mirror of
https://github.com/italicsjenga/agb.git
synced 2025-01-10 00:51:34 +11:00
commit
0a991af2e9
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@ -9,6 +9,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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### Added
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- 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.
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- Support for using windows on the GBA. Windows are used to selectively enable rendering of certain layers or effects.
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- Support for the blend mode of the GBA. Blending allows for alpha blending between layers and fading to black and white.
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## Fixed
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- 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 @@
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use core::{
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cmp::{Eq, Ord, PartialEq, PartialOrd},
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fmt::{Debug, Display},
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mem::size_of,
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ops::{
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Add, AddAssign, BitAnd, Div, DivAssign, Mul, MulAssign, Neg, Not, Rem, RemAssign, Shl, Shr,
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Sub, SubAssign,
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@ -298,6 +299,42 @@ impl<I: FixedWidthUnsignedInteger, const N: usize> Num<I, N> {
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}
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}
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/// Attempts to perform the conversion between two integer types and between
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/// two different fractional precisions
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/// ```
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/// # use agb_fixnum::*;
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/// let a: Num<i32, 8> = 1.into();
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/// let b: Option<Num<u8, 4>> = a.try_change_base();
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/// assert_eq!(b, Some(1.into()));
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///
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/// let a: Num<i32, 8> = 18.into();
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/// let b: Option<Num<u8, 4>> = a.try_change_base();
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/// assert_eq!(b, None);
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/// ```
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pub fn try_change_base<J: FixedWidthUnsignedInteger + TryFrom<I>, const M: usize>(
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self,
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) -> Option<Num<J, M>> {
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if size_of::<I>() > size_of::<J>() {
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// I bigger than J, perform the shift in I to preserve precision
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let n = if N < M {
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self.0 << (M - N)
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} else {
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self.0 >> (N - M)
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};
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let n = n.try_into().ok()?;
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Some(Num(n))
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} else {
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// J bigger than I, perform the shift in J to preserve precision
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let n: J = self.0.try_into().ok()?;
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let n = if N < M { n << (M - N) } else { n >> (N - M) };
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Some(Num(n))
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}
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}
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/// A bit for bit conversion from a number to a fixed num
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pub fn from_raw(n: I) -> Self {
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Num(n)
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@ -1,9 +1,10 @@
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#![no_std]
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#![no_main]
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use agb::display::blend::{BlendMode, Layer};
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use agb::display::{example_logo, tiled::RegularBackgroundSize, window::WinIn};
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use agb::display::{HEIGHT, WIDTH};
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use agb::fixnum::{Num, Rect, Vector2D};
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use agb::fixnum::{num, Num, Rect, Vector2D};
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use agb::interrupt::VBlank;
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type FNum = Num<i32, 8>;
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@ -27,11 +28,27 @@ fn main(mut gba: agb::Gba) -> ! {
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.set_position(&Rect::new((10, 10).into(), (64, 64).into()))
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.enable();
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window
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.win_out()
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.enable()
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.set_background_enable(map.background(), true)
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.set_blend_enable(true);
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example_logo::display_logo(&mut map, &mut vram);
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let mut blend = gba.display.blend.get();
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blend
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.set_background_enable(Layer::Top, map.background(), true)
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.set_backdrop_enable(Layer::Bottom, true)
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.set_blend_mode(BlendMode::Normal);
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let mut pos: Vector2D<FNum> = (10, 10).into();
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let mut velocity: Vector2D<FNum> = Vector2D::new(1.into(), 1.into());
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let mut blend_amount: Num<i32, 8> = num!(0.5);
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let mut blend_velocity: Num<i32, 8> = Num::new(1) / 128;
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let vblank = VBlank::get();
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loop {
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@ -45,11 +62,21 @@ fn main(mut gba: agb::Gba) -> ! {
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velocity.y *= -1;
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}
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blend_amount += blend_velocity;
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if blend_amount > num!(0.75) || blend_amount < num!(0.25) {
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blend_velocity *= -1;
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}
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blend_amount = blend_amount.clamp(0.into(), 1.into());
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blend.set_blend_weight(Layer::Top, blend_amount.try_change_base().unwrap());
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window
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.win_in(WinIn::Win0)
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.set_position(&Rect::new(pos.floor(), (64, 64).into()));
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vblank.wait_for_vblank();
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window.commit();
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blend.commit();
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}
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}
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216
agb/src/display/blend.rs
Normal file
216
agb/src/display/blend.rs
Normal file
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@ -0,0 +1,216 @@
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//! This controls the blending modes on the GBA.
