mirror of
https://github.com/sehugg/8bitworkshop.git
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141 lines
3.0 KiB
Plaintext
141 lines
3.0 KiB
Plaintext
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$include('ntsc.ice')
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// SL 2020-04-22
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// A rotating texture using BRAM
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// -------------------------
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algorithm frame_display(
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input uint10 pix_x,
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input uint10 pix_y,
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input uint1 pix_active,
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input uint1 pix_vblank,
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output! uint$color_depth$ pix_r,
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output! uint$color_depth$ pix_g,
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output! uint$color_depth$ pix_b
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) <autorun> {
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uint8 frame = 0;
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uint8 angle = 0;
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int20 u = 0;
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int20 v = 0;
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int20 cos = 0;
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int20 sin = 0;
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int20 cornerx = 320;
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int20 cornery = 240;
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//int20 cornerx = -320;
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//int20 cornery = -240;
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int20 corneru = 0;
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int20 cornerv = 0;
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int20 deltau_x = 0;
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int20 deltau_y = 0;
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int20 deltav_x = 0;
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int20 deltav_y = 0;
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int8 scale = 128;
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brom uint18 tbl[$32*32$] = {
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$$write_image_in_table('tile.tga',6)
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};
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brom int10 cosine[256] = {
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$$for i=0,255 do
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$math.floor(511.0 * math.cos(2*math.pi*i/255))$,
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$$end
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};
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pix_r := 0; pix_g := 0; pix_b := 0;
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// ---------- show time!
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while (1) {
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// display frame
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while (pix_vblank == 0) {
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if (pix_active) {
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pix_b = tbl.rdata[0,6]<<2;
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pix_g = tbl.rdata[6,6]<<2;
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pix_r = tbl.rdata[12,6]<<2;
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// update u,v
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if (pix_x == 0) {
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u = corneru;
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v = cornerv;
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} else {
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if (pix_x == 255) {
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corneru = corneru + deltau_y;
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cornerv = cornerv + deltav_y;
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} else {
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u = u + deltau_x;
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v = v + deltav_x;
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}
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}
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// tbl bram access
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tbl.addr = ((u>>11)&31) + (((v>>11)&31)<<5);
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// access during loop (one cycle to go back)
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}
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}
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// prepare next (we are in vblank, there is time)
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cosine.addr = frame;
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frame = frame + 1;
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++:
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angle = ((512+cosine.rdata) >> 2);
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cosine.addr = angle;
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++: // sine bram access
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cos = cosine.rdata;
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cosine.addr = angle + 64;
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++: // sine bram access
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sin = cosine.rdata;
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// prepare scanline with mapping
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corneru = - ((cornerx * cos) - (cornery * sin));
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cornerv = - ((cornerx * sin) + (cornery * cos));
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deltau_x = cos;
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deltau_y = - sin;
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deltav_x = sin;
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deltav_y = cos;
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u = corneru;
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v = cornerv;
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// wait for sync
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while (pix_vblank == 1) {}
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}
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}
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// -------------------------
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algorithm main(
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output! uint$color_depth$ video_r,
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output! uint$color_depth$ video_g,
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output! uint$color_depth$ video_b,
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output! uint1 video_hs,
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output! uint1 video_vs
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)
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<@clock,!reset>
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{
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uint1 active = 0;
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uint1 vblank = 0;
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uint10 pix_x = 0;
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uint10 pix_y = 0;
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ntsc ntsc_driver (
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ntsc_hs :> video_hs,
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ntsc_vs :> video_vs,
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active :> active,
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vblank :> vblank,
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ntsc_x :> pix_x,
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ntsc_y :> pix_y
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);
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frame_display display (
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pix_x <: pix_x,
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pix_y <: pix_y,
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pix_active <: active,
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pix_vblank <: vblank,
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pix_r :> video_r,
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pix_g :> video_g,
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pix_b :> video_b
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);
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// forever
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while (1) {
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}
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}
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