fix: resolve issues with sprite mirroring
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05e67da181
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42
src/ppu.zig
42
src/ppu.zig
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@ -142,57 +142,31 @@ pub const Ppu = struct {
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} else break;
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}
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// // TODO: Scanning OAM for every single pixel is insanely expensive
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// // This should be done once per scanline (and then check for X bounds every pixel)
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// var j: u32 = 0;
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// while (j < self.oam.buf.len) : (j += 8) {
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// // Attributes in OAM are 6 bytes long, with 2 bytes of padding
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// // Grab Attributes from OAM
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// const attr0 = @bitCast(Attr0, self.oam.get16(j));
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// const attr1 = @bitCast(Attr1, self.oam.get16(j + 2));
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// const attr2 = @bitCast(Attr2, self.oam.get16(j + 4));
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// // Only consider enabled sprites on the current priority
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// if (attr0.disabled.read() or attr2.rel_prio.read() != prio) continue;
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// // Determine sprite bounds
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// const d = spriteDimensions(attr0.shape.read(), attr1.size.read());
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// const sy = attr0.y.read();
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// const sx = attr1.x.read();
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// const sx_end = sx + d[0];
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// const sy_end = sy + d[1];
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// // If sprite is in range
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// if (sy < y and sy_end > y and sx < x and sx_end > x) {
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// maybe_sprite = Sprite.init(attr0, attr1, attr2);
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// break;
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// }
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// }
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// If we didn't find a sprite, progress to the next pixel
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const sprite: Sprite = if (maybe_sprite) |s| s else continue;
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const is_8bpp = sprite.is_8bpp();
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// Y and X coordinates within the context of a singular 8x8 tile
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const tile_y = y - sprite.y();
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const tile_x = x - sprite.x();
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const tile_y: u16 = (y - sprite.y()) ^ if (sprite.v_flip()) (sprite.height - 1) else 0;
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const tile_x = (x - sprite.x()) ^ if (sprite.h_flip()) (sprite.width - 1) else 0;
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const tile_id: u32 = sprite.tile_id();
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const tile_row_offset: u32 = if (is_8bpp) 8 else 4;
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const tile_len: u32 = if (is_8bpp) 0x40 else 0x20;
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const row = if (sprite.v_flip()) 7 - (tile_y % 8) else tile_y % 8;
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const col = if (sprite.h_flip()) 7 - (tile_x % 8) else tile_x % 8;
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const row = tile_y % 8;
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const col = tile_x % 8;
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const tile_base: u32 = char_base + (0x20 * tile_id) + (tile_row_offset * row) + if (is_8bpp) col else col / 2;
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var tile_offset = (tile_x >> 3) * tile_len;
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var tile_offset = (tile_x / 8) * tile_len;
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if (self.dispcnt.obj_mapping.read()) {
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// One Dimensional
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tile_offset += (tile_y / 8) * tile_len * (sprite.width >> 3);
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tile_offset += (tile_y / 8) * tile_len * (sprite.width / 8);
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} else {
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// Two Dimensional
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tile_offset += (@as(u32, tile_y) >> 3) * tile_len * 0x20;
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// TODO: This doesn't work
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tile_offset += (tile_y / 8) * tile_len * 0x20;
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}
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const tile = self.vram.buf[tile_base + tile_offset];
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