window & wrap (began fixing)

This commit is contained in:
damdoum 2007-01-18 14:08:56 +00:00
parent 3b530a2db9
commit 72b06bd5b3
2 changed files with 120 additions and 216 deletions

View File

@ -501,168 +501,63 @@ void GPU_setMASTER_BRIGHT (GPU *gpu, u16 v)
/* check whether (x,y) is within the rectangle (including wraparounds) */ /* check whether (x,y) is within the rectangle (including wraparounds) */
INLINE BOOL withinRect (u8 x,u8 y, u16 startX, u16 startY, u16 endX, u16 endY) INLINE BOOL withinRect (u8 x,u8 y, u16 startX, u16 startY, u16 endX, u16 endY)
{ {
if (startX==endX) endX+=256 ; BOOL wrapx, wrapy, goodx, goody;
if (startX > endX) { wrapx = startX >= endX;
/* if start > end, the window gets wrapped around */ wrapy = startY >= endY;
/* check if the current pixel is in that x-wrapped area */ goodx = (wrapx)? ((startX <= x)||(x <= endX)):((startX <= x)&&(x <= endX));
if ((x < endX) || (x >= startX)) goody = (wrapy)? ((startY <= y)||(y <= endY)):((startY <= y)&&(y <= endY));
{ return (goodx && goody);
/* x coord for this window is matched */
/* now check for y coord */
if (startY > endY)
{
/* rectangle is wrapped around y */
if ((y < endY) || (y >= startY))
{
/* y coord was mathched too, the point is within! */
return TRUE ;
} else
{
/* y coord is outside */
return FALSE ;
}
} else
{
/* y coord is not wraped, simple rectangle check */
if ((y < endY) && (y >= startY))
{
/* y coord was mathched too, the point is within! */
return TRUE ;
} else
{
/* y coord is outside */
return FALSE ;
}
}
} else
{
/* x coord is not matched, so we dont need to check further */
return FALSE ;
}
} else
{
/* if start >= end, it just describes an rectangle */
/* check we are within the limits */
if ((x >= startX) && (x < endX))
{
/* within the x range */
/* now check for y coord */
if (startY > endY)
{
/* rectangle is wrapped around y */
if ((y < endY) || (y >= startY))
{
/* y coord was mathched too, the point is within! */
return TRUE ;
} else
{
/* y coord is outside */
return FALSE ;
}
} else
{
/* y coord is not wraped, simple rectangle check */
if ((y < endY) && (y >= startY))
{
/* y coord was mathched too, the point is within! */
return TRUE ;
} else
{
/* y coord is outside */
return FALSE ;
}
}
} else
{
/* not within this rectangle */
return FALSE ;
}
}
} }
INLINE BOOL renderline_checkWindowInside(GPU *gpu, u8 bgnum, u16 x, u16 y, BOOL *draw, BOOL *effect) INLINE BOOL renderline_checkWindows(GPU *gpu, u8 bgnum, u16 x, u16 y, BOOL *draw, BOOL *effect)
{ {
/* priority to check the window regions: win0,win1,winobj */ BOOL win0,win1,winOBJ,outwin;
if (gpu->dispCnt.bits.Win0_Enable) /* highest priority */ BOOL wwin0, wwin1, wout, windows;
{
if (withinRect( x,y,
gpu->WINDOW_XDIM[0].bits.start,gpu->WINDOW_YDIM[0].bits.start,
gpu->WINDOW_XDIM[0].bits.end,gpu->WINDOW_YDIM[0].bits.end
))
{
/* is drawing explicit set for this bg in this rectangle ? */
*draw = gpu->WINDOW_INCNT.windows.win0_en & (1<<bgnum);
*effect = gpu->WINDOW_INCNT.bits.WIN0_Effect_Enable ;
return TRUE ;
}
}
if (gpu->dispCnt.bits.Win1_Enable) /* mid priority */
{
if (withinRect( x,y,
gpu->WINDOW_XDIM[1].bits.start,gpu->WINDOW_YDIM[1].bits.start,
gpu->WINDOW_XDIM[1].bits.end,gpu->WINDOW_YDIM[1].bits.end
))
{
/* is drawing explicit set for this bg in this rectangle ? */
*draw = gpu->WINDOW_INCNT.windows.win1_en & (1<<bgnum);
*effect = gpu->WINDOW_INCNT.bits.WIN1_Effect_Enable ;
return TRUE ;
}
}
if ((gpu->dispCnt.bits.WinOBJ_Enable) && (bgnum==4)) /* low priority, but only applies to OBJ */
{
}
/* we have no rule, so allow everything for now */
*draw = TRUE ;
*effect = TRUE ;
