mirror of
https://github.com/DPS2004/gba.git
synced 2025-01-23 04:50:31 -03:00
985 lines
No EOL
45 KiB
JavaScript
985 lines
No EOL
45 KiB
JavaScript
"use strict";
|
|
/*
|
|
Copyright (C) 2012-2015 Grant Galitz
|
|
|
|
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
|
|
|
|
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
|
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
|
*/
|
|
function GameBoyAdvanceOBJRenderer(gfx) {
|
|
this.gfx = gfx;
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.lookupXSize = [
|
|
//Square:
|
|
8, 16, 32, 64,
|
|
//Vertical Rectangle:
|
|
16, 32, 32, 64,
|
|
//Horizontal Rectangle:
|
|
8, 8, 16, 32
|
|
];
|
|
GameBoyAdvanceOBJRenderer.prototype.lookupYSize = [
|
|
//Square:
|
|
8, 16, 32, 64,
|
|
//Vertical Rectangle:
|
|
8, 8, 16, 32,
|
|
//Horizontal Rectangle:
|
|
16, 32, 32, 64
|
|
];
|
|
if (__VIEWS_SUPPORTED__) {
|
|
if (typeof getUint8Array(1).fill == "function") {
|
|
GameBoyAdvanceOBJRenderer.prototype.initialize = function () {
|
|
this.paletteOBJ256 = this.gfx.paletteOBJ256;
|
|
this.paletteOBJ16 = this.gfx.paletteOBJ16;
|
|
this.VRAM = this.gfx.VRAM;
|
|
this.cyclesToRender = 1210;
|
|
this.VRAM32 = this.gfx.VRAM32;
|
|
this.OAMRAM = getUint8Array(0x400);
|
|
this.OAMRAM16 = getUint16View(this.OAMRAM);
|
|
this.OAMRAM32 = getInt32View(this.OAMRAM);
|
|
this.offset = 0x500;
|
|
this.scratchBuffer = getInt32ViewCustom(this.gfx.buffer, this.offset | 0, ((this.offset | 0) + 240) | 0);
|
|
this.scratchWindowBuffer = getInt32Array(240);
|
|
this.scratchOBJBuffer = getInt32Array(128);
|
|
this.OBJMatrixParameters = getInt32Array(0x80);
|
|
this.initializeOAMTable();
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.clearScratch = function () {
|
|
this.scratchBuffer.fill(0x3800000);
|
|
this.scratchWindowBuffer.fill(0x3800000);
|
|
}
|
|
}
|
|
else {
|
|
GameBoyAdvanceOBJRenderer.prototype.initialize = function () {
|
|
this.paletteOBJ256 = this.gfx.paletteOBJ256;
|
|
this.paletteOBJ16 = this.gfx.paletteOBJ16;
|
|
this.VRAM = this.gfx.VRAM;
|
|
this.cyclesToRender = 1210;
|
|
this.VRAM32 = this.gfx.VRAM32;
|
|
this.OAMRAM = getUint8Array(0x400);
|
|
this.OAMRAM16 = getUint16View(this.OAMRAM);
|
|
this.OAMRAM32 = getInt32View(this.OAMRAM);
|
|
this.offset = 0x500;
|
|
this.scratchBuffer = getInt32ViewCustom(this.gfx.buffer, this.offset | 0, ((this.offset | 0) + 240) | 0);
|
|
this.scratchWindowBuffer = getInt32Array(240);
|
|
this.scratchOBJBuffer = getInt32Array(128);
|
|
this.clearingBuffer = getInt32Array(240);
|
|
this.initializeClearingBuffer();
|
|
this.OBJMatrixParameters = getInt32Array(0x80);
|
|
this.initializeOAMTable();
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.clearScratch = function () {
|
|
this.scratchBuffer.set(this.clearingBuffer);
|
|
this.scratchWindowBuffer.set(this.clearingBuffer);
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.initializeClearingBuffer = function () {
|
|
for (var position = 0; (position | 0) < 240; position = ((position | 0) + 1) | 0) {
|
|
this.clearingBuffer[position | 0] = 0x3800000;
|
|
}
|
|
}
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.outputSpriteNormal = function (xcoord, xcoordEnd, bitFlags) {
|
|
xcoord = xcoord | 0;
|
|
xcoordEnd = xcoordEnd | 0;
|
|
bitFlags = bitFlags | 0;
|
|
for (var xSource = 0; (xcoord | 0) < (xcoordEnd | 0); xcoord = ((xcoord | 0) + 1) | 0, xSource = ((xSource | 0) + 1) | 0) {
|
|
var pixel = bitFlags | this.scratchOBJBuffer[xSource | 0];
|
|
//Overwrite by priority:
|
|
if ((xcoord | 0) > -1 && (pixel & 0x3800000) < (this.scratchBuffer[xcoord | 0] & 0x3800000)) {
|
|
this.scratchBuffer[xcoord | 0] = pixel | 0;
|
|
}
|
|
}
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.outputSpriteFlipped = function (xcoord, xcoordEnd, bitFlags, xSize) {
|
|
xcoord = xcoord | 0;
|
|
xcoordEnd = xcoordEnd | 0;
|
|
bitFlags = bitFlags | 0;
|
|
xSize = xSize | 0;
|
|
for (var xSource = ((xSize | 0) - 1) | 0; (xcoord | 0) < (xcoordEnd | 0); xcoord = ((xcoord | 0) + 1) | 0, xSource = ((xSource | 0) - 1) | 0) {
|
|
var pixel = bitFlags | this.scratchOBJBuffer[xSource | 0];
|
|
//Overwrite by priority:
|
|
if ((xcoord | 0) > -1 && (pixel & 0x3800000) < (this.scratchBuffer[xcoord | 0] & 0x3800000)) {
|
|
this.scratchBuffer[xcoord | 0] = pixel | 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
GameBoyAdvanceOBJRenderer.prototype.initialize = function () {
|
|
this.paletteOBJ256 = this.gfx.paletteOBJ256;
|
|
this.paletteOBJ16 = this.gfx.paletteOBJ16;
|
|
this.VRAM = this.gfx.VRAM;
|
|
this.cyclesToRender = 1210;
|
|
this.OAMRAM = getUint8Array(0x400);
|
|
this.offset = 0x500;
|
|
this.scratchBuffer = this.gfx.buffer;
|
|
this.scratchWindowBuffer = getInt32Array(240);
|
|
this.scratchOBJBuffer = getInt32Array(128);
|
|
this.OBJMatrixParameters = getInt32Array(0x80);
|
|
this.initializeOAMTable();
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.clearScratch = function () {
|
|
for (var position = 0; position < 240; ++position) {
|
|
this.scratchBuffer[position | this.offset] = 0x3800000;
|
|
this.scratchWindowBuffer[position] = 0x3800000;
|
|
}