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//!
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//! For now a description of how blending can be used is found on [the tonc page
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//! for graphic
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//! effects](https://www.coranac.com/tonc/text/gfx.htm#ssec-bld-gba). See the
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//! [Blend] struct for all the functions to manage blend effects. You accquire
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//! the Blend struct through the [Display][super::Display] struct.
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//! ```no_run
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//! # #![no_main]
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//! # #![no_std]
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//! # fn blend(mut gba: agb::Gba) {
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//! let mut blend = gba.display.blend.get();
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//! // ...
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//! # }
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//! ```
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//! where `gba` is a mutable [Gba][crate::Gba] struct.
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use crate::{fixnum::Num, memory_mapped::set_bits};
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use super::tiled::BackgroundID;
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/// The layers, top layer will be blended into the bottom layer
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#[derive(Clone, Copy, Debug)]
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pub enum Layer {
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/// Top layer gets blended into the bottom layer
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Top = 0,
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/// The bottom layer of the blend
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Bottom = 1,
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}
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/// The different blend modes avaliable on the GBA
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#[derive(Clone, Copy, Debug)]
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pub enum BlendMode {
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// No blending
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Off = 0,
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// Aditive blending, use the [Blend::set_blend_weight] function to use this
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Normal = 0b01,
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// Brighten, use the [Blend::set_fade] to use this
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FadeToWhite = 0b10,
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// Darken, use the [Blend::set_fade] to use this
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FadeToBlack = 0b11,
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}
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/// Manages the blending, won't cause anything to change unless [Blend::commit]
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/// is called.
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pub struct Blend {
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targets: u16,
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blend_weights: u16,
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fade_weight: u16,
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}
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/// When making many modifications to a layer, it is convenient to operate on
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/// that layer directly. This is created by the [Blend::layer] function and
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/// operates on that layer.
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pub struct BlendLayer<'blend> {
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blend: &'blend mut Blend,
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layer: Layer,
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}
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impl BlendLayer<'_> {
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/// Set whether a background is enabled for blending on this layer.
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pub fn set_background_enable(&mut self, background: BackgroundID, enable: bool) -> &mut Self {
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self.blend
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.set_background_enable(self.layer, background, enable);
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self
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}
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/// Set whether objects are enabled for blending on this layer.
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pub fn set_object_enable(&mut self, enable: bool) -> &mut Self {
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self.blend.set_object_enable(self.layer, enable);
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self
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}
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/// Set whether the backdrop contributes to the blend on this layer.
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/// The backdrop is transparent colour, the colour rendered when nothing is
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/// in it's place.
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pub fn set_backdrop_enable(&mut self, enable: bool) -> &mut Self {
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self.blend.set_backdrop_enable(self.layer, enable);
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self
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}
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/// Set the weight for the blend on this layer.
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pub fn set_blend_weight(&mut self, value: Num<u8, 4>) -> &mut Self {
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self.blend.set_blend_weight(self.layer, value);
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self
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}
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}
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const BLEND_CONTROL: *mut u16 = 0x0400_0050 as *mut _;
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const BLEND_ALPHAS: *mut u16 = 0x0400_0052 as *mut _;
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const BLEND_FADES: *mut u16 = 0x0400_0054 as *mut _;
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impl Blend {
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pub(crate) fn new() -> Self {
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let blend = Self {
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targets: 0,
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blend_weights: 0,
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fade_weight: 0,
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};
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blend.commit();
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blend
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}
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/// Reset the targets to all disabled, the targets control which layers are
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/// enabled for blending.
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pub fn reset_targets(&mut self) -> &mut Self {
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self.targets = 0;
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self
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}
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/// Reset the blend weights
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pub fn reset_weights(&mut self) -> &mut Self {
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self.blend_weights = 0;
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self
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}
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/// Reset the brighten and darken weights
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pub fn reset_fades(&mut self) -> &mut Self {
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self.fade_weight = 0;
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self
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}
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/// Reset targers, blend weights, and fades
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pub fn reset(&mut self) -> &mut Self {
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self.reset_targets().reset_fades().reset_weights()
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}
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/// Creates a layer object whose functions work only on that layer,
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/// convenient when performing multiple operations on that layer without the
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/// need of specifying the layer every time.
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pub fn layer(&mut self, layer: Layer) -> BlendLayer {
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BlendLayer { blend: self, layer }
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}
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/// Set whether a background is enabled for blending on a particular layer.
