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b500a0d477
the examples with sprites, now use it.
385 lines
12 KiB
Lua
385 lines
12 KiB
Lua
; bitmap pixel graphics module for the C64
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; only black/white monochrome 320x200 for now
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;
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; Sets character matrix and bitmap screen memory at a higher memory location $5c00-$7fff
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; so that the program itself can be larger without starting to overwrite the graphics memory.
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graphics {
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%option no_symbol_prefixing
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const uword WIDTH = 320
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const ubyte HEIGHT = 200
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const uword BITMAP_ADDRESS = $6000 ; MUST BE IN REGULAR RAM if you are not messing with ROM/RAM banking. (and $2000-aligned)
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; note: this constant is also used in a asm multiplication table below!
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const uword CHARS_ADDRESS = $5c00 ; must be in same vic memory bank as the bitmap.
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sub enable_bitmap_mode() {
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; enable bitmap screen, erase it and set colors to black/white.
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clear_screen(1, 0)
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c64.SCROLY = %00111011 ; enable bitmap graphics mode
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c64.SCROLX = %00001000 ; 40 column mode, no scrolling, multicolor bitmap off
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c64.VMCSB = (lsb(CHARS_ADDRESS >> 6) & $F0) | (lsb((BITMAP_ADDRESS & $3fff) / $0800) << 1) ; set bitmap address
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c64.CIA2DDRA |= %11
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c64.CIA2PRA = lsb(BITMAP_ADDRESS >> 14) ^ 3 ; set VIC bank.
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}
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sub disable_bitmap_mode() {
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; enables erase the text screen, text mode
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sys.memset(CHARS_ADDRESS, 40*25, sc:' ')
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c64.SCROLY = %00011011 ; disable bitmap graphics mode
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c64.SCROLX = %00001000 ; 40 column mode, no scrolling
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c64.VMCSB = %00010100 ; screen addresses back to defaults
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c64.CIA2DDRA |= %11
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c64.CIA2PRA = %11 ; back to VIC bank 0.
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}
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sub clear_screen(ubyte pixelcolor, ubyte bgcolor) {
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sys.memset(BITMAP_ADDRESS, 320*200/8, 0)
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sys.memset(CHARS_ADDRESS, 40*25, pixelcolor << 4 | bgcolor)
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sys.memset(cbm.Colors, 40*25, 255)
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}
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sub line(uword @zp x1, ubyte @zp y1, uword @zp x2, ubyte @zp y2) {
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; Bresenham algorithm.
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; This code special-cases various quadrant loops to allow simple ++ and -- operations.
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; TODO implement this as optimized assembly, for instance https://github.com/EgonOlsen71/bresenham/blob/main/src/asm/graphics.asm ??
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; or from here https://retro64.altervista.org/blog/an-introduction-to-vector-based-graphics-the-commodore-64-rotating-simple-3d-objects/
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if y1>y2 {
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; make sure dy is always positive to have only 4 instead of 8 special cases
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cx16.r0 = x1
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x1 = x2
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x2 = cx16.r0
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cx16.r0L = y1
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y1 = y2
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y2 = cx16.r0L
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}
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word @zp dx = (x2 as word)-x1
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word @zp dy = (y2 as word)-y1
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if dx==0 {
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vertical_line(x1, y1, abs(dy) as ubyte +1)
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return
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}
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if dy==0 {
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if x1>x2
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x1=x2
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horizontal_line(x1, y1, abs(dx) as uword +1)
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return
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}
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word @zp d = 0
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ubyte positive_ix = true
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if dx < 0 {
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dx = -dx
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positive_ix = false
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}
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word @zp dx2 = dx*2
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word @zp dy2 = dy*2
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internal_plotx = x1
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if dx >= dy {
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if positive_ix {
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repeat {
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internal_plot(y1)
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if internal_plotx==x2
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return
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internal_plotx++
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d += dy2
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if d > dx {
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y1++
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d -= dx2
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}
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}
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} else {
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repeat {
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internal_plot(y1)
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if internal_plotx==x2
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return
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internal_plotx--
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d += dy2
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if d > dx {
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y1++
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d -= dx2
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}
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}
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}
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}
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else {
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if positive_ix {
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repeat {
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internal_plot(y1)
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if y1 == y2
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return
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y1++
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d += dx2
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if d > dy {
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internal_plotx++
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d -= dy2
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}