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.outputSpriteNormal = function (xcoord, xcoordEnd, bitFlags) {
|
|
for (var xSource = 0; xcoord < xcoordEnd; ++xcoord, ++xSource) {
|
|
var pixel = bitFlags | this.scratchOBJBuffer[xSource];
|
|
//Overwrite by priority:
|
|
if ((xcoord | 0) > -1 && (pixel & 0x3800000) < (this.scratchBuffer[xcoord | this.offset] & 0x3800000)) {
|
|
this.scratchBuffer[xcoord | this.offset] = pixel;
|
|
}
|
|
}
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.outputSpriteFlipped = function (xcoord, xcoordEnd, bitFlags, xSize) {
|
|
for (var xSource = xSize - 1; xcoord < xcoordEnd; ++xcoord, --xSource) {
|
|
var pixel = bitFlags | this.scratchOBJBuffer[xSource];
|
|
//Overwrite by priority:
|
|
if (xcoord > -1 && (pixel & 0x3800000) < (this.scratchBuffer[xcoord | this.offset] & 0x3800000)) {
|
|
this.scratchBuffer[xcoord | this.offset] = pixel;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.initializeOAMTable = function () {
|
|
this.OAMTable = [];
|
|
for (var spriteNumber = 0; (spriteNumber | 0) < 128; spriteNumber = ((spriteNumber | 0) + 1) | 0) {
|
|
this.OAMTable[spriteNumber | 0] = this.makeOAMAttributeTable();
|
|
}
|
|
}
|
|
if (typeof TypedObject == "object" && typeof TypedObject.StructType == "object") {
|
|
GameBoyAdvanceOBJRenderer.prototype.makeOAMAttributeTable = function () {
|
|
return new TypedObject.StructType({
|
|
ycoord:TypedObject.int32,
|
|
matrix2D:TypedObject.int32,
|
|
doubleSizeOrDisabled:TypedObject.int32,
|
|
mode:TypedObject.int32,
|
|
mosaic:TypedObject.int32,
|
|
monolithicPalette:TypedObject.int32,
|
|
shape:TypedObject.int32,
|
|
xcoord:TypedObject.int32,
|
|
matrixParameters:TypedObject.int32,
|
|
horizontalFlip:TypedObject.int32,
|
|
verticalFlip:TypedObject.int32,
|
|
size:TypedObject.int32,
|
|
tileNumber:TypedObject.int32,
|
|
priority:TypedObject.int32,
|
|
paletteNumber:TypedObject.int32
|
|
});
|
|
}
|
|
}
|
|
else {
|
|
GameBoyAdvanceOBJRenderer.prototype.makeOAMAttributeTable = function () {
|
|
return {
|
|
ycoord:0,
|
|
matrix2D:0,
|
|
doubleSizeOrDisabled:0,
|
|
mode:0,
|
|
mosaic:0,
|
|
monolithicPalette:0,
|
|
shape:0,
|
|
xcoord:0,
|
|
matrixParameters:0,
|
|
horizontalFlip:0,
|
|
verticalFlip:0,
|
|
size:0,
|
|
tileNumber:0,
|
|
priority:0,
|
|
paletteNumber:0
|
|
};
|
|
}
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.renderScanLine = function (line) {
|
|
line = line | 0;
|
|
this.performRenderLoop(line | 0);
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.performRenderLoop = function (line) {
|
|
line = line | 0;
|
|
this.clearScratch();
|
|
var cycles = this.cyclesToRender | 0;
|
|
for (var objNumber = 0; (objNumber | 0) < 0x80; objNumber = ((objNumber | 0) + 1) | 0) {
|
|
cycles = this.renderSprite(line | 0, this.OAMTable[objNumber | 0], cycles | 0) | 0;
|
|
}
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.renderSprite = function (line, sprite, cycles) {
|
|
line = line | 0;
|
|
cycles = cycles | 0;
|
|
if (this.isDrawable(sprite)) {
|
|
if ((sprite.mosaic | 0) != 0) {
|
|
//Correct line number for mosaic:
|
|
line = ((line | 0) - (this.gfx.mosaicRenderer.getOBJMosaicYOffset(line | 0) | 0)) | 0;
|
|
}
|
|
//Obtain horizontal size info:
|
|
var xSize = this.lookupXSize[(sprite.shape << 2) | sprite.size] << (sprite.doubleSizeOrDisabled | 0);
|
|
//Obtain vertical size info:
|
|
var ySize = this.lookupYSize[(sprite.shape << 2) | sprite.size] << (sprite.doubleSizeOrDisabled | 0);
|
|
//Obtain some offsets:
|
|
var ycoord = sprite.ycoord | 0;
|
|
var yOffset = ((line | 0) - (ycoord | 0)) | 0;
|
|
//Overflow Correction:
|
|
if ((yOffset | 0) < 0 || (((ycoord | 0) + (ySize | 0)) | 0) > 0x100) {
|
|
/*
|
|
HW re-offsets any "negative" y-coord values to on-screen unsigned.
|
|
Also a bug triggers this on 8-bit ending coordinate overflow from large sprites.
|
|
*/
|
|
yOffset = ((yOffset | 0) + 0x100) | 0;
|
|
}
|
|
//Make a sprite line:
|
|
ySize = ((ySize | 0) - 1) | 0;
|
|
if ((yOffset & ySize) == (yOffset | 0)) {
|
|
//Compute clocks required to draw the sprite:
|
|
cycles = this.computeCycles(cycles | 0, sprite.matrix2D | 0, xSize | 0) | 0;
|
|
//If there's enough cycles, render:
|
|
if ((cycles | 0) >= 0) {
|
|
switch (sprite.mode | 0) {
|
|
case 0:
|
|
//Normal/Semi-transparent Sprite:
|
|
this.renderRegularSprite(sprite, xSize | 0, ySize | 0, yOffset | 0);
|
|
break;
|
|
case 1:
|
|
//Semi-transparent Sprite:
|
|
this.renderSemiTransparentSprite(sprite, xSize | 0, ySize | 0, yOffset | 0);
|
|
break;
|
|
case 2:
|
|
//OBJ-WIN Sprite:
|
|
this.renderOBJWINSprite(sprite, xSize | 0, ySize | 0, yOffset | 0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return cycles | 0;
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.computeCycles = function (cycles, matrix2D, cyclesToSubtract) {
|
|
cycles = cycles | 0;
|
|
matrix2D = matrix2D | 0;
|
|
cyclesToSubtract = cyclesToSubtract | 0;
|
|
if ((matrix2D | 0) != 0) {
|
|
//Scale & Rotation:
|
|
cyclesToSubtract = cyclesToSubtract << 1;
|
|
cyclesToSubtract = ((cyclesToSubtract | 0) + 10) | 0;
|
|
cycles = ((cycles | 0) - (cyclesToSubtract | 0)) | 0;
|
|
|
|
}
|
|
else {
|
|
//Regular Scrolling:
|
|
cycles = ((cycles | 0) - (cyclesToSubtract | 0)) | 0;
