src/gba/renderers/software-obj.c (view raw)
1/* Copyright (c) 2013-2015 Jeffrey Pfau
2 *
3 * This Source Code Form is subject to the terms of the Mozilla Public
4 * License, v. 2.0. If a copy of the MPL was not distributed with this
5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
6#include "software-private.h"
7
8#define SPRITE_NORMAL_LOOP(DEPTH, TYPE) \
9 SPRITE_YBASE_ ## DEPTH(inY); \
10 unsigned tileData; \
11 for (; outX < condition; ++outX, inX += xOffset) { \
12 if (!(renderer->row[outX] & FLAG_UNWRITTEN)) { \
13 continue; \
14 } \
15 SPRITE_XBASE_ ## DEPTH(inX); \
16 SPRITE_DRAW_PIXEL_ ## DEPTH ## _ ## TYPE(inX); \
17 }
18
19#define SPRITE_MOSAIC_LOOP(DEPTH, TYPE) \
20 SPRITE_YBASE_ ## DEPTH(inY); \
21 unsigned tileData; \
22 if (outX % mosaicH) { \
23 if (!inX && xOffset > 0) { \
24 inX = mosaicH - (outX % mosaicH); \
25 outX += mosaicH - (outX % mosaicH); \
26 } else if (inX == width - xOffset) { \
27 inX = mosaicH + (outX % mosaicH); \
28 outX += mosaicH - (outX % mosaicH); \
29 } \
30 } \
31 for (; outX < condition; ++outX, inX += xOffset) { \
32 if (!(renderer->row[outX] & FLAG_UNWRITTEN)) { \
33 continue; \
34 } \
35 int localX = inX - xOffset * (outX % mosaicH); \
36 if (localX < 0 || localX > width - 1) { \
37 continue; \
38 } \
39 SPRITE_XBASE_ ## DEPTH(localX); \
40 SPRITE_DRAW_PIXEL_ ## DEPTH ## _ ## TYPE(localX); \
41 }
42
43#define SPRITE_TRANSFORMED_LOOP(DEPTH, TYPE) \
44 unsigned tileData; \
45 for (; outX < x + totalWidth && outX < end; ++outX, ++inX) { \
46 if (!(renderer->row[outX] & FLAG_UNWRITTEN)) { \
47 continue; \
48 } \
49 xAccum += mat.a; \
50 yAccum += mat.c; \
51 int localX = (xAccum >> 8) + (width >> 1); \
52 int localY = (yAccum >> 8) + (height >> 1); \
53 \
54 if (localX < 0 || localX >= width || localY < 0 || localY >= height) { \
55 continue; \
56 } \
57 \
58 SPRITE_YBASE_ ## DEPTH(localY); \
59 SPRITE_XBASE_ ## DEPTH(localX); \
60 SPRITE_DRAW_PIXEL_ ## DEPTH ## _ ## TYPE(localX); \
61 }
62
63#define SPRITE_XBASE_16(localX) unsigned xBase = (localX & ~0x7) * 4 + ((localX >> 1) & 2);
64#define SPRITE_YBASE_16(localY) unsigned yBase = (localY & ~0x7) * (GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? width >> 1 : 0x80) + (localY & 0x7) * 4;
65
66#define SPRITE_DRAW_PIXEL_16_NORMAL(localX) \
67 LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
68 tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
69 current = renderer->spriteLayer[outX]; \
70 if ((current & FLAG_ORDER_MASK) > flags) { \
71 if (tileData) { \
72 renderer->spriteLayer[outX] = palette[tileData] | flags; \
73 } else if (current != FLAG_UNWRITTEN) { \
74 renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
75 } \
76 }
77
78#define SPRITE_DRAW_PIXEL_16_NORMAL_OBJWIN(localX) \
79 LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
80 tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
81 current = renderer->spriteLayer[outX]; \
82 if ((current & FLAG_ORDER_MASK) > flags) { \
83 if (tileData) { \
84 unsigned color = (renderer->row[outX] & FLAG_OBJWIN) ? objwinPalette[tileData] : palette[tileData]; \
85 renderer->spriteLayer[outX] = color | flags; \
86 } else if (current != FLAG_UNWRITTEN) { \
87 renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
88 } \
89 }
90
91#define SPRITE_DRAW_PIXEL_16_OBJWIN(localX) \
92 LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
93 tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
94 if (tileData) { \
95 renderer->row[outX] |= FLAG_OBJWIN; \
96 }
97
98#define SPRITE_XBASE_256(localX) unsigned xBase = (localX & ~0x7) * 8 + (localX & 6);
99#define SPRITE_YBASE_256(localY) unsigned yBase = (localY & ~0x7) * (GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? width : 0x80) + (localY & 0x7) * 8;
100
101#define SPRITE_DRAW_PIXEL_256_NORMAL(localX) \
102 LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
103 tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
104 current = renderer->spriteLayer[outX]; \
105 if ((current & FLAG_ORDER_MASK) > flags) { \
106 if (tileData) { \
107 renderer->spriteLayer[outX] = palette[tileData] | flags; \
108 } else if (current != FLAG_UNWRITTEN) { \
109 renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
