Add brief readme to start documenting the internals of GTE

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Lucas Scharenbroich 2021-10-21 08:47:17 -05:00
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= Rendering Pipeline =
The engine run through the following render loop on every frame
1. Lock in any changes to the play field scroll position
1. Erase/Redraw dirty sprites into the sprite plane
- If a sprite has moved a different amount than the scroll position, it's marked dirty
- If a sprite was just added on this frame, it's marked dirty
- Any sprite that overlaps a dirty sprite is marked as impacted
- All dirty sprites are erased from the sprite plane
- All dirty and impacted sprites are drawn into the sprite plane
- All of the play field tiles that intersect dirty sprites are marked as dirty with the sprite flag set
1. If a scroll map is defined
- Calculate the new regions of the screen that have been scrolled into view
- For each new tile
- Copy the tile descriptor from the tile map into the tile store
- Mark the tile as dirty
1. For each dirty tile
- Load the tile descriptor from the tile store
- Dispatch to the appropriate tile renderer
- Clear the tile dirty flag
1. If any Masked Overlays are defined
- Turn off shadowing
- Draw the play field on the Overlay rows
- Turn on shadowing
1. In top-to-bottom order
- Draw any Maksed Overlays
- Draw any Opaque Overlays
- Draw any play field rows
*NOTES*
* The dirty tile list has a fast test to see if a tile has already been marked as dirty it is not added twice
* The tile renderer is where data from the sprite plane is combined with tile data to show the sprites on-screen.
* Typically, there will not be Overlays defined and the last step of the renderer is just a single render of all playfield lines at once.