|
|
}
|
|
return cycles | 0;
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.renderRegularSprite = function (sprite, xSize, ySize, yOffset) {
|
|
xSize = xSize | 0;
|
|
ySize = ySize | 0;
|
|
yOffset = yOffset | 0;
|
|
if ((sprite.matrix2D | 0) != 0) {
|
|
//Scale & Rotation:
|
|
this.renderMatrixSprite(sprite, xSize | 0, ((ySize | 0) + 1) | 0, yOffset | 0);
|
|
}
|
|
else {
|
|
//Regular Scrolling:
|
|
this.renderNormalSprite(sprite, xSize | 0, ySize | 0, yOffset | 0);
|
|
}
|
|
//Copy OBJ scratch buffer to scratch line buffer:
|
|
this.outputSpriteToScratch(sprite, xSize | 0);
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.renderSemiTransparentSprite = function (sprite, xSize, ySize, yOffset) {
|
|
xSize = xSize | 0;
|
|
ySize = ySize | 0;
|
|
yOffset = yOffset | 0;
|
|
if ((sprite.matrix2D | 0) != 0) {
|
|
//Scale & Rotation:
|
|
this.renderMatrixSprite(sprite, xSize | 0, ((ySize | 0) + 1) | 0, yOffset | 0);
|
|
}
|
|
else {
|
|
//Regular Scrolling:
|
|
this.renderNormalSprite(sprite, xSize | 0, ySize | 0, yOffset | 0);
|
|
}
|
|
//Copy OBJ scratch buffer to scratch line buffer:
|
|
this.outputSemiTransparentSpriteToScratch(sprite, xSize | 0);
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.renderOBJWINSprite = function (sprite, xSize, ySize, yOffset) {
|
|
xSize = xSize | 0;
|
|
ySize = ySize | 0;
|
|
yOffset = yOffset | 0;
|
|
if ((sprite.matrix2D | 0) != 0) {
|
|
//Scale & Rotation:
|
|
this.renderMatrixSpriteOBJWIN(sprite, xSize | 0, ((ySize | 0) + 1) | 0, yOffset | 0);
|
|
}
|
|
else {
|
|
//Regular Scrolling:
|
|
this.renderNormalSpriteOBJWIN(sprite, xSize | 0, ySize | 0, yOffset | 0);
|
|
}
|
|
//Copy OBJ scratch buffer to scratch obj-window line buffer:
|
|
this.outputSpriteToOBJWINScratch(sprite, xSize | 0);
|
|
}
|
|
if (typeof Math.imul == "function") {
|
|
//Math.imul found, insert the optimized path in:
|
|
GameBoyAdvanceOBJRenderer.prototype.renderMatrixSprite = function (sprite, xSize, ySize, yOffset) {
|
|
xSize = xSize | 0;
|
|
ySize = ySize | 0;
|
|
yOffset = yOffset | 0;
|
|
var xDiff = (-(xSize >> 1)) | 0;
|
|
var yDiff = ((yOffset | 0) - (ySize >> 1)) | 0;
|
|
var xSizeOriginal = xSize >> (sprite.doubleSizeOrDisabled | 0);
|
|
var xSizeFixed = xSizeOriginal << 8;
|
|
var ySizeOriginal = ySize >> (sprite.doubleSizeOrDisabled | 0);
|
|
var ySizeFixed = ySizeOriginal << 8;
|
|
var dx = this.OBJMatrixParameters[sprite.matrixParameters | 0] | 0;
|
|
var dmx = this.OBJMatrixParameters[sprite.matrixParameters | 1] | 0;
|
|
var dy = this.OBJMatrixParameters[sprite.matrixParameters | 2] | 0;
|
|
var dmy = this.OBJMatrixParameters[sprite.matrixParameters | 3] | 0;
|
|
var pa = Math.imul(dx | 0, xDiff | 0) | 0;
|
|
var pb = Math.imul(dmx | 0, yDiff | 0) | 0;
|
|
var pc = Math.imul(dy | 0, xDiff | 0) | 0;
|
|
var pd = Math.imul(dmy | 0, yDiff | 0) | 0;
|
|
var x = ((pa | 0) + (pb | 0)) | 0;
|
|
x = ((x | 0) + (xSizeFixed >> 1)) | 0;
|
|
var y = ((pc | 0) + (pd | 0)) | 0;
|
|
y = ((y | 0) + (ySizeFixed >> 1)) | 0;
|
|
for (var position = 0; (position | 0) < (xSize | 0); position = (position + 1) | 0, x = ((x | 0) + (dx | 0)) | 0, y = ((y | 0) + (dy | 0)) | 0) {
|
|
if ((x | 0) >= 0 && (y | 0) >= 0 && (x | 0) < (xSizeFixed | 0) && (y | 0) < (ySizeFixed | 0)) {
|
|
//Coordinates in range, fetch pixel:
|
|
this.scratchOBJBuffer[position | 0] = this.fetchMatrixPixel(sprite, x >> 8, y >> 8, xSizeOriginal | 0) | 0;
|
|
}
|
|
else {
|
|
//Coordinates outside of range, transparency defaulted:
|
|
this.scratchOBJBuffer[position | 0] = 0x3800000;
|
|
}
|
|
}
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.renderMatrixSpriteOBJWIN = function (sprite, xSize, ySize, yOffset) {
|
|
xSize = xSize | 0;
|
|
ySize = ySize | 0;
|
|
yOffset = yOffset | 0;
|
|
var xDiff = (-(xSize >> 1)) | 0;
|
|
var yDiff = ((yOffset | 0) - (ySize >> 1)) | 0;
|
|
var xSizeOriginal = xSize >> (sprite.doubleSizeOrDisabled | 0);
|
|
var xSizeFixed = xSizeOriginal << 8;
|
|
var ySizeOriginal = ySize >> (sprite.doubleSizeOrDisabled | 0);
|
|
var ySizeFixed = ySizeOriginal << 8;
|
|
var dx = this.OBJMatrixParameters[sprite.matrixParameters | 0] | 0;
|
|
var dmx = this.OBJMatrixParameters[sprite.matrixParameters | 1] | 0;
|
|
var dy = this.OBJMatrixParameters[sprite.matrixParameters | 2] | 0;
|
|
var dmy = this.OBJMatrixParameters[sprite.matrixParameters | 3] | 0;
|
|
var pa = Math.imul(dx | 0, xDiff | 0) | 0;
|
|
var pb = Math.imul(dmx | 0, yDiff | 0) | 0;
|
|
var pc = Math.imul(dy | 0, xDiff | 0) | 0;
|
|
var pd = Math.imul(dmy | 0, yDiff | 0) | 0;
|
|
var x = ((pa | 0) + (pb | 0)) | 0;
|
|
x = ((x | 0) + (xSizeFixed >> 1)) | 0;
|
|
var y = ((pc | 0) + (pd | 0)) | 0;
|
|
y = ((y | 0) + (ySizeFixed >> 1)) | 0;
|
|
for (var position = 0; (position | 0) < (xSize | 0); position = (position + 1) | 0, x = ((x | 0) + (dx | 0)) | 0, y = ((y | 0) + (dy | 0)) | 0) {
|
|
if ((x | 0) >= 0 && (y | 0) >= 0 && (x | 0) < (xSizeFixed | 0) && (y | 0) < (ySizeFixed | 0)) {
|
|
//Coordinates in range, fetch pixel:
|
|
this.scratchOBJBuffer[position | 0] = this.fetchMatrixPixelOBJWIN(sprite, x >> 8, y >> 8, xSizeOriginal | 0) | 0;
|
|
}
|
|
else {
|
|
