prog8/compiler/res/prog8lib/c64/graphics.p8
2024-09-15 15:38:33 +02:00

407 lines
13 KiB
Lua

; bitmap pixel graphics module for the C64
; only black/white monochrome 320x200 for now
;
; NOTE: For sake of speed, NO BOUNDS CHECKING is performed in most routines!
; You'll have to make sure yourself that you're not writing outside of bitmap boundaries!
;
; Sets character matrix and bitmap screen memory at a higher memory location $5c00-$7fff
; so that the program itself can be larger without starting to overwrite the graphics memory.
graphics {
%option ignore_unused
const uword WIDTH = 320
const ubyte HEIGHT = 200
const uword BITMAP_ADDRESS = $6000 ; MUST BE IN REGULAR RAM if you are not messing with ROM/RAM banking. (and $2000-aligned)
; note: this constant is also used in a asm multiplication table below!
const uword CHARS_ADDRESS = $5c00 ; must be in same vic memory bank as the bitmap.
sub enable_bitmap_mode() {
; enable bitmap screen, erase it and set colors to black/white.
clear_screen(1, 0)
c64.SCROLY = %00111011 ; enable bitmap graphics mode
c64.SCROLX = %00001000 ; 40 column mode, no scrolling, multicolor bitmap off
c64.VMCSB = (lsb(CHARS_ADDRESS >> 6) & $F0) | (lsb((BITMAP_ADDRESS & $3fff) / $0800) << 1) ; set bitmap address
c64.CIA2DDRA |= %11
c64.CIA2PRA = lsb(BITMAP_ADDRESS >> 14) ^ 3 ; set VIC bank.
}
sub disable_bitmap_mode() {
; enables erase the text screen, text mode
sys.memset(CHARS_ADDRESS, 40*25, sc:' ')
c64.SCROLY = %00011011 ; disable bitmap graphics mode
c64.SCROLX = %00001000 ; 40 column mode, no scrolling
c64.VMCSB = %00010100 ; screen addresses back to defaults
c64.CIA2DDRA |= %11
c64.CIA2PRA = %11 ; back to VIC bank 0.
}
sub clear_screen(ubyte pixelcolor, ubyte bgcolor) {
sys.memset(BITMAP_ADDRESS, 320*200/8, 0)
sys.memset(CHARS_ADDRESS, 40*25, pixelcolor << 4 | bgcolor)
sys.memset(cbm.Colors, 40*25, 255)
}
sub line(uword @zp x1, ubyte @zp y1, uword @zp x2, ubyte @zp y2) {
; Bresenham algorithm.
; This code special-cases various quadrant loops to allow simple ++ and -- operations.
; TODO implement this as optimized assembly, for instance https://github.com/EgonOlsen71/bresenham/blob/main/src/asm/graphics.asm ??
; or from here https://retro64.altervista.org/blog/an-introduction-to-vector-based-graphics-the-commodore-64-rotating-simple-3d-objects/
if y1>y2 {
; make sure dy is always positive to have only 4 instead of 8 special cases
cx16.r0 = x1
x1 = x2
x2 = cx16.r0
cx16.r0L = y1
y1 = y2
y2 = cx16.r0L
}
word @zp dx = (x2 as word)-x1
word @zp dy = (y2 as word)-y1
if dx==0 {
vertical_line(x1, y1, abs(dy) as ubyte +1)
return
}
if dy==0 {
if x1>x2
x1=x2
horizontal_line(x1, y1, abs(dx) as uword +1)
return
}
word @zp d = 0
bool positive_ix = true
if dx < 0 {
dx = -dx
positive_ix = false
}
word @zp dx2 = dx*2
word @zp dy2 = dy*2
internal_plotx = x1
if dx >= dy {
if positive_ix {
repeat {
internal_plot(y1)
if internal_plotx==x2
return
internal_plotx++
d += dy2
if d > dx {
y1++
d -= dx2
}
}
} else {
repeat {
internal_plot(y1)
if internal_plotx==x2
return
internal_plotx--
d += dy2
if d > dx {
y1++
d -= dx2
}
}
}
}
else {
if positive_ix {
repeat {
internal_plot(y1)
if y1 == y2
return
y1++
d += dx2
if d > dy {
internal_plotx++
d -= dy2
}
}
} else {
repeat {
internal_plot(y1)
if y1 == y2
return
y1++
d += dx2
if d > dy {
internal_plotx--
d -= dy2
}
}
}
}
}
sub rect(uword xx, ubyte yy, uword width, ubyte height) {
if width==0 or height==0
return
horizontal_line(xx, yy, width)
if height==1
return
horizontal_line(xx, yy+height-1, width)
vertical_line(xx, yy+1, height-2)
if width==1
return
vertical_line(xx+width-1, yy+1, height-2)
}
sub fillrect(uword xx, ubyte yy, uword width, ubyte height) {
if width==0
return
repeat height {
horizontal_line(xx, yy, width)
yy++
}
}
sub horizontal_line(uword xx, ubyte yy, uword length) {
if length<8 {
internal_plotx=xx
repeat lsb(length) {
internal_plot(yy)
internal_plotx++
}
return
}
ubyte separate_pixels = lsb(xx) & 7
uword pixaddr = get_y_lookup(yy) + (xx&$fff8)
if separate_pixels!=0 {
%asm {{
lda p8v_pixaddr
sta P8ZP_SCRATCH_W1
lda p8v_pixaddr+1
sta P8ZP_SCRATCH_W1+1
ldy p8v_separate_pixels
lda hline_filled_right,y
eor #255
ldy #0
ora (P8ZP_SCRATCH_W1),y
sta (P8ZP_SCRATCH_W1),y
}}
pixaddr += 8
length += separate_pixels
length -= 8
}
if length!=0 {
%asm {{
lda p8v_length
and #7
sta p8v_separate_pixels
lsr p8v_length+1
ror p8v_length
lsr p8v_length+1
ror p8v_length
lsr p8v_length+1
ror p8v_length
lda p8v_pixaddr
sta _modified+1
lda p8v_pixaddr+1
sta _modified+2
lda p8v_length
ora p8v_length+1
beq _zero
ldy p8v_length
ldx #$ff
_modified stx $ffff ; modified
lda _modified+1
clc
adc #8
sta _modified+1
bcc +
inc _modified+2
+ dey
bne _modified
_zero
ldy p8v_separate_pixels
beq hline_zero2
lda _modified+1
sta P8ZP_SCRATCH_W1
lda _modified+2
sta P8ZP_SCRATCH_W1+1
lda hline_filled_right,y
ldy #0
ora (P8ZP_SCRATCH_W1),y
sta (P8ZP_SCRATCH_W1),y
jmp hline_zero2
hline_filled_right .byte 0, %10000000, %11000000, %11100000, %11110000, %11111000, %11111100, %11111110
hline_zero2
}}
}
}
sub vertical_line(uword xx, ubyte yy, ubyte height) {
internal_plotx = xx
repeat height {
internal_plot(yy)
yy++
}
}
sub circle(uword xcenter, ubyte ycenter, ubyte radius) {
; Warning: NO BOUNDS CHECKS. Make sure circle fits in the screen.
; Midpoint algorithm.
if radius==0
return
ubyte @zp ploty
ubyte @zp yy = 0
word @zp decisionOver2 = (1 as word)-radius
while radius>=yy {
internal_plotx = xcenter + radius
ploty = ycenter + yy
internal_plot(ploty)
internal_plotx = xcenter - radius
internal_plot(ploty)
internal_plotx = xcenter + radius
ploty = ycenter - yy
internal_plot(ploty)
internal_plotx = xcenter - radius
internal_plot(ploty)
internal_plotx = xcenter + yy
ploty = ycenter + radius
internal_plot(ploty)
internal_plotx = xcenter - yy
internal_plot(ploty)
internal_plotx = xcenter + yy
ploty = ycenter - radius
internal_plot(ploty)
internal_plotx = xcenter - yy
internal_plot(ploty)
yy++
if decisionOver2>=0 {
radius--
decisionOver2 -= radius*$0002
}
decisionOver2 += yy*$0002
decisionOver2++
}
}
sub disc(uword xcenter, ubyte ycenter, ubyte radius) {
; Warning: NO BOUNDS CHECKS. Make sure circle fits in the screen.
