chore: improve readability of sprite drawing code a bit
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@ -263,8 +263,7 @@ pub const Ppu = struct {
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scanline: Scanline,
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pub fn init(allocator: Allocator, sched: *Scheduler) !Self {
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// Queue first Hblank
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sched.push(.Draw, 240 * 4);
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sched.push(.Draw, 240 * 4); // Add first PPU Event to Scheduler
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const sprites = try allocator.create([128]?Sprite);
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std.mem.set(?Sprite, sprites, null);
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@ -324,20 +323,16 @@ pub const Ppu = struct {
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// Only consider enabled Sprites
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if (attr0.is_affine.read() or !attr0.disabled.read()) {
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const attr1 = @bitCast(Attr1, self.oam.read(u16, i + 2));
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const sprite_height = spriteDimensions(attr0.shape.read(), attr1.size.read())[1];
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// When fetching sprites we only care about ones that could be rendered
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// on this scanline
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const iy = @bitCast(i8, y);
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const start = attr0.y.read();
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const istart = @bitCast(i8, start);
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const end = start +% spriteDimensions(attr0.shape.read(), attr1.size.read())[1];
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const iend = @bitCast(i8, end);
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var y_pos: i32 = attr0.y.read();
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if (y_pos >= 160) y_pos -= 256; // fleroviux's solution to negative positions
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// Sprites are expected to be able to wraparound, we perform the same check
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// for unsigned and signed values so that we handle all valid sprite positions
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if ((start <= y and y < end) or (istart <= iy and iy < iend)) {
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if (y_pos <= y and y < (y_pos + sprite_height)) {
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for (self.scanline_sprites) |*maybe_sprite| {
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if (maybe_sprite.* == null) {
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maybe_sprite.* = Sprite.init(attr0, attr1, @bitCast(Attr2, self.oam.read(u16, i + 4)));
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@ -364,8 +359,6 @@ pub const Ppu = struct {
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}
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fn drawAffineSprite(self: *Self, sprite: AffineSprite) void {
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const iy = @bitCast(i8, self.vcount.scanline.read());
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const is_8bpp = sprite.is8bpp();
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const tile_id: u32 = sprite.tileId();
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const obj_mapping = self.dispcnt.obj_mapping.read();
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@ -374,25 +367,22 @@ pub const Ppu = struct {
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const char_base = 0x4000 * 4;
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const y = self.vcount.scanline.read();
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var i: u9 = 0;
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while (i < sprite.width) : (i += 1) {
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const x = (sprite.x() +% i) % width;
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const ix = @bitCast(i9, x);
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if (!shouldDrawSprite(self.bld.cnt, &self.scanline, x)) continue;
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const sprite_start = sprite.x();
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const isprite_start = @bitCast(i9, sprite_start);
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const sprite_end = sprite_start +% sprite.width;
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const isprite_end = @bitCast(i9, sprite_end);
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var x_pos: i32 = sprite.x();
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if (x_pos >= 240) x_pos -= 512;
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const condition = (sprite_start <= x and x < sprite_end) or (isprite_start <= ix and ix < isprite_end);
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if (!condition) continue;
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if (!(x_pos <= x and x < (x_pos + sprite.width))) continue;
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// Sprite is within bounds and therefore should be rendered
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// std.math.absInt is branchless
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const tile_x = @bitCast(u9, std.math.absInt(ix - @bitCast(i9, sprite.x())) catch unreachable);
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const tile_y = @bitCast(u8, std.math.absInt(iy -% @bitCast(i8, sprite.y())) catch unreachable);
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const tile_x = @bitCast(u32, @as(i32, std.math.absInt(@as(i32, x) - x_pos) catch unreachable));
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const tile_y = @bitCast(u32, @as(i32, std.math.absInt(@bitCast(i8, y) -% @bitCast(i8, sprite.y())) catch unreachable));
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const row = @truncate(u3, tile_y);
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const col = @truncate(u3, tile_x);
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@ -414,8 +404,6 @@ pub const Ppu = struct {
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}
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fn drawSprite(self: *Self, sprite: Sprite) void {
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const iy = @bitCast(i8, self.vcount.scanline.read());
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const is_8bpp = sprite.is8bpp();
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const tile_id: u32 = sprite.tileId();
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const obj_mapping = self.dispcnt.obj_mapping.read();
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@ -424,31 +412,27 @@ pub const Ppu = struct {
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const char_base = 0x4000 * 4;
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const y = self.vcount.scanline.read();
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var i: u9 = 0;
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while (i < sprite.width) : (i += 1) {
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const x = (sprite.x() +% i) % width;
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const ix = @bitCast(i9, x);
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if (!shouldDrawSprite(self.bld.cnt, &self.scanline, x)) continue;
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const sprite_start = sprite.x();
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const isprite_start = @bitCast(i9, sprite_start);
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const sprite_end = sprite_start +% sprite.width;
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const isprite_end = @bitCast(i9, sprite_end);
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var x_pos: i32 = sprite.x();
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if (x_pos >= 240) x_pos -= 512;
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const condition = (sprite_start <= x and x < sprite_end) or (isprite_start <= ix and ix < isprite_end);
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if (!condition) continue;
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if (!(x_pos <= x and x < (x_pos + sprite.width))) continue;
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// Sprite is within bounds and therefore should be rendered
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// std.math.absInt is branchless
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const x_diff = @bitCast(u9, std.math.absInt(ix - @bitCast(i9, sprite.x())) catch unreachable);
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const y_diff = @bitCast(u8, std.math.absInt(iy -% @bitCast(i8, sprite.y())) catch unreachable);
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const x_diff: i32 = std.math.absInt(@as(i32, x) - x_pos) catch unreachable;
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const y_diff: i32 = std.math.absInt(@bitCast(i8, y) -% @bitCast(i8, sprite.y())) catch unreachable;
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// Note that we flip the tile_pos not the (tile_pos % 8) like we do for
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// Background Tiles. By doing this we mirror the entire sprite instead of
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// just a specific tile (see how sprite.width and sprite.height are involved)
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const tile_y = y_diff ^ if (sprite.vFlip()) (sprite.height - 1) else 0;
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const tile_x = x_diff ^ if (sprite.hFlip()) (sprite.width - 1) else 0;
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const tile_x = @intCast(u9, x_diff) ^ if (sprite.hFlip()) (sprite.width - 1) else 0;
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const tile_y = @intCast(u8, y_diff) ^ if (sprite.vFlip()) (sprite.height - 1) else 0;
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const row = @truncate(u3, tile_y);
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const col = @truncate(u3, tile_x);
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