Merge pull request #289 from corwinkuiper/blend

Add blending support
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Corwin 2022-08-11 20:38:14 +01:00 committed by GitHub
commit 0a991af2e9
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7 changed files with 316 additions and 8 deletions

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@ -9,6 +9,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
### Added ### Added
- Custom allocator support using the `Allocator` trait for `HashMap`. This means the `HashMap` can be used with `InternalAllocator` to allocate to IWRAM or the `ExternalAllocator` to explicitly allocate to EWRAM. - Custom allocator support using the `Allocator` trait for `HashMap`. This means the `HashMap` can be used with `InternalAllocator` to allocate to IWRAM or the `ExternalAllocator` to explicitly allocate to EWRAM.
- Support for using windows on the GBA. Windows are used to selectively enable rendering of certain layers or effects. - Support for using windows on the GBA. Windows are used to selectively enable rendering of certain layers or effects.
- Support for the blend mode of the GBA. Blending allows for alpha blending between layers and fading to black and white.
## Fixed ## Fixed
- Fixed the fast magnitude function in agb_fixnum. This is also used in fast_normalise. Previously only worked for positive (x, y). - Fixed the fast magnitude function in agb_fixnum. This is also used in fast_normalise. Previously only worked for positive (x, y).

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@ -5,6 +5,7 @@
use core::{ use core::{
cmp::{Eq, Ord, PartialEq, PartialOrd}, cmp::{Eq, Ord, PartialEq, PartialOrd},
fmt::{Debug, Display}, fmt::{Debug, Display},
mem::size_of,
ops::{ ops::{
Add, AddAssign, BitAnd, Div, DivAssign, Mul, MulAssign, Neg, Not, Rem, RemAssign, Shl, Shr, Add, AddAssign, BitAnd, Div, DivAssign, Mul, MulAssign, Neg, Not, Rem, RemAssign, Shl, Shr,
Sub, SubAssign, Sub, SubAssign,
@ -298,6 +299,42 @@ impl<I: FixedWidthUnsignedInteger, const N: usize> Num<I, N> {
} }
} }
/// Attempts to perform the conversion between two integer types and between
/// two different fractional precisions
/// ```
/// # use agb_fixnum::*;
/// let a: Num<i32, 8> = 1.into();
/// let b: Option<Num<u8, 4>> = a.try_change_base();
/// assert_eq!(b, Some(1.into()));
///
/// let a: Num<i32, 8> = 18.into();
/// let b: Option<Num<u8, 4>> = a.try_change_base();
/// assert_eq!(b, None);
/// ```
pub fn try_change_base<J: FixedWidthUnsignedInteger + TryFrom<I>, const M: usize>(
self,
) -> Option<Num<J, M>> {
if size_of::<I>() > size_of::<J>() {
// I bigger than J, perform the shift in I to preserve precision
let n = if N < M {
self.0 << (M - N)
} else {
self.0 >> (N - M)
};
let n = n.try_into().ok()?;
Some(Num(n))
} else {
// J bigger than I, perform the shift in J to preserve precision
let n: J = self.0.try_into().ok()?;
let n = if N < M { n << (M - N) } else { n >> (N - M) };
Some(Num(n))
}
}
/// A bit for bit conversion from a number to a fixed num /// A bit for bit conversion from a number to a fixed num
pub fn from_raw(n: I) -> Self { pub fn from_raw(n: I) -> Self {
Num(n) Num(n)

