cool-bun-demo/bun.c

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// Custom
#include <hardware/custom.h>
// WaitBlit()
#include <clib/graphics_protos.h>
// AllocMem(), FreeMem()
#include <clib/exec_protos.h>
#include <exec/memory.h>
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#include "screen.h"
#include "bun.h"
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#include "system/system.h"
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// linked as raw bytes in assembler
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extern unsigned char far coolbun[];
unsigned char *coolbunArea;
#define COOL_BUN_WIDTH (32)
#define COOL_BUN_WIDTH_BYTES (COOL_BUN_WIDTH / 8)
#define COOL_BUN_HEIGHT (32)
#define COOL_BUN_PLANES (2)
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#define COOL_BUN_LAST_ROW (COOL_BUN_HEIGHT - 1)
#define COOL_BUN_LAST_ROW_BYTES (COOL_BUN_LAST_ROW * COOL_BUN_WIDTH_BYTES)
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#define COOL_BUN_PLANE_SIZE (COOL_BUN_WIDTH_BYTES * COOL_BUN_HEIGHT)
#define COOL_BUN_MEMORY_SIZE (COOL_BUN_PLANE_SIZE * COOL_BUN_PLANES)
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#define BLTCON0( \
minterm, aChan, bChan, cChan, dChan, shift \
) (minterm + (aChan << 11) + (bChan << 10) + (cChan << 9) + (dChan << 8) + (shift << 12))
#define BLTCON1(descending, shift) ((descending << 1) + (shift << 12))
extern struct Custom far custom;
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void setupBun() {
unsigned char *currentCoolBunArea, *currentCoolBun;
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unsigned int x, y, plane;
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coolbunArea = AllocMem(COOL_BUN_MEMORY_SIZE, MEMF_CHIP | MEMF_CLEAR);
currentCoolBunArea = coolbunArea;
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currentCoolBun = coolbun;
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/*
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for (plane = 0; plane < COOL_BUN_PLANES; ++plane) {
for (y = 0; y < COOL_BUN_HEIGHT; ++y) {
for (x = 0; x < COOL_BUN_WIDTH_BYTES; ++x) {
*(currentCoolBunArea++) = *(currentCoolBun++);
}
}
}
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*/
CopyMem(coolbun, coolbunArea, COOL_BUN_MEMORY_SIZE);
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}
void teardownBun() {
FreeMem(coolbunArea, COOL_BUN_MEMORY_SIZE);
}
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void bun_offRightSide(int plusXValue, int y, struct CurrentScreen *currentScreen) {
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uint8_t i, plane = 0;
uint8_t shift = plusXValue & 15;
uint8_t wordShift = (plusXValue >> 4);
uint16_t bltalwm;
for (plane = 0; plane < 2; ++plane) {
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custom.bltcon0 = BLTCON0(0xc0, 0, 1, 0, 1, shift);
custom.bltcon1 = BLTCON1(0, shift);
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custom.bltadat = 0xffff;
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custom.bltbpt = coolbunArea +
plane * COOL_BUN_PLANE_SIZE;
custom.bltdpt = currentScreen->planes[plane] +
(y * currentScreen->byteWidth) +
currentScreen->byteWidth - COOL_BUN_WIDTH_BYTES +
wordShift * 2;
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custom.bltafwm = 0xffff;
bltalwm = 0x0000;
for (i = 0; i < 15 - shift; ++i) {
bltalwm += (1 << (15 - i));
}
custom.bltalwm = bltalwm;
custom.bltbmod = wordShift * 2;
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custom.bltdmod = currentScreen->byteWidth - COOL_BUN_WIDTH_BYTES +
wordShift * 2;
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custom.bltsize = 2 - wordShift + (COOL_BUN_HEIGHT << 6);
WaitBlit();
}
}
void bun_offLeftSide(int minusXValue, int y, struct CurrentScreen *currentScreen) {
unsigned char plane;
uint8_t shift = minusXValue & 15;
uint8_t wordShift = (minusXValue >> 4);
uint8_t i;
uint16_t bltalwm;
// y can't be 0 otherwise we will corrupt memory for now
if (y == 0) return;
for (plane = 0; plane < 2; ++plane) {
// shift left, so descending
custom.bltcon0 = BLTCON0(0xc0, 0, 1, 0, 1, shift);
custom.bltcon1 = BLTCON1(1, shift);
// a has a mask we're shifting
custom.bltadat = 0xffff;
// b has bun data
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custom.bltbpt = coolbunArea + 2 +
COOL_BUN_LAST_ROW_BYTES +
plane * COOL_BUN_PLANE_SIZE;
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// d is the part on screen
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custom.bltdpt = currentScreen->planes[plane] +
(currentScreen->byteWidth * (y + COOL_BUN_LAST_ROW)) +
2 -
wordShift * 2;
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custom.bltafwm = 0xffff;
bltalwm = 0x0000;
for (i = 0; i < 15 - shift; ++i) {
bltalwm += (1 << i);
}
custom.bltalwm = bltalwm;
custom.bltbmod = wordShift * 2;
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custom.bltdmod = currentScreen->byteWidth - 4 + wordShift * 2;
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custom.bltsize = 2 - wordShift + (COOL_BUN_HEIGHT << 6);
WaitBlit();
}
}
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void bun_anywhere(int x, int y, struct CurrentScreen *currentScreen) {
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uint8_t plane;
uint8_t shift = x & 15;
uint8_t needsExtraWord = shift != 0;
for (plane = 0; plane < 2; ++plane) {
// if we extend the bun area by a word, we only need one write
// buns will never interfere with a background so they don't need a mask
// they do need the scratch area though
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custom.bltcon0 = BLTCON0(0xc0, 0, 1, 0, 1, shift);
custom.bltcon1 = BLTCON1(0, shift);
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custom.bltadat = 0xffff;
custom.bltbpt = coolbunArea + plane * COOL_BUN_PLANE_SIZE;
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custom.bltdpt = currentScreen->planes[plane] +
WORD_ALIGNED_BYTE_POSITION(currentScreen->pixelWidth, x, y);
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// custom.bltdpt = screenSetup.memoryStart;
custom.bltafwm = 0xffff;
if (needsExtraWord) {
custom.bltalwm = 0x0000;
} else {
custom.bltalwm = 0xffff;
}
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custom.bltbmod = -(needsExtraWord * 2);
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custom.bltdmod = currentScreen->byteWidth - COOL_BUN_WIDTH_BYTES - (needsExtraWord * 2);
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custom.bltsize = (2 + needsExtraWord) + (COOL_BUN_HEIGHT << 6);
WaitBlit();
}
}
void renderBun(int x, int y, struct CurrentScreen *currentScreen) {
/**
* Conditions that will cause the program to crash if met. If your bun
* isn't rendering, it's due to here.
*
* TODO: Handle top/bottom off-screen as well.
*/
if (x < -31) return;
if (x > currentScreen->pixelWidth + 31) return;
if (y < 1) return;
if (y > currentScreen->pixelHeight- COOL_BUN_HEIGHT - 1) return;
if (x < 0) {
bun_offLeftSide(-x, y, currentScreen);
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} else if (x > currentScreen->pixelWidth - COOL_BUN_WIDTH) {
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bun_offRightSide(x - (currentScreen->pixelWidth - COOL_BUN_WIDTH), y, currentScreen);
} else {
bun_anywhere(x, y, currentScreen);
}
}