BizHawk/libmeteor/source/graphics/screen.cpp

424 lines
13 KiB
C++

// Meteor - A Nintendo Gameboy Advance emulator
// Copyright (C) 2009-2011 Philippe Daouadi
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "ameteor/graphics/screen.hpp"
#include "../globals.hpp"
#include "../debug.hpp"
#include "ameteor.hpp"
#include <cstring>
namespace AMeteor
{
namespace Graphics
{
BgLayer Screen::* const Screen::BgLayers [4] =
{ &Screen::m_bgLayer0, &Screen::m_bgLayer1,
&Screen::m_bgLayer2, &Screen::m_bgLayer3 };
// TODO there is no more need to pass theses references
Screen::Screen (Memory& memory, Io& io) :
m_io(io),
m_surface(new uint16_t[WIDTH*HEIGHT]),
m_renderer(m_surface),
m_frameskip(0),
m_curframe(0),
m_dispcnt(0),
m_refX2(0), m_refY2(0), m_refX3(0), m_refY3(0),
m_pPalette((uint16_t*)memory.GetRealAddress(0x05000000)),
m_bgLayer0(0, memory, io, m_pPalette),
m_bgLayer1(1, memory, io, m_pPalette),
m_bgLayer2(2, memory, io, m_pPalette),
m_bgLayer3(3, memory, io, m_pPalette),
m_objs(memory, io, m_pPalette + 256)
{
}
Screen::~Screen ()
{
delete [] m_surface;
}
void Screen::DrawLine (uint8_t line)
{
if (m_curframe < m_frameskip)
{
// we skip this frame
// VBlank
if (line == 159)
// we don't update screen since we haven't drawn anything on it, it
// would show up a buffer with the previous image or maybe only
// garbage (we use double buffering)
m_curframe = (m_curframe + 1) % FRMSKIP_TOTAL;
return;
}
uint16_t* lineBg = new uint16_t[4*WIDTH];
// layers may draw transparent pixels, so we need to clear them
memset(lineBg, 0, 4*WIDTH*sizeof(uint16_t));
uint32_t* lineObj = new uint32_t[WIDTH];
for (uint32_t* p = lineObj + WIDTH - 1; p >= lineObj; --p)
*p = 0x00030000;
uint8_t prio[4];
prio[0] = m_bgLayer0.GetPriority();
prio[1] = m_bgLayer1.GetPriority();
prio[2] = m_bgLayer2.GetPriority();
prio[3] = m_bgLayer3.GetPriority();
uint8_t layersOn = (m_dispcnt >> 8) & 0x1F;
switch (m_dispcnt & 0x7)
{
case 0: // all in mode 0
// if the bg is enabled draw it
if (layersOn & (0x1 )) m_bgLayer0.DrawLine0(line, lineBg);
if (layersOn & (0x1 << 1)) m_bgLayer1.DrawLine0(line, lineBg+WIDTH);
if (layersOn & (0x1 << 2)) m_bgLayer2.DrawLine0(line, lineBg+2*WIDTH);
if (layersOn & (0x1 << 3)) m_bgLayer3.DrawLine0(line, lineBg+3*WIDTH);
// if objects are enabled draw them
if (layersOn & (0x1 << 4)) m_objs.DrawLine(line, lineObj);
break;
case 1: // bg0 and bg1 in mode 0 and bg2 in mode 2, no bg3
// disable layer 3
layersOn &= 0xF7;
// if the bg is enabled draw it
if (layersOn & (0x1 )) m_bgLayer0.DrawLine0(line, lineBg);
if (layersOn & (0x1 << 1)) m_bgLayer1.DrawLine0(line, lineBg+WIDTH);
if (layersOn & (0x1 << 2))
m_bgLayer2.DrawLine2(lineBg+2*WIDTH,
m_refX2, m_refY2,
m_io.DRead16(Io::BG2PA),
m_io.DRead16(Io::BG2PC));
// if objects are enabled draw them
if (layersOn & (0x1 << 4)) m_objs.DrawLine(line, lineObj);
break;
case 2: // bg2 and bg3 in mode 2, no bg0 and bg1
// disable layers 0 and 1
layersOn &= 0xFC;
// if the bg is enabled draw it
if (layersOn & (0x1 << 2))
m_bgLayer2.DrawLine2(lineBg+2*WIDTH,
m_refX2, m_refY2,
m_io.DRead16(Io::BG2PA),
m_io.DRead16(Io::BG2PC));
if (layersOn & (0x1 << 3))
m_bgLayer3.DrawLine2(lineBg+3*WIDTH,
m_refX3, m_refY3,
m_io.DRead16(Io::BG3PA),
m_io.DRead16(Io::BG3PC));
// if objects are enabled draw them
if (layersOn & (0x1 << 4)) m_objs.DrawLine(line, lineObj);
break;
case 3: // bg2 only 15 bit direct color 240x160
layersOn &= 0xF4;
if (layersOn & (0x1 << 2))
m_bgLayer2.DrawLine3(lineBg+2*WIDTH,
m_refX2, m_refY2,
m_io.DRead16(Io::BG2PA),
m_io.DRead16(Io::BG2PC));