//Coordinates outside of range, transparency defaulted:
|
|
this.scratchOBJBuffer[position | 0] = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
//Math.imul not found, use the compatibility method:
|
|
GameBoyAdvanceOBJRenderer.prototype.renderMatrixSprite = function (sprite, xSize, ySize, yOffset) {
|
|
var xDiff = -(xSize >> 1);
|
|
var yDiff = yOffset - (ySize >> 1);
|
|
var xSizeOriginal = xSize >> sprite.doubleSizeOrDisabled;
|
|
var xSizeFixed = xSizeOriginal << 8;
|
|
var ySizeOriginal = ySize >> sprite.doubleSizeOrDisabled;
|
|
var ySizeFixed = ySizeOriginal << 8;
|
|
var dx = this.OBJMatrixParameters[sprite.matrixParameters];
|
|
var dmx = this.OBJMatrixParameters[sprite.matrixParameters | 1];
|
|
var dy = this.OBJMatrixParameters[sprite.matrixParameters | 2];
|
|
var dmy = this.OBJMatrixParameters[sprite.matrixParameters | 3];
|
|
var pa = dx * xDiff;
|
|
var pb = dmx * yDiff;
|
|
var pc = dy * xDiff;
|
|
var pd = dmy * yDiff;
|
|
var x = pa + pb + (xSizeFixed >> 1);
|
|
var y = pc + pd + (ySizeFixed >> 1);
|
|
for (var position = 0; position < xSize; ++position, x += dx, y += dy) {
|
|
if (x >= 0 && y >= 0 && x < xSizeFixed && y < ySizeFixed) {
|
|
//Coordinates in range, fetch pixel:
|
|
this.scratchOBJBuffer[position] = this.fetchMatrixPixel(sprite, x >> 8, y >> 8, xSizeOriginal);
|
|
}
|
|
else {
|
|
//Coordinates outside of range, transparency defaulted:
|
|
this.scratchOBJBuffer[position] = 0x3800000;
|
|
}
|
|
}
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.renderMatrixSpriteOBJWIN = function (sprite, xSize, ySize, yOffset) {
|
|
var xDiff = -(xSize >> 1);
|
|
var yDiff = yOffset - (ySize >> 1);
|
|
var xSizeOriginal = xSize >> sprite.doubleSizeOrDisabled;
|
|
var xSizeFixed = xSizeOriginal << 8;
|
|
var ySizeOriginal = ySize >> sprite.doubleSizeOrDisabled;
|
|
var ySizeFixed = ySizeOriginal << 8;
|
|
var dx = this.OBJMatrixParameters[sprite.matrixParameters];
|
|
var dmx = this.OBJMatrixParameters[sprite.matrixParameters | 1];
|
|
var dy = this.OBJMatrixParameters[sprite.matrixParameters | 2];
|
|
var dmy = this.OBJMatrixParameters[sprite.matrixParameters | 3];
|
|
var pa = dx * xDiff;
|
|
var pb = dmx * yDiff;
|
|
var pc = dy * xDiff;
|
|
var pd = dmy * yDiff;
|
|
var x = pa + pb + (xSizeFixed >> 1);
|
|
var y = pc + pd + (ySizeFixed >> 1);
|
|
for (var position = 0; position < xSize; ++position, x += dx, y += dy) {
|
|
if (x >= 0 && y >= 0 && x < xSizeFixed && y < ySizeFixed) {
|
|
//Coordinates in range, fetch pixel:
|
|
this.scratchOBJBuffer[position] = this.fetchMatrixPixelOBJWIN(sprite, x >> 8, y >> 8, xSizeOriginal);
|
|
}
|
|
else {
|
|
//Coordinates outside of range, transparency defaulted:
|
|
this.scratchOBJBuffer[position] = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.fetchMatrixPixel = function (sprite, x, y, xSize) {
|
|
x = x | 0;
|
|
y = y | 0;
|
|
xSize = xSize | 0;
|
|
if ((sprite.monolithicPalette | 0) != 0) {
|
|
//256 Colors / 1 Palette:
|
|
var address = this.tileNumberToAddress256(sprite.tileNumber | 0, xSize | 0, y | 0) | 0;
|
|
address = ((address | 0) + (this.tileRelativeAddressOffset(x | 0, y | 0) | 0)) | 0;
|
|
return this.paletteOBJ256[this.VRAM[address | 0] | 0] | 0;
|
|
}
|
|
else {
|
|
//16 Colors / 16 palettes:
|
|
var address = this.tileNumberToAddress16(sprite.tileNumber | 0, xSize | 0, y | 0) | 0;
|
|
address = ((address | 0) + ((this.tileRelativeAddressOffset(x | 0, y | 0) >> 1) | 0)) | 0;
|
|
if ((x & 0x1) == 0) {
|
|
return this.paletteOBJ16[sprite.paletteNumber | this.VRAM[address | 0] & 0xF] | 0;
|
|
}
|
|
else {
|
|
return this.paletteOBJ16[sprite.paletteNumber | this.VRAM[address | 0] >> 4] | 0;
|
|
}
|
|
}
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.fetchMatrixPixelOBJWIN = function (sprite, x, y, xSize) {
|
|
x = x | 0;
|
|
y = y | 0;
|
|
xSize = xSize | 0;
|
|
if ((sprite.monolithicPalette | 0) != 0) {
|
|
//256 Colors / 1 Palette:
|
|
var address = this.tileNumberToAddress256(sprite.tileNumber | 0, xSize | 0, y | 0) | 0;
|
|
address = ((address | 0) + (this.tileRelativeAddressOffset(x | 0, y | 0) | 0)) | 0;
|
|
return this.VRAM[address | 0] | 0;
|
|
}
|
|
else {
|
|
//16 Colors / 16 palettes:
|
|
var address = this.tileNumberToAddress16(sprite.tileNumber | 0, xSize | 0, y | 0) | 0;
|
|
address = ((address | 0) + ((this.tileRelativeAddressOffset(x | 0, y | 0) >> 1) | 0)) | 0;
|
|
if ((x & 0x1) == 0) {
|
|
return this.VRAM[address | 0] & 0xF;
|
|
}
|
|
else {
|
|
return this.VRAM[address | 0] >> 4;
|
|
}
|
|
}
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.tileRelativeAddressOffset = function (x, y) {
|
|
x = x | 0;
|
|
y = y | 0;
|
|
return ((((y & 7) + (x & -8)) << 3) + (x & 0x7)) | 0;
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.renderNormalSprite = function (sprite, xSize, ySize, yOffset) {
|
|
xSize = xSize | 0;
|
|
ySize = ySize | 0;
|
|
yOffset = yOffset | 0;
|
|
if ((sprite.verticalFlip | 0) != 0) {
|
|
//Flip y-coordinate offset:
|
|
yOffset = ((ySize | 0) - (yOffset | 0)) | 0;
|
|
}
|
|
if ((sprite.monolithicPalette | 0) != 0) {
|
|
//256 Colors / 1 Palette:
|
|
var address = this.tileNumberToAddress256(sprite.tileNumber | 0, xSize | 0, yOffset | 0) | 0;
