableSelect EXT
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Overlays EXT
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; Overlays EXT
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BG1YCache EXT
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ScalingTables EXT
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153
src/Render.s
153
src/Render.s
@ -71,7 +71,7 @@ _Render
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; The code fields are locked in now and ready to be rendered. See if there is an overlay or any
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; other reason to render with shadowing off. Otherwise, just do things quickly.
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lda Overlays
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lda Overlays+OVERLAY_ID
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beq :no_ovrly
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jsr _ShadowOff
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@ -82,6 +82,7 @@ _Render
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ldx Overlays+OVERLAY_TOP ; Blit the full virtual buffer to the screen
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ldy Overlays+OVERLAY_BOTTOM
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iny
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jsr _BltRange
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; Turn shadowing back on
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@ -93,6 +94,7 @@ _Render
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jsr _DoOverlay
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ldx Overlays+OVERLAY_BOTTOM
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inx
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cpx ScreenHeight
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beq :done
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ldy ScreenHeight
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@ -343,14 +345,15 @@ _RenderWithShadowing
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jsr _BuildShadowList ; Create the rages based on the sorted sprite y-values
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; jsr _MergeOverlay ; Add the overlay range into the shadow list (treat it as a sprite)
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jsr _ComplementList ; Create the complement to identify non-sprite / non-overlay scanlines
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; jsr _ComplementList ; Create the complement to identify non-sprite / non-overlay scanlines
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jsr _ShadowOff ; Turn off shadowing and draw all the scanlines with sprites on them
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jsr _DrawShadowList
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jsr _DrawDirectSprites ; Draw the sprites directly to the Bank $01 graphics buffer (skipping the render-to-tile step)
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jsr _ShadowOn ; Turn shadowing back on
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jsr _DrawComplementList ; Alternate drawing scanlines and PEI slam to expose the full fram
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; jsr _DrawComplementList ; Alternate drawing scanlines and PEI slam to expose the full fram
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jsr _DrawFinalPass
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;
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; The objects that need to be reasoned about are
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@ -598,13 +601,16 @@ _DrawShadowList
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rts
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; Run through the list of sprites that are not IS_OFFSCREEN and draw them directly to the graphics screen. We can use
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; Run through the list of sprites that are not IS_OFFSCREEN and not OVERLAYS and draw them directly to the graphics screen. We can use
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; compiled sprites here, with limitations.
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_DrawDirectSprites
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ldx _SortedHead
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bmi :empty
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:loop
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lda _Sprites+SPRITE_ID,x
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bit #SPRITE_OVERLAY
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bne :next
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lda _Sprites+SPRITE_STATUS,x
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bit #SPRITE_STATUS_HIDDEN
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bne :next
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@ -622,7 +628,144 @@ _DrawDirectSprites
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:empty
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rts
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; Run through the complement list and alternate between calling _PEISlam and _BltRange to show to full screen
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; Run through the sorted list and perform a final render the jumps between calling _PEISlam for shadowed lines,
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; _BltRange for clean backgrounds and Overlays as needed.
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;
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; The trick here is to merge runs of shared render types.
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;
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; Loop invariant: X-register is the current object index, Y-register is the next object index
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;
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; TODO: This does not yet handle the case of a narrow overlay in the middle of a sprite. The second half of the sprite will not be exposed
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; by a PEISlam.
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;
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; e.g. |--- Overlay ---|
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; |-------------- Sprite ----------------|
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;
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; Output Should be |-- PEI --||--- Overlay ---||--- PEI --|
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; But currently is |-- PEI --||--- Overlay ---|
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_DrawFinalPass
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:curr_top equ tmp0
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:curr_bottom equ tmp1
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:curr_type equ tmp2
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ldx _SortedHead
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bmi :empty
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lda _Sprites+SPRITE_CLIP_TOP,x ; Load the first object's top edge
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sta :curr_top
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beq :loop ; If it's at the top edge of the screen, proceed. Othrewise _BltRange the top range
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ldx #0
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tay
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jsr _BltRange
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ldx _SortedHead ; Reload the register
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:loop
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lda _Sprites+SPRITE_ID,x ; Save the type of the current segment. Do this first because it can be skipped
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and #SPRITE_OVERLAY ; when merging ranges of the same type
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sta :curr_type
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lda _Sprites+SPRITE_CLIP_TOP,x
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sta :curr_top
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lda _Sprites+SPRITE_CLIP_BOTTOM,x ; Optimistically set the end of the segment to the bottom of this object
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inc ; Clip values are on the scanline, so add one to make it a proper interval
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:update
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sta :curr_bottom
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:skip
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ldy _Sprites+SORTED_NEXT,x ; If there another object in the list?
