mirror of https://github.com/bsnes-emu/bsnes.git
96 lines
2.9 KiB
C++
96 lines
2.9 KiB
C++
auto PPU::Objects::scanline(uint y) -> void {
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mosaicOffset = 0;
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for(auto& pixel : buffer) pixel = {};
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if(ppu.blank() || !io.enable) return;
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for(auto& object : ppu.object) {
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uint8 py = y - object.y;
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if(object.affine == 0 && object.affineSize == 1) continue; //hidden
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if(py >= object.height << object.affineSize) continue; //offscreen
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uint rowSize = io.mapping == 0 ? 32 >> object.colors : object.width >> 3;
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uint baseAddress = object.character << 5;
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if(object.mosaic && io.mosaicHeight) {
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int mosaicY = (y / (1 + io.mosaicHeight)) * (1 + io.mosaicHeight);
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py = object.y >= 160 || mosaicY - object.y >= 0 ? mosaicY - object.y : 0;
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}
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int16 pa = ppu.objectParam[object.affineParam].pa;
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int16 pb = ppu.objectParam[object.affineParam].pb;
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int16 pc = ppu.objectParam[object.affineParam].pc;
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int16 pd = ppu.objectParam[object.affineParam].pd;
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//center-of-sprite coordinates
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int16 centerX = object.width >> 1;
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int16 centerY = object.height >> 1;
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//origin coordinates (top-left of sprite)
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int28 originX = -(centerX << object.affineSize);
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int28 originY = -(centerY << object.affineSize) + py;
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//fractional pixel coordinates
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int28 fx = originX * pa + originY * pb;
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int28 fy = originX * pc + originY * pd;
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for(uint px : range(object.width << object.affineSize)) {
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uint sx, sy;
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if(!object.affine) {
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sx = px ^ (object.hflip ? object.width - 1 : 0);
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sy = py ^ (object.vflip ? object.height - 1 : 0);
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} else {
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sx = (fx >> 8) + centerX;
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sy = (fy >> 8) + centerY;
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}
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uint9 bx = object.x + px;
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if(bx < 240 && sx < object.width && sy < object.height) {
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uint offset = (sy >> 3) * rowSize + (sx >> 3);
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offset = offset * 64 + (sy & 7) * 8 + (sx & 7);
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uint8 color = ppu.readObjectVRAM(baseAddress + (offset >> !object.colors));
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if(object.colors == 0) color = sx & 1 ? color >> 4 : color & 15;
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if(color) {
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if(object.mode & 2) {
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buffer[bx].window = true;
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} else if(!buffer[bx].enable || object.priority < buffer[bx].priority) {
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if(object.colors == 0) color = object.palette * 16 + color;
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buffer[bx].enable = true;
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buffer[bx].priority = object.priority;
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buffer[bx].color = ppu.pram[256 + color];
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buffer[bx].translucent = object.mode == 1;
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buffer[bx].mosaic = object.mosaic;
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}
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}
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}
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fx += pa;
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fy += pc;
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}
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}
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}
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auto PPU::Objects::run(uint x, uint y) -> void {
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output = {};
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if(ppu.blank() || !io.enable) {
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mosaic = {};
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return;
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}
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output = buffer[x];
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//horizontal mosaic
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if(!output.mosaic || ++mosaicOffset >= 1 + io.mosaicWidth) {
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mosaicOffset = 0;
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mosaic = output;
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}
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}
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auto PPU::Objects::power() -> void {
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io = {};
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for(auto& pixel : buffer) pixel = {};
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output = {};
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mosaic = {};
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mosaicOffset = 0;
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}
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