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// license:BSD-3-Clause
// copyright-holders:Aaron Giles
/***************************************************************************
Sega Hang On hardware
***************************************************************************/
#include "emu.h"
#include "includes/segahang.h"
//-------------------------------------------------
// video_start - initialize the video system
//-------------------------------------------------
void segahang_state::video_start()
{
// initialize the tile/text layers
m_segaic16vid->tilemap_init( 0, segaic16_video_device::TILEMAP_HANGON, 0x000, 0, 2);
// initialize the road
m_segaic16road->segaic16_road_init(0, m_sharrier_video ? segaic16_road_device::ROAD_SHARRIER : segaic16_road_device::ROAD_HANGON, 0x038, 0x7c0, 0x7c0, 0);
}
//-------------------------------------------------
// screen_update - render all graphics
//-------------------------------------------------
uint32_t segahang_state::screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
// if no drawing is happening, fill with black and get out
if (!m_segaic16vid->m_display_enable)
{
bitmap.fill(m_palette->black_pen(), cliprect);
return 0;
}
// start the sprites drawing
m_sprites->draw_async(cliprect);
// reset priorities
screen.priority().fill(0, cliprect);
// draw the low priority road layer
m_segaic16road->segaic16_road_draw(0, bitmap, cliprect, segaic16_road_device::ROAD_BACKGROUND);
// draw background
m_segaic16vid->tilemap_draw( screen, bitmap, cliprect, 0, segaic16_video_device::TILEMAP_BACKGROUND, 0, 0x01);
m_segaic16vid->tilemap_draw( screen, bitmap, cliprect, 0, segaic16_video_device::TILEMAP_BACKGROUND, 1, 0x02);
// draw foreground
m_segaic16vid->tilemap_draw( screen, bitmap, cliprect, 0, segaic16_video_device::TILEMAP_FOREGROUND, 0, 0x02);
m_segaic16vid->tilemap_draw( screen, bitmap, cliprect, 0, segaic16_video_device::TILEMAP_FOREGROUND, 1, 0x04);
// draw the high priority road
m_segaic16road->segaic16_road_draw(0, bitmap, cliprect, segaic16_road_device::ROAD_FOREGROUND);
// text layer
// note that we inflate the priority of the text layer to prevent sprites
// from drawing over the high scores
m_segaic16vid->tilemap_draw( screen, bitmap, cliprect, 0, segaic16_video_device::TILEMAP_TEXT, 0, 0x08);
m_segaic16vid->tilemap_draw( screen, bitmap, cliprect, 0, segaic16_video_device::TILEMAP_TEXT, 1, 0x08);
// mix in sprites
bitmap_ind16 &sprites = m_sprites->bitmap();
for (const sparse_dirty_rect *rect = m_sprites->first_dirty_rect(cliprect); rect != nullptr; rect = rect->next())
for (int y = rect->min_y; y <= rect->max_y; y++)
{
uint16_t *dest = &bitmap.pix(y);
uint16_t *src = &sprites.pix(y);
uint8_t *pri = &screen.priority().pix(y);
// hangon mixing
if (!m_sharrier_video)
{
for (int x = rect->min_x; x <= rect->max_x; x++)
{
// only process written pixels
uint16_t pix = src[x];
if (pix != 0xffff)
{
// compare sprite priority against tilemap priority
int priority = pix >> 10;
if ((1 << priority) > pri[x])
{
// if color bits are all 1, this triggers shadow/hilight
if ((pix & 0x3f0) == 0x3f0)
dest[x] += m_shadow ? m_palette_entries*2 : m_palette_entries;
// otherwise, just add in sprite palette base
else
dest[x] = 0x400 | (pix & 0x3ff);
}
}
}
}
// sharrier mixing
else
{
for (int x = rect->min_x; x <= rect->max_x; x++)
{
// only process written pixels
uint16_t pix = src[x];
if (pix != 0xffff)
{
// compare sprite priority against tilemap priority
int priority = ((pix >> 9) & 2) | 1;
if ((1 << priority) > pri[x])
{
// if shadow bit is 0 and pix data is 0xa, this triggers shadow/hilight
if ((pix & 0x80f) == 0x00a)
dest[x] += m_palette_entries;
// otherwise, just add in sprite palette base
else
dest[x] = 0x400 | (pix & 0x3ff);
}
}
}
}
}
return 0;
}
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