joeylib2/examples/sprite/sprite.c

220 lines
7.7 KiB
C

// Sprite demo: bounces a 16x16 ball using the SpriteT API. The ball
// art is authored as a 16x16 4bpp packed image in this file (one row
// per source line) and converted at startup into the 2x2 tile layout
// SpriteT expects. spriteDraw handles transparent-color-0; we use
// spriteSaveUnder/RestoreUnder to undraw the previous frame's ball
// without redrawing the whole screen.
#include <stdio.h>
#include <joey/joey.h>
#define BALL_W 16
#define BALL_H 16
#define BALL_TILES_X (BALL_W / 8)
#define BALL_TILES_Y (BALL_H / 8)
#define BALL_TILE_BYTES (BALL_TILES_X * BALL_TILES_Y * TILE_BYTES)
// SaveUnder must store rounded-up byte boundaries: x rounded down to
// even, width rounded up to even. Worst case for BALL_W=16 (already
// even) is 8 bytes per row + alignment slack of 1 byte; size for the
// pessimistic case so the buffer never overflows.
#define BALL_BACKUP_BYTES (((BALL_W + 2) >> 1) * BALL_H)
#define BALL_PALETTE_IDX 0
#define COLOR_BG 0
// Authored layout: 16 pixels wide x 16 rows = 8 bytes/row x 16 rows.
// 0 = transparent
// 2 = ball body (yellow)
// 3 = highlight (white)
// High nibble of each byte is the LEFT pixel.
static const uint8_t gBallAuthored[BALL_H * (BALL_W / 2)] = {
0x00, 0x00, 0x22, 0x22, 0x22, 0x22, 0x00, 0x00, // row 0
0x00, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x00, // row 1
0x02, 0x22, 0x32, 0x22, 0x22, 0x22, 0x22, 0x20, // row 2
0x02, 0x23, 0x32, 0x22, 0x22, 0x22, 0x22, 0x20, // row 3
0x22, 0x33, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, // row 4
0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, // row 5
0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, // row 6
0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, // row 7
0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, // row 8
0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, // row 9
0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, // row 10
0x02, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x20, // row 11
0x02, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x20, // row 12
0x00, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x00, // row 13
0x00, 0x00, 0x22, 0x22, 0x22, 0x22, 0x00, 0x00, // row 14
0x00, 0x00, 0x00, 0x22, 0x22, 0x00, 0x00, 0x00 // row 15
};
static uint8_t gBallTiles[BALL_TILE_BYTES];
static uint8_t gBallBackup[BALL_BACKUP_BYTES];
// Repack from authored "wide row" layout to tile-major SpriteT
// layout: tile (0,0), tile (1,0), tile (0,1), tile (1,1), each tile
// internally stored row-by-row at 4 bytes per row.
static void repackBallTiles(void) {
uint16_t tx;
uint16_t ty;
uint16_t row;
uint16_t b;
uint8_t *dst;
for (ty = 0; ty < BALL_TILES_Y; ty++) {
for (tx = 0; tx < BALL_TILES_X; tx++) {
dst = &gBallTiles[(ty * BALL_TILES_X + tx) * TILE_BYTES];
for (row = 0; row < 8; row++) {
for (b = 0; b < 4; b++) {
dst[row * 4 + b] =
gBallAuthored[((ty * 8) + row) * (BALL_W / 2) +
(tx * 4) + b];
}
}
}
}
}
static void buildPalette(SurfaceT *screen) {
uint16_t colors[16];
uint16_t i;
for (i = 0; i < 16; i++) {
colors[i] = 0x0000;
}
colors[2] = 0x0FF0; // yellow body
colors[3] = 0x0FFF; // white highlight
paletteSet(screen, BALL_PALETTE_IDX, colors);
}
int main(void) {
JoeyConfigT config;
SurfaceT *screen;
SpriteT *ball;
SpriteBackupT backup;
int16_t x;
int16_t y;
int16_t vx;
int16_t vy;
int16_t oldX;
int16_t oldY;
uint16_t oldW;
uint16_t oldH;
int16_t unionX;
int16_t unionY;
int16_t unionRight;
int16_t unionBottom;
bool haveBackup;
config.hostMode = HOST_MODE_TAKEOVER;
config.codegenBytes = 8 * 1024;
config.maxSurfaces = 4;
config.audioBytes = 64UL * 1024;
config.assetBytes = 128UL * 1024;
if (!joeyInit(&config)) {
fprintf(stderr, "joeyInit failed: %s\n", joeyLastError());
return 1;
}
screen = stageGet();
if (screen == NULL) {
fprintf(stderr, "stageGet returned NULL\n");
joeyShutdown();
return 1;
}
repackBallTiles();
ball = spriteCreate(gBallTiles, BALL_TILES_X, BALL_TILES_Y, SPRITE_FLAGS_NONE);
if (ball == NULL) {
fprintf(stderr, "spriteCreate failed\n");
joeyShutdown();
return 1;
}
// Compile draw routines into the codegen arena. Returns false on
// platforms that don't have a real emitter or if the arena is
// full -- either way the demo still runs via the interpreter
// path in spriteDraw.
