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Update the Mode 3/4/5 abstractions
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@ -29,6 +29,8 @@ pub mod text;
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/// being the correct thing.
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pub const VRAM_BASE_USIZE: usize = 0x600_0000;
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pub const PAGE1_OFFSET: usize = 0xA000;
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/// The character base blocks.
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pub const CHAR_BASE_BLOCKS: VolBlock<[u8; 0x4000], U6> = unsafe { VolBlock::new(VRAM_BASE_USIZE) };
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@ -1,165 +1,213 @@
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//! Module for the Bitmap video modes.
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use super::*;
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use core::ops::{Div, Mul};
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use typenum::consts::{U128, U160, U2, U256, U4};
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/// Mode 3 is a bitmap mode with full color and full resolution.
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/// A bitmap video mode with full color and full resolution.
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///
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/// * **Width:** 240
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/// * **Height:** 160
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///
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/// Because the memory requirements are so large, there's only a single page
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/// available instead of two pages like the other video modes have.
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/// Because it takes so much space to have full color and full resolution at the
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/// same time, there's no alternate page available when using mode 3.
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///
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/// As with all bitmap modes, the image itself utilizes BG2 for display, so you
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/// must have BG2 enabled in addition to being within Mode 3.
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/// As with all the bitmap video modes, the bitmap is considered to be BG2, so
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/// you have to enable BG2 as well if you want to see the bitmap.
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pub struct Mode3;
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impl Mode3 {
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/// The physical width in pixels of the GBA screen.
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pub const SCREEN_WIDTH: usize = 240;
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/// The screen's width in this mode.
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pub const WIDTH: usize = 240;
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/// The physical height in pixels of the GBA screen.
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pub const SCREEN_HEIGHT: usize = 160;
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/// The screen's height in this mode.
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pub const HEIGHT: usize = 160;
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/// The number of pixels on the screen.
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pub const SCREEN_PIXEL_COUNT: usize = Self::SCREEN_WIDTH * Self::SCREEN_HEIGHT;
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/// The Mode 3 VRAM.
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///
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/// Use `col + row * SCREEN_WIDTH` to get the address of an individual pixel,
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/// or use the helpers provided in this module.
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pub const VRAM: VolBlock<Color, <U256 as Mul<U160>>::Output> =
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const VRAM: VolBlock<Color, <U256 as Mul<U160>>::Output> =
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unsafe { VolBlock::new(VRAM_BASE_USIZE) };
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/// private iterator over the pixels, two at a time
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const VRAM_BULK: VolBlock<u32, <<U256 as Mul<U160>>::Output as Div<U2>>::Output> =
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const WORDS_BLOCK: VolBlock<u32, <<U256 as Mul<U160>>::Output as Div<U2>>::Output> =
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unsafe { VolBlock::new(VRAM_BASE_USIZE) };
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/// Reads the pixel at the given (col,row).
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/// Gets the address of the pixel specified.
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///
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/// # Failure
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/// ## Failure
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///
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/// Gives `None` if out of bounds.
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pub fn read_pixel(col: usize, row: usize) -> Option<Color> {
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Self::VRAM.get(col + row * Self::SCREEN_WIDTH).map(VolAddress::read)
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/// Gives `None` if out of bounds
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fn get(col: usize, row: usize) -> Option<VolAddress<Color>> {
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Self::VRAM.get(col + row * Self::WIDTH)
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}
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/// Writes the pixel at the given (col,row).
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/// Reads the color of the pixel specified.
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///
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/// # Failure
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/// ## Failure
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///
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/// Gives `None` if out of bounds.
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pub fn write_pixel(col: usize, row: usize, color: Color) -> Option<()> {
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Self::VRAM.get(col + row * Self::SCREEN_WIDTH).map(|va| va.write(color))
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/// Gives `None` if out of bounds
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pub fn read(col: usize, row: usize) -> Option<Color> {
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Self::get(col, row).map(VolAddress::read)
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}
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/// Clears the whole screen to the desired color.
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/// Writes a color to the pixel specified.
