cool-bun-demo/main.c

278 lines
6.4 KiB
C

#include <stdio.h>
#include <clib/exec_protos.h>
#include <clib/graphics_protos.h>
#include <exec/exec.h>
#include <hardware/custom.h>
#include <hardware/dmabits.h>
#include <hardware/cia.h>
#include <graphics/gfx.h>
#include "system/blitter.h"
#include "system/copper.h"
#include "system/system.h"
#include "screen.h"
#include "types.h"
#include "bun.h"
extern struct Custom far custom;
extern struct CIA far ciaa;
// this should be large enough to hold one bitplane of the largest object
// you are blitting, plus one additional word on each side
#define SCRATCH_AREA_WIDTH_BYTES (8)
#define SCRATCH_AREA_HEIGHT_ROWS (34)
#define SCRATCH_AREA_MEMORY_SIZE (SCRATCH_AREA_WIDTH_BYTES * SCRATCH_AREA_HEIGHT_ROWS)
volatile short *dbg = (volatile short *)0x100;
unsigned char *scratchArea;
struct ScreenSetup screenSetup;
struct CurrentScreen currentScreen;
void *copperlistBitplanePointers[8][2];
void *copperlistSpritePointers[8];
#define offsetof(s, m) &((struct s *)0)->m
uint16_t custom_color = (uint16_t)offsetof(Custom, color);
uint16_t custom_sprite = (uint16_t)offsetof(Custom, sprpt);
uint16_t custom_sprite_control = (uint16_t)offsetof(Custom, spr);
uint16_t spritePositionsEachLine[256][2];
void calculageSpritePositionsEachLine() {
int i;
for (i = 0; i < 255; ++i) {
}
}
#define SPRPOS(x, y) (((y & 0xff) << 8) + ((x & 0x1fe) >> 1))
#define SPRCTL(x, y, height) ( \
((height & 0xff) << 8) + \
((y & 0x100) >> 6) + \
((height & 0x100) >> 7) + \
(x & 1) \
)
extern uint8_t chip TopazBitplanes[];
extern uint16_t chip CopperColors[];
extern uint16_t chip SpriteCopperlist[];
extern uint16_t chip SpriteData[];
extern uint16_t chip MaskBitplane[];
void renderTopaz(void) {
int plane;
uint16_t bltcon0, bltcmod;
uint8_t *bltbpt;
bltcon0 = 0xca + (1 << 8) + (1 << 9) + (1 << 10) + (1 << 11);
bltcmod = screenSetup.byteWidth - 32;
bltbpt = TopazBitplanes;
for (plane = 0; plane < 3; ++plane) {
custom.bltcon0 = bltcon0;
custom.bltcon1 = 0;
custom.bltafwm = 0xffff;
custom.bltalwm = 0xffff;
custom.bltapt = MaskBitplane;
custom.bltbpt = bltbpt;
custom.bltcpt = currentScreen.planes[plane];
custom.bltdpt = currentScreen.planes[plane];
custom.bltamod = 0;
custom.bltbmod = 0;
custom.bltcmod = bltcmod;
custom.bltdmod = bltcmod;
custom.bltsize = 16 + (256 << 6);
bltbpt += 32 * 256;
WaitBlit();
}
}
int main(void) {
uint16_t *copperlist, *currentCopperlist, *currentCopperColors, result, *currentSpriteCopperlist;
uint32_t spriteDataPointer;
int i, x, y, height, plane;
struct BunRenderer bunRenderer;
color_t colors[8];
colors[0] = 0x09b8;
colors[1] = 0x0000;
colors[2] = 0x0fff;
colors[3] = 0x000f;
printf("setting up, i haven't crashed...yet.\n");
setupScreen(&screenSetup, SCREEN_WIDTH, SCREEN_HEIGHT, 3);
setupInitialCurrentScreen(&screenSetup, &currentScreen);
setupBunRenderer(&bunRenderer, &screenSetup, &currentScreen);
// blitter copy the first bitplane row down to the second
copperlist = prepareNewCopperlist();
takeOverSystem();
setCopperlist(copperlist);