|
|
address = ((address | 0) + ((yOffset & 7) << 3)) | 0;
|
|
this.render256ColorPaletteSprite(address | 0, xSize | 0);
|
|
}
|
|
else {
|
|
//16 Colors / 16 palettes:
|
|
var address = this.tileNumberToAddress16(sprite.tileNumber | 0, xSize | 0, yOffset | 0) | 0;
|
|
address = ((address | 0) + ((yOffset & 7) << 2)) | 0;
|
|
this.render16ColorPaletteSprite(address | 0, xSize | 0, sprite.paletteNumber | 0);
|
|
}
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.renderNormalSpriteOBJWIN = function (sprite, xSize, ySize, yOffset) {
|
|
xSize = xSize | 0;
|
|
ySize = ySize | 0;
|
|
yOffset = yOffset | 0;
|
|
if ((sprite.verticalFlip | 0) != 0) {
|
|
//Flip y-coordinate offset:
|
|
yOffset = ((ySize | 0) - (yOffset | 0)) | 0;
|
|
}
|
|
if ((sprite.monolithicPalette | 0) != 0) {
|
|
//256 Colors / 1 Palette:
|
|
var address = this.tileNumberToAddress256(sprite.tileNumber | 0, xSize | 0, yOffset | 0) | 0;
|
|
address = ((address | 0) + ((yOffset & 7) << 3)) | 0;
|
|
this.render256ColorPaletteSpriteOBJWIN(address | 0, xSize | 0);
|
|
}
|
|
else {
|
|
//16 Colors / 16 palettes:
|
|
var address = this.tileNumberToAddress16(sprite.tileNumber | 0, xSize | 0, yOffset | 0) | 0;
|
|
address = ((address | 0) + ((yOffset & 7) << 2)) | 0;
|
|
this.render16ColorPaletteSpriteOBJWIN(address | 0, xSize | 0);
|
|
}
|
|
}
|
|
if (__LITTLE_ENDIAN__) {
|
|
GameBoyAdvanceOBJRenderer.prototype.render256ColorPaletteSprite = function (address, xSize) {
|
|
address = address >> 2;
|
|
xSize = xSize | 0;
|
|
var data = 0;
|
|
for (var objBufferPos = 0; (objBufferPos | 0) < (xSize | 0); objBufferPos = ((objBufferPos | 0) + 8) | 0) {
|
|
data = this.VRAM32[address | 0] | 0;
|
|
this.scratchOBJBuffer[objBufferPos | 0] = this.paletteOBJ256[data & 0xFF] | 0;
|
|
this.scratchOBJBuffer[objBufferPos | 1] = this.paletteOBJ256[(data >> 8) & 0xFF] | 0;
|
|
this.scratchOBJBuffer[objBufferPos | 2] = this.paletteOBJ256[(data >> 16) & 0xFF] | 0;
|
|
this.scratchOBJBuffer[objBufferPos | 3] = this.paletteOBJ256[data >>> 24] | 0;
|
|
data = this.VRAM32[address | 1] | 0;
|
|
this.scratchOBJBuffer[objBufferPos | 4] = this.paletteOBJ256[data & 0xFF] | 0;
|
|
this.scratchOBJBuffer[objBufferPos | 5] = this.paletteOBJ256[(data >> 8) & 0xFF] | 0;
|
|
this.scratchOBJBuffer[objBufferPos | 6] = this.paletteOBJ256[(data >> 16) & 0xFF] | 0;
|
|
this.scratchOBJBuffer[objBufferPos | 7] = this.paletteOBJ256[data >>> 24] | 0;
|
|
address = ((address | 0) + 0x10) | 0;
|
|
}
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.render256ColorPaletteSpriteOBJWIN = function (address, xSize) {
|
|
address = address >> 2;
|
|
xSize = xSize | 0;
|
|
var data = 0;
|
|
for (var objBufferPos = 0; (objBufferPos | 0) < (xSize | 0); objBufferPos = ((objBufferPos | 0) + 8) | 0) {
|
|
data = this.VRAM32[address | 0] | 0;
|
|
this.scratchOBJBuffer[objBufferPos | 0] = data & 0xFF;
|
|
this.scratchOBJBuffer[objBufferPos | 1] = (data >> 8) & 0xFF;
|
|
this.scratchOBJBuffer[objBufferPos | 2] = (data >> 16) & 0xFF;
|
|
this.scratchOBJBuffer[objBufferPos | 3] = data >>> 24;
|
|
data = this.VRAM32[address | 1] | 0;
|
|
this.scratchOBJBuffer[objBufferPos | 4] = data & 0xFF;
|
|
this.scratchOBJBuffer[objBufferPos | 5] = (data >> 8) & 0xFF;
|
|
this.scratchOBJBuffer[objBufferPos | 6] = (data >> 16) & 0xFF;
|
|
this.scratchOBJBuffer[objBufferPos | 7] = data >>> 24;
|
|
address = ((address | 0) + 0x10) | 0;
|
|
}
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.render16ColorPaletteSprite = function (address, xSize, paletteOffset) {
|
|
address = address >> 2;
|
|
xSize = xSize | 0;
|
|
paletteOffset = paletteOffset | 0;
|
|
var data = 0;
|
|
for (var objBufferPos = 0; (objBufferPos | 0) < (xSize | 0); objBufferPos = ((objBufferPos | 0) + 8) | 0) {
|
|
data = this.VRAM32[address | 0] | 0;
|
|
this.scratchOBJBuffer[objBufferPos | 0] = this.paletteOBJ16[paletteOffset | (data & 0xF)] | 0;
|
|
this.scratchOBJBuffer[objBufferPos | 1] = this.paletteOBJ16[paletteOffset | ((data >> 4) & 0xF)] | 0;
|
|
this.scratchOBJBuffer[objBufferPos | 2] = this.paletteOBJ16[paletteOffset | ((data >> 8) & 0xF)] | 0;
|
|
this.scratchOBJBuffer[objBufferPos | 3] = this.paletteOBJ16[paletteOffset | ((data >> 12) & 0xF)] | 0;
|
|
this.scratchOBJBuffer[objBufferPos | 4] = this.paletteOBJ16[paletteOffset | ((data >> 16) & 0xF)] | 0;
|
|
this.scratchOBJBuffer[objBufferPos | 5] = this.paletteOBJ16[paletteOffset | ((data >> 20) & 0xF)] | 0;
|
|
this.scratchOBJBuffer[objBufferPos | 6] = this.paletteOBJ16[paletteOffset | ((data >> 24) & 0xF)] | 0;
|
|
this.scratchOBJBuffer[objBufferPos | 7] = this.paletteOBJ16[paletteOffset | (data >>> 28)] | 0;
|
|
address = ((address | 0) + 0x8) | 0;
|
|
}
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.render16ColorPaletteSpriteOBJWIN = function (address, xSize) {
|
|
address = address >> 2;
|
|
xSize = xSize | 0;
|
|
var data = 0;
|
|
for (var objBufferPos = 0; (objBufferPos | 0) < (xSize | 0); objBufferPos = ((objBufferPos | 0) + 8) | 0) {
|
|
data = this.VRAM32[address | 0] | 0;
|
|
this.scratchOBJBuffer[objBufferPos | 0] = data & 0xF;
|
|
this.scratchOBJBuffer[objBufferPos | 1] = (data >> 4) & 0xF;