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///
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/// ## Failure
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///
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/// Gives `None` if out of bounds
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pub fn write(col: usize, row: usize, color: Color) -> Option<()> {
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Self::get(col, row).map(|va| va.write(color))
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}
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/// Clear the screen to the color specified.
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///
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/// Takes ~430,000 cycles (~1.5 frames).
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pub fn clear_to(color: Color) {
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let color32 = color.0 as u32;
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let bulk_color = color32 << 16 | color32;
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for va in Self::VRAM_BULK.iter() {
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for va in Self::WORDS_BLOCK.iter() {
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va.write(bulk_color)
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}
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}
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/// Clears the whole screen to the desired color using DMA3.
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/// Clears the screen to the color specified using DMA3.
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///
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/// Takes ~61,500 frames (~73% of VBlank)
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pub fn dma_clear_to(color: Color) {
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use crate::io::dma::DMA3;
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let color32 = color.0 as u32;
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let bulk_color = color32 << 16 | color32;
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unsafe {
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DMA3::fill32(&bulk_color, VRAM_BASE_USIZE as *mut u32, (Self::SCREEN_PIXEL_COUNT / 2) as u16)
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DMA3::fill32(&bulk_color, VRAM_BASE_USIZE as *mut u32, Self::WORDS_BLOCK.len() as u16)
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};
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}
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/// Draws a line between the two points given `(c1,r1,c2,r2,color)`.
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///
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/// Works fine with out of bounds points. It only draws to in bounds
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/// locations.
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pub fn draw_line(c1: isize, r1: isize, c2: isize, r2: isize, color: Color) {
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let mut col = c1;
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let mut row = r1;
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let w = c2 - c1;
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let h = r2 - r1;
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let mut dx1 = 0;
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let mut dx2 = 0;
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let mut dy1 = 0;
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let mut dy2 = 0;
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let mut longest = w.abs();
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let mut shortest = h.abs();
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if w < 0 {
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dx1 = -1;
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} else if w > 0 {
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dx1 = 1;
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};
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if h < 0 {
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dy1 = -1;
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} else if h > 0 {
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dy1 = 1;
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};
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if w < 0 {
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dx2 = -1;
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} else if w > 0 {
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dx2 = 1;
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};
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if !(longest > shortest) {
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core::mem::swap(&mut longest, &mut shortest);
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if h < 0 {
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dy2 = -1;
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} else if h > 0 {
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dy2 = 1
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};
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dx2 = 0;
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}
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let mut numerator = longest >> 1;
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(0..(longest + 1)).for_each(|_| {
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Self::write(col as usize, row as usize, color);
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numerator += shortest;
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if !(numerator < longest) {
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numerator -= longest;
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col += dx1;
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row += dy1;
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} else {
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col += dx2;
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row += dy2;
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}
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});
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}
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}
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//TODO: Mode3 Iter Scanlines / Pixels?
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//TODO: Mode3 Line Drawing?
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/// Used to select what page to read from or write to in Mode 4 and Mode 5.
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub enum Page {
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/// Page 0
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Zero,
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/// Page 1
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One,
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}
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/// Mode 4 is a bitmap mode with 8bpp paletted color.
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/// A bitmap video mode with full resolution and paletted color.
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///
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/// * **Width:** 240
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/// * **Height:** 160
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/// * **Pages:** 2
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///
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/// VRAM has a minimum write size of 2 bytes at a time, so writing individual
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/// palette entries for the pixels is more costly than with the other bitmap
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/// modes.
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/// Because the pixels use palette indexes there's enough space to have two
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/// pages.
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///
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/// As with all bitmap modes, the image itself utilizes BG2 for display, so you
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/// must have BG2 enabled in addition to being within Mode 4.
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/// As with all the bitmap video modes, the bitmap is considered to be BG2, so
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/// you have to enable BG2 as well if you want to see the bitmap.
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pub struct Mode4;
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impl Mode4 {
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/// The physical width in pixels of the GBA screen.
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pub const SCREEN_WIDTH: usize = 240;
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/// The screen's width in this mode.
