// license:BSD-3-Clause
// copyright-holders:Aaron Giles
/***************************************************************************
Sega Outrun hardware
***************************************************************************/
#include "emu.h"
#include "includes/segaorun.h"
//**************************************************************************
// VIDEO STARTUP
//**************************************************************************
void segaorun_state::video_start()
{
if (m_shangon_video)
{
// initialize the tile/text layers
m_segaic16vid->tilemap_init(0, segaic16_video_device::TILEMAP_16B_ALT, 0x000, 0, 2);
// initialize the road
m_segaic16road->segaic16_road_init(machine(), 0, segaic16_road_device::ROAD_OUTRUN, 0x7f6, 0x7c0, 0x7c0, 0);
}
else
{
// initialize the tile/text layers
m_segaic16vid->tilemap_init(0, segaic16_video_device::TILEMAP_16B, 0x000, 0, 2);
// initialize the road
m_segaic16road->segaic16_road_init(machine(), 0, segaic16_road_device::ROAD_OUTRUN, 0x400, 0x420, 0x780, 0);
}
}
//**************************************************************************
// VIDEO UPDATE
//**************************************************************************
uint32_t segaorun_state::screen_update_shangon(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
// 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);
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) & 3;
if ((1 << priority) > pri[x])
{
// if the color is set to maximum, shadow pixels underneath us
if ((pix & 0x03f0) == 0x03f0)
dest[x] += (m_paletteram[dest[x]] & 0x8000) ? m_palette_entries*2 : m_palette_entries;
// otherwise, just add in sprite palette base
else
dest[x] = 0x400 | (pix & 0x3ff);
}
}
}
}
return 0;
}
uint32_t segaorun_state::screen_update_outrun(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
m_segaic16vid->tilemap_draw(screen, bitmap, cliprect, 0, segaic16_video_device::TILEMAP_TEXT, 0, 0x04);
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);
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 >> 12) & 3;
if ((1 << priority) > pri[x])
{
// if the shadow flag is set, this triggers shadow/hilight for pen 0xa
if ((pix & 0x400f) == 0x400a)
dest[x] += (m_paletteram[dest[x]] & 0x8000) ? m_palette_entries*2 : m_palette_entries;
// otherwise, just add in sprite palette base
else
dest[x] = 0x800 | (pix & 0x7ff);
}
}
}
}
return 0;
}