|
|
this.scratchOBJBuffer[objBufferPos | 2] = (data >> 8) & 0xF;
|
|
this.scratchOBJBuffer[objBufferPos | 3] = (data >> 12) & 0xF;
|
|
this.scratchOBJBuffer[objBufferPos | 4] = (data >> 16) & 0xF;
|
|
this.scratchOBJBuffer[objBufferPos | 5] = (data >> 20) & 0xF;
|
|
this.scratchOBJBuffer[objBufferPos | 6] = (data >> 24) & 0xF;
|
|
this.scratchOBJBuffer[objBufferPos | 7] = data >>> 28;
|
|
address = ((address | 0) + 0x8) | 0;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
GameBoyAdvanceOBJRenderer.prototype.render256ColorPaletteSprite = function (address, xSize) {
|
|
for (var objBufferPos = 0; objBufferPos < xSize;) {
|
|
this.scratchOBJBuffer[objBufferPos++] = this.paletteOBJ256[this.VRAM[address++]];
|
|
this.scratchOBJBuffer[objBufferPos++] = this.paletteOBJ256[this.VRAM[address++]];
|
|
this.scratchOBJBuffer[objBufferPos++] = this.paletteOBJ256[this.VRAM[address++]];
|
|
this.scratchOBJBuffer[objBufferPos++] = this.paletteOBJ256[this.VRAM[address++]];
|
|
this.scratchOBJBuffer[objBufferPos++] = this.paletteOBJ256[this.VRAM[address++]];
|
|
this.scratchOBJBuffer[objBufferPos++] = this.paletteOBJ256[this.VRAM[address++]];
|
|
this.scratchOBJBuffer[objBufferPos++] = this.paletteOBJ256[this.VRAM[address++]];
|
|
this.scratchOBJBuffer[objBufferPos++] = this.paletteOBJ256[this.VRAM[address]];
|
|
address += 0x39;
|
|
}
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.render256ColorPaletteSpriteOBJWIN = function (address, xSize) {
|
|
for (var objBufferPos = 0; objBufferPos < xSize;) {
|
|
this.scratchOBJBuffer[objBufferPos++] = this.VRAM[address++];
|
|
this.scratchOBJBuffer[objBufferPos++] = this.VRAM[address++];
|
|
this.scratchOBJBuffer[objBufferPos++] = this.VRAM[address++];
|
|
this.scratchOBJBuffer[objBufferPos++] = this.VRAM[address++];
|
|
this.scratchOBJBuffer[objBufferPos++] = this.VRAM[address++];
|
|
this.scratchOBJBuffer[objBufferPos++] = this.VRAM[address++];
|
|
this.scratchOBJBuffer[objBufferPos++] = this.VRAM[address++];
|
|
this.scratchOBJBuffer[objBufferPos++] = this.VRAM[address];
|
|
address += 0x39;
|
|
}
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.render16ColorPaletteSprite = function (address, xSize, paletteOffset) {
|
|
var data = 0;
|
|
for (var objBufferPos = 0; objBufferPos < xSize;) {
|
|
data = this.VRAM[address++];
|
|
this.scratchOBJBuffer[objBufferPos++] = this.paletteOBJ16[paletteOffset | (data & 0xF)];
|
|
this.scratchOBJBuffer[objBufferPos++] = this.paletteOBJ16[paletteOffset | (data >> 4)];
|
|
data = this.VRAM[address++];
|
|
this.scratchOBJBuffer[objBufferPos++] = this.paletteOBJ16[paletteOffset | (data & 0xF)];
|
|
this.scratchOBJBuffer[objBufferPos++] = this.paletteOBJ16[paletteOffset | (data >> 4)];
|
|
data = this.VRAM[address++];
|
|
this.scratchOBJBuffer[objBufferPos++] = this.paletteOBJ16[paletteOffset | (data & 0xF)];
|
|
this.scratchOBJBuffer[objBufferPos++] = this.paletteOBJ16[paletteOffset | (data >> 4)];
|
|
data = this.VRAM[address];
|
|
this.scratchOBJBuffer[objBufferPos++] = this.paletteOBJ16[paletteOffset | (data & 0xF)];
|
|
this.scratchOBJBuffer[objBufferPos++] = this.paletteOBJ16[paletteOffset | (data >> 4)];
|
|
address += 0x1D;
|
|
}
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.render16ColorPaletteSpriteOBJWIN = function (address, xSize) {
|
|
var data = 0;
|
|
for (var objBufferPos = 0; objBufferPos < xSize;) {
|
|
data = this.VRAM[address++];
|
|
this.scratchOBJBuffer[objBufferPos++] = data & 0xF;
|
|
this.scratchOBJBuffer[objBufferPos++] = data >> 4;
|
|
data = this.VRAM[address++];
|
|
this.scratchOBJBuffer[objBufferPos++] = data & 0xF;
|
|
this.scratchOBJBuffer[objBufferPos++] = data >> 4;
|
|
data = this.VRAM[address++];
|
|
this.scratchOBJBuffer[objBufferPos++] = data & 0xF;
|
|
this.scratchOBJBuffer[objBufferPos++] = data >> 4;
|
|
data = this.VRAM[address];
|
|
this.scratchOBJBuffer[objBufferPos++] = data & 0xF;
|
|
this.scratchOBJBuffer[objBufferPos++] = data >> 4;
|
|
address += 0x1D;
|
|
}
|
|
}
|
|
}
|
|
if (typeof Math.imul == "function") {
|
|
//Math.imul found, insert the optimized path in:
|
|
GameBoyAdvanceOBJRenderer.prototype.tileNumberToAddress256 = function (tileNumber, xSize, yOffset) {
|
|
tileNumber = tileNumber | 0;
|
|
xSize = xSize | 0;
|
|
yOffset = yOffset | 0;
|
|
if ((this.gfx.displayControl & 0x40) == 0) {
|
|
//2D Mapping (32 8x8 tiles by 32 8x8 tiles):
|
|
//Hardware ignores the LSB in this case:
|
|
tileNumber = ((tileNumber & -2) + (Math.imul(yOffset >> 3, 0x20) | 0)) | 0;
|
|
}
|
|
else {
|
|
//1D Mapping:
|
|
//256 Color Palette:
|
|
tileNumber = ((tileNumber | 0) + (Math.imul(yOffset >> 3, xSize >> 2) | 0)) | 0;
|
|
}
|
|
//Starting address of currently drawing sprite line:
|
|
return ((tileNumber << 5) + 0x10000) | 0;
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.tileNumberToAddress16 = function (tileNumber, xSize, yOffset) {
|
|
tileNumber = tileNumber | 0;
|
|
xSize = xSize | 0;
|
|
yOffset = yOffset | 0;
|
|
if ((this.gfx.displayControl & 0x40) == 0) {
|
|
//2D Mapping (32 8x8 tiles by 32 8x8 tiles):
|
|
tileNumber = ((tileNumber | 0) + (Math.imul(yOffset >> 3, 0x20) | 0)) | 0;
|
|
}
|
|
else {
|
|