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bmi :no_more ; If not, we can finish up
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lda :curr_bottom ; If the bottom of the current object is _less than_ the top of the next
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cmp _Sprites+SPRITE_CLIP_TOP,y ; sprite, then there is a gap and we can draw the current object and a
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bcc :advance ; _BltRange up to the next one
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; Here, we've established that there is another object segment that starts at or within the bounds of the current
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; object. If they are of the same type, then we can merge them and look at the next object in the list; treating
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; the merges range as a larger, single object range.
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;
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; If they are different, then clip the current object range to the top of the next one, render the current object
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; range and then take the new object as the current one.
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;
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; If the first object extends past the second, we are going to miss the remainder of that object. We really need a
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; stack to put it on so that it can eventually be processed later.
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lda _Sprites+SPRITE_ID,y
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and #SPRITE_OVERLAY
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cmp :curr_type
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bne :no_merge
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tyx ; Move the next index into the current
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lda _Sprites+SPRITE_CLIP_BOTTOM,y ; Get the bottom value of the next sprite.
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inc
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cmp :curr_bottom ; If it extends the segment then replace the bottom value, otherwise skip. In
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bcc :skip ; either case, the type and top value remain the same
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bra :update
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; This is a simpler version of the 'advance' below. In this case there are overlapping ranges, so we just need to draw a
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; clipped version of the top range and then restart the loop with the next range.
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:no_merge
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lda _Sprites+SPRITE_CLIP_TOP,y ; Get the top of the next segment
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sta :curr_bottom ; Use it as the bottom of the current segment
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phy ; Save the next index...
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jsr :PEIOrOverlay ; Draw the current segment type
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plx ; ...and restore as the current
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bra :loop ; Start again
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:advance
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phy
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jsr :PEIOrOverlay ; Draw the appropriate filler
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lda 1,s
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tax
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ldy _Sprites+SPRITE_CLIP_TOP,x ; Draw the background in between
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ldx :curr_bottom
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jsr _BltRange
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plx
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bra :loop
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; List is empty, so just do one big _BltRange with a tail call
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:empty
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ldx #0
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:no_more2
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ldy ScreenHeight
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jmp _BltRange
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; Found the end of the list. Draw current object and then blit the rest of the screen
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:no_more
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jsr :PEIOrOverlay
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ldx :curr_bottom
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cpx ScreenHeight
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bcc :no_more2
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rts
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; Help to select between calling an Overlay or PEISlam routine
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:PEIOrOverlay
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lda :curr_type
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bne :overlay
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ldx :curr_top
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ldy :curr_bottom
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jmp _PEISlam
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:overlay
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lda _Sprites+OVERLAY_PROC,x
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stal :disp+1
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lda _Sprites+OVERLAY_PROC+1,x
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stal :disp+2
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lda ScreenY0 ; pass the address of the first line of the overlay
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clc
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adc _Sprites+OVERLAY_TOP,x
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asl
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tax
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lda ScreenAddr,x
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clc
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adc ScreenX0
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:disp jsl $000000
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rts
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_DrawComplementList
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ldx #0
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42
src/Tool.s
42
src/Tool.s
@ -698,6 +698,11 @@ _TSStartScript
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_TSExit #0;#6
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; SetOverlay(top, bottom, proc)
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;
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; Overlays are handled as quasi-sprites. They need to be included in the y-sorted list of "stuff", but they are not drawn like
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; sprites. As such, they set a special flag in the SPRITE_ID field which allows them to be ignored for other purposes. Also,
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; they are not added into the "normal" sprite range on 0 - 15, but are stored in locations 16 and up to further seggregate them from
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; the rest of the system. A lot of the SPRITE_* locations are repurposed for Overlay-specific information.
