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author | 2018-12-21 08:21:16 -0500 | |
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committer | 2018-12-21 08:21:16 -0500 | |
commit | cbf1582e4f0c29fcafcc77dea9ef93c56046b8cd (patch) | |
tree | 2b0f845ae612d6c4e483f695c5d99fb82932951d | |
parent | 87323a78c0630772f47e35953ade7581e4dd028a (diff) | |
parent | 22c9bad3fb6d6f961b38149f268ac4071ca8e923 (diff) |
Merge pull request #4420 from cam900/nslasher
deco32.cpp : Make ACE related mixing routine now related to cliprect
-rw-r--r-- | src/mame/video/deco32.cpp | 110 |
1 files changed, 55 insertions, 55 deletions
diff --git a/src/mame/video/deco32.cpp b/src/mame/video/deco32.cpp index 811b92a9b0d..285960426a6 100644 --- a/src/mame/video/deco32.cpp +++ b/src/mame/video/deco32.cpp @@ -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 (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 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 (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); } } } |