bsnes/higan/md/vdp/background.cpp

83 lines
2.3 KiB
C++

auto VDP::Background::isWindowed(uint x, uint y) -> bool {
if((x < io.horizontalOffset) ^ io.horizontalDirection) return true;
if((y < io.verticalOffset ) ^ io.verticalDirection ) return true;
return false;
}
auto VDP::Background::updateHorizontalScroll(uint y) -> void {
if(id == ID::Window) return;
uint15 address = io.horizontalScrollAddress;
static const uint mask[] = {0u, 7u, ~7u, ~0u};
address += (y & mask[io.horizontalScrollMode]) << 1;
address += id == ID::PlaneB;
state.horizontalScroll = vdp.vram.read(address).bits(0,9);
}
auto VDP::Background::updateVerticalScroll(uint x, uint y) -> void {
if(id == ID::Window) return;
auto address = (x >> 4 & 0 - io.verticalScrollMode) << 1;
address += id == ID::PlaneB;
state.verticalScroll = vdp.vsram.read(address);
}
auto VDP::Background::nametableAddress() -> uint15 {
if(id == ID::Window && vdp.screenWidth() == 320) return io.nametableAddress & ~0x0400;
return io.nametableAddress;
}
auto VDP::Background::nametableWidth() -> uint {
if(id == ID::Window) return vdp.screenWidth() == 320 ? 64 : 32;
return 32 * (1 + io.nametableWidth);
}
auto VDP::Background::nametableHeight() -> uint {
if(id == ID::Window) return 32;
return 32 * (1 + io.nametableHeight);
}
auto VDP::Background::scanline(uint y) -> void {
updateHorizontalScroll(y);
}
auto VDP::Background::run(uint x, uint y) -> void {
updateVerticalScroll(x, y);
output.priority = 0;
output.color = 0;
x -= state.horizontalScroll;
y += state.verticalScroll;
uint width = nametableWidth();
uint height = nametableHeight();
uint tileX = x >> 3 & width - 1;
uint tileY = y >> 3 & height - 1;
auto address = nametableAddress();
address += (tileY * width + tileX) & 0x0fff;
uint16 tileAttributes = vdp.vram.read(address);
uint15 tileAddress = tileAttributes.bits(0,10) << 4;
uint pixelX = (x & 7) ^ (tileAttributes.bit(11) ? 7 : 0);
uint pixelY = (y & 7) ^ (tileAttributes.bit(12) ? 7 : 0);
tileAddress += pixelY << 1 | pixelX >> 2;
uint16 tileData = vdp.vram.read(tileAddress);
uint4 color = tileData >> (((pixelX & 3) ^ 3) << 2);
if(color) {
output.color = tileAttributes.bits(13,14) << 4 | color;
output.priority = tileAttributes.bit(15);
}
}
auto VDP::Background::power() -> void {
memory::fill(&io, sizeof(IO));
memory::fill(&state, sizeof(State));
}