fix: properly implement black/white blending for sprites
There's unique rules to handle for BLDY w/r/t sprites, I didn't know about them (shown in bld_demo.gba). I'm sure I haven't ironed out every rule but bld_demo.gba now *actually* passes
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@ -725,21 +725,25 @@ pub const Ppu = struct {
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fn getBgr555(self: *Self, maybe_top: Scanline.Pixel, maybe_btm: Scanline.Pixel) u16 {
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return switch (self.bld.cnt.mode.read()) {
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0b00 => switch (maybe_top) {
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.set => |top| top,
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.set, .obj_set => |top| top,
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else => self.palette.backdrop(),
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},
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0b01 => switch (maybe_top) {
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.set => |top| switch (maybe_btm) {
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.set => |btm| alphaBlend(top, btm, self.bld.alpha), // ALPHA_BLEND
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.set, .obj_set => |top| switch (maybe_btm) {
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.set, .obj_set => |btm| alphaBlend(top, btm, self.bld.alpha), // ALPHA_BLEND
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else => top,
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},
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else => switch (maybe_btm) {
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.set => |btm| btm,
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.set, .obj_set => |btm| btm,
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else => self.palette.backdrop(),
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},
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},
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0b10 => switch (maybe_btm) {
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.set => |btm| blk: {
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.set, .obj_set => |btm| blk: {
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// If there's a top pixel + this btm pixel came from a sprite
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// don't display top pixel + don't blend btm pixel
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if (maybe_btm == .obj_set and maybe_top.isSet()) break :blk btm;
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// BLD_WHITE
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const evy: u16 = self.bld.y.evy.read();
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@ -754,12 +758,16 @@ pub const Ppu = struct {
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break :blk (bld_b << 10) | (bld_g << 5) | bld_r;
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},
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else => switch (maybe_top) {
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.set => |top| top,
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.set, .obj_set => |top| top,
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else => self.palette.backdrop(),
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},
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},
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0b11 => switch (maybe_btm) {
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.set => |btm| blk: {
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.set, .obj_set => |btm| blk: {
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// If there's a top pixel + this btm pixel came from a sprite
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// don't display top pixel + don't blend btm pixel
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if (maybe_btm == .obj_set and maybe_top.isSet()) break :blk btm;
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// BLD_BLACK
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const evy: u16 = self.bld.y.evy.read();
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@ -774,7 +782,7 @@ pub const Ppu = struct {
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break :blk (bld_b << 10) | (bld_g << 5) | bld_r;
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},
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else => switch (maybe_top) {
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.set => |top| top,
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.set, .obj_set => |top| top,
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else => self.palette.backdrop(),
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},
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},
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@ -796,7 +804,7 @@ pub const Ppu = struct {
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const is_top_layer = (top_layer >> layer) & 1 == 1;
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if (is_top_layer) {
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self.scanline.top()[i] = Scanline.Pixel.from(bgr555);
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self.scanline.top()[i] = Scanline.Pixel.from(.Background, bgr555);
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return;
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}
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@ -805,7 +813,7 @@ pub const Ppu = struct {
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const is_btm_layer = (btm_layer >> layer) & 1 == 1;
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if (is_btm_layer) {
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self.scanline.btm()[i] = Scanline.Pixel.from(bgr555);
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self.scanline.btm()[i] = Scanline.Pixel.from(.Background, bgr555);
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return;
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}
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@ -826,14 +834,14 @@ pub const Ppu = struct {
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const is_top_layer = (top_layer >> layer) & 1 == 1;
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if (is_top_layer) {
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self.scanline.btm()[i] = Scanline.Pixel.from(bgr555); // this is intentional
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self.scanline.btm()[i] = Scanline.Pixel.from(.Background, bgr555); // this is intentional
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return;
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}
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},
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}
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// If we aren't blending here at all, just add the pixel to the top layer
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self.scanline.top()[i] = Scanline.Pixel.from(bgr555);
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self.scanline.top()[i] = Scanline.Pixel.from(.Background, bgr555);
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}
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const WindowBounds = enum { win0, win1, out };
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@ -859,7 +867,7 @@ pub const Ppu = struct {
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fn shouldDrawBackground(self: *Self, comptime layer: u2, bounds: ?WindowBounds, i: usize) bool {
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switch (self.bld.cnt.mode.read()) {
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0b00 => if (self.scanline.top()[i] == .set) return false, // pass through
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0b00 => if (self.scanline.top()[i].isSet()) return false, // pass through
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0b01 => blk: {
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// BLD_ALPHA
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@ -868,7 +876,7 @@ pub const Ppu = struct {
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const is_btm_layer = (btm_layer >> layer) & 1 == 1;
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if (is_btm_layer) {