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pub const WIDTH: usize = 240;
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/// The physical height in pixels of the GBA screen.
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pub const SCREEN_HEIGHT: usize = 160;
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/// The screen's height in this mode.
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pub const HEIGHT: usize = 160;
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/// The number of pixels on the screen.
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pub const SCREEN_PIXEL_COUNT: usize = Self::SCREEN_WIDTH * Self::SCREEN_HEIGHT;
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/// Used for bulk clearing operations.
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const SCREEN_U32_COUNT: usize = Self::SCREEN_PIXEL_COUNT / 4;
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// TODO: newtype this?
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const PAGE0_BLOCK8: VolBlock<u8, <U256 as Mul<U160>>::Output> =
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const PAGE0_INDEXES: VolBlock<u8, <U256 as Mul<U160>>::Output> =
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unsafe { VolBlock::new(VRAM_BASE_USIZE) };
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// TODO: newtype this?
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const PAGE1_BLOCK8: VolBlock<u8, <U256 as Mul<U160>>::Output> =
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unsafe { VolBlock::new(VRAM_BASE_USIZE + 0xA000) };
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const PAGE1_INDEXES: VolBlock<u8, <U256 as Mul<U160>>::Output> =
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unsafe { VolBlock::new(VRAM_BASE_USIZE + PAGE1_OFFSET) };
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// TODO: newtype this?
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const PAGE0_BLOCK16: VolBlock<u16, <<U256 as Mul<U160>>::Output as Div<U2>>::Output> =
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const PAGE0_WORDS: VolBlock<u32, <<U256 as Mul<U160>>::Output as Div<U4>>::Output> =
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unsafe { VolBlock::new(VRAM_BASE_USIZE) };
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// TODO: newtype this?
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const PAGE1_BLOCK16: VolBlock<u16, <<U256 as Mul<U160>>::Output as Div<U2>>::Output> =
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unsafe { VolBlock::new(VRAM_BASE_USIZE + 0xA000) };
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const PAGE1_WORDS: VolBlock<u32, <<U256 as Mul<U160>>::Output as Div<U4>>::Output> =
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unsafe { VolBlock::new(VRAM_BASE_USIZE + PAGE1_OFFSET) };
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/// private iterator over the page0 pixels, four at a time
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const PAGE0_BULK32: VolBlock<u32, <<U256 as Mul<U160>>::Output as Div<U4>>::Output> =
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unsafe { VolBlock::new(VRAM_BASE_USIZE) };
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/// private iterator over the page1 pixels, four at a time
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const PAGE1_BULK32: VolBlock<u32, <<U256 as Mul<U160>>::Output as Div<U4>>::Output> =
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unsafe { VolBlock::new(VRAM_BASE_USIZE + 0xA000) };
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/// Reads the pixel at the given (col,row).
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/// Reads the color of the pixel specified.
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///
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/// # Failure
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/// ## Failure
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///
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/// Gives `None` if out of bounds.
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pub fn read_pixel(page1: bool, col: usize, row: usize) -> Option<u8> {
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// Note(Lokathor): byte _reads_ from VRAM are okay.
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if page1 {
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Self::PAGE1_BLOCK8.get(col + row * Self::SCREEN_WIDTH).map(VolAddress::read)
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} else {
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Self::PAGE0_BLOCK8.get(col + row * Self::SCREEN_WIDTH).map(VolAddress::read)
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/// Gives `None` if out of bounds
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pub fn read(page: Page, col: usize, row: usize) -> Option<u8> {
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match page {
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Page::Zero => Self::PAGE0_INDEXES,
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Page::One => Self::PAGE1_INDEXES,
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}
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.get(col + row * Self::WIDTH)
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.map(VolAddress::read)
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}
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/// Writes the pixel at the given (col,row).
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/// Writes a color to the pixel specified.
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///
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/// # Failure
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/// ## Failure
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///
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/// Gives `None` if out of bounds.
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pub fn write_pixel(page1: bool, col: usize, row: usize, pal8bpp: u8) -> Option<()> {
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// Note(Lokathor): byte _writes_ to VRAM are not permitted. We must jump
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// through hoops when we attempt to write just a single byte.
