mirror of https://github.com/mgba-emu/mgba.git
Merge preprocess transformed and normal sprite routines
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935182fdc4
commit
58400c859f
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@ -51,7 +51,6 @@ static void _drawBackgroundMode3(struct GBAVideoSoftwareRenderer* renderer, stru
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static void _drawBackgroundMode4(struct GBAVideoSoftwareRenderer* renderer, struct GBAVideoSoftwareBackground* background, int y);
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static void _drawBackgroundMode5(struct GBAVideoSoftwareRenderer* renderer, struct GBAVideoSoftwareBackground* background, int y);
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static void _cleanOAM(struct GBAVideoSoftwareRenderer* renderer);
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static int _preprocessTransformedSprite(struct GBAVideoSoftwareRenderer* renderer, struct GBAObj* sprite, int y);
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static int _preprocessSprite(struct GBAVideoSoftwareRenderer* renderer, struct GBAObj* sprite, int y);
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static void _postprocessSprite(struct GBAVideoSoftwareRenderer* renderer, unsigned priority);
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@ -663,11 +662,7 @@ static void _drawScanline(struct GBAVideoSoftwareRenderer* renderer, int y) {
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if ((localY < sprite->y && (sprite->endY - 256 < 0 || localY >= sprite->endY - 256)) || localY >= sprite->endY) {
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continue;
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}
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if (GBAObjAttributesAIsTransformed(sprite->obj.a)) {
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drawn = _preprocessTransformedSprite(renderer, &sprite->obj, localY);
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} else {
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drawn = _preprocessSprite(renderer, &sprite->obj, localY);
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}
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spriteLayers |= drawn << GBAObjAttributesCGetPriority(sprite->obj.c);
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}
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}
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@ -1538,6 +1533,32 @@ static int _preprocessSprite(struct GBAVideoSoftwareRenderer* renderer, struct G
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palette = &renderer->variantPalette[0x100];
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}
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int inY = y - (int) GBAObjAttributesAGetY(sprite->a);
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if (GBAObjAttributesAIsTransformed(sprite->a)) {
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int totalWidth = width << GBAObjAttributesAGetDoubleSize(sprite->a);
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int totalHeight = height << GBAObjAttributesAGetDoubleSize(sprite->a);
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struct GBAOAMMatrix* mat = &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)];
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if (inY < 0) {
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inY += 256;
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}
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if (!GBAObjAttributesAIs256Color(sprite->a)) {
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palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
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if (flags & FLAG_OBJWIN) {
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SPRITE_TRANSFORMED_LOOP(16, OBJWIN);
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} else {
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SPRITE_TRANSFORMED_LOOP(16, NORMAL);
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}
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} else {
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if (flags & FLAG_OBJWIN) {
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SPRITE_TRANSFORMED_LOOP(256, OBJWIN);
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} else {
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SPRITE_TRANSFORMED_LOOP(256, NORMAL);
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}
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}
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} else {
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int outX = x >= start ? x : start;
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int condition = x + width;
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int mosaicH = 1;
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@ -1547,7 +1568,6 @@ static int _preprocessSprite(struct GBAVideoSoftwareRenderer* renderer, struct G
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condition += mosaicH - (condition % mosaicH);
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}
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}
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int inY = y - (int) GBAObjAttributesAGetY(sprite->a);
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if ((int) GBAObjAttributesAGetY(sprite->a) + height - 256 >= 0) {
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inY += 256;
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}
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@ -1581,49 +1601,6 @@ static int _preprocessSprite(struct GBAVideoSoftwareRenderer* renderer, struct G
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SPRITE_NORMAL_LOOP(256, NORMAL);
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}
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}
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return 1;
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}
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static int _preprocessTransformedSprite(struct GBAVideoSoftwareRenderer* renderer, struct GBAObj* sprite, int y) {
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int width = _objSizes[GBAObjAttributesAGetShape(sprite->a) * 8 + GBAObjAttributesBGetSize(sprite->b) * 2];
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int height = _objSizes[GBAObjAttributesAGetShape(sprite->a) * 8 + GBAObjAttributesBGetSize(sprite->b) * 2 + 1];
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int totalWidth = width << GBAObjAttributesAGetDoubleSize(sprite->a);
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int totalHeight = height << GBAObjAttributesAGetDoubleSize(sprite->a);
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int start = renderer->start;
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int end = renderer->end;
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uint32_t flags = GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY;
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flags |= FLAG_TARGET_1 * ((renderer->currentWindow.blendEnable && renderer->target1Obj && renderer->blendEffect == BLEND_ALPHA) || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
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flags |= FLAG_OBJWIN * (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN);
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int x = GBAObjAttributesBGetX(sprite->b);
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uint16_t* vramBase = &renderer->d.vram[BASE_TILE >> 1];
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unsigned charBase = GBAObjAttributesCGetTile(sprite->c) * 0x20;
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struct GBAOAMMatrix* mat = &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)];
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int variant = renderer->target1Obj && renderer->currentWindow.blendEnable && (renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN);
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if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT && renderer->target2Bd) {
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// Hack: if a sprite is blended, then the variant palette is not used, but we don't know if it's blended in advance
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variant = 0;
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}
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color_t* palette = &renderer->normalPalette[0x100];
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if (variant) {
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palette = &renderer->variantPalette[0x100];
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}
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int inY = y - (int) GBAObjAttributesAGetY(sprite->a);
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if (inY < 0) {
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inY += 256;
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}
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if (!GBAObjAttributesAIs256Color(sprite->a)) {
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palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
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if (flags & FLAG_OBJWIN) {
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SPRITE_TRANSFORMED_LOOP(16, OBJWIN);
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} else {
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SPRITE_TRANSFORMED_LOOP(16, NORMAL);
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}
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} else {
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if (flags & FLAG_OBJWIN) {
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SPRITE_TRANSFORMED_LOOP(256, OBJWIN);
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} else {
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SPRITE_TRANSFORMED_LOOP(256, NORMAL);
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}
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}
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return 1;
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}
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