setUpDisplay((uint32_t)screenSetup.bitplanes);
currentCopperlist = addDisplayToCopperlist(
copperlist,
&screenSetup,
&currentScreen,
&copperlistBitplanePointers
);
//currentCopperlist = setUpEmptySpritesInCopperlist(currentCopperlist);
currentCopperColors = CopperColors;
currentSpriteCopperlist = SpriteCopperlist;
*(currentCopperlist++) = custom_color + 2;
*(currentCopperlist++) = 0x000;
*(currentCopperlist++) = custom_color + 4;
*(currentCopperlist++) = 0xfff;
for (i = 0; i < 8; ++i) {
spriteDataPointer = (uint32_t)&SpriteData;
spriteDataPointer += ((256 + 2) * 4) * i;
*(currentCopperlist++) = custom_sprite + i * 4;
*(currentCopperlist++) = (spriteDataPointer >> 16);
*(currentCopperlist++) = custom_sprite + 2 + i * 4;
*(currentCopperlist++) = (spriteDataPointer & 0xffff);
}
*(currentCopperlist++) = custom_color;
*(currentCopperlist++) = 0x3a6;
for (y = 0; y < 256; ++y) {
for (i = 0; i < 8; ++i) {
*(currentCopperlist++) = custom_color + 32 + (
// sprite color group
(i / 2) * 4 +
// 0 is transparent
1 +
i % 2
) * 2;
*(currentCopperlist++) = *(currentSpriteCopperlist++);
//*(currentCopperlist++) = 0xf0f;
//currentSpriteCopperlist++;
*(currentCopperlist++) = custom_sprite_control + i * 8;
*(currentCopperlist++) = *(currentSpriteCopperlist++);
*(currentCopperlist++) = custom_sprite_control + i * 8 + 2;
*(currentCopperlist++) = *(currentSpriteCopperlist++);
}
for (i = 3; i < 8; ++i) {
*(currentCopperlist++) = custom_color + (i * 2);
*(currentCopperlist++) = *(currentCopperColors++);
}
*(currentCopperlist++) = 1 + ((31 + (256 / 4)) << 1) + ((44 + y) << 8);
*(currentCopperlist++) = 0xFFFE;
/*
*(currentCopperlist++) = custom_color;
*(currentCopperlist++) = 0x9b8;
*/
/*
*(currentCopperlist++) = 1 + (1 << 1) + ((44 + y) << 8);
*(currentCopperlist++) = 0xFFFE;
*/
/*
*(currentCopperlist++) = 1 + ((31 + (320 / 4)) << 1) + ((44 + y) << 8);
*(currentCopperlist++) = 0xFFFE;
*(currentCopperlist++) = custom_color;
*(currentCopperlist++) = 0x000;
*/
}
endCopperlist(currentCopperlist);
i = 0;
while (1) {
swapCurrentScreenBuffer(&screenSetup, &currentScreen);
clearCurrentBuns(&bunRenderer);
/*
for (plane = 0; plane < 2; ++plane) {
custom.bltcon0 = 0xc0 + (1 << 8);
custom.bltcon1 = 0;
custom.bltadat = 0x0000;
custom.bltafwm = 0xffff;
custom.bltalwm = 0xffff;
custom.bltdpt = currentScreen.planes[plane];
custom.bltdmod = 0;
custom.bltsize = screenSetup.byteWidth / 2 + (screenSetup.height << 6);
WaitBlit();
}
*/
renderBunFrame(i, &bunRenderer);
renderTopaz();
/*
*/
/*
*(SpriteData) = SPRPOS(250, 44);
*(SpriteData + 1) = SPRCTL(250, 44, 44 + 257);
*/
updateDisplayInCopperList(
&screenSetup,
&currentScreen,
copperlistBitplanePointers
);
WaitTOF();
if ((ciaa.ciapra >> 6) != 3) break;
i++;
i %= FRAMES_FOR_SCREEN;
}
/*
for (i = 0; i < 200; ++i) {
WaitTOF();
}
*/
giveBackSystem();
teardownScreen(&screenSetup);
/*
for (i = 0; i < 50; ++i) {
printf("%x %x\n", copperlist[i * 2], copperlist[i * 2 + 1]);
}
*/
freeCopperlist(copperlist);
teardownBunRenderer();
return 0;
}