mirror of https://github.com/bsnes-emu/bsnes.git
95 lines
3.1 KiB
C++
95 lines
3.1 KiB
C++
auto PPU::render_forceblank() -> void {
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uint32* line = output + regs.vcounter * 240;
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for(auto x : range(240)) line[x] = 0x7fff;
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}
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auto PPU::render_screen() -> void {
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uint32* line = output + regs.vcounter * 240;
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if(regs.bg[0].control.mosaic) render_mosaic_background(BG0);
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if(regs.bg[1].control.mosaic) render_mosaic_background(BG1);
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if(regs.bg[2].control.mosaic) render_mosaic_background(BG2);
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if(regs.bg[3].control.mosaic) render_mosaic_background(BG3);
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render_mosaic_object();
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for(auto x : range(240)) {
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Registers::WindowFlags flags;
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flags.enable[BG0] = true; //enable all layers if no windows are enabled
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flags.enable[BG1] = true;
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flags.enable[BG2] = true;
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flags.enable[BG3] = true;
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flags.enable[OBJ] = true;
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flags.enable[SFX] = true;
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//determine active window
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if(regs.control.enablewindow[In0] || regs.control.enablewindow[In1] || regs.control.enablewindow[Obj]) {
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flags = regs.windowflags[Out];
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if(regs.control.enablewindow[Obj] && windowmask[Obj][x]) flags = regs.windowflags[Obj];
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if(regs.control.enablewindow[In1] && windowmask[In1][x]) flags = regs.windowflags[In1];
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if(regs.control.enablewindow[In0] && windowmask[In0][x]) flags = regs.windowflags[In0];
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}
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//priority sorting: find topmost two pixels
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uint a = 5, b = 5;
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for(int p = 3; p >= 0; p--) {
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for(int l = 5; l >= 0; l--) {
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if(layer[l][x].enable && layer[l][x].priority == p && flags.enable[l]) {
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b = a;
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a = l;
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}
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}
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}
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auto& above = layer[a];
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auto& below = layer[b];
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bool blendabove = regs.blend.control.above[a];
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bool blendbelow = regs.blend.control.below[b];
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uint color = above[x].color;
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auto eva = min(16u, (uint)regs.blend.eva);
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auto evb = min(16u, (uint)regs.blend.evb);
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auto evy = min(16u, (uint)regs.blend.evy);
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//perform blending, if needed
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if(flags.enable[SFX] == false) {
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} else if(above[x].translucent && blendbelow) {
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color = blend(above[x].color, eva, below[x].color, evb);
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} else if(regs.blend.control.mode == 1 && blendabove && blendbelow) {
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color = blend(above[x].color, eva, below[x].color, evb);
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} else if(regs.blend.control.mode == 2 && blendabove) {
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color = blend(above[x].color, 16 - evy, 0x7fff, evy);
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} else if(regs.blend.control.mode == 3 && blendabove) {
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color = blend(above[x].color, 16 - evy, 0x0000, evy);
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}
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//output pixel
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line[x] = color;
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}
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}
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auto PPU::render_window(uint w) -> void {
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uint y = regs.vcounter;
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uint y1 = regs.window[w].y1, y2 = regs.window[w].y2;
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uint x1 = regs.window[w].x1, x2 = regs.window[w].x2;
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if(y2 < y1 || y2 > 160) y2 = 160;
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if(x2 < x1 || x2 > 240) x2 = 240;
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if(y >= y1 && y < y2) {
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for(uint x = x1; x < x2; x++) {
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windowmask[w][x] = true;
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}
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}
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}
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auto PPU::blend(uint above, uint eva, uint below, uint evb) -> uint {
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uint5 ar = above >> 0, ag = above >> 5, ab = above >> 10;
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uint5 br = below >> 0, bg = below >> 5, bb = below >> 10;
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uint r = (ar * eva + br * evb) >> 4;
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uint g = (ag * eva + bg * evb) >> 4;
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uint b = (ab * eva + bb * evb) >> 4;
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return min(31, r) << 0 | min(31, g) << 5 | min(31, b) << 10;
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}
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