moved some code (sprite w/ 16c palettes)

fixed bad sprite display (wrong part displayed)
This commit is contained in:
damdoum 2007-01-18 20:58:58 +00:00
parent d6b0ee4f59
commit 744b20c0e8
1 changed files with 82 additions and 124 deletions

View File

@ -167,7 +167,7 @@ void GPU_resortBGs(GPU *gpu)
}
for (i=NB_BG,j=0; i>0; ) {
i--;
//if (!gpu->LayersEnable[i]) continue;
if (!gpu->LayersEnable[i]) continue;
prio = gpu->bgCnt[i].bits.Priority;
item = &(gpu->itemsForPriority[prio]);
item->BGs[item->nbBGs]=i;
@ -687,7 +687,6 @@ INLINE void renderline_textBG(GPU * gpu, u8 num, u8 * DST, u16 X, u16 Y, u16 LG)
xoff = X;
if(!bgCnt.Palette_256) /* color: 16 palette entries */
{
if (bgCnt.Mosaic_Enable){
/* test NDS: #2 of
http://desmume.sourceforge.net/forums/index.php?action=vthread&forum=2&topic=50&page=0#msg192 */
@ -1106,26 +1105,29 @@ void extRotBG(GPU * gpu, u8 num, u8 * DST)
// spriteRender functions !
#define nbShow 128
#define RENDER_COND(cond) \
if((cond)&&(prioTab[sprX]>=prio)) \
{ \
renderline_setFinalColor(gpu, sprX << 1,4,dst, color,sprX,l); \
prioTab[sprX] = prio; \
}
/* 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 */
void inline render_sprite_BMP (GPU * gpu, u16 l, u8 * dst, u16 * src,
INLINE void render_sprite_BMP (GPU * gpu, u16 l, u8 * dst, u16 * src,
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;
}
//RENDER_COND(color,)
// alpha bit = invisible
RENDER_COND(color&0x8000)
}
}
void inline render_sprite_256 (GPU * gpu, u16 l, u8 * dst, u8 * src, u16 * pal,
INLINE void 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) {
int i; u8 palette_entry; u16 color;
for(i = 0; i < lg; i++, ++sprX, x+=xdir)
@ -1133,28 +1135,46 @@ void inline render_sprite_256 (GPU * gpu, u16 l, u8 * dst, u8 * src, u16 * pal,
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;
}
RENDER_COND(color&0x8000)
}
}
void inline render_sprite_16 (GPU * gpu, u16 l, u8 * dst, u8 * src, u16 * pal,
INLINE void 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;
int i; u8 palette, palette_entry; u16 color;
x >>= 1;
// lg is ODD !!!
if (xdir<0 && lg&1) {
palette = src[(x&0x3) + ((x&0xFFFC)<<3)];
palette_entry = palette >> 4;
color = T1ReadWord(pal, palette_entry << 1);
RENDER_COND(palette_entry)
++sprX;
x+=xdir;
}
// we can do them 2 at a time
for(i = 1; i < lg; i+=2, x+=xdir) {
palette = src[(x&0x3) + ((x&0xFFFC)<<3)];
palette_entry = palette & 0xF;
color = T1ReadWord(pal, palette_entry << 1);
RENDER_COND(palette_entry)
++sprX;
palette_entry = palette >> 4;
color = T1ReadWord(pal, palette_entry << 1);
RENDER_COND(palette_entry)
++sprX;
}
// lg is ODD !!!
if (xdir>0 && lg&1) {
palette = src[(x&0x3) + ((x&0xFFFC)<<3)];
palette_entry = palette & 0xF;
color = T1ReadWord(pal, palette_entry << 1);
RENDER_COND(palette_entry)
++sprX;
}
}
#define RENDER_16(c,d) \
/* color = 0 then backdrop */ \
if((c)&&(prioTab[sprX d]>=prio)) \
{ \
renderline_setFinalColor(gpu, (sprX d) << 1,4,dst, T1ReadWord(pal, ((c)+(spriteInfo->PaletteIndex<<4)) << 1),(sprX d),l); \
prioTab[sprX d] = prio; \
}
void sprite1D(GPU * gpu, u16 l, u8 * dst, u8 * prioTab)
@ -1188,44 +1208,47 @@ void sprite1D(GPU * gpu, u16 l, u8 * dst, u8 * prioTab)
} ;
sprX = (spriteInfo->X<<23)>>23; /* get sprite location and size */
// get sprite location and size
sprX = (spriteInfo->X<<23)>>23;
sprY = spriteInfo->Y;
sprSize = sprSizeTab[spriteInfo->Size][spriteInfo->Shape];
lg = sprSize.x;
if(sprY>192)
sprY = (s32)((s8)(spriteInfo->Y));
/* FIXME: for rot/scale, a list of entries into the sprite should be maintained, that tells us where the first pixel */
/* of a screenline starts in the sprite, and how a step to the right in a screenline translates within the sprite */
/* FIXME: for rot/scale, a list of entries into the sprite should be maintained, that tells us where the first pixel */
/* of a screenline starts in the sprite, and how a step to the right in a screenline translates within the sprite */
if( (spriteInfo->RotScale == 2) || /* rotscale == 2 => sprite disabled */
