chore: refactor window
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6aad911985
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3195a45e3d
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@ -466,20 +466,20 @@ pub const WinV = extern union {
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pub const WinIn = extern union {
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w0_bg: Bitfield(u16, 0, 4),
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w0_obj: Bit(u16, 4),
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w0_colour: Bit(u16, 5),
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w0_bld: Bit(u16, 5),
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w1_bg: Bitfield(u16, 8, 4),
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w1_obj: Bit(u16, 12),
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w1_colour: Bit(u16, 13),
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w1_bld: Bit(u16, 13),
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raw: u16,
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};
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pub const WinOut = extern union {
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out_bg: Bitfield(u16, 0, 4),
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out_obj: Bit(u16, 4),
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out_colour: Bit(u16, 5),
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out_bld: Bit(u16, 5),
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obj_bg: Bitfield(u16, 8, 4),
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obj_obj: Bit(u16, 12),
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obj_colour: Bit(u16, 13),
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obj_bld: Bit(u16, 13),
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raw: u16,
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};
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223
src/core/ppu.zig
223
src/core/ppu.zig
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@ -487,16 +487,17 @@ pub const Ppu = struct {
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aff_x += self.aff_bg[n - 2].pa;
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aff_y += self.aff_bg[n - 2].pc;
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if (!shouldDrawBackground(n, self.bld.cnt, &self.scanline, i)) continue;
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const x = @bitCast(u32, ix);
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const y = @bitCast(u32, iy);
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const win_bounds = self.windowBounds(@truncate(u9, x), @truncate(u8, y));
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if (!shouldDrawBackground(self, n, win_bounds, i)) continue;
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if (self.bg[n].cnt.display_overflow.read()) {
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ix = if (ix > px_width) @rem(ix, px_width) else if (ix < 0) px_width + @rem(ix, px_width) else ix;
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iy = if (iy > px_height) @rem(iy, px_height) else if (iy < 0) px_height + @rem(iy, px_height) else iy;
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} else if (ix > px_width or iy > px_height or ix < 0 or iy < 0) continue;
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const x = @bitCast(u32, ix);
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const y = @bitCast(u32, iy);
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const tile_id: u32 = self.vram.read(u8, screen_base + ((y / 8) * @bitCast(u32, tile_width) + (x / 8)));
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const row = y & 7;
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const col = x & 7;
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@ -506,7 +507,7 @@ pub const Ppu = struct {
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if (pal_id != 0) {
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const bgr555 = self.palette.read(u16, pal_id * 2);
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copyToBackgroundBuffer(n, self.bld.cnt, &self.scanline, i, bgr555);
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self.copyToBackgroundBuffer(n, win_bounds, i, bgr555);
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}
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}
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@ -535,62 +536,10 @@ pub const Ppu = struct {
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var i: u32 = 0;
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while (i < width) : (i += 1) {
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if (!shouldDrawBackground(n, self.bld.cnt, &self.scanline, i)) continue;
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const x = hofs + i;
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const win0 = self.dispcnt.win_enable.read() & 1 == 1;
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const win1 = (self.dispcnt.win_enable.read() >> 1) & 1 == 1;
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const winObj = self.dispcnt.obj_win_enable.read();
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if (win0 or win1 or winObj) blk: {
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// Window is enabled
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const win0_in = (self.win.in.w0_bg.read() >> n) & 1 == 1;
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const win1_in = (self.win.in.w1_bg.read() >> n) & 1 == 1;
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const win_out = (self.win.out.out_bg.read() >> n) & 1 == 1;
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if (win0) {
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const h = self.win.h[0];
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const v = self.win.v[0];
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const y1 = v.y1.read();
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const y2 = if (y1 > v.y2.read()) 160 else std.math.min(160, v.y2.read());
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if (y1 <= y and y < y2) {
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// Within Y bounds
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const x1 = h.x1.read();
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const x2 = if (x1 > h.x2.read()) 240 else std.math.min(240, h.x2.read());
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// Within X and & bounds, render Win0 Pixel
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if (x1 <= x and x < x2) {
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if (win0_in) break :blk else continue;
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}
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}
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}
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if (win1) {
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const h = self.win.h[1];
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const v = self.win.v[1];
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const y1 = v.y1.read();
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const y2 = if (y1 > v.y2.read()) 160 else std.math.min(160, v.y2.read());
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if (y1 <= y and y < y2) {
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// Within Y bounds
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const x1 = h.x1.read();
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const x2 = if (x1 > h.x2.read()) 240 else std.math.min(240, h.x2.read());
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// Within X and & bounds, render Win1 Pixel
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if (x1 <= x and x < x2) {