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if col < Self::SCREEN_WIDTH && row < Self::SCREEN_HEIGHT {
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let real_index = col + row * Self::SCREEN_WIDTH;
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/// Gives `None` if out of bounds
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pub fn write(page: Page, col: usize, row: usize, pal8bpp: u8) -> Option<()> {
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// Note(Lokathor): Byte writes to VRAM aren't permitted, we have to jump
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// through some hoops.
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if col < Self::WIDTH && row < Self::HEIGHT {
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let real_index = col + row * Self::WIDTH;
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let rounded_down_index = real_index & !1;
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let address: VolAddress<u16> = unsafe {
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if page1 {
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Self::PAGE1_BLOCK8.index(rounded_down_index).cast()
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} else {
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Self::PAGE0_BLOCK8.index(rounded_down_index).cast()
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match page {
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Page::Zero => Self::PAGE0_INDEXES,
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Page::One => Self::PAGE1_INDEXES,
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}
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.index_unchecked(rounded_down_index)
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.cast::<u16>()
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};
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if real_index == rounded_down_index {
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// even byte, change the high bits
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@ -176,137 +224,237 @@ impl Mode4 {
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}
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}
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/// Writes a "wide" pairing of palette entries to the location specified.
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/// Clear the screen to the palette index specified.
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///
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/// The page is imagined to be a series of `u16` values rather than `u8`
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/// values, allowing you to write two palette entries side by side as a single
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/// write operation.
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pub fn write_wide_pixel(
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page1: bool, wide_col: usize, row: usize, wide_pal8bpp: u16,
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) -> Option<()> {
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if wide_col < Self::SCREEN_WIDTH / 2 && row < Self::SCREEN_HEIGHT {
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let wide_index = wide_col + row * Self::SCREEN_WIDTH / 2;
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let address: VolAddress<u16> = if page1 {
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Self::PAGE1_BLOCK16.index(wide_index)
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} else {
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Self::PAGE0_BLOCK16.index(wide_index)
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};
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Some(address.write(wide_pal8bpp))
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} else {
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None
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}
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}
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/// Clears the page to the desired color.
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pub fn clear_page_to(page1: bool, pal8bpp: u8) {
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/// Takes ~215,000 cycles (~76% of a frame)
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pub fn clear_to(page: Page, pal8bpp: u8) {
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let pal8bpp_32 = pal8bpp as u32;
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let bulk_color = (pal8bpp_32 << 24) | (pal8bpp_32 << 16) | (pal8bpp_32 << 8) | pal8bpp_32;
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for va in (if page1 { Self::PAGE1_BULK32 } else { Self::PAGE0_BULK32 }).iter() {
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let words = match page {
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Page::Zero => Self::PAGE0_WORDS,
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Page::One => Self::PAGE1_WORDS,
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};
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for va in words.iter() {
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va.write(bulk_color)
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}
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}
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/// Clears the page to the desired color using DMA3.
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pub fn dma_clear_page_to(page1: bool, pal8bpp: u8) {
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/// Clears the screen to the palette index specified using DMA3.
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///
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/// Takes ~30,800 frames (~37% of VBlank)
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pub fn dma_clear_to(page: Page, pal8bpp: u8) {
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use crate::io::dma::DMA3;
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let pal8bpp_32 = pal8bpp as u32;
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let bulk_color = (pal8bpp_32 << 24) | (pal8bpp_32 << 16) | (pal8bpp_32 << 8) | pal8bpp_32;
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let write_target =
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if page1 { VRAM_BASE_USIZE as *mut u32 } else { (VRAM_BASE_USIZE + 0xA000) as *mut u32 };
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unsafe { DMA3::fill32(&bulk_color, write_target, Self::SCREEN_U32_COUNT as u16) };
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let words_address = unsafe {
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match page {
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Page::Zero => Self::PAGE0_WORDS.index_unchecked(0).to_usize(),
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Page::One => Self::PAGE1_WORDS.index_unchecked(0).to_usize(),
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}
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};
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unsafe { DMA3::fill32(&bulk_color, words_address as *mut u32, Self::PAGE0_WORDS.len() as u16) };
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}
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/// Draws a line between the two points given `(c1,r1,c2,r2,color)`.