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pub fn set_background_enable(
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&mut self,
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layer: Layer,
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background: BackgroundID,
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enable: bool,
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) -> &mut Self {
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let bit_to_modify = (background.0 as usize) + (layer as usize * 8);
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self.targets = set_bits(self.targets, enable as u16, 1, bit_to_modify);
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self
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}
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/// Set whether objects are enabled for blending on a particular layer
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pub fn set_object_enable(&mut self, layer: Layer, enable: bool) -> &mut Self {
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let bit_to_modify = 0x4 + (layer as usize * 8);
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self.targets = set_bits(self.targets, enable as u16, 1, bit_to_modify);
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self
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}
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/// Set whether the backdrop contributes to the blend on a particular layer.
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/// The backdrop is transparent colour, the colour rendered when nothing is
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/// in it's place.
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pub fn set_backdrop_enable(&mut self, layer: Layer, enable: bool) -> &mut Self {
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let bit_to_modify = 0x5 + (layer as usize * 8);
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self.targets = set_bits(self.targets, enable as u16, 1, bit_to_modify);
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self
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}
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/// Set the weight for the blend on a particular layer.
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pub fn set_blend_weight(&mut self, layer: Layer, value: Num<u8, 4>) -> &mut Self {
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self.blend_weights = set_bits(
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self.blend_weights,
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value.to_raw() as u16,
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5,
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(layer as usize) * 8,
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);
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self
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}
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/// Set the fade of brighten or darken
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pub fn set_fade(&mut self, value: Num<u8, 4>) -> &mut Self {
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self.fade_weight = value.to_raw() as u16;
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self
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}
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/// Set the current blend mode
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pub fn set_blend_mode(&mut self, blend_mode: BlendMode) -> &mut Self {
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self.targets = set_bits(self.targets, blend_mode as u16, 2, 0x6);
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self
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}
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/// Commits the current state, should be called near after a call to wait
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/// for next vblank.
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pub fn commit(&self) {
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unsafe {
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BLEND_CONTROL.write_volatile(self.targets);
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BLEND_ALPHAS.write_volatile(self.blend_weights);
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BLEND_FADES.write_volatile(self.fade_weight);
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}
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}
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}
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impl Drop for Blend {
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fn drop(&mut self) {
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self.reset().commit();
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}
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}
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@ -4,7 +4,7 @@ use bitflags::bitflags;
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use modular_bitfield::BitfieldSpecifier;
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use video::Video;
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use self::{object::ObjectController, window::Windows};
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use self::{blend::Blend, object::ObjectController, window::Windows};
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/// Graphics mode 3. Bitmap mode that provides a 16-bit colour framebuffer.
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pub mod bitmap3;
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|
@ -23,6 +23,7 @@ pub mod tiled;
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/// Giving out graphics mode.
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pub mod video;
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pub mod blend;
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pub mod window;
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mod font;
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|
@ -70,10 +71,11 @@ pub struct Display {
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pub video: Video,
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pub object: ObjectDistribution,
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pub window: WindowDist,
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pub blend: BlendDist,
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}
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#[non_exhaustive]
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pub struct ObjectDistribution {}
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pub struct ObjectDistribution;
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impl ObjectDistribution {
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pub fn get(&mut self) -> ObjectController {
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|
@ -82,7 +84,7 @@ impl ObjectDistribution {
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|||
}
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#[non_exhaustive]
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pub struct WindowDist {}
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pub struct WindowDist;
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impl WindowDist {
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pub fn get(&mut self) -> Windows {
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||||
|
@ -90,12 +92,22 @@ impl WindowDist {
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|||
}
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||||
}
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||||
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||||
#[non_exhaustive]
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||||
pub struct BlendDist;
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||||
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||||
impl BlendDist {
|
||||
pub fn get(&mut self) -> Blend {
|
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Blend::new()
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||||
}
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||||
}
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||||
|
||||
impl Display {
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||||
pub(crate) const unsafe fn new() -> Self {
|
||||
Display {
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||||
video: Video {},
|
||||
object: ObjectDistribution {},
|
||||
window: WindowDist {},
|
||||
video: Video,
|
||||
object: ObjectDistribution,
|
||||
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.
|
||||
#[non_exhaustive]
|
||||
pub struct Video {}
|
||||
pub struct Video;
|
||||
|
||||
impl Video {
|
||||
/// Bitmap mode that provides a 16-bit colour framebuffer
|
||||
|
|
|
@ -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> {
|
||||
array: *mut [T; N],
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue