iigs-game-engine/src/blitter/Rotation.s

238 lines
9.0 KiB
ArmAsm

; Support rotating the BG1 graphics by leveraging the fact that a rotation function can be decomposed
; into an addition of two function parametertized by the angle of rotation: pixel = *(f(x, a) + f(y, a))
;
; The pre-build a number of rotation tables and then populate the direct page values and Y-register values
; for each line of the blitter, such that a single lda (00),y instruction fetched the appropriate data
;
; This is about as fast of a rotation as we can do.
;
; When possible, off-screen locations are calculate to produce an address of $FFFE, so that the last two bytes
; of the BG1 data buffer provides the "fill value".
ANGLEBNK ext
ApplyBG1XPosAngle ENT
phb
phk
plb
jsr _ApplyBG1XPosAngle
plb
rtl
_ApplyBG1XPosAngle
; phy
; lda BG1StartX
; jsr Mod164
; sta BG1StartXMod164
; lda #162
; sec
; sbc StartXMod164
; bpl *+6
; clc
; adc #164
; clc
; adc BG1StartXMod164
; cmp #164
; bcc *+5
; sbc #164
; clc
; adc 1,s
; tay ; cache the value
; pla ; pop the value
phd ; save the direct page because we are going to switch to the
lda BlitterDP ; blitter direct page space and fill in the addresses
tcd
lda #^ANGLEBNK
sta $fe
sty $fc ; Store in the new direct page
ldy #162
tyx
:loop
lda [$fc],y
sta 00,x ; store the value
dey
dey
dex
dex
bpl :loop
pld
rts
ApplyBG1YPosAngle ENT
phb
phk
plb
jsr _ApplyBG1YPosAngle
plb
rtl
_ApplyBG1YPosAngle
:virt_line equ tmp0
:lines_left equ tmp1
:draw_count equ tmp2
:ytbl_idx equ tmp3
:angle_tbl equ tmp4
sty :angle_tbl
lda BG1StartY
jsr Mod208
sta BG1StartYMod208
sta :ytbl_idx ; Start copying from the first entry in the table
lda StartYMod208 ; This is the base line of the virtual screen
sta :virt_line ; Keep track of it
lda ScreenHeight
sta :lines_left
:loop
lda :virt_line
asl
tax
ldal BTableLow,x ; Get the address of the first code field line
tay
sep #$20
ldal BTableHigh,x
pha ; push the bank on the stack
plb
rep #$20
lda :virt_line
and #$000F
eor #$FFFF
inc
clc
adc #16
min :lines_left
sta :draw_count ; Do this many lines
asl
tax
lda :ytbl_idx ; Read from this location (duplicate every 4 lines)
lsr
lsr
asl
clc
adc :angle_tbl
sec
sbc #ANGLEBNK
jsr CopyAngleYTableToBG1Addr ; or CopyBG1YTableToBG1Addr2
lda :virt_line ; advance to the virtual line after the segment we just
clc ; filled in
adc :draw_count
sta :virt_line
lda :ytbl_idx ; advance the index into the YTable
adc :draw_count
sta :ytbl_idx
lda :lines_left ; subtract the number of lines we just completed
sec
sbc :draw_count
sta :lines_left
jne :loop
phk
plb
rts
; Unrolled copy routine to move y_angle entries into BG1_ADDR position with an additional
; shift. This has to be split into two
;
; A = index into the array (x2)
; Y = starting line * $1000
; X = number of lines (x2)
CopyAngleYTableToBG1Addr
phx
phb
phk ; restore access to this bank
plb
jsr SaveBG1AngleValues
plb
plx ; x is used directly in this routine
jsr ApplyBG1OffsetValues
rts
SaveBG1AngleValues
jmp (:tbl,x)
:tbl da :none
da :do01,:do02,:do03,:do04
da :do05,:do06,:do07,:do08
da :do09,:do10,:do11,:do12
da :do13,:do14,:do15,:do16
:do15 tax
bra :x15
:do14 tax
bra :x14
:do13 tax
bra :x13
:do12 tax
bra :x12
:do11 tax
bra :x11
:do10 tax
bra :x10
:do09 tax
bra :x09
:do08 tax
bra :x08
:do16 tax
ldal ANGLEBNK+06,x
sta BG1YCache+30
:x15 ldal ANGLEBNK+06,x
sta BG1YCache+28
:x14 ldal ANGLEBNK+06,x
sta BG1YCache+26
:x13 ldal ANGLEBNK+06,x
sta BG1YCache+24
:x12 ldal ANGLEBNK+04,x
sta BG1YCache+22
:x11 ldal ANGLEBNK+04,x
sta BG1YCache+20
:x10 ldal ANGLEBNK+04,x
sta BG1YCache+18
:x09 ldal ANGLEBNK+04,x
sta BG1YCache+16
:x08 ldal ANGLEBNK+02,x
sta BG1YCache+14
:x07 ldal ANGLEBNK+02,x
sta BG1YCache+12
:x06 ldal ANGLEBNK+02,x
sta BG1YCache+10
:x05 ldal ANGLEBNK+02,x
sta BG1YCache+08
:x04 ldal ANGLEBNK+00,x
sta BG1YCache+06
:x03 ldal ANGLEBNK+00,x
sta BG1YCache+04
:x02 ldal ANGLEBNK+00,x
sta BG1YCache+02
:x01 ldal ANGLEBNK+00,x
sta BG1YCache+00
:none rts
:do07 tax
bra :x07
:do06 tax
bra :x06
:do05 tax
bra :x05
:do04 tax
bra :x04
:do03 tax
bra :x03
:do02 tax
bra :x02
:do01 tax
bra :x01