added OBJ window

This commit is contained in:
damdoum 2007-01-19 15:40:14 +00:00
parent e56e219f8a
commit af60ec57e5
2 changed files with 195 additions and 78 deletions

View File

@ -136,7 +136,7 @@ void GPU_resortBGs(GPU *gpu)
struct _DISPCNT * cnt = &gpu->dispCnt.bits;
itemsForPriority_t * item;
if (cnt->Win0_Enable || cnt->Win1_Enable) {
if (cnt->Win0_Enable || cnt->Win1_Enable || cnt->WinOBJ_Enable) {
WinBG = gpu->WINDOW_INCNT.val | gpu->WINDOW_OUTCNT.val;
WinBG |= (WinBG >> 8);
}
@ -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;
@ -513,67 +513,75 @@ INLINE BOOL withinRect (u8 x,u8 y, u16 startX, u16 startY, u16 endX, u16 endY)
return (goodx && goody);
}
INLINE BOOL renderline_checkWindows(GPU *gpu, u8 bgnum, u16 x, u16 y, BOOL *draw, BOOL *effect)
BOOL renderline_checkWindows(GPU *gpu, u8 bgnum, u16 x, u16 y, BOOL *draw, BOOL *effect)
{
BOOL win0,win1,winOBJ,outwin;
BOOL wwin0,wwin1,wwobj;
BOOL windows;
BOOL wwin0, wwin1, wwobj, wwout, windows;
// find who owns the BG
windows= gpu->dispCnt.bits.Win0_Enable || gpu->dispCnt.bits.Win1_Enable;
windows= gpu->dispCnt.bits.Win0_Enable
|| gpu->dispCnt.bits.Win1_Enable
|| gpu->dispCnt.bits.WinOBJ_Enable;
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);
wwin1 = 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);
wwobj = gpu->sprWin[y][x];
if (windows) {
// where is the LAYER[bgnum] enabled ?
win0 = gpu->WINDOW_INCNT.windows.win0_en & (1<<bgnum);
win1 = gpu->WINDOW_INCNT.windows.win1_en & (1<<bgnum);
winOBJ = gpu->WINDOW_OUTCNT.windows.win0_en & (1<<bgnum);
outwin = gpu->WINDOW_OUTCNT.windows.win1_en & (1<<bgnum);
wwout = !(wwin0||wwin1||wwobj);
wwin0 = wwin0 && gpu->dispCnt.bits.Win0_Enable;
wwin1 = wwin1 && gpu->dispCnt.bits.Win1_Enable;
wwobj = wwobj && gpu->dispCnt.bits.WinOBJ_Enable;
// is it inside of of the windows ?
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);
wwin1 = 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);
// wwobj = withinOBJWindow(x,y);
wwobj = FALSE;
// HOW THE HELL THIS DOES NOT WORK !!!
// init to false
*effect = FALSE;
win0 = (gpu->WINDOW_INCNT.bytes.low & (1<<bgnum))&&1;
win1 = (gpu->WINDOW_INCNT.bytes.high & (1<<bgnum))&&1;
outwin = (gpu->WINDOW_OUTCNT.bytes.low & (1<<bgnum))&&1;
winOBJ = (gpu->WINDOW_OUTCNT.bytes.high & (1<<bgnum))&&1;
// CHECK THE FOLLOWING, SAME MEANING BUT IT WORKS
/*
win0 = (gpu->WINDOW_INCNT.bytes.low >> bgnum)&1;
win1 = (gpu->WINDOW_INCNT.bytes.high >> bgnum)&1;
outwin = (gpu->WINDOW_OUTCNT.bytes.low >> bgnum)&1;
winOBJ = (gpu->WINDOW_OUTCNT.bytes.high>> bgnum)&1;
*/
// it is in win0, do we display ?
// high priority
if (gpu->dispCnt.bits.Win0_Enable) {
// it is to be drawn :
// 1- if layer enabled, 2- if inside of rect of win0
win0 = win0 && wwin0;
// if not inside of rect, then outside of windows
outwin = outwin && ~wwin0;
// if it is inside then look for effect
*effect |= (win0 && gpu->WINDOW_INCNT.bits.WIN0_Effect_Enable);