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}
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} else {
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repeat {
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internal_plot(y1)
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if y1 == y2
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return
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y1++
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d += dx2
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if d > dy {
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internal_plotx--
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d -= dy2
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}
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}
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}
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}
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}
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sub rect(uword xx, ubyte yy, uword width, ubyte height) {
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if width==0 or height==0
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return
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horizontal_line(xx, yy, width)
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if height==1
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return
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horizontal_line(xx, yy+height-1, width)
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vertical_line(xx, yy+1, height-2)
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if width==1
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return
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vertical_line(xx+width-1, yy+1, height-2)
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}
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sub fillrect(uword xx, ubyte yy, uword width, ubyte height) {
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if width==0
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return
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repeat height {
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horizontal_line(xx, yy, width)
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yy++
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}
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}
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sub horizontal_line(uword xx, ubyte yy, uword length) {
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if length<8 {
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internal_plotx=xx
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repeat lsb(length) {
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internal_plot(yy)
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internal_plotx++
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}
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return
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}
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ubyte separate_pixels = lsb(xx) & 7
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uword pixaddr = get_y_lookup(yy) + (xx&$fff8)
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if separate_pixels {
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%asm {{
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lda pixaddr
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sta P8ZP_SCRATCH_W1
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lda pixaddr+1
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sta P8ZP_SCRATCH_W1+1
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ldy separate_pixels
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lda hline_filled_right,y
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eor #255
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ldy #0
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ora (P8ZP_SCRATCH_W1),y
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sta (P8ZP_SCRATCH_W1),y
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}}
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pixaddr += 8
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length += separate_pixels
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length -= 8
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}
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if length {
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%asm {{
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lda length
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and #7
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sta separate_pixels
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lsr length+1
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ror length
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lsr length+1
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ror length
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lsr length+1
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ror length
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lda pixaddr
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sta _modified+1
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lda pixaddr+1
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sta _modified+2
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lda length
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ora length+1
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beq _zero
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ldy length
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ldx #$ff
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_modified stx $ffff ; modified
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lda _modified+1
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clc
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adc #8
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sta _modified+1
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bcc +
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inc _modified+2
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+ dey
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bne _modified
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_zero
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ldy separate_pixels
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beq hline_zero2
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lda _modified+1
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sta P8ZP_SCRATCH_W1
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lda _modified+2
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sta P8ZP_SCRATCH_W1+1
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lda hline_filled_right,y
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ldy #0
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ora (P8ZP_SCRATCH_W1),y
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sta (P8ZP_SCRATCH_W1),y
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jmp hline_zero2
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hline_filled_right .byte 0, %10000000, %11000000, %11100000, %11110000, %11111000, %11111100, %11111110
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hline_zero2
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}}
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}
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}
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sub vertical_line(uword xx, ubyte yy, ubyte height) {
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internal_plotx = xx
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repeat height {
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internal_plot(yy)
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yy++
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}
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}
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sub circle(uword xcenter, ubyte ycenter, ubyte radius) {
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; Midpoint algorithm
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if radius==0
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return
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ubyte @zp ploty
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ubyte @zp yy = 0
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word @zp decisionOver2 = (1 as word)-radius
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while radius>=yy {
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internal_plotx = xcenter + radius
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ploty = ycenter + yy
