iigs-game-engine/src
2021-11-22 16:53:47 -06:00
..
blitter Remove some dead code 2021-11-22 16:53:47 -06:00
Anim.s
Core.s Generalize _DrawSprite to handle all sizes and flip bits. 2021-11-20 12:00:21 -06:00
Defs.s Add a SPRITE_HIDE flag to toggle whether a sprite is drawn or not 2021-11-22 13:26:25 -06:00
Graphics.s Sync up with current WIP 2021-11-15 12:23:38 -06:00
GTE.s Most of the horizontal flip routines are not needed since the _GetTileAddr function returns the correct tile address. Need to finish auditing other Tile blitters 2021-11-20 13:54:19 -06:00
Memory.s Tile rendering reorganization 2021-10-21 08:50:07 -05:00
README.md Add brief readme to start documenting the internals of GTE 2021-10-21 08:47:17 -05:00
Render.s Test updating tile ID in UpdateSprite for a run sequence. 2021-11-20 20:33:27 -06:00
RotData.s
Script.s
Sprite2.s Fix sprite rendering with overlapping sprites. Must erase all sprites first, then re-render 2021-11-20 21:58:09 -06:00
Sprite.s Add a SPRITE_HIDE flag to toggle whether a sprite is drawn or not 2021-11-22 13:26:25 -06:00
TileMap.s WIP: manual sprite rendering showing on screen 2021-10-28 21:41:01 -05:00
Timer.s

= Rendering Pipeline =

The engine run through the following render loop on every frame

  1. Lock in any changes to the play field scroll position
  2. 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
  3. 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
  4. For each dirty tile
    • Load the tile descriptor from the tile store
    • Dispatch to the appropriate tile renderer
    • Clear the tile dirty flag
  5. If any Masked Overlays are defined
    • Turn off shadowing
    • Draw the play field on the Overlay rows
    • Turn on shadowing
  6. 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.