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@ -1,9 +1,10 @@
#![no_std] #![no_std]
#![no_main] #![no_main]
use agb::display::blend::{BlendMode, Layer};
use agb::display::{example_logo, tiled::RegularBackgroundSize, window::WinIn}; use agb::display::{example_logo, tiled::RegularBackgroundSize, window::WinIn};
use agb::display::{HEIGHT, WIDTH}; use agb::display::{HEIGHT, WIDTH};
use agb::fixnum::{Num, Rect, Vector2D}; use agb::fixnum::{num, Num, Rect, Vector2D};
use agb::interrupt::VBlank; use agb::interrupt::VBlank;
type FNum = Num<i32, 8>; type FNum = Num<i32, 8>;
@ -27,11 +28,27 @@ fn main(mut gba: agb::Gba) -> ! {
.set_position(&Rect::new((10, 10).into(), (64, 64).into())) .set_position(&Rect::new((10, 10).into(), (64, 64).into()))
.enable(); .enable();
window
.win_out()
.enable()
.set_background_enable(map.background(), true)
.set_blend_enable(true);
example_logo::display_logo(&mut map, &mut vram); example_logo::display_logo(&mut map, &mut vram);
let mut blend = gba.display.blend.get();
blend
.set_background_enable(Layer::Top, map.background(), true)
.set_backdrop_enable(Layer::Bottom, true)
.set_blend_mode(BlendMode::Normal);
let mut pos: Vector2D<FNum> = (10, 10).into(); let mut pos: Vector2D<FNum> = (10, 10).into();
let mut velocity: Vector2D<FNum> = Vector2D::new(1.into(), 1.into()); let mut velocity: Vector2D<FNum> = Vector2D::new(1.into(), 1.into());
let mut blend_amount: Num<i32, 8> = num!(0.5);
let mut blend_velocity: Num<i32, 8> = Num::new(1) / 128;
let vblank = VBlank::get(); let vblank = VBlank::get();
loop { loop {
@ -45,11 +62,21 @@ fn main(mut gba: agb::Gba) -> ! {
velocity.y *= -1; velocity.y *= -1;
} }
blend_amount += blend_velocity;
if blend_amount > num!(0.75) || blend_amount < num!(0.25) {
blend_velocity *= -1;
}
blend_amount = blend_amount.clamp(0.into(), 1.into());
blend.set_blend_weight(Layer::Top, blend_amount.try_change_base().unwrap());
window window
.win_in(WinIn::Win0) .win_in(WinIn::Win0)
.set_position(&Rect::new(pos.floor(), (64, 64).into())); .set_position(&Rect::new(pos.floor(), (64, 64).into()));
vblank.wait_for_vblank(); vblank.wait_for_vblank();
window.commit(); window.commit();
blend.commit();
} }
} }