110 } \
111 }
112
113#define SPRITE_DRAW_PIXEL_256_NORMAL_OBJWIN(localX) \
114 LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
115 tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
116 current = renderer->spriteLayer[outX]; \
117 if ((current & FLAG_ORDER_MASK) > flags) { \
118 if (tileData) { \
119 unsigned color = (renderer->row[outX] & FLAG_OBJWIN) ? objwinPalette[tileData] : palette[tileData]; \
120 renderer->spriteLayer[outX] = color | flags; \
121 } else if (current != FLAG_UNWRITTEN) { \
122 renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
123 } \
124 }
125
126#define SPRITE_DRAW_PIXEL_256_OBJWIN(localX) \
127 LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
128 tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
129 if (tileData) { \
130 renderer->row[outX] |= FLAG_OBJWIN; \
131 }
132
133int GBAVideoSoftwareRendererPreprocessSprite(struct GBAVideoSoftwareRenderer* renderer, struct GBAObj* sprite, int y) {
134 int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][0];
135 int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][1];
136 int start = renderer->start;
137 int end = renderer->end;
138 uint32_t flags = GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY;
139 flags |= FLAG_TARGET_1 * ((GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) && renderer->target1Obj && renderer->blendEffect == BLEND_ALPHA) || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
140 flags |= FLAG_OBJWIN * (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN);
141 int32_t x = GBAObjAttributesBGetX(sprite->b) << 23;
142 x >>= 23;
143 uint16_t* vramBase = &renderer->d.vram[BASE_TILE >> 1];
144 unsigned charBase = GBAObjAttributesCGetTile(sprite->c) * 0x20;
145 if (GBARegisterDISPCNTGetMode(renderer->dispcnt) >= 3 && GBAObjAttributesCGetTile(sprite->c) < 512) {
146 return 0;
147 }
148 int variant = renderer->target1Obj &&
149 GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) &&
150 (renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN) &&
151 GBAObjAttributesAGetMode(sprite->a) != OBJ_MODE_SEMITRANSPARENT;
152 if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) {
153 int target2 = renderer->target2Bd << 4;
154 target2 |= renderer->bg[0].target2 << (renderer->bg[0].priority);
155 target2 |= renderer->bg[1].target2 << (renderer->bg[1].priority);
156 target2 |= renderer->bg[2].target2 << (renderer->bg[2].priority);
157 target2 |= renderer->bg[3].target2 << (renderer->bg[3].priority);
158 if ((1 << GBAObjAttributesCGetPriority(sprite->c)) < target2) {
159 variant = 0;
160 }
161 }
162 color_t* palette = &renderer->normalPalette[0x100];
163 color_t* objwinPalette = palette;
164 int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt) && GBAWindowControlGetBlendEnable(renderer->objwin.packed) != GBAWindowControlIsBlendEnable(renderer->currentWindow.packed);
165
166 if (variant) {
167 palette = &renderer->variantPalette[0x100];
168 if (GBAWindowControlIsBlendEnable(renderer->objwin.packed)) {
169 objwinPalette = palette;
170 }
171 }
172
173 int inY = y - (int) GBAObjAttributesAGetY(sprite->a);
174
175 uint32_t current;
176 if (GBAObjAttributesAIsTransformed(sprite->a)) {
177 int totalWidth = width << GBAObjAttributesAGetDoubleSize(sprite->a);
178 int totalHeight = height << GBAObjAttributesAGetDoubleSize(sprite->a);
179 struct GBAOAMMatrix mat;
180 LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
181 LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
182 LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
183 LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
184
185 if (inY < 0) {
186 inY += 256;
187 }
188 int outX = x >= start ? x : start;
189 int inX = outX - x;
190 int xAccum = mat.a * (inX - 1 - (totalWidth >> 1)) + mat.b * (inY - (totalHeight >> 1));
191 int yAccum = mat.c * (inX - 1 - (totalWidth >> 1)) + mat.d * (inY - (totalHeight >> 1));
192
193 if (!GBAObjAttributesAIs256Color(sprite->a)) {
194 palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
195 if (flags & FLAG_OBJWIN) {
196 SPRITE_TRANSFORMED_LOOP(16, OBJWIN);
197 } else if (objwinSlowPath) {
198 objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