(l<sprY)||(l>=sprY+sprSize.y) || /* sprite occupies only lines outside the current drawn line */
(sprX==256) ) /* sprite is outside our line */
continue; /* for all these problems, continue with the next sprite */
if(sprX<0) /* when sprite start is left of the screen */
// sprite portion out of the screen (LEFT)
if(sprX<0)
{
if(sprX+sprSize.x<=0) continue; /* and the end also, continue with the next sprite */
lg += sprX; /* reduce the points pixels to draw by the amount we are left of screen */
x = -sprX; /* we start later in the sprite then */
sprX = 0; /* but at the lines #0 pixel */
} else if(sprX+sprSize.x>256) /* if we would move over the right border */
lg = 255 - sprX; /* simply limit drawing to the number of pixels left till mostright visible pixel */
if(sprX+sprSize.x<0) continue; // fully out of screen
lg += sprX;
x = -sprX;
sprX = 0;
// sprite portion out of the screen (RIGHT)
} else if(sprX+sprSize.x >= 256)
lg = 256 - sprX;
y = l - sprY; /* get the y line within sprite coords */
prio = spriteInfo->Priority;
if (spriteInfo->VFlip) /* if Vflip, we start from the other side with the sprite */
// switch TOP<-->BOTTOM
if (spriteInfo->VFlip)
y = sprSize.y - y -1;
// switch LEFT<-->RIGHT
if (spriteInfo->HFlip) {
// start at the end of the sprite
// 256 colors or BMP
x = sprSize.x -x - 1;
x = sprSize.x -x -1;
xdir = -1;
} else {
x = 0;
xdir = 1;
}
@ -1257,45 +1280,12 @@ void sprite1D(GPU * gpu, u16 l, u8 * dst, u8 * prioTab)
/* 16 colors */
src = gpu->sprMem + (spriteInfo->TileIndex<<block) + ((y>>3)*sprSize.x*4) + ((y&0x7)*4);
pal = ARM9Mem.ARM9_VMEM + 0x200 + gpu->core * 0x400;
pal = ARM9Mem.ARM9_VMEM + 0x200 + gpu->core * 0x400;
pal += (spriteInfo->PaletteIndex<<4)<<1;
render_sprite_16 (gpu, l, dst, src, pal,
prioTab, prio, lg, sprX, x, xdir);
if (spriteInfo->HFlip) x++;
if(x&1)
{
s32 x1 = (x>>1);
u8 c = src[(x1&0x3) + ((x1&0xFFFC)<<3)];
RENDER_16((c>>4),)
x1 = ((x+lg-1)>>1);
c = src[(x1&0x3) + ((x1&0xFFFC)<<3)];
RENDER_16((c>>4),+lg-1)
}
if (spriteInfo->HFlip) x--;
++sprX;
lg >>= 1;
x >>= 1;
// 16 colors
if (spriteInfo->HFlip) {
for(i = 0; i < lg; ++i, x+=xdir)
{
u8 c = src[(x&0x3) + ((x&0xFFFC)<<3)];
RENDER_16((c>>4),)
++sprX;
RENDER_16((c&0xF),)
++sprX;
}
} else {
for(i = 0; i < lg; ++i, x+=xdir)
{
u8 c = src[(x&0x3) + ((x&0xFFFC)<<3)];
RENDER_16((c&0xF),)
++sprX;
RENDER_16((c>>4),)
++sprX;
}
}
}
}
@ -1342,28 +1332,29 @@ void sprite2D(GPU * gpu, u16 l, u8 * dst, u8 * prioTab)
(sprX==256) )
continue;
// sprite portion out of the screen (LEFT)
if(sprX<0)
{
if(sprX+sprSize.x<=0) continue;
lg += sprX;
if(sprX+sprSize.x<0) continue; // fully out of screen
lg += sprX;
x = -sprX;
sprX = 0;
} else if(sprX+sprSize.x>256)
lg = 255 - sprX;
// sprite portion out of the screen (RIGHT)
} else if(sprX+sprSize.x >= 256)
lg = 256 - sprX;
y = l - sprY;
prio = spriteInfo->Priority;
if (spriteInfo->VFlip)
// switch TOP<-->BOTTOM
if (spriteInfo->VFlip)
y = sprSize.y - y -1;
// switch LEFT<-->RIGHT
if (spriteInfo->HFlip) {
// start at the end of the sprite
// 256 colors or BMP
x = sprSize.x -x - 1;
x = sprSize.x -x -1;
xdir = -1;
} else {
x = 0;
xdir = 1;
}
@ -1392,42 +1383,9 @@ void sprite2D(GPU * gpu, u16 l, u8 * dst, u8 * prioTab)
src = gpu->sprMem + ((spriteInfo->TileIndex)<<5) + ((y>>3)<<10) + ((y&0x7)*4);
pal = ARM9Mem.ARM9_VMEM + 0x200 + gpu->core * 0x400;
if (spriteInfo->HFlip) x++;
if(x&1)
{
s32 x1 = (x>>1);
u8 c = src[(x1&0x3) + ((x1&0xFFFC)<<3)];
RENDER_16((c>>4),)
x1 = ((x+lg-1)>>1);
c = src[(x1&0x3) + ((x1&0xFFFC)<<3)];
RENDER_16((c>>4),+lg-1)
}
if (spriteInfo->HFlip) x--;
++sprX;
lg >>= 1;
x >>= 1;
// 16 colors
if (spriteInfo->HFlip) {
for(i = 0; i < lg; ++i, x+=xdir)
{
u8 c = src[(x&0x3) + ((x&0xFFFC)<<3)];
RENDER_16((c>>4),)
++sprX;
RENDER_16((c&0xF),)
++sprX;
}
} else {
for(i = 0; i < lg; ++i, x+=xdir)
{
u8 c = src[(x&0x3) + ((x&0xFFFC)<<3)];
RENDER_16((c&0xF),)
++sprX;
RENDER_16((c>>4),)
++sprX;
}
}
pal += (spriteInfo->PaletteIndex<<4)<<1;
render_sprite_16 (gpu, l, dst, src, pal,
prioTab, prio, lg, sprX, x, xdir);
}
}