Mercurial > sdl-ios-xcode
view src/video/nds/SDL_ndsrender.c @ 3017:3272431eeee2
Added testresample.c
author | Ryan C. Gordon <icculus@icculus.org> |
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date | Sun, 11 Jan 2009 04:05:28 +0000 |
parents | 9dde605c7540 |
children | c5280d33c32a |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2009 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #include <stdio.h> #include <stdlib.h> #include <nds.h> #include <nds/arm9/video.h> #include <nds/arm9/sprite.h> #include <nds/arm9/trig_lut.h> #include "SDL_config.h" #include "SDL_video.h" #include "../SDL_sysvideo.h" #include "../SDL_yuv_sw_c.h" #include "../SDL_renderer_sw.h" /* NDS sprite-related functions */ #define SPRITE_DMA_CHANNEL 3 #define SPRITE_ANGLE_MASK 0x01FF void NDS_OAM_Update(tOAM * oam, int sub) { DC_FlushAll(); dmaCopyHalfWords(SPRITE_DMA_CHANNEL, oam->spriteBuffer, sub ? OAM_SUB : OAM, SPRITE_COUNT * sizeof(SpriteEntry)); } void NDS_OAM_RotateSprite(SpriteRotation * spriteRotation, u16 angle) { s16 s = SIN[angle & SPRITE_ANGLE_MASK] >> 4; s16 c = COS[angle & SPRITE_ANGLE_MASK] >> 4; spriteRotation->hdx = c; spriteRotation->hdy = s; spriteRotation->vdx = -s; spriteRotation->vdy = c; } void NDS_OAM_Init(tOAM * oam, int sub) { int i; for (i = 0; i < SPRITE_COUNT; i++) { oam->spriteBuffer[i].attribute[0] = ATTR0_DISABLED; oam->spriteBuffer[i].attribute[1] = 0; oam->spriteBuffer[i].attribute[2] = 0; } for (i = 0; i < MATRIX_COUNT; i++) { NDS_OAM_RotateSprite(&(oam->matrixBuffer[i]), 0); } swiWaitForVBlank(); NDS_OAM_Update(oam, sub); } void NDS_OAM_HideSprite(SpriteEntry * spriteEntry) { spriteEntry->isRotoscale = 0; spriteEntry->isHidden = 1; } void NDS_OAM_ShowSprite(SpriteEntry * spriteEntry, int affine, int double_bound) { if (affine) { spriteEntry->isRotoscale = 1; spriteEntry->rsDouble = double_bound; } else { spriteEntry->isHidden = 0; } } /* SDL NDS renderer implementation */ static SDL_Renderer *NDS_CreateRenderer(SDL_Window * window, Uint32 flags); static int NDS_ActivateRenderer(SDL_Renderer * renderer); static int NDS_DisplayModeChanged(SDL_Renderer * renderer); static int NDS_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture); static int NDS_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture, void **pixels, int *pitch); static int NDS_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Color * colors, int firstcolor, int ncolors); static int NDS_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Color * colors, int firstcolor, int ncolors); static int NDS_SetTextureColorMod(SDL_Renderer * renderer, SDL_Texture * texture); static int NDS_SetTextureAlphaMod(SDL_Renderer * renderer, SDL_Texture * texture); static int NDS_SetTextureBlendMode(SDL_Renderer * renderer, SDL_Texture * texture); static int NDS_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture); static int NDS_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * rect, const void *pixels, int pitch); static int NDS_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * rect, int markDirty, void **pixels, int *pitch); static void NDS_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture); static int NDS_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a, const SDL_Rect * rect); static int NDS_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_Rect * dstrect); static void NDS_RenderPresent(SDL_Renderer * renderer); static void NDS_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture); static void NDS_DestroyRenderer(SDL_Renderer * renderer); SDL_RenderDriver NDS_RenderDriver = { NDS_CreateRenderer, {"nds", /* char* name */ (SDL_RENDERER_SINGLEBUFFER | SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTDISCARD | SDL_RENDERER_PRESENTVSYNC), /* u32 flags */ (SDL_TEXTUREMODULATE_NONE), /* u32 mod_modes */ (SDL_BLENDMODE_MASK), /* u32 blend_modes */ (SDL_TEXTURESCALEMODE_FAST), /* u32 scale_modes */ 3, /* u32 num_texture_formats */ { SDL_PIXELFORMAT_INDEX8, SDL_PIXELFORMAT_ABGR1555, SDL_PIXELFORMAT_BGR555, }, /* u32 texture_formats[20] */ (256), /* int max_texture_width */ (256), /* int max_texture_height */ } }; typedef struct { bg_attribute *bg; /* backgrounds */ tOAM oam_copy; /* sprites */ u8 bg_taken[4]; int sub; } NDS_RenderData; typedef struct { enum { NDSTX_BG, NDSTX_SPR } type; /* represented in a bg or sprite. */ int hw_index; /* sprite: index in the OAM. / bg: 2 or 3. */ struct { int hdx, hdy, vdx, vdy; /* affine transformation, used for scaling. */ int pitch, bpp; /* some useful info */ } dim; u16 *vram_pixels; /* where the pixel data is stored (a pointer into VRAM) */ u16 *vram_palette; /* where the palette data is stored if it's indexed. */ /*int size; */ } NDS_TextureData; SDL_Renderer * NDS_CreateRenderer(SDL_Window * window, Uint32 flags) { SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window); SDL_DisplayMode *displayMode = &display->current_mode; SDL_Renderer *renderer; NDS_RenderData *data; int i, n; int bpp; Uint32 Rmask, Gmask, Bmask, Amask; if (!SDL_PixelFormatEnumToMasks(displayMode->format, &bpp, &Rmask, &Gmask, &Bmask, &Amask)) { SDL_SetError("Unknown display format"); return NULL; } switch (displayMode->format) { case SDL_PIXELFORMAT_INDEX8: case SDL_PIXELFORMAT_ABGR1555: case SDL_PIXELFORMAT_BGR555: /* okay */ break; case SDL_PIXELFORMAT_RGB555: case SDL_PIXELFORMAT_RGB565: case SDL_PIXELFORMAT_ARGB1555: /* we'll take these too for now */ break; default: SDL_SetError("Warning: wrong display format for NDS!\n"); break; } renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer)); if (!renderer) { SDL_OutOfMemory(); return NULL; } data = (NDS_RenderData *) SDL_malloc(sizeof(*data)); if (!data) { NDS_DestroyRenderer(renderer); SDL_OutOfMemory(); return NULL; } SDL_zerop(data); renderer->RenderFill = NDS_RenderFill; renderer->RenderCopy = NDS_RenderCopy; renderer->RenderPresent = NDS_RenderPresent; renderer->DestroyRenderer = NDS_DestroyRenderer; renderer->info.name = NDS_RenderDriver.info.name; renderer->info.flags = 0; renderer->window = window->id; renderer->driverdata = data; renderer->CreateTexture = NDS_CreateTexture; renderer->QueryTexturePixels = NDS_QueryTexturePixels; renderer->SetTexturePalette = NDS_SetTexturePalette; renderer->GetTexturePalette = NDS_GetTexturePalette; renderer->SetTextureColorMod = NDS_SetTextureColorMod; renderer->SetTextureAlphaMod = NDS_SetTextureAlphaMod; renderer->SetTextureBlendMode = NDS_SetTextureBlendMode; renderer->SetTextureScaleMode = NDS_SetTextureScaleMode; renderer->UpdateTexture = NDS_UpdateTexture; renderer->LockTexture = NDS_LockTexture; renderer->UnlockTexture = NDS_UnlockTexture; renderer->DestroyTexture = NDS_DestroyTexture; renderer->info.mod_modes = NDS_RenderDriver.info.mod_modes; renderer->info.blend_modes = NDS_RenderDriver.info.blend_modes; renderer->info.scale_modes = NDS_RenderDriver.info.scale_modes; renderer->info.num_texture_formats = NDS_RenderDriver.info.num_texture_formats; SDL_memcpy(renderer->info.texture_formats, NDS_RenderDriver.info.texture_formats, sizeof(renderer->info.texture_formats)); renderer->info.max_texture_width = NDS_RenderDriver.info.max_texture_width; renderer->info.max_texture_height = NDS_RenderDriver.info.max_texture_height; data->sub = 0; /* TODO: this is hard-coded to the "main" screen. figure out how to detect whether to set it to "sub" screen. window->id, perhaps? */ if (!data->sub) { data->bg = &BACKGROUND; } else { data->bg = &BACKGROUND_SUB; } data->bg_taken[2] = data->bg_taken[3] = 0; NDS_OAM_Init(&(data->oam_copy), data->sub); /* init sprites. */ return renderer; } static int NDS_ActivateRenderer(SDL_Renderer * renderer) { NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata; return 0; } static int NDS_DisplayModeChanged(SDL_Renderer * renderer) { NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata; return 0; } static int NDS_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) { NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata; NDS_TextureData *txdat = NULL; int i; int bpp; Uint32 Rmask, Gmask, Bmask, Amask; if (!SDL_PixelFormatEnumToMasks (texture->format, &bpp, &Rmask, &Gmask, &Bmask, &Amask)) { SDL_SetError("Unknown texture format"); return -1; } /* conditional statements on w/h to place it as bg/sprite depending on which one it fits. */ if (texture->w <= 64 && texture->h <= 64) { int whichspr = -1; printf("Tried to make a sprite.