199 SPRITE_TRANSFORMED_LOOP(16, NORMAL_OBJWIN);
200 } else {
201 SPRITE_TRANSFORMED_LOOP(16, NORMAL);
202 }
203 } else {
204 if (flags & FLAG_OBJWIN) {
205 SPRITE_TRANSFORMED_LOOP(256, OBJWIN);
206 } else if (objwinSlowPath) {
207 SPRITE_TRANSFORMED_LOOP(256, NORMAL_OBJWIN);
208 } else {
209 SPRITE_TRANSFORMED_LOOP(256, NORMAL);
210 }
211 }
212 } else {
213 int outX = x >= start ? x : start;
214 int condition = x + width;
215 int mosaicH = 1;
216 if (GBAObjAttributesAIsMosaic(sprite->a)) {
217 mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
218 if (condition % mosaicH) {
219 condition += mosaicH - (condition % mosaicH);
220 }
221 }
222 if ((int) GBAObjAttributesAGetY(sprite->a) + height - 256 >= 0) {
223 inY += 256;
224 }
225 if (GBAObjAttributesBIsVFlip(sprite->b)) {
226 inY = height - inY - 1;
227 }
228 if (end < condition) {
229 condition = end;
230 }
231 int inX = outX - x;
232 int xOffset = 1;
233 if (GBAObjAttributesBIsHFlip(sprite->b)) {
234 inX = width - inX - 1;
235 xOffset = -1;
236 }
237 if (!GBAObjAttributesAIs256Color(sprite->a)) {
238 palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
239 if (flags & FLAG_OBJWIN) {
240 SPRITE_NORMAL_LOOP(16, OBJWIN);
241 } else if (GBAObjAttributesAIsMosaic(sprite->a)) {
242 if (objwinSlowPath) {
243 objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
244 SPRITE_MOSAIC_LOOP(16, NORMAL_OBJWIN);
245 } else {
246 SPRITE_MOSAIC_LOOP(16, NORMAL);
247 }
248 } else if (objwinSlowPath) {
249 objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
250 SPRITE_NORMAL_LOOP(16, NORMAL_OBJWIN);
251 } else {
252 SPRITE_NORMAL_LOOP(16, NORMAL);
253 }
254 } else {
255 if (flags & FLAG_OBJWIN) {
256 SPRITE_NORMAL_LOOP(256, OBJWIN);
257 } else if (GBAObjAttributesAIsMosaic(sprite->a)) {
258 if (objwinSlowPath) {
259 objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
260 SPRITE_MOSAIC_LOOP(256, NORMAL_OBJWIN);
261 } else {
262 SPRITE_MOSAIC_LOOP(256, NORMAL);
263 }
264 } else if (objwinSlowPath) {
265 SPRITE_NORMAL_LOOP(256, NORMAL_OBJWIN);
266 } else {
267 SPRITE_NORMAL_LOOP(256, NORMAL);
268 }
269 }
270 }
271 return 1;
272}
273
274void GBAVideoSoftwareRendererPostprocessSprite(struct GBAVideoSoftwareRenderer* renderer, unsigned priority) {
275 int x;
276 uint32_t* pixel = &renderer->row[renderer->start];
277 uint32_t flags = FLAG_TARGET_2 * renderer->target2Obj;
278
279 int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt);
280 bool objwinDisable = false;
281 bool objwinOnly = false;
282 if (objwinSlowPath) {
283 objwinDisable = !GBAWindowControlIsObjEnable(renderer->objwin.packed);
284 objwinOnly = !objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed);
285 if (objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
286 return;
287 }
288
289 if (objwinDisable) {
290 for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
291 uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
292 uint32_t current = *pixel;
293 if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && !(current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
294 _compositeBlendObjwin(renderer, pixel, color | flags, current);
295 }
296 }
297 return;
298 } else if (objwinOnly) {
299 for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
300 uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
301 uint32_t current = *pixel;
302 if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
303 _compositeBlendObjwin(renderer, pixel, color | flags, current);
304 }
305 }
306 return;
307 } else {
308 for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
309 uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
310 uint32_t current = *pixel;
311 if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
312 _compositeBlendObjwin(renderer, pixel, color | flags, current);
313 }
314 }
315 return;
316 }
317 } else if (!GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
318 return;
319 }
320 for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
321 uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
322 uint32_t current = *pixel;
323 if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
324 _compositeBlendNoObjwin(renderer, pixel, color | flags, current);
325 }
326 }
327}