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Removed unused dirty rectangle code.
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@ -453,161 +453,6 @@ void CRender2D::DrawCompleteLayer(int layerNum, const UINT16 *nameTableBase)
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 496, 384, GL_RGBA, GL_UNSIGNED_BYTE, surf);
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}
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/*
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* DrawRect():
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*
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* Draws a rectangular portion of the given layer and uploads it. Scrolling is
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* applied but the result must be clipped against the rectangular window
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* defined here by tileX, tileY, tileW, and tileH.
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*
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* Clipping for the right side is not checked, which will always work as long
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* as the X and Y tile positions never exceed 61 and 47, respectively (the
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* dimensions of the physical display; there is border space because the
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* layers are 64x64).
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*
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* Parameters:
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* layerNum Layer number (0 or 1).
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* nameTableBase Pointer to the layer's name table.
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* tileX Position of upper-left corner of rectangle on the
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* screen, in units of 8-pixel tiles (0-61).
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* tileY "" (0-47)
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* tileW Width of rectangular region in tiles.
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* tileH "" (height)
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*/
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void CRender2D::DrawRect(int layerNum, const UINT16 *nameTableBase, int tileX, int tileY, int tileW, int tileH)
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{
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UINT32 *dest = surf; // destination surface to write to
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const UINT16 *maskTable; // pointer to start of mask table
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const UINT16 *hScrollTablePri, *hScrollTableAlt; // pointers to line scroll tables
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const UINT16 *nameTablePri = nameTableBase; // primary (this layer) name table
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const UINT16 *nameTableAlt = &nameTableBase[64*64]; // alternate layer's name table
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const UINT16 *nameTable;
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int colorDepthPri, colorDepthAlt; // primary and alternate layer color depths
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int hScrollPri, hScrollAlt; // primary and alternate layer scroll offsets
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int vScrollPri, vScrollAlt;
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int hFullScrollPri, hFullScrollAlt; // full-screen horizontal scroll values (from registers)
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int hOffset, vOffset; // pixel offsets
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int ntOffset; // offset in name table
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int tx;
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bool lineScrollPri, lineScrollAlt; // line scrolling enable/disable
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UINT16 mask;
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// Determine layer color depths (1 if 4-bit, 0 if 8-bit)
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colorDepthPri = regs[0x20/4] & (1<<(12+layerNum*2));
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colorDepthAlt = regs[0x20/4] & (1<<(12+layerNum*2+1));
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// Line scroll tables
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hScrollTablePri = (UINT16 *) &vram[(0xF6000+layerNum*2*0x400)/4];
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hScrollTableAlt = (UINT16 *) &vram[(0xF6000+layerNum*2*0x400+0x400)/4];
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// Get correct offset into mask table
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maskTable = (UINT16 *) &vram[0xF7000/4];
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if (layerNum == 0)
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++maskTable; // little endian, layer 0 is second word in each pair
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// Load horizontal full-screen scroll values and scroll mode
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hFullScrollPri = regs[0x60/4+layerNum*2]&0x3FF;
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hFullScrollAlt = regs[0x60/4+layerNum*2+1]&0x3FF;
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lineScrollPri = regs[0x60/4+layerNum*2]&0x8000;
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lineScrollAlt = regs[0x60/4+layerNum*2+1]&0x8000;
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// Load vertical scroll values
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vScrollPri = (regs[0x60/4+layerNum*2]>>16)&0x3FF;
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vScrollAlt = (regs[0x60/4+layerNum*2+1]>>16)&0x3FF;
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// Iterate over actual line on screen
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for (int y = tileY*8; y < (tileY+tileH)*8; y++)
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{
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// Load horizontal scroll values
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if (lineScrollPri)
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hScrollPri = hScrollTablePri[y];
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else
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hScrollPri = hFullScrollPri;
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if (lineScrollAlt)
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hScrollAlt = hScrollTableAlt[y];
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else
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hScrollAlt = hFullScrollAlt;
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/*
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* Draw all tiles from primary layer first
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*/
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// Compute scroll offsets into name table and destination
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hOffset = -(hScrollPri&7);
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vOffset = (y+vScrollPri)&7;
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ntOffset = tileX+hScrollPri/8;
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// Advance name table to our line (prior to h-scrolling)
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nameTable = &nameTablePri[64*((y+vScrollPri)/8) & 0xFFF]; // clamp to 64x64=0x1000
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// Each bit in the mask table corresponds to 4 tiles
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mask = maskTable[y*2];
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// Render a line!
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//TODO: add one if scrolling
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for (tx = 0; tx < tileW; tx++)
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{
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if ( ((mask<<((tileX+tx)/4)) & 0x8000) )
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{
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if (colorDepthPri)
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DrawTileLine4Bit(dest, hOffset, nameTable[(ntOffset^1)&63], vOffset); // make sure ^1 belongs inside parenthesis...
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else
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DrawTileLine8Bit(dest, hOffset, nameTable[(ntOffset^1)&63], vOffset);
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}
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hOffset += 8;
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ntOffset++;
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}
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// When scrolling, extra tile must be rendered at right edge of region
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if ( ((mask<<((tileX+tx)/4)) & 0x8000) ) // re-use the last mask bit (mask doesn't scroll)
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{
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if (colorDepthPri)
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DrawTileLine4BitRightClip(dest, hOffset, nameTable[(ntOffset^1)&63], vOffset, hScrollPri&7);
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else
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DrawTileLine8BitRightClip(dest, hOffset, nameTable[(ntOffset^1)&63], vOffset, hScrollPri&7);
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}
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/*
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* Draw the alternate layer wherever the primary layer was masked
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*/
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hOffset = -(hScrollAlt&7);
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vOffset = (y+vScrollAlt)&7;
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ntOffset = tileX+hScrollAlt/8;
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nameTable = &nameTableAlt[64*((y+vScrollAlt)/8)];
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mask = maskTable[y*2];
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for (tx = 0; tx < tileW; tx++)
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{
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if (0 == ((mask<<((tileX+tx)/4)) & 0x8000))
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{
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if (colorDepthAlt)
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DrawTileLine4Bit(dest, hOffset, nameTable[(ntOffset^1)&63], vOffset);
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else
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DrawTileLine8Bit(dest, hOffset, nameTable[(ntOffset^1)&63], vOffset);
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}
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hOffset += 8;
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ntOffset++;
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}
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// When scrolling, extra tile must be rendered at right edge of region
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if (0 == ((mask<<((tileX+tx)/4)) & 0x8000)) // re-use the last mask bit (mask doesn't scroll)
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{
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if (colorDepthAlt)
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DrawTileLine4BitRightClip(dest, hOffset, nameTable[(ntOffset^1)&63], vOffset, hScrollAlt&7);
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else
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DrawTileLine8BitRightClip(dest, hOffset, nameTable[(ntOffset^1)&63], vOffset, hScrollAlt&7);
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}
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// Next line
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dest += tileW*8; // image surface is only as wide as the rectangle we're updating
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}
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// Upload
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glTexSubImage2D(GL_TEXTURE_2D, 0, tileX*8, tileY*8, tileW*8, tileH*8, GL_RGBA, GL_UNSIGNED_BYTE, surf);
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}
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// Updates any changed portions of a layer
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void CRender2D::UpdateLayer(int layerNum)
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{
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