//1D Mapping:
|
|
//16 Color Palette:
|
|
tileNumber = ((tileNumber | 0) + (Math.imul(yOffset >> 3, xSize >> 3) | 0)) | 0;
|
|
}
|
|
//Starting address of currently drawing sprite line:
|
|
return ((tileNumber << 5) + 0x10000) | 0;
|
|
}
|
|
}
|
|
else {
|
|
//Math.imul not found, use the compatibility method:
|
|
GameBoyAdvanceOBJRenderer.prototype.tileNumberToAddress256 = function (tileNumber, xSize, yOffset) {
|
|
if ((this.gfx.displayControl & 0x40) == 0) {
|
|
//2D Mapping (32 8x8 tiles by 32 8x8 tiles):
|
|
//Hardware ignores the LSB in this case:
|
|
tileNumber &= -2;
|
|
tileNumber += (yOffset >> 3) * 0x20;
|
|
}
|
|
else {
|
|
//1D Mapping:
|
|
tileNumber += (yOffset >> 3) * (xSize >> 2);
|
|
}
|
|
//Starting address of currently drawing sprite line:
|
|
return (tileNumber << 5) + 0x10000;
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.tileNumberToAddress16 = function (tileNumber, xSize, yOffset) {
|
|
if ((this.gfx.displayControl & 0x40) == 0) {
|
|
//2D Mapping (32 8x8 tiles by 32 8x8 tiles):
|
|
tileNumber += (yOffset >> 3) * 0x20;
|
|
}
|
|
else {
|
|
//1D Mapping:
|
|
tileNumber += (yOffset >> 3) * (xSize >> 3);
|
|
}
|
|
//Starting address of currently drawing sprite line:
|
|
return (tileNumber << 5) + 0x10000;
|
|
}
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.outputSpriteToScratch = function (sprite, xSize) {
|
|
xSize = xSize | 0;
|
|
//Simulate x-coord wrap around logic:
|
|
var xcoord = sprite.xcoord | 0;
|
|
if ((xcoord | 0) > ((0x200 - (xSize | 0)) | 0)) {
|
|
xcoord = ((xcoord | 0) - 0x200) | 0;
|
|
}
|
|
//Perform the mosaic transform:
|
|
if ((sprite.mosaic | 0) != 0) {
|
|
this.gfx.mosaicRenderer.renderOBJMosaicHorizontal(this.scratchOBJBuffer, xcoord | 0, xSize | 0);
|
|
}
|
|
//Resolve end point:
|
|
var xcoordEnd = Math.min(((xcoord | 0) + (xSize | 0)) | 0, 240) | 0;
|
|
//Flag for compositor to ID the pixels as OBJ:
|
|
var bitFlags = (sprite.priority << 23) | 0x100000;
|
|
if ((sprite.horizontalFlip | 0) == 0 || (sprite.matrix2D | 0) != 0) {
|
|
//Normal:
|
|
this.outputSpriteNormal(xcoord | 0, xcoordEnd | 0, bitFlags | 0);
|
|
}
|
|
else {
|
|
//Flipped Horizontally:
|
|
this.outputSpriteFlipped(xcoord | 0, xcoordEnd | 0, bitFlags | 0, xSize | 0);
|
|
}
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.outputSemiTransparentSpriteToScratch = function (sprite, xSize) {
|
|
xSize = xSize | 0;
|
|
//Simulate x-coord wrap around logic:
|
|
var xcoord = sprite.xcoord | 0;
|
|
if ((xcoord | 0) > ((0x200 - (xSize | 0)) | 0)) {
|
|
xcoord = ((xcoord | 0) - 0x200) | 0;
|
|
}
|
|
//Perform the mosaic transform:
|
|
if ((sprite.mosaic | 0) != 0) {
|
|
this.gfx.mosaicRenderer.renderOBJMosaicHorizontal(this.scratchOBJBuffer, xcoord | 0, xSize | 0);
|
|
}
|
|
//Resolve end point:
|
|
var xcoordEnd = Math.min(((xcoord | 0) + (xSize | 0)) | 0, 240) | 0;
|
|
//Flag for compositor to ID the pixels as OBJ:
|
|
var bitFlags = (sprite.priority << 23) | 0x500000;
|
|
if ((sprite.horizontalFlip | 0) == 0 || (sprite.matrix2D | 0) != 0) {
|
|
//Normal:
|
|
this.outputSpriteNormal(xcoord | 0, xcoordEnd | 0, bitFlags | 0);
|
|
}
|
|
else {
|
|
//Flipped Horizontally:
|
|
this.outputSpriteFlipped(xcoord | 0, xcoordEnd | 0, bitFlags | 0, xSize | 0);
|
|
}
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.outputSpriteToOBJWINScratch = function (sprite, xSize) {
|
|
xSize = xSize | 0;
|
|
//Simulate x-coord wrap around logic:
|
|
var xcoord = sprite.xcoord | 0;
|
|
if ((xcoord | 0) > ((0x200 - (xSize | 0)) | 0)) {
|
|
xcoord = ((xcoord | 0) - 0x200) | 0;
|
|
}
|
|
//Perform the mosaic transform:
|
|
if ((sprite.mosaic | 0) != 0) {
|
|
this.gfx.mosaicRenderer.renderOBJMosaicHorizontal(this.scratchOBJBuffer, xcoord | 0, xSize | 0);
|
|
}
|
|
//Resolve end point:
|
|
var xcoordEnd = Math.min(((xcoord | 0) + (xSize | 0)) | 0, 240) | 0;
|
|
for (var xSource = 0; (xcoord | 0) < (xcoordEnd | 0); xcoord = ((xcoord | 0) + 1) | 0, xSource = ((xSource | 0) + 1) | 0) {
|
|
if ((xcoord | 0) > -1 && (this.scratchOBJBuffer[xSource | 0] | 0) != 0) {
|
|
this.scratchWindowBuffer[xcoord | 0] = 0;
|
|
}
|
|
}
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.isDrawable = function (sprite) {
|
|
//Make sure we pass some checks that real hardware does:
|
|
if ((sprite.mode | 0) <= 2) {
|
|
if ((sprite.doubleSizeOrDisabled | 0) == 0 || (sprite.matrix2D | 0) != 0) {
|
|
if ((sprite.shape | 0) < 3) {
|
|
if ((this.gfx.displayControl & 0x7) < 3 || (sprite.tileNumber | 0) >= 0x200) {
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.setHBlankIntervalFreeStatus = function (data) {
|
|
data = data | 0;
|
|
if ((data | 0) != 0) {
|
|
this.cyclesToRender = 954;
|
|
}
|
|
else {
|
|
this.cyclesToRender = 1210;
|
|
}
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.readOAM = function (address) {
|
|
return this.OAMRAM[address & 0x3FF] | 0;
|
|
}
|
|
if (__LITTLE_ENDIAN__) {
|
|
GameBoyAdvanceOBJRenderer.prototype.writeOAM16 = function (address, data) {
|
|
address = address | 0;
|
|
data = data | 0;
|
|
var OAMTable = this.OAMTable[address >> 2];
|
|
switch (address & 0x3) {
|
|
//Attrib 0:
|
|
case 0:
|
|
OAMTable.ycoord = data & 0xFF;
|
|