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///
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/// Works fine with out of bounds points. It only draws to in bounds
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/// locations.
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pub fn draw_line(page: Page, c1: isize, r1: isize, c2: isize, r2: isize, pal8bpp: u8) {
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let mut col = c1;
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let mut row = r1;
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let w = c2 - c1;
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let h = r2 - r1;
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let mut dx1 = 0;
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let mut dx2 = 0;
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let mut dy1 = 0;
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let mut dy2 = 0;
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let mut longest = w.abs();
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let mut shortest = h.abs();
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if w < 0 {
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dx1 = -1;
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} else if w > 0 {
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dx1 = 1;
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};
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if h < 0 {
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dy1 = -1;
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} else if h > 0 {
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dy1 = 1;
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};
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if w < 0 {
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dx2 = -1;
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} else if w > 0 {
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dx2 = 1;
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};
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if !(longest > shortest) {
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core::mem::swap(&mut longest, &mut shortest);
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if h < 0 {
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dy2 = -1;
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} else if h > 0 {
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dy2 = 1
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};
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dx2 = 0;
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}
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let mut numerator = longest >> 1;
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(0..(longest + 1)).for_each(|_| {
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Self::write(page, col as usize, row as usize, pal8bpp);
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numerator += shortest;
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if !(numerator < longest) {
|
||||
numerator -= longest;
|
||||
col += dx1;
|
||||
row += dy1;
|
||||
} else {
|
||||
col += dx2;
|
||||
row += dy2;
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
//TODO: Mode4 Iter Scanlines / Pixels?
|
||||
//TODO: Mode4 Line Drawing?
|
||||
|
||||
/// Mode 5 is a bitmap mode with full color and reduced resolution.
|
||||
///
|
||||
/// * **Width:** 160
|
||||
/// * **Height:** 128
|
||||
/// * **Pages:** 2
|
||||
///
|
||||
/// Because of the reduced resolution, we're allowed two pages for display.
|
||||
/// Because of the reduced resolutions there's enough space to have two pages.
|
||||
///
|
||||
/// As with all bitmap modes, the image itself utilizes BG2 for display, so you
|
||||
/// must have BG2 enabled in addition to being within Mode 3.
|
||||
/// As with all the bitmap video modes, the bitmap is considered to be BG2, so
|
||||
/// you have to enable BG2 as well if you want to see the bitmap.
|
||||
pub struct Mode5;
|
||||
|
||||
impl Mode5 {
|
||||
/// The physical width in pixels of the GBA screen.
|
||||
pub const SCREEN_WIDTH: usize = 160;
|
||||
/// The screen's width in this mode.
|
||||
pub const WIDTH: usize = 160;
|
||||
|
||||
/// The physical height in pixels of the GBA screen.
|
||||
pub const SCREEN_HEIGHT: usize = 128;
|
||||
/// The screen's height in this mode.
|
||||
pub const HEIGHT: usize = 128;
|
||||
|
||||
/// The number of pixels on the screen.
|
||||
pub const SCREEN_PIXEL_COUNT: usize = Self::SCREEN_WIDTH * Self::SCREEN_HEIGHT;
|
||||
|
||||
/// Used for bulk clearing operations.
|
||||
const SCREEN_U32_COUNT: usize = Self::SCREEN_PIXEL_COUNT / 2;
|
||||
|
||||
// TODO: newtype this?
|
||||
const PAGE0_BLOCK: VolBlock<Color, <U160 as Mul<U128>>::Output> =
|
||||
const PAGE0_PIXELS: VolBlock<Color, <U160 as Mul<U128>>::Output> =
|
||||
unsafe { VolBlock::new(VRAM_BASE_USIZE) };
|
||||
|
||||
// TODO: newtype this?