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if (win1_in) break :blk else continue;
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}
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}
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}
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// If not Win0 nor Win1 and WinOut isn't enabled,
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// then don't render this pixel
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if (!win_out) continue;
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}
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const win_bounds = self.windowBounds(@truncate(u9, x), @truncate(u8, y));
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if (!shouldDrawBackground(self, n, win_bounds, i)) continue;
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// Grab the Screen Entry from VRAM
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const entry_addr = screen_base + tilemapOffset(size, x, y);
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@ -616,7 +565,7 @@ pub const Ppu = struct {
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if (pal_id != 0) {
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const bgr555 = self.palette.read(u16, pal_id * 2);
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copyToBackgroundBuffer(n, self.bld.cnt, &self.scanline, i, bgr555);
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self.copyToBackgroundBuffer(n, win_bounds, i, bgr555);
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}
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}
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}
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@ -796,6 +745,93 @@ pub const Ppu = struct {
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return self.palette.getBackdrop();
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}
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fn copyToBackgroundBuffer(self: *Self, comptime n: u2, bounds: ?WindowBounds, i: usize, bgr555: u16) void {
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if (self.bld.cnt.mode.read() != 0b00) {
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// Standard Alpha Blending
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const a_layers = self.bld.cnt.layer_a.read();
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const is_blend_enabled = (a_layers >> n) & 1 == 1;
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// If Alpha Blending is enabled and we've found an eligible layer for
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// Pixel A, store the pixel in the bottom pixel buffer
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const win_part = if (bounds) |win| blk: {
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// Window Enabled
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break :blk switch (win) {
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.win0 => self.win.in.w0_bld.read(),
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.win1 => self.win.in.w1_bld.read(),
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.out => self.win.out.out_bld.read(),
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};
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} else true;
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if (win_part and is_blend_enabled) {
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self.scanline.btm()[i] = bgr555;
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return;
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}
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}
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self.scanline.top()[i] = bgr555;
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}
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const WindowBounds = enum { win0, win1, out };
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fn windowBounds(self: *Self, x: u9, y: u8) ?WindowBounds {
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const win0 = self.dispcnt.win_enable.read() & 1 == 1;
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const win1 = (self.dispcnt.win_enable.read() >> 1) & 1 == 1;
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const winObj = self.dispcnt.obj_win_enable.read();
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if (!(win0 or win1 or winObj)) return null;
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if (win0 and self.win.inRange(0, x, y)) return .win0;
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if (win1 and self.win.inRange(1, x, y)) return .win1;
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return .out;
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}
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fn shouldDrawBackground(self: *Self, comptime n: u2, bounds: ?WindowBounds, i: usize) bool {
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// If a pixel has been drawn on the top layer, it's because:
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// 1. The pixel is to be blended with a pixel on the bottom layer
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// 2. The pixel is not to be blended at all
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// Also, if we find a pixel on the top layer we don't need to bother with this I think?
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if (self.scanline.top()[i] != null) return false;
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if (bounds) |win| {
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switch (win) {
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.win0 => if ((self.win.in.w0_bg.read() >> n) & 1 == 0) return false,
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.win1 => if ((self.win.in.w1_bg.read() >> n) & 1 == 0) return false,
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.out => if ((self.win.out.out_bg.read() >> n) & 1 == 0) return false,
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}
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}
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if (self.scanline.btm()[i] != null) {
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// The pixel found in the bottom layer is:
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// 1. From a higher priority background
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// 2. From a background that is marked for blending (Pixel A)
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// If Alpha Blending isn't enabled, then we've already found a higher prio
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// pixel, we can return early
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if (self.bld.cnt.mode.read() != 0b01) return false;
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const b_layers = self.bld.cnt.layer_b.read();
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const win_part = if (bounds) |win| blk: {
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// Window Enabled
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break :blk switch (win) {
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.win0 => self.win.in.w0_bld.read(),
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.win1 => self.win.in.w1_bld.read(),
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.out => self.win.out.out_bld.read(),
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};
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} else true;
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// If the Background is not marked for blending, we've already found
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// a higher priority pixel, move on.