if (layersOn & (0x1 << 4))
m_objs.DrawLineHighOnly(line, lineObj);
break;
// TODO (remember, HIGH ONLY for objs, don't make shitty copy paste)
case 4: // bg2 only in mode 4 (bitmap 256)
layersOn &= 0xF4;
// if bg2 is enabled
if (layersOn & (0x1 << 2))
// draw it
m_bgLayer2.DrawLine4(
line,
lineBg+2*WIDTH,
m_refX2, m_refY2,
m_io.DRead16(Io::BG2PA),
m_io.DRead16(Io::BG2PB),
m_io.DRead16(Io::BG2PC),
m_io.DRead16(Io::BG2PD),
m_dispcnt & (0x1 << 4));
// if objs are enabled
if (layersOn & (0x1 << 4))
// all objs with the current priority
m_objs.DrawLineHighOnly(line, lineObj);
break;
case 5: // bg2 only 15 bit direct color 160x128 2 frames
layersOn &= 0xF4;
if (layersOn & (0x1 << 2))
m_bgLayer2.DrawLine5(lineBg+2*WIDTH,
m_refX2, m_refY2,
m_io.DRead16(Io::BG2PA),
m_io.DRead16(Io::BG2PC),
m_dispcnt & (0x1 << 4));
if (layersOn & (0x1 << 4))
m_objs.DrawLineHighOnly(line, lineObj);
break;
default :
met_abort("not supported : " << (m_dispcnt & 0x7));
break;
}
// windows
/* I got very little information for this, it may not be accurate. All
* the sources don't say the same thing */
uint8_t* window = NULL;
if (m_dispcnt >> 13)
{
window = new uint8_t[WIDTH];
// Outside window
memset(window, m_io.DRead16(Io::WINOUT) & 0x3F, WIDTH*sizeof(uint8_t));
// OBJ window
if (m_dispcnt & (0x1 << 15))
m_objs.DrawWindow(line, window);
// Window 1
if (m_dispcnt & (0x1 << 14))
DrawWindow(line, window,
m_io.DRead16(Io::WIN1V), m_io.DRead16(Io::WIN1H),
(m_io.DRead16(Io::WININ) >> 8) & 0x3F);
// Window 0
if (m_dispcnt & (0x1 << 13))
DrawWindow(line, window,
m_io.DRead16(Io::WIN0V), m_io.DRead16(Io::WIN0H),
m_io.DRead16(Io::WININ) & 0x3F);
}
// color effects
uint16_t bldcnt = m_io.DRead16(Io::BLDCNT);
uint8_t colorEffect = (bldcnt >> 6) & 0x3;
uint8_t eva = std::min(m_io.DRead8(Io::BLDALPHA) & 0x1F, 16);
uint8_t evb = std::min(m_io.DRead8(Io::BLDALPHA+1) & 0x1F, 16);
uint8_t evy = std::min(m_io.DRead8(Io::BLDY) & 0x1F, 16);
// blending
uint16_t* surface = m_surface + line*WIDTH;
uint16_t out, bout;
// top and back are formated as follow :
// 4 bits | 4 bits
// priority | layer
uint8_t top, back;
uint8_t curprio;
uint32_t* pObj = lineObj;
uint16_t* pBg = lineBg;
uint8_t* pWin = window;
uint8_t winmask;
// if window are disabled, we draw everything which is enabled by
// layersOn
if (!window)
winmask = 0xFF;
for (uint8_t x = 0; x < WIDTH; ++x, ++pBg, ++pObj, ++pWin)
{
if (window)
winmask = *pWin;
// backdrop
bout = out = m_pPalette[0];
back = top = 0xF5;
// for each layer
for (uint8_t l = 0; l < 4; ++l)
// if layer is enabled and
if ((layersOn & (0x1 << l)) &&
// pixel to draw is not transparent
(pBg[l*WIDTH] & 0x8000))
{
curprio = ((prio[l] << 4) | l);
if (curprio < back && curprio > top)
{
bout = pBg[l*WIDTH];
back = curprio;
}
else if (
// priority is lower than current top pixel and
curprio < top &&
// this layer should be drawn in current window
(winmask & (0x1 << l)))
{
bout = out;
out = pBg[l*WIDTH];
back = top;
top = curprio;
}
}
// now objects
// if objects are enabled
if ((layersOn & (0x1 << 4)) &&
// pixel to draw is not transparent
(*pObj & 0x8000))
{
curprio = ((*pObj >> (16 - 4)) & (0x3 << 4));
if (curprio <= (back & 0xF0) && curprio > (top & 0xF0))
{
bout = *pObj;
back = curprio | 4;
}
else if (// priority is lower than current top pixel and
// NOTE : objects are OVER bg with same priority
curprio <= (top & 0xF0) &&
// objects should be drawn in current window
(winmask & (0x1 << 4)))
{
bout = out;
out = *pObj;
back = top;
top = curprio | 4;
}
}
// if we have an object on top and it has semi transparency