|
||||
const PAGE1_BLOCK: VolBlock<Color, <U160 as Mul<U128>>::Output> =
|
||||
unsafe { VolBlock::new(VRAM_BASE_USIZE + 0xA000) };
|
||||
const PAGE1_PIXELS: VolBlock<Color, <U160 as Mul<U128>>::Output> =
|
||||
unsafe { VolBlock::new(VRAM_BASE_USIZE + PAGE1_OFFSET) };
|
||||
|
||||
/// private iterator over the page0 pixels, four at a time
|
||||
const PAGE0_BULK32: VolBlock<u32, <<U160 as Mul<U128>>::Output as Div<U2>>::Output> =
|
||||
const PAGE0_WORDS: VolBlock<u32, <<U160 as Mul<U128>>::Output as Div<U2>>::Output> =
|
||||
unsafe { VolBlock::new(VRAM_BASE_USIZE) };
|
||||
|
||||
/// private iterator over the page1 pixels, four at a time
|
||||
const PAGE1_BULK32: VolBlock<u32, <<U160 as Mul<U128>>::Output as Div<U2>>::Output> =
|
||||
unsafe { VolBlock::new(VRAM_BASE_USIZE + 0xA000) };
|
||||
const PAGE1_WORDS: VolBlock<u32, <<U160 as Mul<U128>>::Output as Div<U2>>::Output> =
|
||||
unsafe { VolBlock::new(VRAM_BASE_USIZE + PAGE1_OFFSET) };
|
||||
|
||||
/// Reads the pixel at the given (col,row).
|
||||
/// Reads the color of the pixel specified.
|
||||
///
|
||||
/// # Failure
|
||||
/// ## Failure
|
||||
///
|
||||
/// Gives `None` if out of bounds.
|
||||
pub fn read_pixel(page1: bool, col: usize, row: usize) -> Option<Color> {
|
||||
if page1 {
|
||||
Self::PAGE1_BLOCK.get(col + row * Self::SCREEN_WIDTH).map(VolAddress::read)
|
||||
} else {
|
||||
Self::PAGE0_BLOCK.get(col + row * Self::SCREEN_WIDTH).map(VolAddress::read)
|
||||
/// Gives `None` if out of bounds
|
||||
pub fn read(page: Page, col: usize, row: usize) -> Option<Color> {
|
||||
match page {
|
||||
Page::Zero => Self::PAGE0_PIXELS,
|
||||
Page::One => Self::PAGE1_PIXELS,
|
||||
}
|
||||
.get(col + row * Self::WIDTH)
|
||||
.map(VolAddress::read)
|
||||
}
|
||||
|
||||
/// Writes the pixel at the given (col,row).
|
||||
/// Writes a color to the pixel specified.
|
||||
///
|
||||
/// # Failure
|
||||
/// ## Failure
|
||||
///
|
||||
/// Gives `None` if out of bounds.
|
||||
pub fn write_pixel(page1: bool, col: usize, row: usize, color: Color) -> Option<()> {
|
||||
if page1 {
|
||||
Self::PAGE1_BLOCK.get(col + row * Self::SCREEN_WIDTH).map(|va| va.write(color))
|
||||
} else {
|
||||
Self::PAGE0_BLOCK.get(col + row * Self::SCREEN_WIDTH).map(|va| va.write(color))
|
||||
/// Gives `None` if out of bounds
|
||||
pub fn write(page: Page, col: usize, row: usize, color: Color) -> Option<()> {
|
||||
match page {
|
||||
Page::Zero => Self::PAGE0_PIXELS,
|
||||
Page::One => Self::PAGE1_PIXELS,
|
||||
}
|
||||
.get(col + row * Self::WIDTH)
|
||||
.map(|va| va.write(color))
|
||||
}
|
||||
|
||||
/// Clears the whole screen to the desired color.
|
||||
pub fn clear_page_to(page1: bool, color: Color) {
|
||||
/// Clear the screen to the color specified.