return FALSE ;
}
INLINE BOOL renderline_checkWindowOutside(GPU *gpu, u8 bgnum, u16 x, u16 y, BOOL *draw, BOOL *effect) // find who owns the BG
{ windows= gpu->dispCnt.bits.Win0_Enable || gpu->dispCnt.bits.Win1_Enable;
/* priority to check the window regions: win0,win1,winobj */ win0 = gpu->WINDOW_INCNT.windows.win0_en & (1<<bgnum);
if (gpu->dispCnt.bits.Win0_Enable) /* highest priority */ win1 = gpu->WINDOW_INCNT.windows.win1_en & (1<<bgnum);
{ winOBJ = gpu->WINDOW_OUTCNT.windows.win0_en & (1<<bgnum);
if (!withinRect( x,y, outwin = gpu->WINDOW_OUTCNT.windows.win1_en & (1<<bgnum);
gpu->WINDOW_XDIM[0].bits.start,gpu->WINDOW_YDIM[0].bits.start,
gpu->WINDOW_XDIM[0].bits.end,gpu->WINDOW_YDIM[0].bits.end wwin0 = withinRect( x,y,
)) gpu->WINDOW_XDIM[0].bits.start,gpu->WINDOW_YDIM[0].bits.start,
{ gpu->WINDOW_XDIM[0].bits.end, gpu->WINDOW_YDIM[0].bits.end);
/* is drawing explicit set for this bg in this rectangle ? */ wwin1 = withinRect( x,y,
*draw = gpu->WINDOW_OUTCNT.windows.win0_en & (1<<bgnum); gpu->WINDOW_XDIM[1].bits.start,gpu->WINDOW_YDIM[1].bits.start,
*effect = gpu->WINDOW_OUTCNT.bits.WIN0_Effect_Enable ; gpu->WINDOW_XDIM[1].bits.end, gpu->WINDOW_YDIM[1].bits.end);
return TRUE ; wout = !(wwin0 || wwin1);
}
// it is in win0, do we display ?
if (win0 && gpu->dispCnt.bits.Win0_Enable) {
*draw = wwin0;
*effect = wwin0 && gpu->WINDOW_OUTCNT.bits.WIN0_Effect_Enable ;
return TRUE ;
} }
if (gpu->dispCnt.bits.Win1_Enable) /* mid priority */ if (win1 && gpu->dispCnt.bits.Win1_Enable) {
{ *draw = wwin1 && gpu->dispCnt.bits.Win0_Enable;
if (!withinRect( x,y, *effect = wwin1 && gpu->WINDOW_OUTCNT.bits.WIN0_Effect_Enable ;
gpu->WINDOW_XDIM[1].bits.start,gpu->WINDOW_YDIM[1].bits.start, return TRUE ;
gpu->WINDOW_XDIM[1].bits.end,gpu->WINDOW_YDIM[1].bits.end
))
{
/* is drawing explicit set for this bg in this rectangle ? */
*draw = gpu->WINDOW_OUTCNT.windows.win1_en & (1<<bgnum);
*effect = gpu->WINDOW_OUTCNT.bits.WIN1_Effect_Enable ;
return TRUE ;
}
} }
if ((gpu->dispCnt.bits.WinOBJ_Enable) && (bgnum==4)) /* low priority, but only applies to OBJ */ if (outwin && windows) {
{ *draw = wout;
*effect = wout;
return TRUE ;
} }
/* we have no rule, so allow everything for now */
*draw = TRUE ; // winOBJ to be fixed
*effect = TRUE ;
return FALSE ; *draw = TRUE;
*effect = TRUE;
return FALSE;
} }
INLINE void renderline_setFinalColor(GPU *gpu,u32 passing,u8 bgnum,u8 *dst,u16 color,u16 x, u16 y) { INLINE void renderline_setFinalColor(GPU *gpu,u32 passing,u8 bgnum,u8 *dst,u16 color,u16 x, u16 y) {
BOOL windowDraw = TRUE, windowEffect = TRUE ; BOOL windowDraw = TRUE, windowEffect = TRUE ;
/* window priority: insides, if no rule, check outside */ /* window priority: insides, if no rule, check outside */
if (renderline_checkWindowInside(gpu,bgnum,x,y,&windowDraw,&windowEffect)==FALSE) renderline_checkWindows(gpu,bgnum,x,y,&windowDraw,&windowEffect);
{
renderline_checkWindowOutside(gpu,bgnum,x,y,&windowDraw,&windowEffect) ;
}
if ((gpu->BLDCNT & (1 << bgnum)) && (windowEffect==TRUE)) /* the bg to draw has a special color effect */ if ((gpu->BLDCNT & (1 << bgnum)) && (windowEffect==TRUE)) /* the bg to draw has a special color effect */
{ {
switch (gpu->BLDCNT & 0xC0) /* type of special color effect */ switch (gpu->BLDCNT & 0xC0) /* type of special color effect */
@ -1177,21 +1072,56 @@ void extRotBG(GPU * gpu, u8 num, u8 * DST)
extRotBG2(gpu, num, DST + i*gpu->BGSize[num][0], i, 0, 0, 256, 0, 0, 256, gpu->BGSize[num][0]); extRotBG2(gpu, num, DST + i*gpu->BGSize[num][0], i, 0, 0, 256, 0, 0, 256, gpu->BGSize[num][0]);
} }
// spriteRender functions !