; Midpoint algorithm, filled.
if radius==0
return
ubyte @zp yy = 0
word decisionOver2 = (1 as word)-radius
ubyte last_y3 = ycenter+radius
ubyte last_y4 = ycenter-radius
ubyte new_y3, new_y4
while radius>=yy {
horizontal_line(xcenter-radius, ycenter+yy, radius*2+1)
horizontal_line(xcenter-radius, ycenter-yy, radius*2+1)
new_y3 = ycenter+radius
if new_y3 != last_y3 {
horizontal_line(xcenter-yy, last_y3, yy*2+1)
last_y3 = new_y3
}
new_y4 = ycenter-radius
if new_y4 != last_y4 {
horizontal_line(xcenter-yy, last_y4, yy*2+1)
last_y4 = new_y4
}
yy++
if decisionOver2>=0 {
radius--
decisionOver2 -= radius*$0002
}
decisionOver2 += yy*$0002
decisionOver2++
}
; draw the final two spans
yy--
horizontal_line(xcenter-yy, last_y3, yy*2+1)
horizontal_line(xcenter-yy, last_y4, yy*2+1)
}
; here is the non-asm code for the plot routine below:
; sub plot_nonasm(uword px, ubyte py) {
; ubyte[] ormask = [128, 64, 32, 16, 8, 4, 2, 1]
; uword pixaddr = BITMAP_ADDRESS + 320*(py>>3) + (py & 7) + (px & %0000000111111000)
; @(pixaddr) |= ormask[lsb(px) & 7]
; }
inline asmsub plot(uword plotx @XY, ubyte ploty @A) clobbers (A, X, Y) {
%asm {{
stx p8b_graphics.p8v_internal_plotx
sty p8b_graphics.p8v_internal_plotx+1
jsr p8b_graphics.p8s_internal_plot
}}
}
; for efficiency of internal algorithms here is the internal plot routine
; that takes the plotx coordinate in a separate variable instead of the XY register pair:
uword @zp internal_plotx ; 0..319 ; separate 'parameter' for internal_plot()
asmsub internal_plot(ubyte ploty @A) clobbers (A, X, Y) { ; internal_plotx is 16 bits 0 to 319... doesn't fit in a register
%asm {{
tay
lda p8v_internal_plotx+1
sta P8ZP_SCRATCH_W2+1
lsr a ; 0
sta P8ZP_SCRATCH_W2
lda p8v_internal_plotx
pha
and #7
tax
lda _y_lookup_lo,y
clc
adc P8ZP_SCRATCH_W2
sta P8ZP_SCRATCH_W2
lda _y_lookup_hi,y
adc P8ZP_SCRATCH_W2+1
sta P8ZP_SCRATCH_W2+1
pla ; internal_plotx
and #%11111000
tay
lda (P8ZP_SCRATCH_W2),y
ora _ormask,x
sta (P8ZP_SCRATCH_W2),y
rts
_ormask .byte 128, 64, 32, 16, 8, 4, 2, 1
; note: this can be even faster if we also have a 256 byte x-lookup table, but hey.
; see http://codebase64.org/doku.php?id=base:various_techniques_to_calculate_adresses_fast_common_screen_formats_for_pixel_graphics
; the y lookup tables encodes this formula: BITMAP_ADDRESS + 320*(py>>3) + (py & 7) (y from 0..199)
; We use the 64tass syntax for range expressions to calculate this table on assembly time.
_plot_y_values := p8c_BITMAP_ADDRESS + 320*(range(200)>>3) + (range(200) & 7)
_y_lookup_lo .byte <_plot_y_values
_y_lookup_hi .byte >_plot_y_values
}}
}
asmsub get_y_lookup(ubyte yy @Y) -> uword @AY {
%asm {{
lda p8s_internal_plot._y_lookup_lo,y
pha
lda p8s_internal_plot._y_lookup_hi,y
tay
pla
rts
}}
}
}