Mercurial > sdl-ios-xcode
view src/video/nds/SDL_ndsrender.c @ 2688:71c56e900f8b gsoc2008_nds
Cleaning up the renderer code to hopefully squish any problems. Starting to incorporate sprites, as well
author | Darren Alton <dalton@stevens.edu> |
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date | Fri, 15 Aug 2008 10:17:07 +0000 |
parents | 5166b19b6808 |
children | ca01c20274c0 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2006 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) { DC_FlushAll(); dmaCopyHalfWords(SPRITE_DMA_CHANNEL, oam->spriteBuffer, 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 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); } 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 void NDS_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, int numrects, const SDL_Rect * rects); 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), /* u32 flags */ (SDL_TEXTUREMODULATE_NONE), /* u32 mod_modes */ (SDL_TEXTUREBLENDMODE_NONE), /* u32 blend_modes */ (SDL_TEXTURESCALEMODE_NONE), /* 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; int hw_index; struct { int hdx, hdy, vdx, vdy, pitch, bpp; } dim; u16 *vram; u16 *system_ram_copy; 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; printf("+NDS_CreateRenderer\n"); 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; default: printf("DEBUG: wrong display format!\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->DirtyTexture = NDS_DirtyTexture; 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->bg = &BACKGROUND; /* BACKGROUND_SUB for second screen. */ data->bg_taken[2] = data->bg_taken[3] = 0; NDS_OAM_Init(&(data->oam_copy)); /* init sprites. */ 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? */ printf("-NDS_CreateRenderer\n"); return renderer; } static int NDS_ActivateRenderer(SDL_Renderer * renderer) { NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata; printf("!NDS_ActivateRenderer\n"); return 0; } static int NDS_DisplayModeChanged(SDL_Renderer * renderer) { NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata; printf("!NDS_DisplayModeChanged\n"); 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; printf("+NDS_CreateTexture\n"); 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) { /* TODO: implement sprites similar to how BG's are. they have a similar affine transformation matrix (hdx,hdy,vdx,vdy) as the backgrounds, so it should be similar enough to handle with the same driverdata. */ printf("Tried to make a sprite.\n"); } else if(texture->w <= 256 && texture->h <= 256) { int whichbg = -1; if(!data->bg_taken[2]) { whichbg = 2; } else if(!data->bg_taken[3]) { whichbg = 3; } if(whichbg >= 0) { /* TODO: maybe this should be in RenderPresent or RenderCopy instead, copying from a malloc'd system RAM pixel buffer. */ data->bg->control[whichbg] = (bpp == 8) ? BG_BMP8_256x256 : BG_BMP16_256x256; data->bg->scroll[whichbg].x = 0; data->bg->scroll[whichbg].y = 0; texture->driverdata = SDL_calloc(1, sizeof(NDS_TextureData)); txdat = (NDS_TextureData*)texture->driverdata; 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 = 256 * (bpp/8); txdat->dim.bpp = bpp; txdat->vram = (u16*)(data->sub ? BG_BMP_RAM_SUB(whichbg) : BG_BMP_RAM(whichbg)); txdat->size = txdat->dim.pitch * texture->h; } else { SDL_SetError("Out of NDS backgrounds."); printf("ran out.\n"); } } else { SDL_SetError("Texture too big for NDS hardware."); } printf("-NDS_CreateTexture\n"); if (!texture->driverdata) { SDL_SetError("Couldn't create NDS render driver data."); 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; printf("+NDS_QueryTexturePixels\n"); *pixels = txdat->vram; *pitch = txdat->dim.pitch; printf("-NDS_QueryTexturePixels\n"); return 0; } static int NDS_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * rect, const void *pixels, int pitch) { NDS_TextureData *txdat = (NDS_TextureData *) texture->driverdata; Uint8 *src, *dst; int row; size_t length; printf("+NDS_UpdateTexture\n"); src = (Uint8 *) pixels; dst = (Uint8 *) txdat->system_ram_copy + rect->y * txdat->dim.pitch + rect->x * (txdat->dim.bpp/8); length = rect->w * (txdat->dim.bpp/8); for (row = 0; row < rect->h; ++row) { SDL_memcpy(dst, src, length); src += pitch; dst += txdat->dim.pitch; } printf("-NDS_UpdateTexture\n"); 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; int