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author | Ben Bridle <ben@derelict.engineering> | 2024-11-18 14:57:19 +1300 |
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committer | Ben Bridle <ben@derelict.engineering> | 2024-11-18 14:57:19 +1300 |
commit | 722d5509178fa5bdaa488fbbd9196f21377f8775 (patch) | |
tree | 112b39cd80cb8e074d9e71d1def4d8de33c9eefa /arm9/source/devices/screen.c | |
download | bedrock-nds-722d5509178fa5bdaa488fbbd9196f21377f8775.zip |
Initial commit
Diffstat (limited to 'arm9/source/devices/screen.c')
-rw-r--r-- | arm9/source/devices/screen.c | 284 |
1 files changed, 284 insertions, 0 deletions
diff --git a/arm9/source/devices/screen.c b/arm9/source/devices/screen.c new file mode 100644 index 0000000..492bb05 --- /dev/null +++ b/arm9/source/devices/screen.c @@ -0,0 +1,284 @@ +/* +A screen layer contains 768 tiles (32*24), requiring 24KB. Each tile is 32 bytes, +holding 2 pixels per byte. The upper four bits of a tile byte represent the +colour of the right pixel, and the lower four bits the colour of the left pixel. +The colour is a 4-bit reference into a 16-colour RGB15 palette. + +Screen memory contains four layers: bg, fg, then the same but for double buffers. +Ignore double buffering for now. We keep these as u32* because a single 32-bit +integer represents a single 8-pixel row. +TODO: This needs to be updated. We have double buffering, and we use u16*. + +The tile map is shared by the foreground and background layers, and is stored +just past the first layer for both screens (at the 24KB offset). Each entry is +a 16-bit tile index (low 10 bits are tile index, then h-flip, then v-flip, then +4-bit palette identifier). +*/ + +#include <nds.h> +#include "screen.h" +#include "../bang.h" + +void init_screens(void) { + // Allocate VRAM for screens + videoSetMode(DISPLAY_BG0_ACTIVE | DISPLAY_BG1_ACTIVE | MODE_0_2D); + vramSetBankA(VRAM_A_MAIN_BG); + videoSetModeSub(DISPLAY_BG0_ACTIVE | DISPLAY_BG1_ACTIVE | MODE_0_2D); + vramSetBankC(VRAM_C_SUB_BG); + + /* Configure screen layers to use tile graphics. */ + REG_BG0CNT = BG_32x32 | BG_COLOR_16 | BG_PRIORITY_3 | BG_TILE_BASE(BG_SLOT_VIS) | BG_MAP_BASE(MAP_SLOT); + REG_BG1CNT = BG_32x32 | BG_COLOR_16 | BG_PRIORITY_2 | BG_TILE_BASE(FG_SLOT_VIS) | BG_MAP_BASE(MAP_SLOT); + REG_BG0CNT_SUB = BG_32x32 | BG_COLOR_16 | BG_PRIORITY_3 | BG_TILE_BASE(BG_SLOT_VIS) | BG_MAP_BASE(MAP_SLOT); + REG_BG1CNT_SUB = BG_32x32 | BG_COLOR_16 | BG_PRIORITY_2 | BG_TILE_BASE(FG_SLOT_VIS) | BG_MAP_BASE(MAP_SLOT); + + /* Populate tile maps with tile indices. */ + int i; + u16 *main_map = BG_MAP_RAM(12); + u16 *sub_map = BG_MAP_RAM_SUB(12); + for (i = 0; i < TILES_SIZE; i++) { + *(main_map++) = i; + *(sub_map++) = i; + } +} + + +void set_palette_high(ScreenDevice *scr, u8 high) { + SET_HIGH(scr->palette_write, high); +} +void set_palette_low(ScreenDevice *scr, u8 