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internal_plot(ploty)
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internal_plotx = xcenter - radius
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internal_plot(ploty)
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internal_plotx = xcenter + radius
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ploty = ycenter - yy
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internal_plot(ploty)
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internal_plotx = xcenter - radius
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internal_plot(ploty)
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internal_plotx = xcenter + yy
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ploty = ycenter + radius
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internal_plot(ploty)
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internal_plotx = xcenter - yy
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internal_plot(ploty)
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internal_plotx = xcenter + yy
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ploty = ycenter - radius
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internal_plot(ploty)
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internal_plotx = xcenter - yy
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internal_plot(ploty)
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yy++
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if decisionOver2<=0
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decisionOver2 += (yy as word)*2+1
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else {
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radius--
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decisionOver2 += (yy as word -radius)*2+1
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}
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}
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}
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sub disc(uword xcenter, ubyte ycenter, ubyte radius) {
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; Midpoint algorithm, filled
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if radius==0
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return
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ubyte @zp yy = 0
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word decisionOver2 = (1 as word)-radius
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while radius>=yy {
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horizontal_line(xcenter-radius, ycenter+yy, radius*2+1)
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horizontal_line(xcenter-radius, ycenter-yy, radius*2+1)
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horizontal_line(xcenter-yy, ycenter+radius, yy*2+1)
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horizontal_line(xcenter-yy, ycenter-radius, yy*2+1)
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yy++
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if decisionOver2<=0
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decisionOver2 += (yy as word)*2+1
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else {
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radius--
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decisionOver2 += (yy as word -radius)*2+1
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}
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}
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}
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; here is the non-asm code for the plot routine below:
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; sub plot_nonasm(uword px, ubyte py) {
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; ubyte[] ormask = [128, 64, 32, 16, 8, 4, 2, 1]
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; uword pixaddr = BITMAP_ADDRESS + 320*(py>>3) + (py & 7) + (px & %0000000111111000)
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; @(pixaddr) |= ormask[lsb(px) & 7]
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; }
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inline asmsub plot(uword plotx @XY, ubyte ploty @A) clobbers (A, X, Y) {
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%asm {{
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stx graphics.internal_plotx
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sty graphics.internal_plotx+1
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jsr graphics.internal_plot
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}}
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}
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; for efficiency of internal algorithms here is the internal plot routine
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; that takes the plotx coordinate in a separate variable instead of the XY register pair:
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uword @zp internal_plotx ; 0..319 ; separate 'parameter' for internal_plot()
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asmsub internal_plot(ubyte ploty @A) clobbers (A, X, Y) { ; internal_plotx is 16 bits 0 to 319... doesn't fit in a register
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%asm {{
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tay
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lda internal_plotx+1
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sta P8ZP_SCRATCH_W2+1
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lsr a ; 0
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sta P8ZP_SCRATCH_W2
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lda internal_plotx
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pha
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and #7
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tax
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lda _y_lookup_lo,y
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clc
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adc P8ZP_SCRATCH_W2
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sta P8ZP_SCRATCH_W2
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lda _y_lookup_hi,y
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adc P8ZP_SCRATCH_W2+1
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sta P8ZP_SCRATCH_W2+1
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pla ; internal_plotx
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and #%11111000
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tay
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lda (P8ZP_SCRATCH_W2),y
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ora _ormask,x
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sta (P8ZP_SCRATCH_W2),y
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rts
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_ormask .byte 128, 64, 32, 16, 8, 4, 2, 1
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; note: this can be even faster if we also have a 256 byte x-lookup table, but hey.
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; see http://codebase64.org/doku.php?id=base:various_techniques_to_calculate_adresses_fast_common_screen_formats_for_pixel_graphics
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; the y lookup tables encodes this formula: BITMAP_ADDRESS + 320*(py>>3) + (py & 7) (y from 0..199)
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; We use the 64tass syntax for range expressions to calculate this table on assembly time.
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_plot_y_values := BITMAP_ADDRESS + 320*(range(200)>>3) + (range(200) & 7)
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_y_lookup_lo .byte <_plot_y_values
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_y_lookup_hi .byte >_plot_y_values
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}}
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}
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asmsub get_y_lookup(ubyte yy @Y) -> uword @AY {
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%asm {{
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lda internal_plot._y_lookup_lo,y
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pha
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lda internal_plot._y_lookup_hi,y
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tay
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pla
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rts
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}}
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}
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}
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