i; printf("+NDS_LockTexture\n"); if (markDirty) { printf("wanted to mark dirty\n"); /* TODO: figure out how to handle this! */ /*SDL_AddDirtyRect(&txdat->dirty, rect);*/ } *pixels = (void *) ((u8 *)txdat->vram + rect->y * txdat->dim.pitch + rect->x * (txdat->dim.bpp/8)); *pitch = txdat->dim.pitch; printf(" pixels = %08x\n", (u32)*pixels); printf(" vram = %08x\n", (u32)(txdat->vram)); printf("-NDS_LockTexture\n"); return 0; } static void NDS_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture) { printf("+NDS_UnlockTexture\n"); /* TODO: should I be doing something here, somehow, now that the pixels should have been "written" between LockTexture and this? */ printf("-NDS_UnlockTexture\n"); } static void NDS_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, int numrects, const SDL_Rect * rects) { /* stub */ printf("!NDS_DirtyTexture\n"); } 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; printf("+NDS_RenderFill\n"); 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!) */ printf("-NDS_RenderFill\n"); 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; printf("+NDS_RenderCopy\n"); if(txdat->type == NDSTX_BG) { bg_rotation *tmpbg = (txdat->hw_index == 2) ? &(data->bg->bg2_rotation) : &(data->bg->bg3_rotation); tmpbg->xdx = txdat->dim.hdx; tmpbg->xdy = txdat->dim.hdy; tmpbg->ydx = txdat->dim.vdx; tmpbg->ydy = txdat->dim.vdy; tmpbg->centerX = 0; tmpbg->centerY = 0; } else { /* sprites not implemented yet */ } printf(" txdat->hw_index = %d\n", txdat->hw_index); printf("-NDS_RenderCopy\n"); 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); int i; printf("+NDS_RenderPresent\n"); { SDL_Texture * tx = display->textures[i]; NDS_TextureData * txdat = (NDS_TextureData*)tx->driverdata; /* Send the data to the display TODO : shouldn't it already be there at this point? from lock/unlock giving it the direct address in VRAM of the bg's. I guess set the BG's and sprites "visible" flags here, if applicable. */ } /* vsync for NDS */ if (renderer->info.flags & SDL_RENDERER_PRESENTVSYNC) { swiWaitForVBlank(); } printf("-NDS_RenderPresent\n"); } static void NDS_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture) { printf("+NDS_DestroyTexture\n"); if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) { SDL_SetError("Unsupported texture format"); } else { /* free anything else allocated for texture */ NDS_TextureData *txdat = texture->driverdata; /*SDL_FreeDirtyRects(&txdat->dirty);*/ SDL_free(txdat->system_ram_copy); SDL_free(txdat); } printf("-NDS_DestroyTexture\n"); } 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; printf("+NDS_DestroyRenderer\n"); if (data) { /* TODO: free anything else relevant. */ /*for (i = 0; i < SDL_arraysize(data->texture); ++i) { if (data->texture[i]) { DestroyTexture(data->renderer, data->texture[i]); } } if (data->surface.format) { SDL_SetSurfacePalette(&data->surface, NULL); SDL_FreeFormat(data->surface.format); } if (display->palette) { SDL_DelPaletteWatch(display->palette, DisplayPaletteChanged, data); } SDL_FreeDirtyRects(&data->dirty);*/ SDL_free(data); } SDL_free(renderer); printf("-NDS_DestroyRenderer\n"); } 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; printf("+NDS_SetTexturePalette\n"); /* set 8-bit modes in the background control registers for backgrounds, BGn_CR |= BG_256_COLOR */ printf("-NDS_SetTexturePalette\n"); return 0; } static int NDS_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Color * colors, int firstcolor, int ncolors) { printf("+NDS_GetTexturePalette\n"); NDS_TextureData *txdat = (NDS_TextureData *) texture->driverdata; printf("-NDS_GetTexturePalette\n"); return 0; } static int NDS_SetTextureColorMod(SDL_Renderer * renderer, SDL_Texture * texture) { printf("!NDS_SetTextureColorMod\n"); /* stub! */ return 0; } static int NDS_SetTextureAlphaMod(SDL_Renderer * renderer, SDL_Texture * texture) { printf("!NDS_SetTextureAlphaMod\n"); /* stub! */ return 0; } static int NDS_SetTextureBlendMode(SDL_Renderer * renderer, SDL_Texture * texture) { printf("!NDS_SetTextureBlendMode\n"); /* stub! */ return 0; } static int NDS_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture) { printf("!NDS_SetTextureScaleMode\n"); /* stub! (note: NDS hardware scaling is nearest neighbor.) */ return 0; } /* vi: set ts=4 sw=4 expandtab: */