deco32.cpp : Make ACE related mixing routine now related to cliprect, Minor code style fix

This commit is contained in:
cam900 2018-12-21 17:02:41 +09:00
parent fae17ac3a6
commit 22c9bad3fb

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@ -241,31 +241,31 @@ void nslasher_state::mixDualAlphaSprites(screen_device &screen, bitmap_rgb32 &bi
const pen_t *pens = m_deco_ace->pens();
const pen_t *pal0 = &pens[gfx0->colorbase()];
const pen_t *pal1 = &pens[gfx1->colorbase()];
const pen_t *pal2 = &pens[m_gfxdecode->gfx((m_pri&1) ? 1 : 2)->colorbase()];
int x,y;
const pen_t *pal2 = &pens[m_gfxdecode->gfx((m_pri & 1) ? 1 : 2)->colorbase()];
bitmap_ind16& sprite0_mix_bitmap = m_sprgen[0]->get_sprite_temp_bitmap();
bitmap_ind16& sprite1_mix_bitmap = m_sprgen[1]->get_sprite_temp_bitmap();
/* Mix sprites into main bitmap, based on priority & alpha */
for (y=8; y<248; y++) {
uint8_t* tilemapPri=&screen.priority().pix8(y);
uint16_t* sprite0=&sprite0_mix_bitmap.pix16(y);
uint16_t* sprite1=&sprite1_mix_bitmap.pix16(y);
uint32_t* destLine=&bitmap.pix32(y);
uint16_t* alphaTilemap=&m_tilemap_alpha_bitmap->pix16(y);
for (int y = cliprect.top(); y <= cliprect.bottom(); y++)
{
uint8_t* tilemapPri = &screen.priority().pix8(y);
uint16_t* sprite0 = &sprite0_mix_bitmap.pix16(y);
uint16_t* sprite1 = &sprite1_mix_bitmap.pix16(y);
uint32_t* destLine = &bitmap.pix32(y);
uint16_t* alphaTilemap = &m_tilemap_alpha_bitmap->pix16(y);
for (x=0; x<320; x++) {
uint16_t priColAlphaPal0=sprite0[x];
uint16_t priColAlphaPal1=sprite1[x];
uint16_t pri0=(priColAlphaPal0&0x6000)>>13;
uint16_t pri1=(priColAlphaPal1&0x6000)>>13;
uint16_t col0=((priColAlphaPal0&0x1f00)>>8) % gfx0->colors();
uint16_t col1=((priColAlphaPal1&0x0f00)>>8) % gfx1->colors();
uint16_t alpha1=priColAlphaPal1&0x8000;
for (int x = cliprect.left(); x <= cliprect.right(); x++)
{
uint16_t const priColAlphaPal0 = sprite0[x];
uint16_t const priColAlphaPal1 = sprite1[x];
uint16_t const pri0 = (priColAlphaPal0 & 0x6000) >> 13;
uint16_t const pri1 = (priColAlphaPal1 & 0x6000) >> 13;
uint16_t const col0 = (((priColAlphaPal0 & 0x1f00) >> 8) % gfx0->colors()) * gfx0->granularity();
uint16_t const col1 = (((priColAlphaPal1 & 0x0f00) >> 8) % gfx1->colors()) * gfx1->granularity();
uint16_t const alpha1 = priColAlphaPal1 & 0x8000;
// Apply sprite bitmap 0 according to priority rules
if ((priColAlphaPal0&0xff)!=0)
if ((priColAlphaPal0 & 0xff) != 0)
{
/*
Sprite 0 priority rules:
@ -275,24 +275,24 @@ void nslasher_state::mixDualAlphaSprites(screen_device &screen, bitmap_rgb32 &bi
2 = Sprite under top two playfields
3 = Sprite under all playfields
*/
if ((pri0&0x3)==0 || (pri0&0x3)==1 || ((pri0&0x3)==2 && mixAlphaTilemap)) // Spri0 on top of everything, or under alpha playfield
if ((pri0 & 0x3) == 0 || (pri0 & 0x3) == 1 || ((pri0 & 0x3) == 2 && mixAlphaTilemap)) // Spri0 on top of everything, or under alpha playfield
{
destLine[x]=pal0[(priColAlphaPal0&0xff) + (gfx0->granularity() * col0)];
destLine[x] = pal0[(priColAlphaPal0 & 0xff) + col0];
}
else if ((pri0&0x3)==2) // Spri0 under top playfield
else if ((pri0 & 0x3) == 2) // Spri0 under top playfield
{
if (tilemapPri[x]<4)
destLine[x]=pal0[(priColAlphaPal0&0xff) + (gfx0->granularity() * col0)];
if (tilemapPri[x] < 4)
destLine[x] = pal0[(priColAlphaPal0 & 0xff) + col0];
}
else // Spri0 under top & middle playfields
{
if (tilemapPri[x]<2)
destLine[x]=pal0[(priColAlphaPal0&0xff) + (gfx0->granularity() * col0)];
if (tilemapPri[x] < 2)
destLine[x] = pal0[(priColAlphaPal0 & 0xff) + col0];
}
}
// Apply sprite bitmap 1 according to priority rules
if ((priColAlphaPal1&0xff)!=0)
if ((priColAlphaPal1 & 0xff) != 0)
{
// Apply alpha for this pixel based on Ace setting
if (alpha1)
@ -307,24 +307,24 @@ void nslasher_state::mixDualAlphaSprites(screen_device &screen, bitmap_rgb32 &bi