(void)spriteCompile(ball);
buildPalette(screen);
scbSetRange(screen, 0, SURFACE_HEIGHT - 1, BALL_PALETTE_IDX);
surfaceClear(screen, COLOR_BG);
stagePresent();
backup.bytes = gBallBackup;
x = 40;
y = 30;
vx = 2;
vy = 1;
haveBackup = false;
spriteSaveAndDraw(screen, ball, x, y, &backup);
stagePresentRect(backup.x, backup.y, backup.width, backup.height);
haveBackup = true;
for (;;) {
joeyInputPoll();
if (joeyKeyPressed(KEY_ESCAPE)) {
break;
}
// Stash the prior ball's region before restoring the bytes
// under it. Do all off-screen work (restore + move + draw)
// first, then waitVBL + ONE stagePresentRect covering both
// old and new regions. Putting waitVBL immediately before the
// present lets the present land inside the VBL window so the
// CRT never sees a half-updated framebuffer (matters most on
// single-buffered chunky targets like IIgs SHR; on planar
// c2p platforms it also avoids c2p racing the raster).
oldX = backup.x;
oldY = backup.y;
oldW = backup.width;
oldH = backup.height;
if (haveBackup) {
spriteRestoreUnder(screen, &backup);
}
x = (int16_t)(x + vx);
y = (int16_t)(y + vy);
if (x <= 0) { x = 0; vx = (int16_t)-vx; }
if (x >= SURFACE_WIDTH - BALL_W) { x = SURFACE_WIDTH - BALL_W; vx = (int16_t)-vx; }
if (y <= 0) { y = 0; vy = (int16_t)-vy; }
if (y >= SURFACE_HEIGHT - BALL_H) { y = SURFACE_HEIGHT - BALL_H; vy = (int16_t)-vy; }
spriteSaveAndDraw(screen, ball, x, y, &backup);
// Bounding box of (old rect) U (new rect). For typical
// small-step motion the rects overlap heavily so the union
// is barely larger than one ball.
unionX = (oldX < backup.x) ? oldX : backup.x;
unionY = (oldY < backup.y) ? oldY : backup.y;
unionRight = (int16_t)((oldX + oldW > backup.x + backup.width)
? (oldX + oldW)
: (backup.x + backup.width));
unionBottom = (int16_t)((oldY + oldH > backup.y + backup.height)
? (oldY + oldH)
: (backup.y + backup.height));
// VBL wait removed -- the demo runs at the native compute speed
// of save+restore+draw+presentRect so we can SEE the sprite
// pipeline's actual throughput. Expect tearing on the ball
// since the present can land mid-scan; that's the cost of
// showing real frame rate. Add joeyWaitVBL() back here for
// tear-free 60 Hz motion.
stagePresentRect(unionX, unionY,
(uint16_t)(unionRight - unionX),
(uint16_t)(unionBottom - unionY));
haveBackup = true;
}
spriteDestroy(ball);
joeyShutdown();
return 0;
}