if (wwin0) {
*draw = win0 ;
*effect = gpu->WINDOW_INCNT.bits.WIN0_Effect_Enable&&1;
return TRUE;
}
// it is in win1, do we display ?
// mid priority
if (gpu->dispCnt.bits.Win1_Enable) {
win1 = win1 && wwin1;
outwin = outwin && ~wwin1;
*effect |= (win1 && gpu->WINDOW_INCNT.bits.WIN1_Effect_Enable);
if (wwin1) {
*draw = win1;
*effect = gpu->WINDOW_INCNT.bits.WIN1_Effect_Enable&&1;
return TRUE;
}
// it is in winOBJ, do we display ?
// low priority
if (gpu->dispCnt.bits.WinOBJ_Enable) {
winOBJ = winOBJ && wwobj;
outwin = outwin && ~wwobj;
*effect |= (winOBJ && gpu->WINDOW_OUTCNT.bits.WIN1_Effect_Enable);
if (wwobj) {
*draw = winOBJ;
*effect = gpu->WINDOW_OUTCNT.bits.WIN1_Effect_Enable&&1;
return TRUE;
}
// it is outside of windows, do we display ?
// fallback
if (wwout) {
*draw = outwin;
*effect = gpu->WINDOW_OUTCNT.bits.WIN0_Effect_Enable&&1;
return TRUE;
}
// at this point, if inside any of the windows, outwin = FALSE
// meaning that it is not outside of the windows
// it is drawn if one of the regions has still the layer
*draw = (win0 || win1 || winOBJ || outwin);
// don't forget FX if outside of windows
*effect |= (outwin && gpu->WINDOW_OUTCNT.bits.WIN0_Effect_Enable);
}
// no windows
// now windows or no rule
*draw = TRUE;
*effect = TRUE;
return FALSE;
@ -1105,11 +1113,12 @@ void extRotBG(GPU * gpu, u8 num, u8 * DST)
// spriteRender functions !
#define nbShow 128
#define RENDER_COND(cond) \
if((cond)&&(prioTab[sprX]>=prio)) \
#define RENDER_COND(cond) RENDER_COND_OFFSET(cond,)
#define RENDER_COND_OFFSET(cond,offset) \
if((cond)&&(prioTab[sprX offset]>=prio)) \
{ \
renderline_setFinalColor(gpu, sprX << 1,4,dst, color,sprX,l); \
prioTab[sprX] = prio; \
renderline_setFinalColor(gpu, (sprX offset) << 1,4,dst, color,(sprX offset),l); \
prioTab[sprX offset] = prio; \
}
/* if i understand it correct, and it fixes some sprite problems in chameleon shot */
@ -1139,43 +1148,128 @@ INLINE void render_sprite_256 (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,
INLINE void render_sprite_16 (GPU * gpu, u16 l, u8 * dst, u8 * src, u8 * pal,
u8 * prioTab, u8 prio, int lg, int sprX, int x, int xdir) {
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)];
#define BLOCK(op) \
palette_entry = palette op; \
color = T1ReadWord(pal, palette_entry << 1); \
RENDER_COND(palette_entry>0) \
++sprX;
#if 0
if (xdir<0) x++;
if(x&1)
{
s32 x1 = (x>>1);
palette = src[(x1&0x3) + ((x1&0xFFFC)<<3)];
BLOCK(>> 4)
x1 = ((x+lg-1)>>1);
palette = src[(x1&0x3) + ((x1&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)
RENDER_COND_OFFSET(palette_entry>0,+lg-1)
++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;
if (xdir<0) x--;
++sprX;
lg >>= 1;
x >>= 1;
// 16 colors
if (xdir<0) {
for(i = 0; i < lg; ++i, x+=xdir)
{
palette = src[(x&0x3) + ((x&0xFFFC)<<3)];
BLOCK(>> 4)
BLOCK(& 0xF)
}
} else {
for(i = 0; i < lg; ++i, x+=xdir)
{
palette = src[(x&0x3) + ((x&0xFFFC)<<3)];