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_TSSetOverlay
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:proc equ FirstParam+0
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:bottom equ FirstParam+4
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@ -705,9 +710,40 @@ _TSSetOverlay
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_TSEntry
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lda #1
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sta Overlays
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stz Overlays+OVERLAY_FLAGS
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ldx #0 ; Always just use the first spot
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lda #SPRITE_OVERLAY
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sta Overlays+OVERLAY_ID,x
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stz Overlays+OVERLAY_FLAGS,x
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lda :top,s
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sta Overlays+OVERLAY_TOP,x
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lda :bottom,s
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dec
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sta Overlays+OVERLAY_BOTTOM,x
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sec
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sbc :top,s
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inc
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sta Overlays+OVERLAY_HEIGHT,x
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lda :proc,s
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sta Overlays+OVERLAY_PROC,x
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lda :proc+2,s
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sta Overlays+OVERLAY_PROC+2,x
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ldx #{MAX_SPRITES+0}*2 ; Adjust to call the generic routings
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jsr _InsertSprite
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_TSExit #0;#8
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_TSUpdateOverlay
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:proc equ FirstParam+0
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:bottom equ FirstParam+4
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:top equ FirstParam+6
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_TSEntry
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ldx #0
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stz Overlays+OVERLAY_FLAGS,x
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lda :top,s
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sta Overlays+OVERLAY_TOP
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lda :bottom,s
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@ -27,7 +27,7 @@ DirtyTiles ENT
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ds \,$00 ; pad to the next page boundary
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_Sprites ENT
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ds SPRITE_REC_SIZE*MAX_SPRITES
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ds SPRITE_REC_SIZE*MAX_ELEMENTS
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;-------------------------------------------------------------------------------------
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;
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@ -389,9 +389,10 @@ OldOneSecVec ENT
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ds 4
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Timers ENT
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ds TIMER_REC_SIZE*MAX_TIMERS
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Overlays ENT
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dw 0 ; count
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ds 10 ; only support one for now (flags, start_line, end_line, function call)
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;Overlays ENT
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; dw 0 ; count
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; ds 10 ; only support one for now (flags, start_line, end_line, function call)
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; From the IIgs ref
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DefaultPalette ENT
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@ -513,17 +514,17 @@ _SortedHead ENT
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_ShadowListCount ENT
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ds 2
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_ShadowListTop ENT
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ds {2*{MAX_SPRITES+1}} ; space for all of the sprites + overlay range
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ds {2*{MAX_ELEMENTS}} ; space for all of the sprites + overlay range
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_ShadowListBottom ENT
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ds {2*{MAX_SPRITES+1}}
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ds {2*{MAX_ELEMENTS}}
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; Complement of the Shadow List. Can have one more segment than that list
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_DirectListCount ENT
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ds 2
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_DirectListTop ENT
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ds {2*{MAX_SPRITES+2}}
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ds {2*{MAX_ELEMENTS+1}}
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_DirectListBottom ENT
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ds {2*{MAX_SPRITES+2}}
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ds {2*{MAX_ELEMENTS+1}}
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; Steps to the different sprite stamps
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@ -28,6 +28,9 @@ TILE_STORE_NUM equ 12 ; Need this many parallel arra
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MAX_SPRITES equ 16
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SPRITE_REC_SIZE equ 42
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MAX_OVERLAYS equ 2
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MAX_ELEMENTS equ {MAX_SPRITES+MAX_OVERLAYS}
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; Mark each sprite as ADDED, UPDATED, MOVED, REMOVED depending on the actions applied to it
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; on this frame. Quick note, the same Sprite ID cannot be removed and added in the same frame.
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; A REMOVED sprite if removed from the sprite list during the Render call, so it's ID is not
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@ -41,28 +44,39 @@ SPRITE_STATUS_REMOVED equ $0008 ; Sprite has been removed.
