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authorBen Bridle <ben@derelict.engineering>2024-11-18 14:57:19 +1300
committerBen Bridle <ben@derelict.engineering>2024-11-18 14:57:19 +1300
commit722d5509178fa5bdaa488fbbd9196f21377f8775 (patch)
tree112b39cd80cb8e074d9e71d1def4d8de33c9eefa /arm9/source/devices/screen.c
downloadbedrock-nds-722d5509178fa5bdaa488fbbd9196f21377f8775.zip
Initial commit
Diffstat (limited to 'arm9/source/devices/screen.c')
-rw-r--r--arm9/source/devices/screen.c284
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diff --git a/arm9/source/devices/screen.c b/arm9/source/devices/screen.c
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+/*
+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;
+ }
+}