BLOCK(& 0xF)
BLOCK(>> 4)
}
}
#else
x >>= 1;
sprX++;
if (xdir<0) {
if (lg&1) {
palette = src[(x&0x3) + ((x&0xFFFC)<<3)];
BLOCK(>> 4)
x+=xdir;
}
for(i = 0; i < lg; i+=2, x+=xdir)
{
palette = src[(x&0x3) + ((x&0xFFFC)<<3)];
BLOCK(>> 4)
BLOCK(& 0xF)
}
} else {
for(i = 0; i < lg; i+=2, x+=xdir)
{
palette = src[(x&0x3) + ((x&0xFFFC)<<3)];
BLOCK(& 0xF)
BLOCK(>> 4)
}
if (lg&1) {
palette = src[(x&0x3) + ((x&0xFFFC)<<3)];
BLOCK(& 0xF)
}
}
#endif
#undef BLOCK
}
INLINE void render_sprite_Win (GPU * gpu, u16 l, u8 * src,
int col256, int lg, int sprX, int x, int xdir) {
int i; u8 palette, palette_entry;
if (col256) {
for(i = 0; i < lg; i++, sprX++,x+=xdir)
gpu->sprWin[l][sprX] = (src[x])?1:0;
} else {
#define BLOCK(op) \
palette_entry = palette op; \
gpu->sprWin[l][sprX] = (palette_entry)?1:0;
++sprX;
x >>= 1;
sprX++;
if (xdir<0) {
if (lg&1) {
palette = src[(x&0x3) + ((x&0xFFFC)<<3)];
BLOCK(>> 4)
x+=xdir;
}
for(i = 0; i < lg; i+=2, x+=xdir)
{
palette = src[(x&0x3) + ((x&0xFFFC)<<3)];
BLOCK(>> 4)
BLOCK(& 0xF)
}
} else {
for(i = 0; i < lg; i+=2, x+=xdir)
{
palette = src[(x&0x3) + ((x&0xFFFC)<<3)];
BLOCK(& 0xF)
BLOCK(>> 4)
}
if (lg&1) {
palette = src[(x&0x3) + ((x&0xFFFC)<<3)];
BLOCK(& 0xF)
}
}
#undef BLOCK
}
}
void sprite1D(GPU * gpu, u16 l, u8 * dst, u8 * prioTab)
{
@ -1252,6 +1346,17 @@ void sprite1D(GPU * gpu, u16 l, u8 * dst, u8 * prioTab)
xdir = 1;
}
#if 1
if (spriteInfo->Mode == 2) {
if (spriteInfo->Depth)
src = gpu->sprMem + (spriteInfo->TileIndex<<block) + ((y>>3)*sprSize.x*8) + ((y&0x7)*8);
else
src = gpu->sprMem + (spriteInfo->TileIndex<<block) + ((y>>3)*sprSize.x*4) + ((y&0x7)*4);
render_sprite_Win (gpu, l, src,
spriteInfo->Depth, lg, sprX, x, xdir);
continue;
}
#endif
if (spriteInfo->Mode == 3) /* sprite is in BMP format */
{
/* sprMemory + sprBlock + 16Bytes per line (8pixels a 2 bytes) */
@ -1357,7 +1462,17 @@ void sprite2D(GPU * gpu, u16 l, u8 * dst, u8 * prioTab)
} else {
xdir = 1;
}
#if 1
if (spriteInfo->Mode == 2) {
if (spriteInfo->Depth)
src = gpu->sprMem + ((spriteInfo->TileIndex)<<5) + ((y>>3)<<10) + ((y&0x7)*8);
else
src = gpu->sprMem + ((spriteInfo->TileIndex)<<5) + ((y>>3)<<10) + ((y&0x7)*4);
render_sprite_Win (gpu, l, src,
spriteInfo->Depth, lg, sprX, x, xdir);
continue;
}
#endif
if (spriteInfo->Mode == 3) /* sprite is in BMP format */
{
src = (gpu->sprMem) + (((spriteInfo->TileIndex&0x3E0) * 64 + (spriteInfo->TileIndex&0x1F) *8 + ( y << 8)) << 1);

View File

@ -340,6 +340,7 @@ struct _GPU
MASTER_BRIGHT masterBright;
BOOL LayersEnable[5];
itemsForPriority_t itemsForPriority[NB_PRIORITIES];
u8 sprWin[192][256];
#define BGBmpBB BG_bmp_ram
#define BGChBB BG_tile_ram
@ -507,6 +508,7 @@ static INLINE void GPU_ligne(Screen * screen, u16 l)
T2WriteLong(spr, i8 << 2, c);
// we init the sprites with priority 4 (if they keep it = unprocessed)
T1WriteWord(sprPrio, i8 << 1, (4 << 8) | (4));
T1WriteWord(gpu->sprWin[l], i8 << 1, 0);
}
// init pixels priorities