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SPRITE_STATUS_HIDDEN equ $0010 ; Sprite is in a hidden state
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; These values are set by the user
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SPRITE_STATUS equ {MAX_SPRITES*0}
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SPRITE_ID equ {MAX_SPRITES*2}
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SPRITE_X equ {MAX_SPRITES*4}
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SPRITE_Y equ {MAX_SPRITES*6}
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VBUFF_ADDR equ {MAX_SPRITES*8} ; Base address of the sprite's stamp in the data/mask banks
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SPRITE_STATUS equ {MAX_ELEMENTS*0}
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SPRITE_ID equ {MAX_ELEMENTS*2}
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SPRITE_X equ {MAX_ELEMENTS*4}
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SPRITE_Y equ {MAX_ELEMENTS*6}
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VBUFF_ADDR equ {MAX_ELEMENTS*8} ; Base address of the sprite's stamp in the data/mask banks
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; These values are cached / calculated during the rendering process
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TS_LOOKUP_INDEX equ {MAX_SPRITES*10} ; The index from the TileStoreLookup table that corresponds to the top-left corner of the sprite
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TS_COVERAGE_SIZE equ {MAX_SPRITES*12} ; Representation of how many TileStore tiles (NxM) are covered by this sprite
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SPRITE_DISP equ {MAX_SPRITES*14} ; Cached address of the specific stamp based on sprite flags
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SPRITE_CLIP_LEFT equ {MAX_SPRITES*16}
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SPRITE_CLIP_RIGHT equ {MAX_SPRITES*18}
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SPRITE_CLIP_TOP equ {MAX_SPRITES*20}
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SPRITE_CLIP_BOTTOM equ {MAX_SPRITES*22}
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IS_OFF_SCREEN equ {MAX_SPRITES*24}
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SPRITE_WIDTH equ {MAX_SPRITES*26}
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SPRITE_HEIGHT equ {MAX_SPRITES*28}
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SPRITE_CLIP_WIDTH equ {MAX_SPRITES*30}
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SPRITE_CLIP_HEIGHT equ {MAX_SPRITES*32}
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TS_VBUFF_BASE equ {MAX_SPRITES*34} ; Finalized VBUFF address based on the sprite position and tile offsets
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SORTED_PREV equ {MAX_SPRITES*36} ; Doubly-Linked List that maintains the sprites in sorted order based on SPRITE_Y
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SORTED_NEXT equ {MAX_SPRITES*38}
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TS_LOOKUP_INDEX equ {MAX_ELEMENTS*10} ; The index from the TileStoreLookup table that corresponds to the top-left corner of the sprite
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TS_COVERAGE_SIZE equ {MAX_ELEMENTS*12} ; Representation of how many TileStore tiles (NxM) are covered by this sprite
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SPRITE_DISP equ {MAX_ELEMENTS*14} ; Cached address of the specific stamp based on sprite flags
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SPRITE_CLIP_LEFT equ {MAX_ELEMENTS*16}
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SPRITE_CLIP_RIGHT equ {MAX_ELEMENTS*18}
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SPRITE_CLIP_TOP equ {MAX_ELEMENTS*20}
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SPRITE_CLIP_BOTTOM equ {MAX_ELEMENTS*22}
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IS_OFF_SCREEN equ {MAX_ELEMENTS*24}
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SPRITE_WIDTH equ {MAX_ELEMENTS*26}
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SPRITE_HEIGHT equ {MAX_ELEMENTS*28}
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SPRITE_CLIP_WIDTH equ {MAX_ELEMENTS*30}
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SPRITE_CLIP_HEIGHT equ {MAX_ELEMENTS*32}
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TS_VBUFF_BASE equ {MAX_ELEMENTS*34} ; Finalized VBUFF address based on the sprite position and tile offsets
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SORTED_PREV equ {MAX_ELEMENTS*36} ; Doubly-Linked List that maintains the sprites in sorted order based on SPRITE_Y
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SORTED_NEXT equ {MAX_ELEMENTS*38}
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; The Overlays are part of the _Sprites memory space and come after the maximum number of sprites
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Overlays equ {_Sprites+{MAX_SPRITES*2}}
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; Aliases of SPRITE_* memory locations that are used for Overlay info when the SPRITE_OVERLAY bit is set on SPRITE_ID
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OVERLAY_ID equ SPRITE_ID
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OVERLAY_FLAGS equ SPRITE_STATUS
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OVERLAY_TOP equ SPRITE_CLIP_TOP ; This is important because SPRITE_CLIP_TOP is used for sorting
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OVERLAY_BOTTOM equ SPRITE_CLIP_BOTTOM
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OVERLAY_HEIGHT equ SPRITE_HEIGHT
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OVERLAY_PROC equ VBUFF_ADDR
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; 52 rows by 82 columns + 2 extra rows and columns for sprite sizes
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;
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