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if (self.scanline.btm()[i] == .set) return false;
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if (self.scanline.btm()[i].isSet()) return false;
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// In some previous iteration we have determined that an opaque pixel was drawn at this position
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// therefore there's no reason to draw anything here
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@ -892,7 +900,7 @@ pub const Ppu = struct {
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break :blk;
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}
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if (self.scanline.top()[i] == .set) return false;
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if (self.scanline.top()[i].isSet()) return false;
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},
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0b10, 0b11 => {
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// BLD_WHITE and BLD_BLACK
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@ -900,7 +908,9 @@ pub const Ppu = struct {
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// we want to treat the bottom layer the same as the top (despite it being repurposed)
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// so we should apply the same logic to the bottom layer
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if (self.scanline.top()[i] == .set) return false;
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if (self.scanline.top()[i].isSet()) return false;
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// If the bottom pixel comes rom a sprite, draw the pixel anyways
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if (self.scanline.btm()[i] == .set) return false;
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},
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}
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@ -1409,10 +1419,8 @@ fn alphaBlend(top: u16, btm: u16, bldalpha: io.BldAlpha) u16 {
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}
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fn shouldDrawSprite(bldcnt: io.BldCnt, scanline: *Scanline, x: u9) bool {
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if (scanline.top()[x] == .set) return false;
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switch (bldcnt.mode.read()) {
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0b00 => if (scanline.top()[x] == .set) return false, // pass through
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0b00 => if (scanline.top()[x].isSet()) return false,
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0b01 => {
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// BLD_ALPHA
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@ -1421,13 +1429,13 @@ fn shouldDrawSprite(bldcnt: io.BldCnt, scanline: *Scanline, x: u9) bool {
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const btm_layers = bldcnt.layer_b.read();
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const is_btm_layer = (btm_layers >> 4) & 1 == 1;
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if (is_btm_layer and scanline.btm()[x] == .set) return false;
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if (is_btm_layer and scanline.btm()[x].isSet()) return false;
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if (scanline.top()[x] == .set) return false;
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if (scanline.top()[x].isSet()) return false;
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},
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0b10, 0b11 => {
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if (scanline.top()[x] == .set) return false;
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if (scanline.btm()[x] == .set) return false;
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if (scanline.top()[x].isSet()) return false;
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if (scanline.btm()[x].isSet()) return false;
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},
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}
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@ -1443,7 +1451,7 @@ fn drawSpritePixel(bldcnt: io.BldCnt, scanline: *Scanline, x: u9, bgr555: u16) v
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const is_top_layer = (top_layers >> 4) & 1 == 1;
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if (is_top_layer) {
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scanline.top()[x] = Scanline.Pixel.from(bgr555);
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scanline.top()[x] = Scanline.Pixel.from(.Sprite, bgr555);
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return;
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}
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@ -1451,7 +1459,7 @@ fn drawSpritePixel(bldcnt: io.BldCnt, scanline: *Scanline, x: u9, bgr555: u16) v
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const is_btm_layer = (btm_layers >> 4) & 1 == 1;
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if (is_btm_layer) {
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scanline.btm()[x] = Scanline.Pixel.from(bgr555);
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scanline.btm()[x] = Scanline.Pixel.from(.Sprite, bgr555);
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return;
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}
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@ -1468,25 +1476,39 @@ fn drawSpritePixel(bldcnt: io.BldCnt, scanline: *Scanline, x: u9, bgr555: u16) v
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const is_top_layer = (top_layers >> 4) & 1 == 1;
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if (is_top_layer) {
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scanline.btm()[x] = Scanline.Pixel.from(bgr555); // This is intentional
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scanline.btm()[x] = Scanline.Pixel.from(.Sprite, bgr555); // This is intentional
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return;
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}
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},
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}
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scanline.top()[x] = Scanline.Pixel.from(bgr555);
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scanline.top()[x] = Scanline.Pixel.from(.Sprite, bgr555);
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}
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const Scanline = struct {
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const Self = @This();
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const Pixel = union(enum) {
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// TODO: Rename
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const Layer = enum { Background, Sprite };
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set: u16,
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obj_set: u16,
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unset: void,
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hidden: void,
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fn from(bgr555: u16) Pixel {
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return .{ .set = bgr555 };
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fn from(comptime layer: Layer, bgr555: u16) Pixel {
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return switch (layer) {
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.Background => .{ .set = bgr555 },
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.Sprite => .{ .obj_set = bgr555 },
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};
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}
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pub fn isSet(self: @This()) bool {
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return switch (self) {
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.set, .obj_set => true,
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.unset, .hidden => false,
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};
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}
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};
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