#define nbShow 128 #define nbShow 128
#define RENDER_BMP(a) \
/* color = 0 then backdrop */ \ /* if i understand it correct, and it fixes some sprite problems in chameleon shot */
if((a)&&(prioTab[sprX]>=prio)) \ /* we have a 15 bit color, and should use the pal entry bits as alpha ?*/
{ \ /* http://nocash.emubase.de/gbatek.htm#dsvideoobjs */
renderline_setFinalColor(gpu, sprX << 1,4,dst, c,sprX,l); \ void inline render_sprite_BMP (GPU * gpu, u16 l, u8 * dst, u16 * src,
prioTab[sprX] = prio; \ u8 * prioTab, u8 prio, int lg, int sprX, int x, int xdir) {
int i; u16 color;
for(i = 0; i < lg; i++, ++sprX, x+=xdir)
{
color = src[x];
if((color&0x8000)&&(prioTab[sprX]>=prio))
// if((color)&&(prioTab[sprX]>=prio))
{
renderline_setFinalColor(gpu, sprX << 1,4,dst,color,sprX,l);
prioTab[sprX] = prio;
}
} }
#define RENDER_256(c) \ }
/* color = 0 then backdrop */ \
if((c)&&(prioTab[sprX]>=prio)) \ void inline render_sprite_256 (GPU * gpu, u16 l, u8 * dst, u8 * src, u16 * pal,
{ \ u8 * prioTab, u8 prio, int lg, int sprX, int x, int xdir) {
renderline_setFinalColor(gpu, sprX << 1,4,dst, T1ReadWord(pal, (c) << 1),sprX,l); \ int i; u8 palette_entry; u16 color;
prioTab[sprX] = prio; \ for(i = 0; i < lg; i++, ++sprX, x+=xdir)
{
palette_entry = src[(x&0x7) + ((x&0xFFF8)<<3)];
color = pal[palette_entry];
// 0 = backdrop
if((palette_entry)&&(prioTab[sprX]>=prio))
{
renderline_setFinalColor(gpu, sprX << 1,4,dst,color,sprX,l);
prioTab[sprX] = prio;
}
} }
}
void inline render_sprite_16 (GPU * gpu, u16 l, u8 * dst, u8 * src, u16 * pal,
u8 * prioTab, u8 prio, int lg, int sprX, int x, int xdir) {
int i; u8 palette_entry; u16 color;
}
#define RENDER_16(c,d) \ #define RENDER_16(c,d) \
/* color = 0 then backdrop */ \ /* color = 0 then backdrop */ \
if((c)&&(prioTab[sprX d]>=prio)) \ if((c)&&(prioTab[sprX d]>=prio)) \
@ -1277,19 +1207,10 @@ void sprite1D(GPU * gpu, u16 l, u8 * dst, u8 * prioTab)
{ {
/* sprMemory + sprBlock + 16Bytes per line (8pixels a 2 bytes) */ /* sprMemory + sprBlock + 16Bytes per line (8pixels a 2 bytes) */
src = (gpu->sprMem) + (spriteInfo->TileIndex<<4) + (y<<gpu->sprBMPBlock); src = (gpu->sprMem) + (spriteInfo->TileIndex<<4) + (y<<gpu->sprBMPBlock);
render_sprite_BMP (gpu, l, dst, src,
for(i = 0; i < lg; ++i, ++sprX, x+=xdir) prioTab, prio, lg, sprX, x, xdir);
{
// u16 c = T1ReadWord(src, x << 1);
u8 c = src[x]; /* color of the sprites pixel */
// What's the point in shifting down by 15 when c is 8-bits?