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const is_blend_enabled = win_part and ((b_layers >> n) & 1 == 1);
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if (!is_blend_enabled) return false;
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}
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return true;
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}
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// TODO: Comment this + get a better understanding
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fn tilemapOffset(size: u2, x: u32, y: u32) u32 {
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// Current Row: (y % PIXEL_COUNT) / 8
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@ -1089,6 +1125,25 @@ const Window = struct {
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return self.out.raw & 0x3F3F;
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}
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fn inRange(self: *const Self, comptime id: u1, x: u9, y: u8) bool {
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const h = self.h[id];
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const v = self.v[id];
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const y1 = v.y1.read();
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const y2 = if (y1 > v.y2.read()) 160 else std.math.min(160, v.y2.read());
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if (y1 <= y and y < y2) {
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// Within Y bounds
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const x1 = h.x1.read();
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const x2 = if (x1 > h.x2.read()) 240 else std.math.min(240, h.x2.read());
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// Within X Bounds
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return x1 <= x and x < x2;
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}
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return false;
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}
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pub fn setH(self: *Self, value: u32) void {
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self.h[0].raw = @truncate(u16, value);
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self.h[1].raw = @truncate(u16, value >> 16);
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@ -1396,37 +1451,6 @@ fn alphaBlend(top: u16, btm: u16, bldalpha: io.BldAlpha) u16 {
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return (bld_b << 10) | (bld_g << 5) | bld_r;
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}
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fn shouldDrawBackground(comptime n: u2, bldcnt: io.BldCnt, scanline: *Scanline, i: usize) bool {
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// If a pixel has been drawn on the top layer, it's because
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// Either the pixel is to be blended with a pixel on the bottom layer
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// or the pixel is not to be blended at all
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// Consequentially, if we find a pixel on the top layer, there's no need
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// to render anything I think?
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if (scanline.top()[i] != null) return false;
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if (scanline.btm()[i] != null) {
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// The Pixel found in the Bottom layer is
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// 1. From a higher priority
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// 2. From a Backround that is marked for Blending (Pixel A)
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//
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// We now have to confirm whether this current Background can be used
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// as Pixel B or not.
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// If Alpha Blending isn't enabled, we've aready found a higher
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// priority pixel to render. Move on
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if (bldcnt.mode.read() != 0b01) return false;
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const b_layers = bldcnt.layer_b.read();
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const is_blend_enabled = (b_layers >> n) & 1 == 1;
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// If the Background is not marked for blending, we've already found
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// a higher priority pixel, move on.
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if (!is_blend_enabled) return false;
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}
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return true;
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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] != null) return false;
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@ -1441,23 +1465,6 @@ fn shouldDrawSprite(bldcnt: io.BldCnt, scanline: *Scanline, x: u9) bool {
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return true;
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}
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fn copyToBackgroundBuffer(comptime n: u2, bldcnt: io.BldCnt, scanline: *Scanline, i: usize, bgr555: u16) void {
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if (bldcnt.mode.read() != 0b00) {
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// Standard Alpha Blending
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const a_layers = bldcnt.layer_a.read();
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const is_blend_enabled = (a_layers >> n) & 1 == 1;
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// If Alpha Blending is enabled and we've found an eligible layer for
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// Pixel A, store the pixel in the bottom pixel buffer
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if (is_blend_enabled) {
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scanline.btm()[i] = bgr555;
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return;
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}
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}
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scanline.top()[i] = bgr555;
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}
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fn copyToSpriteBuffer(bldcnt: io.BldCnt, scanline: *Scanline, x: u9, bgr555: u16) void {
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if (bldcnt.mode.read() != 0b00) {
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// Alpha Blending
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