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8bitworkshop/presets/verilog/sprite_renderer.v
2018-02-21 11:03:38 -06:00

157 lines
3.9 KiB
Verilog

`ifndef SPRITE_RENDERER_H
`define SPRITE_RENDERER_H
`include "hvsync_generator.v"
`include "sprite_bitmap.v"
module sprite_renderer(clk, vstart, load, hstart, rom_addr, rom_bits,
gfx, in_progress);
input clk;
input vstart; // start drawing (top border)
input load; // ok to load sprite data?
input hstart; // start drawing scanline (left border)
output [3:0] rom_addr; // select ROM address
input [7:0] rom_bits; // input bits from ROM
output gfx; // output pixel
output in_progress; // 0 if waiting for vstart
assign in_progress = state != WAIT_FOR_VSTART;
reg [2:0] state; // current state #
reg [3:0] ycount; // number of scanlines drawn so far
reg [3:0] xcount; // number of horiz. pixels in this line
reg [7:0] outbits; // register to store bits from ROM
// states
localparam WAIT_FOR_VSTART = 0;
localparam WAIT_FOR_LOAD = 1;
localparam LOAD1_SETUP = 2;
localparam LOAD1_FETCH = 3;
localparam WAIT_FOR_HSTART = 4;
localparam DRAW = 5;
always @(posedge clk)
begin
case (state)
WAIT_FOR_VSTART: begin
ycount <= 0; // initialize vertical count
gfx <= 0; // default pixel value (off)
// wait for vstart, then next state
if (vstart)
state <= WAIT_FOR_LOAD;
end
WAIT_FOR_LOAD: begin
xcount <= 0; // initialize horiz. count
gfx <= 0;
// wait for load, then next state
if (load)
state <= LOAD1_SETUP;
end
LOAD1_SETUP: begin
rom_addr <= ycount; // load ROM address
state <= LOAD1_FETCH;
end
LOAD1_FETCH: begin
outbits <= rom_bits; // latch bits from ROM
state <= WAIT_FOR_HSTART;
end
WAIT_FOR_HSTART: begin
// wait for hstart, then start drawing
if (hstart)
state <= DRAW;
end
DRAW: begin
// get pixel, mirroring graphics left/right
gfx <= outbits[xcount<8 ? xcount[2:0] : ~xcount[2:0]];
xcount <= xcount + 1;
// finished drawing horizontal slice?
if (xcount == 15) begin // pre-increment value
ycount <= ycount + 1;
// finished drawing sprite?
if (ycount == 15) // pre-increment value
state <= WAIT_FOR_VSTART; // done drawing sprite
else
state <= WAIT_FOR_LOAD; // done drawing this scanline
end
end
// unknown state -- reset
default: begin
state <= WAIT_FOR_VSTART;
end
endcase
end
endmodule
module test_top(clk, hsync, vsync, rgb, hpaddle, vpaddle);
input clk;
input hpaddle, vpaddle;
output hsync, vsync;
output [2:0] rgb;
wire display_on;
wire [8:0] hpos;
wire [8:0] vpos;
reg [7:0] player_x;
reg [7:0] player_y;
reg [7:0] paddle_x;
reg [7:0] paddle_y;
hvsync_generator hvsync_gen(
.clk(clk),
.reset(0),
.hsync(hsync),
.vsync(vsync),
.display_on(display_on),
.hpos(hpos),
.vpos(vpos)
);
wire [3:0] car_sprite_addr;
wire [7:0] car_sprite_bits;
car_bitmap car(
.yofs(car_sprite_addr),
.bits(car_sprite_bits));
wire vstart = {1'd0,player_y} == vpos;
wire hstart = {1'd0,player_x} == hpos;
wire car_gfx;
wire in_progress;
sprite_renderer renderer(
.clk(clk),
.vstart(vstart),
.load(hsync),
.hstart(hstart),
.rom_addr(car_sprite_addr),
.rom_bits(car_sprite_bits),
.gfx(car_gfx),
.in_progress(in_progress));
always @(posedge hpaddle)
paddle_x <= vpos[7:0];
always @(posedge vpaddle)
paddle_y <= vpos[7:0];
always @(posedge vsync)
begin
player_x <= paddle_x;
player_y <= paddle_y;
end
wire r = display_on && car_gfx;
wire g = display_on && car_gfx;
wire b = display_on && in_progress;
assign rgb = {b,g,r};
endmodule
`endif