// RENDER_BMP(c>>15)
/* if i understand it correct, and it fixes some sprite problems in chameleon shot */
/* we have a 15 bit color, and should use the pal entry bits as alpha ?*/
/* http://nocash.emubase.de/gbatek.htm#dsvideoobjs */
RENDER_BMP(c) ; /* FIXME: apply additional alpha */
}
continue; continue;
} }
@ -1302,11 +1223,9 @@ void sprite1D(GPU * gpu, u16 l, u8 * dst, u8 * prioTab)
else else
pal = ARM9Mem.ARM9_VMEM + 0x200 + gpu->core *0x400; pal = ARM9Mem.ARM9_VMEM + 0x200 + gpu->core *0x400;
for(i = 0; i < lg; ++i,++sprX, x+= xdir) render_sprite_256 (gpu, l, dst, src, pal,
{ prioTab, prio, lg, sprX, x, xdir);
u8 c = src[(x&0x7) + ((x&0xFFF8)<<3)];
RENDER_256(c)
}
continue; continue;
} }
@ -1426,14 +1345,9 @@ void sprite2D(GPU * gpu, u16 l, u8 * dst, u8 * prioTab)
{ {
src = (gpu->sprMem) + (((spriteInfo->TileIndex&0x3E0) * 64 + (spriteInfo->TileIndex&0x1F) *8 + ( y << 8)) << 1); src = (gpu->sprMem) + (((spriteInfo->TileIndex&0x3E0) * 64 + (spriteInfo->TileIndex&0x1F) *8 + ( y << 8)) << 1);
render_sprite_BMP (gpu, l, dst, src,
for(i = 0; i < lg; ++i, ++sprX, x+=xdir) prioTab, prio, lg, sprX, x, xdir);
{
// u16 c = T1ReadWord(src, x << 1);
u8 c = src[x<<1];
// What's the point in shifting down by 15 when c is 8-bits?
RENDER_BMP(c>>15)
}
continue; continue;
} }
@ -1442,11 +1356,9 @@ void sprite2D(GPU * gpu, u16 l, u8 * dst, u8 * prioTab)
src = gpu->sprMem + ((spriteInfo->TileIndex)<<5) + ((y>>3)<<10) + ((y&0x7)*8); src = gpu->sprMem + ((spriteInfo->TileIndex)<<5) + ((y>>3)<<10) + ((y&0x7)*8);
pal = ARM9Mem.ARM9_VMEM + 0x200 + gpu->core *0x400; pal = ARM9Mem.ARM9_VMEM + 0x200 + gpu->core *0x400;
for(i = 0; i < lg; ++i,++sprX, x+= xdir) render_sprite_256 (gpu, l, dst, src, pal,
{ prioTab, prio, lg, sprX, x, xdir);
u8 c = src[(x&0x7) + ((x&0xFFF8)<<3)];
RENDER_256(c)
}
continue; continue;
} }

View File

@ -500,6 +500,7 @@ static INLINE void GPU_ligne(Screen * screen, u16 l)
c = T1ReadWord(ARM9Mem.ARM9_VMEM, gpu->core * 0x400); c = T1ReadWord(ARM9Mem.ARM9_VMEM, gpu->core * 0x400);
c |= (c<<16); c |= (c<<16);
// init background color & priorities
for(i8 = 0; i8< 128; ++i8) for(i8 = 0; i8< 128; ++i8)
{ {
T2WriteLong(dst, i8 << 2, c); T2WriteLong(dst, i8 << 2, c);
@ -508,37 +509,28 @@ static INLINE void GPU_ligne(Screen * screen, u16 l)
T1WriteWord(sprPrio, i8 << 1, (4 << 8) | (4)); T1WriteWord(sprPrio, i8 << 1, (4 << 8) | (4));
} }
if (gpu->sprEnable && gpu->dispOBJ) {
// nothing else to display but sprites...
if(0==1 && !gpu->nbBGActif) {
gpu->spriteRender(gpu, l, dst, sprPrio);
return;
}
// we also have backgrounds
gpu->spriteRender(gpu, l, spr, sprPrio);
}
// init pixels priorities // init pixels priorities
for (i=0;i<NB_PRIORITIES;i++) { for (i=0;i<NB_PRIORITIES;i++) {
gpu->itemsForPriority[i].nbPixelsX = 0; gpu->itemsForPriority[i].nbPixelsX = 0;
} }
// for all the pixels in the line // for all the pixels in the line
if (gpu->LayersEnable[4]) if (gpu->LayersEnable[4]) {
for(i= 0; i<256; i++) { gpu->spriteRender(gpu, l, spr, sprPrio);
// assign them to the good priority item for(i= 0; i<256; i++) {
prio = sprPrio[i]; // assign them to the good priority item
prio = sprPrio[i];
// render 1 time, but prio 4 = isn't processed further
T2WriteWord(dst, i << 1, T2ReadWord(spr, i << 1)); // render 1 time, but prio 4 = isn't processed further
if (prio >=4) continue; if (prio >=4) continue;
T2WriteWord(dst, i << 1, T2ReadWord(spr, i << 1));
item = &(gpu->itemsForPriority[prio]);
item->PixelsX[item->nbPixelsX]=i; item = &(gpu->itemsForPriority[prio]);
item->nbPixelsX++; item->PixelsX[item->nbPixelsX]=i;
item->nbPixelsX++;
}
} }
// paint lower priorities fist // paint lower priorities fist
// then higher priorities on top // then higher priorities on top
for(prio=NB_PRIORITIES; prio > 0; ) for(prio=NB_PRIORITIES; prio > 0; )