\n"); txdat->type = NDSTX_SPR; for (i = 0; i < SPRITE_COUNT; ++i) { if (data->oam_copy.spriteBuffer[i].attribute[0] & ATTR0_DISABLED) { whichspr = i; break; } } if (whichspr >= 0) { SpriteEntry *sprent = &(data->oam_copy.spriteBuffer[whichspr]); int maxside = texture->w > texture->h ? texture->w : texture->h; int pitch; texture->driverdata = SDL_calloc(1, sizeof(NDS_TextureData)); txdat = (NDS_TextureData *) texture->driverdata; if (!txdat) { SDL_OutOfMemory(); return -1; } sprent->objMode = OBJMODE_BITMAP; sprent->posX = 0; sprent->posY = 0; sprent->colMode = OBJCOLOR_16; /* OBJCOLOR_256 for INDEX8 */ /* the first 32 sprites get transformation matrices. first come, first served */ if (whichspr < MATRIX_COUNT) { sprent->isRotoscale = 1; sprent->rsMatrixIdx = whichspr; } /* containing shape (square or 2:1 rectangles) */ sprent->objShape = OBJSHAPE_SQUARE; if (texture->w / 2 >= texture->h) { sprent->objShape = OBJSHAPE_WIDE; } else if (texture->h / 2 >= texture->w) { sprent->objShape = OBJSHAPE_TALL; } /* size in pixels */ /* FIXME: "pitch" is hardcoded for 2bytes per pixel. */ sprent->objSize = OBJSIZE_64; pitch = 128; if (maxside <= 8) { sprent->objSize = OBJSIZE_8; pitch = 16; } else if (maxside <= 16) { sprent->objSize = OBJSIZE_16; pitch = 32; } else if (maxside <= 32) { sprent->objSize = OBJSIZE_32; pitch = 64; } /* FIXME: this is hard-coded and will obviously only work for one sprite-texture. tells it to look at the beginning of SPRITE_GFX for its pixels. */ sprent->tileIdx = 0; /* now for the texture data */ txdat->type = NDSTX_SPR; txdat->hw_index = whichspr; txdat->dim.hdx = 0x100; txdat->dim.hdy = 0; txdat->dim.vdx = 0; txdat->dim.vdy = 0x100; txdat->dim.pitch = pitch; txdat->dim.bpp = bpp; txdat->vram_pixels = (u16 *) (data->sub ? SPRITE_GFX_SUB : SPRITE_GFX); /* FIXME: use tileIdx*boundary to point to proper location */ } else { SDL_SetError("Out of NDS sprites."); } } else if (texture->w <= 256 && texture->h <= 256) { int whichbg = -1, base = 0; if (!data->bg_taken[2]) { whichbg = 2; } else if (!data->bg_taken[3]) { whichbg = 3; base = 4; } if (whichbg >= 0) { texture->driverdata = SDL_calloc(1, sizeof(NDS_TextureData)); txdat = (NDS_TextureData *) texture->driverdata; if (!txdat) { SDL_OutOfMemory(); return -1; } /* this is hard-coded to being 256x256 ABGR1555 for now. */ data->bg->control[whichbg] = (bpp == 8) ? BG_BMP8_256x256 : BG_BMP16_256x256; data->bg->control[whichbg] |= BG_BMP_BASE(base); data->bg->scroll[whichbg].x = 0; data->bg->scroll[whichbg].y = 0; txdat->type = NDSTX_BG; txdat->hw_index = whichbg; txdat->dim.hdx = 0x100; txdat->dim.hdy = 0; txdat->dim.vdx = 0; txdat->dim.vdy = 0x100; txdat->dim.pitch = 512; txdat->dim.bpp = bpp; txdat->vram_pixels = (u16 *) (data->sub ? BG_BMP_RAM_SUB(base) : BG_BMP_RAM(base)); /*txdat->size = txdat->dim.pitch * texture->h; */ } else { SDL_SetError("Out of NDS backgrounds."); } } else { SDL_SetError("Texture too big for NDS hardware."); } if (!texture->driverdata) { return -1; } return 0; } static int NDS_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture, void **pixels, int *pitch) { NDS_TextureData *txdat = (NDS_TextureData *) texture->driverdata; *pixels = txdat->vram_pixels; *pitch = txdat->dim.pitch; return 0; } static int NDS_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * rect, const void *pixels, int pitch) { NDS_TextureData *txdat; Uint8 *src, *dst; int row; size_t length; txdat = (NDS_TextureData *) texture->driverdata; src = (Uint8 *) pixels; dst = (Uint8 *) txdat->vram_pixels + rect->y * txdat->dim.pitch + rect->x * ((txdat->dim.bpp + 1) / 8); length = rect->w * ((txdat->dim.bpp + 1) / 8); if (rect->w == texture->w) { dmaCopy(src, dst, length * rect->h); } else { for (row = 0; row < rect->h; ++row) { dmaCopy(src, dst, length); src += pitch; dst += txdat->dim.pitch; } } return 0; } static int NDS_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * rect, int markDirty, void **pixels, int *pitch) { NDS_TextureData *txdat = (NDS_TextureData *) texture->driverdata; *pixels = (void *) ((u8 *) txdat->vram_pixels + rect->y * txdat->dim.pitch + rect->x * ((txdat->dim.bpp + 1) / 8)); *pitch = txdat->dim.pitch; return 0; } static void NDS_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture) { /* stub! */ } static int NDS_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a, const SDL_Rect * rect) { NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata; SDL_Rect real_rect = *rect; u16 color; int i, j; color = RGB8(r, g, b); /* <-- macro in libnds that makes an ARGB1555 pixel */ /* TODO: make a single-color sprite and stretch it. calculate the "HDX" width modifier of the sprite by: let S be the actual sprite's width (like, 32 pixels for example) let R be the rectangle's width (maybe 50 pixels) HDX = (R<<8) / S; (it's fixed point, hence the bit shift. same goes for vertical. be sure to use 32-bit int's for the bit shift before the division!) */ return 0; } static int NDS_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_Rect * dstrect) { NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata; NDS_TextureData *txdat = (NDS_TextureData *) texture->driverdata; SDL_Window *window = SDL_GetWindowFromID(renderer->window); SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window); int i; int bpp = SDL_BYTESPERPIXEL(texture->format); int pitch = txdat->dim.pitch; if (txdat->type == NDSTX_BG) { bg_rotation *bgrot = (txdat->hw_index == 2) ? &(data->bg->bg2_rotation) : &(data->bg->bg3_rotation); bgrot->xdx = txdat->dim.hdx; bgrot->xdy = txdat->dim.hdy; bgrot->ydx = txdat->dim.vdx; bgrot->ydy = txdat->dim.vdy; bgrot->centerX = 0; bgrot->centerY = 0; data->bg->scroll[txdat->hw_index].x = dstrect->x; data->bg->scroll[txdat->hw_index].y = dstrect->y; } else { /* sprites not fully implemented yet */ SpriteEntry *spr = &(data->oam_copy.spriteBuffer[txdat->hw_index]); spr->posX = dstrect->x; spr->posY = dstrect->y; if (txdat->hw_index < MATRIX_COUNT && spr->isRotoscale) { SpriteRotation *sprot = &(data->oam_copy.matrixBuffer[txdat->hw_index]); sprot->hdx = txdat->dim.hdx; sprot->hdy = txdat->dim.hdy; sprot->vdx = txdat->dim.vdx; sprot->vdy = txdat->dim.vdy; } } return 0; } static void NDS_RenderPresent(SDL_Renderer * renderer) { NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata; SDL_Window *window = SDL_GetWindowFromID(renderer->window); SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window); /* update sprites */ NDS_OAM_Update(&(data->oam_copy), data->sub); /* vsync for NDS */ if (renderer->info.flags & SDL_RENDERER_PRESENTVSYNC) { swiWaitForVBlank(); } } static void NDS_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture) { NDS_TextureData *txdat = texture->driverdata; /* free anything else allocated for texture */ SDL_free(txdat); } static void NDS_DestroyRenderer(SDL_Renderer * renderer) { NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata; SDL_Window *window = SDL_GetWindowFromID(renderer->window); SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window); int i; if (data) { /* free anything else relevant if anything else is allocated. */ SDL_free(data); } SDL_free(renderer); } static int NDS_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Color * colors, int firstcolor, int ncolors) { NDS_TextureData *txdat = (NDS_TextureData *) texture->driverdata; /* set 8-bit modes in the background control registers for backgrounds, BGn_CR |= BG_256_COLOR */ return 0; } static int NDS_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Color * colors, int firstcolor, int ncolors) { NDS_TextureData *txdat = (NDS_TextureData *) texture->driverdata; /* stub! */ return 0; } static int NDS_SetTextureColorMod(SDL_Renderer * renderer, SDL_Texture * texture) { /* stub! */ return 0; } static int NDS_SetTextureAlphaMod(SDL_Renderer * renderer, SDL_Texture * texture) { /* stub! */ return 0; } static int NDS_SetTextureBlendMode(SDL_Renderer * renderer, SDL_Texture * texture) { /* stub! */ return 0; } static int NDS_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture) { /* stub! (note: NDS hardware scaling is nearest neighbor.) */ return 0; } /* vi: set ts=4 sw=4 expandtab: */