Mercurial > sdl-ios-xcode
view src/video/nds/SDL_ndsrender.c @ 4504:9faebccfefb3
Amazingly the Windows code is almost identical to the Mac OS X code. :)
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 08 Jul 2010 23:07:34 -0700 |
parents | f7b03b6838cb |
children | aa8888658021 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2010 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" /* 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 { u8 bg_taken[4]; OamState *oam; int sub; } NDS_RenderData; typedef struct { enum { NDSTX_BG, NDSTX_SPR } type; /* represented in a bg or sprite. */ int hw_index; /* index of sprite in OAM or bg from libnds */ int pitch, bpp; /* useful information about the texture */ struct { int x, y; } scale; /* x/y stretch (24.8 fixed point) */ struct { int x, y; } scroll; /* x/y offset */ int rotate; /* -32768 to 32767, texture rotation */ 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 = window->display; 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; 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? */ data->bg_taken[2] = data->bg_taken[3] = 0; 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("NDS_CreateTexture: Tried to make a sprite.\n"); txdat->type = NDSTX_SPR; #if 0 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."); } #endif } 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; } // hard-coded for 256x256 for now... // TODO: a series of if-elseif-else's to find the closest but larger size. if (!data->sub) { if (bpp == 8) { txdat->hw_index = bgInit(whichbg, BgType_Bmp8, BgSize_B8_256x256, 0, 0); } else { txdat->hw_index = bgInit(whichbg, BgType_Bmp16, BgSize_B16_256x256, 0, 0); } } else { if (bpp == 8) { txdat->hw_index = bgInitSub(whichbg, BgType_Bmp8, BgSize_B8_256x256, 0, 0); } else { txdat->hw_index = bgInitSub(whichbg, BgType_Bmp16, BgSize_B16_256x256, 0, 0); } } /* useful functions bgGetGfxPtr(bg3); bgSetCenter(bg3, rcX, rcY); bgSetRotateScale(bg3, angle, scaleX, scaleY); bgSetScroll(bg3, scrollX, scrollY); bgUpdate(bg3); */ txdat->type = NDSTX_BG; txdat->pitch = (texture->w) * (bpp / 8); txdat->bpp = bpp; txdat->rotate = 0; txdat->scale.x = 0x100; txdat->scale.y = 0x100; txdat->scroll.x = 0; txdat->scroll.y = 0; txdat->vram_pixels = (u16 *) bgGetGfxPtr(txdat->hw_index); bgSetCenter(txdat->hw_index, 0, 0); bgSetRotateScale(txdat->hw_index, txdat->rotate, txdat->scale.x, txdat->scale.y); bgSetScroll(txdat->hw_index, txdat->scroll.x, txdat->scroll.y); bgUpdate(txdat->hw_index); data->bg_taken[whichbg] = 1; /*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->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->pitch + rect->x * ((txdat->bpp + 1) / 8); length = rect->w * ((txdat->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->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->pitch + rect->x * ((txdat->bpp + 1) / 8)); *pitch = txdat->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; printf("NDS_RenderFill: stub\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!) */ 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 = renderer->window; SDL_VideoDisplay *display = window->display; int Bpp = SDL_BYTESPERPIXEL(texture->format); if (txdat->type == NDSTX_BG) { txdat->scroll.x = dstrect->x; txdat->scroll.y = dstrect->y; } else { /* sprites not fully implemented yet */ printf("NDS_RenderCopy: used sprite!\n"); // 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) { // } } return 0; } static void NDS_RenderPresent(SDL_Renderer * renderer) { NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata; SDL_Window *window = renderer->window; SDL_VideoDisplay *display = window->display; /* 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; 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: */