|
||||
///
|
||||
/// Takes ~215,000 cycles (~76% of a frame)
|
||||
pub fn clear_to(page: Page, color: Color) {
|
||||
let color32 = color.0 as u32;
|
||||
let bulk_color = color32 << 16 | color32;
|
||||
for va in (if page1 { Self::PAGE1_BULK32 } else { Self::PAGE0_BULK32 }).iter() {
|
||||
let words = match page {
|
||||
Page::Zero => Self::PAGE0_WORDS,
|
||||
Page::One => Self::PAGE1_WORDS,
|
||||
};
|
||||
for va in words.iter() {
|
||||
va.write(bulk_color)
|
||||
}
|
||||
}
|
||||
|
||||
/// Clears the whole screen to the desired color using DMA3.
|
||||
pub fn dma_clear_page_to(page1: bool, color: Color) {
|
||||
/// Clears the screen to the color specified using DMA3.
|
||||
///
|
||||
/// Takes ~30,800 frames (~37% of VBlank)
|
||||
pub fn dma_clear_to(page: Page, color: Color) {
|
||||
use crate::io::dma::DMA3;
|
||||
|
||||
let color32 = color.0 as u32;
|
||||
let bulk_color = color32 << 16 | color32;
|
||||
let write_target =
|
||||
if page1 { VRAM_BASE_USIZE as *mut u32 } else { (VRAM_BASE_USIZE + 0xA000) as *mut u32 };
|
||||
unsafe { DMA3::fill32(&bulk_color, write_target, Self::SCREEN_U32_COUNT as u16) };
|
||||
let words_address = unsafe {
|
||||
match page {
|
||||
Page::Zero => Self::PAGE0_WORDS.index_unchecked(0).to_usize(),
|
||||
Page::One => Self::PAGE1_WORDS.index_unchecked(0).to_usize(),
|
||||
}
|
||||
};
|
||||
unsafe { DMA3::fill32(&bulk_color, words_address as *mut u32, Self::PAGE0_WORDS.len() as u16) };
|
||||
}
|
||||
|
||||
/// Draws a line between the two points given `(c1,r1,c2,r2,color)`.
|
||||
///
|
||||
/// Works fine with out of bounds points. It only draws to in bounds
|
||||
/// locations.
|
||||
pub fn draw_line(page: Page, c1: isize, r1: isize, c2: isize, r2: isize, color: Color) {
|
||||
let mut col = c1;
|
||||
let mut row = r1;
|
||||
let w = c2 - c1;
|
||||
let h = r2 - r1;
|
||||
let mut dx1 = 0;
|
||||
let mut dx2 = 0;
|
||||
let mut dy1 = 0;
|
||||
let mut dy2 = 0;
|
||||
let mut longest = w.abs();
|
||||
let mut shortest = h.abs();
|
||||
if w < 0 {
|
||||
dx1 = -1;
|
||||
} else if w > 0 {
|
||||
dx1 = 1;
|
||||
};
|
||||
if h < 0 {
|
||||
dy1 = -1;
|
||||
} else if h > 0 {
|
||||
dy1 = 1;
|
||||
};
|
||||
if w < 0 {
|
||||
dx2 = -1;
|
||||
} else if w > 0 {
|
||||
dx2 = 1;
|
||||
};
|
||||
if !(longest > shortest) {
|
||||
core::mem::swap(&mut longest, &mut shortest);
|
||||
if h < 0 {
|
||||
dy2 = -1;
|
||||
} else if h > 0 {
|
||||
dy2 = 1
|
||||
};
|
||||
dx2 = 0;
|
||||
}
|
||||
let mut numerator = longest >> 1;
|
||||
|
||||
(0..(longest + 1)).for_each(|_| {
|
||||
Self::write(page, col as usize, row as usize, color);
|
||||
numerator += shortest;
|
||||
if !(numerator < longest) {
|
||||
numerator -= longest;
|
||||
col += dx1;
|
||||
row += dy1;
|
||||
} else {
|
||||
col += dx2;
|
||||
row += dy2;
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
//TODO: Mode5 Iter Scanlines / Pixels?
|
||||
//TODO: Mode5 Line Drawing?
|
||||
|
|
Loading…
Reference in a new issue