216
agb/src/display/blend.rs Normal file
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@ -0,0 +1,216 @@
//! This controls the blending modes on the GBA.
//!
//! For now a description of how blending can be used is found on [the tonc page
//! for graphic
//! effects](https://www.coranac.com/tonc/text/gfx.htm#ssec-bld-gba). See the
//! [Blend] struct for all the functions to manage blend effects. You accquire
//! the Blend struct through the [Display][super::Display] struct.
//! ```no_run
//! # #![no_main]
//! # #![no_std]
//! # fn blend(mut gba: agb::Gba) {
//! let mut blend = gba.display.blend.get();
//! // ...
//! # }
//! ```
//! where `gba` is a mutable [Gba][crate::Gba] struct.
use crate::{fixnum::Num, memory_mapped::set_bits};
use super::tiled::BackgroundID;
/// The layers, top layer will be blended into the bottom layer
#[derive(Clone, Copy, Debug)]
pub enum Layer {
/// Top layer gets blended into the bottom layer
Top = 0,
/// The bottom layer of the blend
Bottom = 1,
}
/// The different blend modes avaliable on the GBA
#[derive(Clone, Copy, Debug)]
pub enum BlendMode {
// No blending
Off = 0,
// Aditive blending, use the [Blend::set_blend_weight] function to use this
Normal = 0b01,
// Brighten, use the [Blend::set_fade] to use this
FadeToWhite = 0b10,
// Darken, use the [Blend::set_fade] to use this
FadeToBlack = 0b11,
}
/// Manages the blending, won't cause anything to change unless [Blend::commit]
/// is called.
pub struct Blend {
targets: u16,
blend_weights: u16,
fade_weight: u16,
}
/// When making many modifications to a layer, it is convenient to operate on
/// that layer directly. This is created by the [Blend::layer] function and
/// operates on that layer.
pub struct BlendLayer<'blend> {
blend: &'blend mut Blend,
layer: Layer,
}
impl BlendLayer<'_> {
/// Set whether a background is enabled for blending on this layer.
pub fn set_background_enable(&mut self, background: BackgroundID, enable: bool) -> &mut Self {
self.blend
.set_background_enable(self.layer, background, enable);
self
}
/// Set whether objects are enabled for blending on this layer.
pub fn set_object_enable(&mut self, enable: bool) -> &mut Self {
self.blend.set_object_enable(self.layer, enable);
self
}
/// Set whether the backdrop contributes to the blend on this layer.
/// The backdrop is transparent colour, the colour rendered when nothing is
/// in it's place.
pub fn set_backdrop_enable(&mut self, enable: bool) -> &mut Self {
self.blend.set_backdrop_enable(self.layer, enable);
self
}
/// Set the weight for the blend on this layer.
pub fn set_blend_weight(&mut self, value: Num<u8, 4>) -> &mut Self {
self.blend.set_blend_weight(self.layer, value);
self
}
}
const BLEND_CONTROL: *mut u16 = 0x0400_0050 as *mut _;
const BLEND_ALPHAS: *mut u16 = 0x0400_0052 as *mut _;
const BLEND_FADES: *mut u16 = 0x0400_0054 as *mut _;
impl Blend {
pub(crate) fn new() -> Self {
let blend = Self {
targets: 0,
blend_weights: 0,
fade_weight: 0,
};
blend.commit();
blend
}
/// Reset the targets to all disabled, the targets control which layers are
/// enabled for blending.
pub fn reset_targets(&mut self) -> &mut Self {
self.targets = 0;
self
}
/// Reset the blend weights
pub fn reset_weights(&mut self) -> &mut Self {
self.blend_weights = 0;
self
}
/// Reset the brighten and darken weights
pub fn reset_fades(&mut self) -> &mut Self {
self.fade_weight = 0;
self
}
/// Reset targers, blend weights, and fades
pub fn reset(&mut self) -> &mut Self {
self.reset_targets().reset_fades().reset_weights()
}
/// Creates a layer object whose functions work only on that layer,
/// convenient when performing multiple operations on that layer without the
/// need of specifying the layer every time.
pub fn layer(&mut self, layer: Layer) -> BlendLayer {
BlendLayer { blend: self, layer }
}
/// Set whether a background is enabled for blending on a particular layer.
pub fn set_background_enable(
&mut self,
layer: Layer,
background: BackgroundID,
enable: bool,
) -> &mut Self {
let bit_to_modify = (background.0 as usize) + (layer as usize * 8);
self.targets = set_bits(self.targets, enable as u16, 1, bit_to_modify);
self
}
/// Set whether objects are enabled for blending on a particular layer
pub fn set_object_enable(&mut self, layer: Layer, enable: bool) -> &mut Self {
let bit_to_modify = 0x4 + (layer as usize * 8);
self.targets = set_bits(self.targets, enable as u16, 1, bit_to_modify);
self
}
/// Set whether the backdrop contributes to the blend on a particular layer.
/// The backdrop is transparent colour, the colour rendered when nothing is
/// in it's place.
pub fn set_backdrop_enable(&mut self, layer: Layer, enable: bool) -> &mut Self {
let bit_to_modify = 0x5 + (layer as usize * 8);
self.targets = set_bits(self.targets, enable as u16, 1, bit_to_modify);
self
}
/// Set the weight for the blend on a particular layer.
pub fn set_blend_weight(&mut self, layer: Layer, value: Num<u8, 4>) -> &mut Self {
self.blend_weights = set_bits(
self.blend_weights,
value.to_raw() as u16,
5,
(layer as usize) * 8,
);
self
}
/// Set the fade of brighten or darken
pub fn set_fade(&mut self, value: Num<u8, 4>) -> &mut Self {
self.fade_weight = value.to_raw() as u16;
self
}
/// Set the current blend mode
pub fn set_blend_mode(&mut self, blend_mode: BlendMode) -> &mut Self {
self.targets = set_bits(self.targets, blend_mode as u16, 2, 0x6);
self
}
/// Commits the current state, should be called near after a call to wait
/// for next vblank.
pub fn commit(&self) {
unsafe {
BLEND_CONTROL.write_volatile(self.targets);
BLEND_ALPHAS.write_volatile(self.blend_weights);
BLEND_FADES.write_volatile(self.fade_weight);
}
}
}
impl Drop for Blend {
fn drop(&mut self) {
self.reset().commit();
}
}

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@ -4,7 +4,7 @@ use bitflags::bitflags;
use modular_bitfield::BitfieldSpecifier; use modular_bitfield::BitfieldSpecifier;
use video::Video; use video::Video;
use self::{object::ObjectController, window::Windows}; use self::{blend::Blend, object::ObjectController, window::Windows};
/// Graphics mode 3. Bitmap mode that provides a 16-bit colour framebuffer. /// Graphics mode 3. Bitmap mode that provides a 16-bit colour framebuffer.
pub mod bitmap3; pub mod bitmap3;
@ -23,6 +23,7 @@ pub mod tiled;
/// Giving out graphics mode. /// Giving out graphics mode.
pub mod video; pub mod video;
pub mod blend;
pub mod window; pub mod window;
mod font; mod font;
@ -70,10 +71,11 @@ pub struct Display {
pub video: Video, pub video: Video,
pub object: ObjectDistribution, pub object: ObjectDistribution,
pub window: WindowDist, pub window: WindowDist,
pub blend: BlendDist,
} }
#[non_exhaustive] #[non_exhaustive]
pub struct ObjectDistribution {} pub struct ObjectDistribution;
impl ObjectDistribution { impl ObjectDistribution {
pub fn get(&mut self) -> ObjectController { pub fn get(&mut self) -> ObjectController {
@ -82,7 +84,7 @@ impl ObjectDistribution {
} }
#[non_exhaustive] #[non_exhaustive]
pub struct WindowDist {} pub struct WindowDist;
impl WindowDist { impl WindowDist {
pub fn get(&mut self) -> Windows { pub fn get(&mut self) -> Windows {
@ -90,12 +92,22 @@ impl WindowDist {
} }
} }
#[non_exhaustive]
pub struct BlendDist;
impl BlendDist {
pub fn get(&mut self) -> Blend {
Blend::new()
}
}
impl Display { impl Display {
pub(crate) const unsafe fn new() -> Self { pub(crate) const unsafe fn new() -> Self {
Display { Display {
video: Video {}, video: Video,
object: ObjectDistribution {}, object: ObjectDistribution,
window: WindowDist {}, window: WindowDist,
blend: BlendDist,
} }
} }
} }

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@ -9,7 +9,7 @@ use super::{
/// ///
/// Most games will use tiled modes, as bitmap modes are too slow to run at the full 60 FPS. /// Most games will use tiled modes, as bitmap modes are too slow to run at the full 60 FPS.
#[non_exhaustive] #[non_exhaustive]
pub struct Video {} pub struct Video;
impl Video { impl Video {
/// Bitmap mode that provides a 16-bit colour framebuffer /// Bitmap mode that provides a 16-bit colour framebuffer

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@ -38,6 +38,21 @@ where
} }
} }
pub fn set_bits<T>(current_value: T, value: T, length: usize, shift: usize) -> T
where
T: From<u8>
+ Copy
+ ops::Shl<usize, Output = T>
+ ops::BitAnd<Output = T>
+ ops::Sub<Output = T>
+ ops::BitOr<Output = T>
+ ops::Not<Output = T>,
{
let one: T = 1u8.into();
let mask: T = (one << length) - one;
(current_value & !(mask << shift)) | ((value & mask) << shift)
}
pub struct MemoryMapped1DArray<T, const N: usize> { pub struct MemoryMapped1DArray<T, const N: usize> {
array: *mut [T; N], array: *mut [T; N],
} }