iigs-game-engine/src/Render.s

128 lines
4.6 KiB
ArmAsm

; Renders a frame of animation
;
; The rendering engine is built around the idea of compositing all of the moving components
; on to the Bank 01 graphics buffer and then revealing everything in a single, vertical pass.
;
; If there was just a scrolling screen with no sprites, the screen would just get rendered
; in a single pass, but it gets more complicated with sprites and various effects.
;
; Here is the high-level pipeline:
;
; 1. Identify row ranges with effects. These effects can be sprites or user-defined overlays
; 2. Turn shadowing off
; 3. Render the background for each effect row range (in any order)
; 4. Render the sprites (in any order)
; 5. Turn shadowing on
; 6. Render the background for each non-effect row, a pei slam for sprite rows, and
; the user-defined overlays (in sorted order)
;
; As a concrete example, consider:
;
; Rows 0 - 9 have a user-defined floating overlay for a score board
; Rows 10 - 100 are background only
; Rows 101 - 120 have one or more sprites
; Rows 121 - 140 are background only
; Rows 141 - 159 have a user-defined solid overlay for an animated platform
;
; A floating overlay means that some background data bay show through. A solid overlay means that
; the user-defined data covers the entire scan line.
;
; The renderer would proceed as:
;
; - shadow off
; - render_background(0, 10)
; - render_background(101, 121)
; - render_sprites()
; - shadow_on
; - render_user_overlay_1()
; - render_background(10, 101)
; - pei_slam(101, 121)
; - render_background(121, 141)
; - render_user_overlay_2()
;
; Generally speaking, a PEI Slam is faster that trying to do any sort of dirty-rectangle update by
; tracking sprinte bounding boxes. But, if an application would benefit from skipping some background
; drawing on sprite rows, that can be handled by using the low level routines to control the left/right
; edges of the rendered play field.
; The render function is the point of committment -- most of the APIs that set sprintes and
; update coordinates are lazy; they simply save the value and set a dirty flag in the
; DirtyBits word.
;
; This function examines the dirty bits and actually performs the work to update the code field
; and internal data structure to properly render the play field. Then the update pipeline is
; executed.
Render ENT
phb
phk
plb
jsr _Render
plb
rtl
; TODO -- actually check the dirty bits and be selective on what gets updated. For example, if
; only the Y position changes, then we should only need to set new values on the
; virtual lines that were brought on screen. If the X position only changes by one
; byte, then we may have to change the CODE_ENTRY values or restore/set new OPCODE
; values, but not both.
; It's important to do _ApplyBG0YPos first because it calculates the value of StartY % 208 which is
; used in all of the other loops
_Render
jsr _ApplyBG0YPos ; Set stack addresses for the virtual lines to the physical screen
jsr _ApplyBG1YPos
; _ApplyBG0Xpos need to be split because we have to set the offsets, then draw in any updated tiles, and
; finally patch out the code field. Right now, the BRA operand is getting overwritten by tile data.
jsr _ApplyBG0XPosPre
jsr _ApplyBG1XPosPre
jsr _UpdateBG0TileMap
jsr _UpdateBG1TileMap
jsr _ApplyBG0XPos ; Patch the PEA instructions with exit BRA opcode
jsr _ApplyBG1XPos ; Patch the PEA instructions with exit BRA opcode
; The code fields are locked in now and reder to be rendered
jsr _ShadowOff
; ldx #0 ; Blit the full virtual buffer to the screen
; ldy #8
; jsr _BltRange
jsr _ShadowOn
; ldx #0 ; Expose the top 8 rows
; ldy #8
; jsr _PEISlam
; ldx #0 ; Blit the full virtual buffer to the screen
; ldy #16
; jsr _BltRange
; jsr Overlay
ldx #0 ; Blit the full virtual buffer to the screen
ldy ScreenHeight
jsr _BltRange
lda StartY ; Restore the fields back to their original state
ldx ScreenHeight
jsr _RestoreBG0Opcodes
lda StartY
sta OldStartY
lda StartX
sta OldStartX
lda BG1StartY
sta OldBG1StartY
lda BG1StartX
sta OldBG1StartX
stz DirtyBits
rts