*/
/* Alpha values are tied to ACE ram... */
//int alpha=m_deco_ace->get_alpha(((priColAlphaPal1&0xf0)>>4)/2);
//if (alpha<0)
// alpha=0;
//int alpha = m_deco_ace->get_alpha(((priColAlphaPal1 & 0xf0) >> 4) / 2);
//if (alpha < 0)
// alpha = 0;
/* I don't really understand how object ACE ram is really hooked up,
the only obvious place in Night Slashers is the stagecoach in level 2 */
if (pri1==0 && (((priColAlphaPal0&0xff)==0 || ((pri0&0x3)!=0 && (pri0&0x3)!=1 && (pri0&0x3)!=2))))
if (pri1 == 0 && (((priColAlphaPal0 & 0xff) == 0 || ((pri0 & 0x3) != 0 && (pri0 & 0x3) != 1 && (pri0 & 0x3) != 2))))
{
if ((m_pri&1)==0 || ((m_pri&1)==1 && tilemapPri[x]<4) || ((m_pri&1)==1 && mixAlphaTilemap))
destLine[x]=alpha_blend_r32(destLine[x], pal1[(priColAlphaPal1&0xff) + (gfx1->granularity() * col1)], 0x80);
if ((m_pri & 1) == 0 || ((m_pri & 1) == 1 && tilemapPri[x] < 4) || ((m_pri & 1) == 1 && mixAlphaTilemap))
destLine[x] = alpha_blend_r32(destLine[x], pal1[(priColAlphaPal1 & 0xff) + col1], 0x80);
}
else if (pri1==1 && ((priColAlphaPal0&0xff)==0 || ((pri0&0x3)!=0 && (pri0&0x3)!=1 && (pri0&0x3)!=2)))
destLine[x]=alpha_blend_r32(destLine[x], pal1[(priColAlphaPal1&0xff) + (gfx1->granularity() * col1)], 0x80);
else if (pri1==2)// TOdo
destLine[x]=alpha_blend_r32(destLine[x], pal1[(priColAlphaPal1&0xff) + (gfx1->granularity() * col1)], 0x80);
else if (pri1==3)// TOdo
destLine[x]=alpha_blend_r32(destLine[x], pal1[(priColAlphaPal1&0xff) + (gfx1->granularity() * col1)], 0x80);
else if (pri1 == 1 && ((priColAlphaPal0 & 0xff) == 0 || ((pri0 & 0x3) != 0 && (pri0 & 0x3) != 1 && (pri0 & 0x3) != 2)))
destLine[x] = alpha_blend_r32(destLine[x], pal1[(priColAlphaPal1 & 0xff) + col1], 0x80);
else if (pri1 == 2) // TOdo
destLine[x] = alpha_blend_r32(destLine[x], pal1[(priColAlphaPal1 & 0xff) + col1], 0x80);
else if (pri1 == 3) // TOdo
destLine[x] = alpha_blend_r32(destLine[x], pal1[(priColAlphaPal1 & 0xff) + col1], 0x80);
}
else
{
@ -333,33 +333,33 @@ void nslasher_state::mixDualAlphaSprites(screen_device &screen, bitmap_rgb32 &bi
Pri 0 - Under sprite 0 pri 0, over all tilemaps
*/
if (pri1==0 && ((priColAlphaPal0&0xff)==0 || ((pri0&0x3)!=0)))
destLine[x]=pal1[(priColAlphaPal1&0xff) + (gfx1->granularity() * col1)];
else if (pri1==1) // todo
destLine[x]=pal1[(priColAlphaPal1&0xff) + (gfx1->granularity() * col1)];
else if (pri1==2) // todo
destLine[x]=pal1[(priColAlphaPal1&0xff) + (gfx1->granularity() * col1)];
else if (pri1==3) // todo
destLine[x]=pal1[(priColAlphaPal1&0xff) + (gfx1->granularity() * col1)];
if (pri1 == 0 && ((priColAlphaPal0 & 0xff) == 0 || ((pri0 & 0x3) != 0)))
destLine[x] = pal1[(priColAlphaPal1 & 0xff) + col1];
else if (pri1 == 1) // todo
destLine[x] = pal1[(priColAlphaPal1 & 0xff) + col1];
else if (pri1 == 2) // todo
destLine[x] = pal1[(priColAlphaPal1 & 0xff) + col1];
else if (pri1 == 3) // todo
destLine[x] = pal1[(priColAlphaPal1 & 0xff) + col1];
}
}
/* Optionally mix in alpha tilemap */
if (mixAlphaTilemap)
{
uint16_t p=alphaTilemap[x];
if (p&0xf)
uint16_t p = alphaTilemap[x];
if (p & 0xf)
{
/* Alpha tilemap under top two sprite 0 priorities */
if (((priColAlphaPal0&0xff)==0 || (pri0&0x3)==2 || (pri0&0x3)==3)
&& ((priColAlphaPal1&0xff)==0 || (pri1&0x3)==2 || (pri1&0x3)==3 || alpha1))
if (((priColAlphaPal0 & 0xff) == 0 || (pri0 & 0x3) == 2 || (pri0 & 0x3) == 3)
&& ((priColAlphaPal1 & 0xff) == 0 || (pri1 & 0x3) == 2 || (pri1 & 0x3) == 3 || alpha1))
{
/* Alpha values are tied to ACE ram */
int alpha=m_deco_ace->get_alpha(0x17 + (((p&0xf0)>>4)/2));
if (alpha<0)
alpha=0;
int alpha = m_deco_ace->get_alpha(0x17 + (((p & 0xf0) >> 4) / 2));
if (alpha < 0)
alpha = 0;
destLine[x]=alpha_blend_r32(destLine[x], pal2[p], alpha);
destLine[x] = alpha_blend_r32(destLine[x], pal2[p], alpha);
}
}
}