bsnes/higan/md/vdp/sprite.cpp

106 lines
2.5 KiB
C++

auto VDP::Object::width() const -> uint {
return 1 + tileWidth << 3;
}
auto VDP::Object::height() const -> uint {
return 1 + tileHeight << 3 + (vdp.io.interlaceMode == 3);
}
auto VDP::Sprite::write(uint9 address, uint16 data) -> void {
if(address > 320) return;
auto& object = oam[address >> 2];
switch(address.bits(0,1)) {
case 0: {
object.y = data.bits(0,9);
break;
}
case 1: {
object.link = data.bits(0,6);
object.tileHeight = data.bits(8,9);
object.tileWidth = data.bits(10,11);
break;
}
case 2: {
object.address = data.bits(0,10);
object.horizontalFlip = data.bit(11);
object.verticalFlip = data.bit(12);
object.palette = data.bits(13,14);
object.priority = data.bit(15);
break;
}
case 3: {
object.x = data.bits(0,8);
break;
}
}
}
auto VDP::Sprite::scanline(uint y) -> void {
bool interlace = vdp.io.interlaceMode == 3;
y += 128;
if(interlace) y = y << 1 | vdp.state.field;
objects.reset();
uint7 link = 0;
uint tiles = 0;
uint count = 0;
do {
auto& object = oam[link];
link = object.link;
if(y < object.y) continue;
if(y >= object.y + object.height()) continue;
if(object.x == 0) break;
objects.append(object);
tiles += object.width() >> 3;
} while(link && link < 80 && objects.size() < 20 && tiles < 40 && ++count < 80);
}
auto VDP::Sprite::run(uint x, uint y) -> void {
bool interlace = vdp.io.interlaceMode == 3;
x += 128;
y += 128;
if(interlace) y = y << 1 | vdp.state.field;
output.priority = 0;
output.color = 0;
for(auto& object : objects) {
if(x < object.x) continue;
if(x >= object.x + object.width()) continue;
uint objectX = x - object.x;
uint objectY = y - object.y;
if(object.horizontalFlip) objectX = (object.width() - 1) - objectX;
if(object.verticalFlip) objectY = (object.height() - 1) - objectY;
uint tileX = objectX >> 3;
uint tileY = objectY >> 3 + interlace;
uint tileNumber = tileX * (object.height() >> 3 + interlace) + tileY;
uint15 tileAddress = object.address + tileNumber << 4 + interlace;
uint pixelX = objectX & 7;
uint pixelY = objectY & 7 + interlace * 8;
tileAddress += pixelY << 1 | pixelX >> 2;
uint16 tileData = vdp.vram.read(tileAddress);
uint4 color = tileData >> (((pixelX & 3) ^ 3) << 2);
if(!color) continue;
output.color = object.palette << 4 | color;
output.priority = object.priority;
break;
}
}
auto VDP::Sprite::power() -> void {
io = {};
}