low) { + SET_LOW(scr->palette_write, low); + u8 i = scr->palette_write >> 12 & 0x0f; + u8 r = scr->palette_write >> 7 & 0x1e; + u8 g = scr->palette_write >> 3 & 0x1e; + u8 b = scr->palette_write << 1 & 0x1e; + // TODO: With 4-bit we multiply by 17, find equivalent + // here to get best value of least-significant bit. + scr->palette[i] = RGB15(r,g,b); + scr->nds->pal[i] = RGB15(r,g,b); +} + +void push_sprite(SpriteBuffer *b, u8 row) { + b->mem[b->p] = row; + b->p = (b->p + 1) % 16; + b->cached = FALSE; +} + +void prepare_1bit_sprite(SpriteBuffer *b, u8 draw) { + u8 l,p,x,y; + if (b->cached && draw == b->draw) return; + + switch (draw & 0x07) { + case 0x0: p=b->p+8; for (y=0;y<8;y++) { l=b->mem[p++ % 16]; for (x=0;x<8;x++) { b->sprite[y][x] = l>>(7-x) & 1; } }; break; + case 0x1: p=b->p+8; for (y=0;y<8;y++) { l=b->mem[p++ % 16]; for (x=0;x<8;x++) { b->sprite[y][x] = l>>( x) & 1; } }; break; + case 0x2: p=b->p; for (y=0;y<8;y++) { l=b->mem[--p % 16]; for (x=0;x<8;x++) { b->sprite[y][x] = l>>(7-x) & 1; } }; break; + case 0x3: p=b->p; for (y=0;y<8;y++) { l=b->mem[--p % 16]; for (x=0;x<8;x++) { b->sprite[y][x] = l>>( x) & 1; } }; break; + case 0x4: p=b->p+8; for (y=0;y<8;y++) { l=b->mem[p++ % 16]; for (x=0;x<8;x++) { b->sprite[x][y] = l>>(7-x) & 1; } }; break; + case 0x5: p=b->p+8; for (y=0;y<8;y++) { l=b->mem[p++ % 16]; for (x=0;x<8;x++) { b->sprite[x][y] = l>>( x) & 1; } }; break; + case 0x6: p=b->p; for (y=0;y<8;y++) { l=b->mem[--p % 16]; for (x=0;x<8;x++) { b->sprite[x][y] = l>>(7-x) & 1; } }; break; + case 0x7: p=b->p; for (y=0;y<8;y++) { l=b->mem[--p % 16]; for (x=0;x<8;x++) { b->sprite[x][y] = l>>( x) & 1; } }; break; + } + + b->cached = TRUE; + b->draw = draw; +} + +void prepare_2bit_sprite(SpriteBuffer *b, u8 draw) { + u8 l,h,i,p,s,x,y; + if (b->cached && draw == b->draw) return; + + switch (draw & 0x07) { + case 0x0: p=b->p+8; s=p+8; for (y=0;y<8;y++) { l=b->mem[p++ % 16]; h=b->mem[s++ % 16]; for (x=0;x<8;x++) { i=(7-x); b->sprite[y][x] = (l>>i & 1) | (h>>i & 1) << 1; } }; break; + case 0x1: p=b->p+8; s=p+8; for (y=0;y<8;y++) { l=b->mem[p++ % 16]; h=b->mem[s++ % 16]; for (x=0;x<8;x++) { i=( x); b->sprite[y][x] = (l>>i & 1) | (h>>i & 1) << 1; } }; break; + case 0x2: p=b->p; s=p+8; for (y=0;y<8;y++) { l=b->mem[--p % 16]; h=b->mem[--s % 16]; for (x=0;x<8;x++) { i=(7-x); b->sprite[y][x] = (l>>i & 1) | (h>>i & 1) << 1; } }; break; + case 0x3: p=b->p; s=p+8; for (y=0;y<8;y++) { l=b->mem[--p % 16]; h=b->mem[--s % 16]; for (x=0;x<8;x++) { i=( x); b->sprite[y][x] = (l>>i & 1) | (h>>i & 1) << 1; } }; break; + case 0x4: p=b->p+8; s=p+8; for (y=0;y<8;y++) { l=b->mem[p++ % 16]; h=b->mem[s++ % 16]; for (x=0;x<8;x++) { i=(7-x); b->sprite[x][y] = (l>>i & 1) | (h>>i & 1) << 1; } }; break; + case 0x5: p=b->p+8; s=p+8; for (y=0;y<8;y++) { l=b->mem[p++ % 16]; h=b->mem[s++ % 16]; for (x=0;x<8;x++) { i=( x); b->sprite[x][y] = (l>>i & 1) | (h>>i & 1) << 1; } }; break; + case 