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mirror of https://github.com/lefticus/6502-cpp.git synced 2024-12-22 01:30:03 +00:00

Introduce VIC_II::HighResSprite and VIC_II::MultiColorSprite.

write_multi_color_line(): Replaces write_multi_color_pixel().

write_line(): Replaces write_pixel().

The generated code is not affected by this change.
This commit is contained in:
Marko Mäkelä 2016-10-09 18:03:30 +03:00
parent 504d13a527
commit 24df091a6f

View File

@ -192,42 +192,66 @@ namespace {
return Frame(*this, p1, p2);
}
static void write_multi_color_pixel(uint8_t*)
static void write_multi_color_line(uint8_t*)
{
// 0th case
}
static void write_pixel(uint8_t*)
static void write_line(uint8_t*)
{
// 0th case
}
template<typename ... D >
static void write_multi_color_pixel(uint8_t* mem, uint8_t d1, uint8_t d2,
uint8_t d3, uint8_t d4, D ... d)
static constexpr uint8_t multi_color_byte(uint_least16_t bits)
{
*mem = (d1 << 6) | (d2 << 4) | (d3 << 2) | d4;
write_multi_color_pixel(mem + 1, d...);
// 0aa0bb0cc0dd -> 0aabbccdd
return
(bits & 3) |
(bits >> 1 & 3 << 2) |
(bits >> 2 & 3 << 4) |
(bits >> 3 & 3 << 6);
}
template<typename ... D >
static void write_pixel(uint8_t *mem, bool d1, bool d2, bool d3, bool d4,
bool d5, bool d6, bool d7, bool d8, D ... d)
static void write_multi_color_line(uint8_t* mem, uint_least64_t l,
D ... d)
{
*mem = (d1 << 7) | (d2 << 6) | (d3 << 5) | (d4 << 4) | (d5 << 3) | (d6 << 2) | (d7 << 1) | d8;
write_pixel(mem + 1, d...);
mem[0] = multi_color_byte(uint_least16_t(l >> 24));
mem[1] = multi_color_byte(uint_least16_t(l >> 12));
mem[2] = multi_color_byte(uint_least16_t(l));
write_multi_color_line(mem + 3, d...);
}
template<typename ... D >
static void write_line(uint8_t *mem, uint_least32_t l, D ... d)
{
mem[0] = uint8_t(l >> 16);
mem[1] = uint8_t(l >> 8);
mem[2] = uint8_t(l);
write_line(mem + 3, d...);
}
struct Sprite {
alignas(SPRITE_ALIGNMENT) uint8_t memory[63];
};
struct HighResSprite : public Sprite
{
template<typename ... D>
Sprite(D ... d)
HighResSprite(D ... d) : Sprite()
{
if constexpr(sizeof...(d) == 12 * 21) {
write_multi_color_pixel(memory, d...);
} else {
write_pixel(memory, d...);
}
static_assert(sizeof...(d) == 21);
write_line(memory, d...);
}
};
struct MultiColorSprite : public Sprite
{
template<typename ... D>
MultiColorSprite(D ... d) : Sprite()
{
write_multi_color_line(memory, d...);
}
};
@ -255,6 +279,23 @@ namespace {
set_bit(SPRITE_PRIORITY, sprite_number, low_priority);
}
void enable_sprite(const uint8_t sprite_number,
const HighResSprite& bitmap,
const bool low_priority,
const bool double_width, const bool double_height)
{
enable_sprite(sprite_number, bitmap, false, low_priority,
double_width, double_height);
}
void enable_sprite(const uint8_t sprite_number,
const MultiColorSprite& bitmap,
const bool low_priority,
const bool double_width, const bool double_height)
{
enable_sprite(sprite_number, bitmap, true, low_priority,
double_width, double_height);
}
auto sprite_collisions() {
const auto collisions = memory(SPRITE_COLLISIONS);
@ -293,53 +334,53 @@ namespace {
/// The ball image. This has to be declared const in the global scope,
/// or otherwise the data will not be initialized at compilation time.
const VIC_II::Sprite sBall(
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,
0,0,0,0,0,0,1,1,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,
0,0,0,0,0,1,1,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,
0,0,0,0,0,1,1,1,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,
0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,
0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,
0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,
0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,
0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,
0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,
0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,
0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,
0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,
0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
const VIC_II::HighResSprite sBall(
0b00000000000000000000000,
0b00000000000000000000000,
0b00000000111111000000000,
0b00000011111111110000000,
0b00000110111111111000000,
0b00001100011111111100000,
0b00001110111111111100000,
0b00011111111111111110000,
0b00011111111111111110000,
0b00011111111111111110000,
0b00000111111111111000000,
0b00011000000000000110000,
0b00011111111111111110000,
0b00001111111111111100000,
0b00001111111111111100000,
0b00000111111111111000000,
0b00000011111111110000000,
0b00000000111111000000000,
0b00000000000000000000000,
0b00000000000000000000000,
0b00000000000000000000000
);
/// The bat image.
const VIC_II::Sprite sBat(
0,0,0,0,0,2,2,0,0,0,0,0,
0,0,0,0,0,2,2,0,0,0,0,0,
0,0,0,0,0,2,2,0,0,0,0,0,
0,0,0,0,0,2,2,0,0,0,0,0,
0,0,0,0,0,2,2,0,0,0,0,0,
0,0,0,0,0,2,2,0,0,0,0,0,
0,0,0,0,0,2,2,0,0,0,0,0,
0,0,0,0,0,2,2,0,0,0,0,0,
0,0,0,0,0,2,2,0,0,0,0,0,
0,0,0,0,0,2,2,0,0,0,0,0,
0,0,0,0,0,2,2,0,0,0,0,0,
0,0,0,0,0,2,2,0,0,0,0,0,
0,0,0,0,0,2,2,0,0,0,0,0,
0,0,0,0,0,2,2,0,0,0,0,0,
0,0,0,0,0,2,2,0,0,0,0,0,
0,0,0,0,0,2,2,0,0,0,0,0,
0,0,0,0,0,3,3,0,0,0,0,0,
0,0,0,0,0,1,1,0,0,0,0,0,
0,0,0,0,0,3,3,0,0,0,0,0,
0,0,0,0,0,1,1,0,0,0,0,0,
0,0,0,0,0,3,3,0,0,0,0,0
const VIC_II::MultiColorSprite sBat(
0000002200000,
0000002200000,
0000002200000,
0000002200000,
0000002200000,
0000002200000,
0000002200000,
0000002200000,
0000002200000,
0000002200000,
0000002200000,
0000002200000,
0000002200000,
0000002200000,
0000002200000,
0000002200000,
0000003300000,
0000001100000,
0000003300000,
0000001100000,
0000003300000
);
int main()
@ -365,9 +406,9 @@ int main()
VIC_II vic;
vic.enable_sprite(0, sBall, false, true, false, false);
vic.enable_sprite(1, sBat, true, false, false, true);
vic.enable_sprite(2, sBat, true, false, false, true);
vic.enable_sprite(0, sBall, true, false, false);
vic.enable_sprite(1, sBat, false, false, true);
vic.enable_sprite(2, sBat, false, false, true);
vic.border() = vic.nearest_color<128,128,128>(colors).num; // 50% grey
vic.background() = vic.nearest_color<0,0,0>(colors).num; // black
vic.sprite_1_color() = vic.nearest_color<255,0,0>(colors).num; // red