OAMTable.matrix2D = data & 0x100;
|
|
OAMTable.doubleSizeOrDisabled = (data & 0x200) >> 9;
|
|
OAMTable.mode = (data >> 10) & 0x3;
|
|
OAMTable.mosaic = data & 0x1000;
|
|
OAMTable.monolithicPalette = data & 0x2000;
|
|
OAMTable.shape = data >> 14;
|
|
break;
|
|
//Attrib 1:
|
|
case 1:
|
|
OAMTable.xcoord = data & 0x1FF;
|
|
OAMTable.matrixParameters = (data >> 7) & 0x7C;
|
|
OAMTable.horizontalFlip = data & 0x1000;
|
|
OAMTable.verticalFlip = data & 0x2000;
|
|
OAMTable.size = data >> 14;
|
|
break;
|
|
//Attrib 2:
|
|
case 2:
|
|
OAMTable.tileNumber = data & 0x3FF;
|
|
OAMTable.priority = (data >> 10) & 0x3;
|
|
OAMTable.paletteNumber = (data >> 8) & 0xF0;
|
|
break;
|
|
//Scaling/Rotation Parameter:
|
|
default:
|
|
this.OBJMatrixParameters[address >> 2] = (data << 16) >> 16;
|
|
}
|
|
this.OAMRAM16[address | 0] = data | 0;
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.writeOAM32 = function (address, data) {
|
|
address = address | 0;
|
|
data = data | 0;
|
|
var OAMTable = this.OAMTable[address >> 1];
|
|
if ((address & 0x1) == 0) {
|
|
//Attrib 0:
|
|
OAMTable.ycoord = data & 0xFF;
|
|
OAMTable.matrix2D = data & 0x100;
|
|
OAMTable.doubleSizeOrDisabled = (data & 0x200) >> 9;
|
|
OAMTable.mode = (data >> 10) & 0x3;
|
|
OAMTable.mosaic = data & 0x1000;
|
|
OAMTable.monolithicPalette = data & 0x2000;
|
|
OAMTable.shape = (data >> 14) & 0x3;
|
|
//Attrib 1:
|
|
OAMTable.xcoord = (data >> 16) & 0x1FF;
|
|
OAMTable.matrixParameters = (data >> 23) & 0x7C;
|
|
OAMTable.horizontalFlip = data & 0x10000000;
|
|
OAMTable.verticalFlip = data & 0x20000000;
|
|
OAMTable.size = data >>> 30;
|
|
}
|
|
else {
|
|
//Attrib 2:
|
|
OAMTable.tileNumber = data & 0x3FF;
|
|
OAMTable.priority = (data >> 10) & 0x3;
|
|
OAMTable.paletteNumber = (data >> 8) & 0xF0;
|
|
//Scaling/Rotation Parameter:
|
|
this.OBJMatrixParameters[address >> 1] = data >> 16;
|
|
}
|
|
this.OAMRAM32[address | 0] = data | 0;
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.readOAM16 = function (address) {
|
|
address = address | 0;
|
|
return this.OAMRAM16[(address >> 1) & 0x1FF] | 0;
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.readOAM32 = function (address) {
|
|
address = address | 0;
|
|
return this.OAMRAM32[(address >> 2) & 0xFF] | 0;
|
|
}
|
|
}
|
|
else {
|
|
GameBoyAdvanceOBJRenderer.prototype.writeOAM16 = function (address, data) {
|
|
address = address | 0;
|
|
data = data | 0;
|
|
var OAMTable = this.OAMTable[address >> 2];
|
|
switch (address & 0x3) {
|
|
//Attrib 0:
|
|
case 0:
|
|
OAMTable.ycoord = data & 0xFF;
|
|
OAMTable.matrix2D = data & 0x100;
|
|
OAMTable.doubleSizeOrDisabled = (data & 0x200) >> 9;
|
|
OAMTable.mode = (data >> 10) & 0x3;
|
|
OAMTable.mosaic = data & 0x1000;
|
|
OAMTable.monolithicPalette = data & 0x2000;
|
|
OAMTable.shape = data >> 14;
|
|
break;
|
|
//Attrib 1:
|
|
case 1:
|
|
OAMTable.xcoord = data & 0x1FF;
|
|
OAMTable.matrixParameters = (data >> 7) & 0x7C;
|
|
OAMTable.horizontalFlip = data & 0x1000;
|
|
OAMTable.verticalFlip = data & 0x2000;
|
|
OAMTable.size = data >> 14;
|
|
break;
|
|
//Attrib 2:
|
|
case 2:
|
|
OAMTable.tileNumber = data & 0x3FF;
|
|
OAMTable.priority = (data >> 10) & 0x3;
|
|
OAMTable.paletteNumber = (data >> 8) & 0xF0;
|
|
break;
|
|
//Scaling/Rotation Parameter:
|
|
default:
|
|
this.OBJMatrixParameters[address >> 2] = (data << 16) >> 16;
|
|
}
|
|
address = address << 1;
|
|
this.OAMRAM[address | 0] = data & 0xFF;
|
|
this.OAMRAM[address | 1] = data >> 8;
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.writeOAM32 = function (address, data) {
|
|
address = address | 0;
|
|
data = data | 0;
|
|
var OAMTable = this.OAMTable[address >> 1];
|
|
if ((address & 0x1) == 0) {
|
|
//Attrib 0:
|
|
OAMTable.ycoord = data & 0xFF;
|
|
OAMTable.matrix2D = data & 0x100;
|
|
OAMTable.doubleSizeOrDisabled = (data & 0x200) >> 9;
|
|
OAMTable.mode = (data >> 10) & 0x3;
|
|
OAMTable.mosaic = data & 0x1000;
|
|
OAMTable.monolithicPalette = data & 0x2000;
|
|
OAMTable.shape = (data >> 14) & 0x3;
|
|
//Attrib 1:
|
|
OAMTable.xcoord = (data >> 16) & 0x1FF;
|
|
OAMTable.matrixParameters = (data >> 23) & 0x7C;
|
|
OAMTable.horizontalFlip = data & 0x10000000;
|
|
OAMTable.verticalFlip = data & 0x20000000;
|
|
OAMTable.size = data >>> 30;
|
|
}
|
|
else {
|
|
//Attrib 2:
|
|
OAMTable.tileNumber = data & 0x3FF;
|
|
OAMTable.priority = (data >> 10) & 0x3;
|
|
OAMTable.paletteNumber = (data >> 8) & 0xF0;
|
|
//Scaling/Rotation Parameter:
|
|
this.OBJMatrixParameters[address >> 1] = data >> 16;
|
|
}
|
|
address = address << 2;
|
|
this.OAMRAM[address | 0] = data & 0xFF;
|
|
this.OAMRAM[address | 1] = (data >> 8) & 0xFF;
|
|
this.OAMRAM[address | 2] = (data >> 16) & 0xFF;
|
|
this.OAMRAM[address | 3] = data >>> 24;
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.readOAM16 = function (address) {
|
|
address &= 0x3FE;
|
|
return this.OAMRAM[address] | (this.OAMRAM[address | 1] << 8);
|
|
}
|
|
GameBoyAdvanceOBJRenderer.prototype.readOAM32 = function (address) {
|
|
address &= 0x3FC;
|
|
return this.OAMRAM[address] | (this.OAMRAM[address | 1] << 8) | (this.OAMRAM[address | 2] << 16) | (this.OAMRAM[address | 3] << 24);
|
|
}
|
|
} |