0x6: p=b->p; s=p+8; for (y=0;y<8;y++) { l=b->mem[--p % 16]; h=b->mem[--s % 16]; for (x=0;x<8;x++) { i=(7-x); b->sprite[x][y] = (l>>i & 1) | (h>>i & 1) << 1; } }; break; + case 0x7: p=b->p; s=p+8; for (y=0;y<8;y++) { l=b->mem[--p % 16]; h=b->mem[--s % 16]; for (x=0;x<8;x++) { i=( x); b->sprite[x][y] = (l>>i & 1) | (h>>i & 1) << 1; } }; break; + } + + b->cached = TRUE; + b->draw = draw; +} + + +// --------------------------------------------------------------------------- + +void draw_pixel(u16 *layer, u16 x, u16 y, u8 colour) { + if (x < PIXELS_WIDTH && y < PIXELS_HEIGHT) { + u32 addr = \ + (x >> 2 & 0x0001) + (x << 1 & 0xfff0) + \ + (y << 1 & 0x000f) + (y << 6 & 0xfe00); + u16 shift = (x & 0x3) << 2; + layer[addr] = (layer[addr] & ~(0xf << shift)) | (colour << shift); + } +} + +void fill_layer(u16 *layer, u8 colour) { + u8 byte = colour << 4 | colour; + u32 word = byte << 24 | byte << 16 | byte << 8 | byte; + dmaFillWords(word, layer, TILES_MEM); +} + +void erase_screen(Screen *nds) { + dmaFillWords(0, nds->bg, TILES_MEM); + dmaFillWords(0, nds->fg, TILES_MEM); +}; + +void flip_buffer(Screen *nds) { + dmaCopyWords(0, nds->bg, nds->bgv, TILES_MEM); + dmaCopyWords(0, nds->fg, nds->fgv, TILES_MEM); +} + +void black_screen(Screen *nds) { + nds->pal[0] = RGB15(8,0,0); + dmaFillWords(0, nds->bgv, TILES_MEM); + dmaFillWords(0, nds->fgv, TILES_MEM); +} +// --------------------------------------------------------------------------- + +void draw_dispatch(ScreenDevice *scr, u8 draw) { + switch (draw >> 4) { + case 0x0: scr_draw_pixel(scr, scr->nds->bg, draw); break; + case 0x1: scr_draw_sprite(scr, scr->nds->bg, draw); break; + case 0x2: scr_fill_layer(scr, scr->nds->bg, draw); break; + case 0x3: scr_draw_sprite(scr, scr->nds->bg, draw); break; + case 0x4: scr_draw_line(scr, scr->nds->bg, draw); break; + case 0x5: scr_draw_line(scr, scr->nds->bg, draw); break; + case 0x6: scr_draw_rect(scr, scr->nds->bg, draw); break; + case 0x7: scr_draw_rect(scr, scr->nds->bg, draw); break; + case 0x8: scr_draw_pixel(scr, scr->nds->fg, draw); break; + case 0x9: scr_draw_sprite(scr, scr->nds->fg, draw); break; + case 0xA: scr_fill_layer(scr, scr->nds->fg, draw); break; + case 0xB: scr_draw_sprite(scr, scr->nds->fg, draw); break; + case 0xC: scr_draw_line(scr, scr->nds->fg, draw); break; + case 0xD: scr_draw_line(scr, scr->nds->fg, draw); break; + case 0xE: scr_draw_rect(scr, scr->nds->fg, draw); break; + case 0xF: scr_draw_rect(scr, scr->nds->fg, draw); break; + } + scr->px = scr->x; + scr->py = scr->y; + scr->dirty = true; +} + +void scr_draw_pixel(ScreenDevice *scr, u16 *layer, u8 draw) { + draw_pixel(layer, scr->x, scr->y, draw&0xf); +} + +void scr_fill_layer(ScreenDevice *scr, u16 *layer, u8 draw) { + fill_layer(layer, draw&0xf); +} + +void scr_draw_sprite(ScreenDevice *scr, u16 *layer, u8 draw) { + if (draw & 0x20) { prepare_2bit_sprite(&scr->sprite, draw); } + else { prepare_1bit_sprite(&scr->sprite, draw); } + + u8 colours[4] = { + scr->colours >> 12 & 0x000f, + scr->colours >> 8 & 0x000f, + scr->colours >> 4 & 0x000f, + scr->colours & 0x000f, + }; + + if (draw & 0x08) { + // Draw sprite with transparent background + for (u8 y=0;y<8;y++) { + for (u8 x=0;x<8;x++) { + u8 i = scr->sprite.sprite[y][x]; + if (i) draw_pixel(layer, scr->x+x, scr->y+y, colours[i]); + } + } + } else { + // Draw sprite with opaque background + for (u8 y=0;y<8;y++) { + for (u8 x=0;x<8;x++) { + u8 i = scr->sprite.sprite[y][x]; + draw_pixel(layer, scr->x+x, scr->y+y, colours[i]); + } + } + } +} + +void scr_draw_line(ScreenDevice *scr, u16 *layer, u8 draw) { + s16 x = (s16) scr->x; + s16 y = (s16) scr->y; + s16 x_end = (s16) scr->px; + s16 y_end = (s16) scr->py; + + s16 dx = abs(x_end - x); + s16 dy = -abs(y_end - y); + s16 sx = x < x_end ? 1 : -1; + s16 sy = y < y_end ? 1 : -1; + s16 e1 = dx + dy; + + if (draw & 0x10) { + // Draw 1-bit textured line. + prepare_1bit_sprite(&scr->sprite, draw); + u8 c1 = scr->colours >> 8 & 0xf; + u8 c0 = scr->colours >> 12 & 0xf; + bool opaque = !(draw & 0x08); + while (1) { + if (scr->sprite.sprite[y%8][x%8]) { draw_pixel(layer, x, y, c1); } + else if (opaque) { draw_pixel(layer, x, y, c0); } + if (x == x_end && y == y_end) return; + s16 e2 = e1 << 1; + if (e2 >= dy) { e1 += dy; x += sx; } + if (e2 <= dx) { e1 += dx; y += sy; } + } + } else { + // Draw solid line. + u8 colour = draw & 0xf; + while (1) { + draw_pixel(layer, x, y, colour); + if (x == x_end && y == y_end) return; + s16 e2 = e1 << 1; + if (e2 >= dy) { e1 += dy; x += sx; } + if (e2 <= dx) { e1 += dx; y += sy; } + } + } +} + +void scr_draw_rect(ScreenDevice *scr, u16 *layer, u8 draw) { + #define SWAP(x,y) {u8 temp=x; x=y; y=temp;} + #define CLAMP(v,m) {v>0x7fff ? 0 : v>m ? m : v} + + // Get bounding box. + u16 l = CLAMP(scr->px, PIXELS_WIDTH -1); + u16 r = CLAMP(scr->x , PIXELS_WIDTH -1); + u16 t = CLAMP(scr->py, PIXELS_HEIGHT-1); + u16 b = CLAMP(scr->y , PIXELS_HEIGHT-1); + if (l>r) SWAP(l,r); + if (t>b) SWAP(t,b); + + if (draw & 0x10) { + // Draw 1-bit textured rectangle. + prepare_1bit_sprite(&scr->sprite, draw); + u8 c1 = scr->colours >> 8 & 0xf; + u8 c0 = scr->colours >> 12 & 0xf; + bool opaque = !(draw & 0x08); + for (u16 x=l; x<r+1; x++) { + for (u16 y=t; y<b+1; y++) { + if (scr->sprite.sprite[y%8][x%8]) { draw_pixel(layer, x, y, c1); } + else if (opaque) { draw_pixel(layer, x, y, c0); } + } + } + } else { + // Draw solid rectangle. + u8 colour = draw & 0xf; + for (u16 x=l; x<r+1; x++) { + for (u16 y=t; y<b+1; y++) { + draw_pixel(layer, x, y, colour); + } + } + } +} + +void move_cursor(ScreenDevice *scr, u8 move) { + switch (move >> 6) { + case 0b00: scr->x += move & 0x3f; return; + case 0b01: scr->y += move & 0x3f; return; + case 0b10: scr->x -= move & 0x3f; return; + case 0b11: scr->y -= move & 0x3f; return; + } +} |