if ((top & 0xF) == 4 && (*pObj & (0x1 << 18)))
{
// if second target is just behind
if (bldcnt & ((0x1 << 8) << (back & 0xF)))
// apply alpha blend
out =
std::min(((bout & 0x001F) * evb +
(out & 0x001F) * eva) / 16, 0x001F) |
std::min((((bout & 0x03E0) * evb +
(out & 0x03E0) * eva) / 16) & 0xFFE0, 0x03E0) |
// no need to take care of over flow since u16 & s32 = s32
std::min((((bout & 0x7C00) * evb +
(out & 0x7C00) * eva) / 16) & 0xFC00, 0x7C00);
}
// else if no window or window and effects are enabled in window
// and we have a first target on top
else if ((!window || (*pWin & (0x1 << 5)))
&& (bldcnt & (0x1 << (top & 0xF))))
switch (colorEffect)
{
case 1: // alpha blend
// if second target is just behind
// TODO optimization : special cases for eva = 0 or evb = 0
if (bldcnt & ((0x1 << 8) << (back & 0xF)))
// apply alpha blend
out =
std::min(((bout & 0x001F) * evb +
(out & 0x001F) * eva) / 16, 0x001F) |
std::min((((bout & 0x03E0) * evb +
(out & 0x03E0) * eva) / 16) & 0xFFE0, 0x03E0) |
// no need to take care of over flow since u16 & s32 = s32
std::min((((bout & 0x7C00) * evb +
(out & 0x7C00) * eva) / 16) & 0xFC00, 0x7C00);
break;
case 2: // brightness increase
// we don't need saturation since the formula makes it so it never
// goes above 0x1F
out =
(((out & 0x001F) +
((0x001F - (out & 0x001F)) * evy) / 16) & 0x001F) |
(((out & 0x03E0) +
((0x03E0 - (out & 0x03E0)) * evy) / 16) & 0x03E0) |
(((out & 0x7C00) +
((0x7C00 - (out & 0x7C00)) * evy) / 16) & 0x7C00);
break;
case 3: // brightness decrease
// we don't need saturation since the formula makes it so it never
// goes below 0
out =
((((out & 0x001F) * (16-evy)) / 16) & 0x001F) |
((((out & 0x03E0) * (16-evy)) / 16) & 0x03E0) |
((((out & 0x7C00) * (16-evy)) / 16) & 0x7C00);
break;
}
*surface = out;
++surface;
}
m_refX2 += (int16_t)m_io.DRead16(Io::BG2PB);
m_refY2 += (int16_t)m_io.DRead16(Io::BG2PD);
m_refX3 += (int16_t)m_io.DRead16(Io::BG3PB);
m_refY3 += (int16_t)m_io.DRead16(Io::BG3PD);
if (window)
delete [] window;
delete [] lineBg;
delete [] lineObj;
// VBlank
if (line == 159)
{
m_curframe = (m_curframe + 1) % FRMSKIP_TOTAL;
m_renderer.VBlank();
}
}
void Screen::DrawWindow (uint8_t line, uint8_t* surface,
uint16_t win0v, uint16_t win0h, uint8_t mask)
{
// the variables are called win0, but this function works also for win1
uint8_t win0t = win0v >> 8, win0b = win0v & 0xFF;
// VBA says that if t == b and they are greater than 228, we are in the
// window
// This is from Tonc documentation
if (win0t >= 227)
return;
else if (win0b > win0t && line >= win0t && line < win0b
// the above is the normal behaviour
|| win0b < win0t && (line >= win0t || line < win0b)
// the above is the "inverted" behaviour
)
{
uint8_t win0l, win0r;
uint8_t* ptr;
win0l = win0h >> 8;
win0r = win0h & 0xFF;
// this seems wrong
//if (win0l > 240)
// win0l = 240;
//if (win0r > 240)
// win0r = 240;
// if this is the normal behaviour
if (win0l <= win0r)
{
ptr = surface + win0l;
for (uint8_t i = win0l; i < win0r && i < 240; ++i, ++ptr)
*ptr = mask;
}
// else, this is the inverted behaviour
else
{
ptr = surface;
for (uint8_t i = 0; i < win0r && i < 240; ++i, ++ptr)
*ptr = mask;
ptr = surface + win0l;
for (uint8_t i = win0l; i < 240; ++i, ++ptr)
*ptr = mask;
}
}
}
bool Screen::SaveState (std::ostream& stream)
{
SS_WRITE_VAR(m_refX2);
SS_WRITE_VAR(m_refY2);
SS_WRITE_VAR(m_refX3);
SS_WRITE_VAR(m_refY3);
return true;
}
bool Screen::LoadState (std::istream& stream)
{
SS_READ_VAR(m_refX2);
SS_READ_VAR(m_refY2);
SS_READ_VAR(m_refX3);
SS_READ_VAR(m_refY3);
return true;
}
}
}