add test for sprite blending

This commit is contained in:
zeromus 2013-10-03 16:50:30 +00:00
parent c33a11ac03
commit 927189550a
4 changed files with 240 additions and 0 deletions

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#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# INCLUDES is a list of directories containing extra header files
#---------------------------------------------------------------------------------
TARGET := $(shell basename $(CURDIR))
BUILD := build
SOURCES := source
DATA :=
INCLUDES := include
GRAPHICS := data
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
ARCH := -mthumb -mthumb-interwork
CFLAGS := -g -Wall -O2\
-march=armv5te -mtune=arm946e-s -fomit-frame-pointer\
-ffast-math \
$(ARCH)
CFLAGS += $(INCLUDE) -DARM9
CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions
ASFLAGS := -g $(ARCH)
LDFLAGS = -specs=ds_arm9.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project
#---------------------------------------------------------------------------------
LIBS := -lnds9
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS := $(LIBNDS)
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------
export OUTPUT := $(CURDIR)/$(TARGET)
export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
$(foreach dir,$(DATA),$(CURDIR)/$(dir)) \
$(foreach dir,$(GRAPHICS),$(CURDIR)/$(dir))
export DEPSDIR := $(CURDIR)/$(BUILD)
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
PNGFILES := $(foreach dir,$(GRAPHICS),$(notdir $(wildcard $(dir)/*.png)))
#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
#---------------------------------------------------------------------------------
export LD := $(CC)
#---------------------------------------------------------------------------------
else
#---------------------------------------------------------------------------------
export LD := $(CXX)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------
export OFILES := $(addsuffix .o,$(BINFILES)) \
$(PNGFILES:.png=.o) \
$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD)
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
.PHONY: $(BUILD) clean
#---------------------------------------------------------------------------------
$(BUILD):
@[ -d $@ ] || mkdir -p $@
@make --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(TARGET).elf $(TARGET).nds $(TARGET).ds.gba
#---------------------------------------------------------------------------------
else
DEPENDS := $(OFILES:.o=.d)
#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
$(OUTPUT).nds : $(OUTPUT).elf
$(OUTPUT).elf : $(OFILES)
#---------------------------------------------------------------------------------
%.bin.o : %.bin
#---------------------------------------------------------------------------------
@echo $(notdir $<)
@$(bin2o)
#---------------------------------------------------------------------------------
%.s %.h : %.png %.grit
#---------------------------------------------------------------------------------
grit $< -fts -o$*
-include $(DEPENDS)
#---------------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------------

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# 8 bit bitmap
-gB8
# bitmap format
-gb

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#include <nds.h>
#include <nds/registers_alt.h>
#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
#include "drunkenlogo.h"
int main(void)
{
//---------------------------------------------------------------------------------
int i = 0;
touchPosition touch;
videoSetMode(MODE_5_2D);
videoSetModeSub(MODE_0_2D);
vramSetBankA(VRAM_A_MAIN_BG_0x06000000);
vramSetBankB(VRAM_B_MAIN_SPRITE);
oamInit(&oamMain, SpriteMapping_1D_32, false);
/*oamInit(&oamSub, SpriteMapping_1D_32, false);*/
consoleDemoInit();
int bg3 = bgInit(3, BgType_Bmp8, BgSize_B8_256x256, 0,0);
dmaCopy(drunkenlogoBitmap, bgGetGfxPtr(bg3), drunkenlogoBitmapLen);
dmaCopy(drunkenlogoPal, BG_PALETTE, 256*2);
u16* gfx = oamAllocateGfx(&oamMain, SpriteSize_16x16, SpriteColorFormat_16Color);
/*u16* gfxSub = oamAllocateGfx(&oamSub, SpriteSize_16x16, SpriteColorFormat_256Color);*/
REG_BLDCNT = (1<<11) | (1<<6);
REG_WININ = 0x3F; //display everything, including color special effects, in window 0
REG_WINOUT = 0x1F; //display everything, excluding color special effects, outside window 0
REG_WIN0H = (0<<8) | 128; //window is x (0..128)
REG_WIN0V = (0<<8) | 128; //window is y (0..128)
REG_DISPCNT |= (1<<13); //enable use of window 0
for(i = 0; i < 16 * 16 / 2; i+=1)
{
gfx[i] = 0x1111;
}
SPRITE_PALETTE[1] = RGB15(31,31,31);
u8 eva = 0xf, evb = 0xf;
while(1)
{
scanKeys();
u32 keys = keysDown();
if(keysHeld() & KEY_TOUCH)
touchRead(&touch);
if(keys & KEY_LEFT && evb > 0)
evb--;
if(keys & KEY_RIGHT && evb < 0xf)
evb++;
if(keys & KEY_UP && eva > 0)
eva--;
if(keys & KEY_DOWN && eva < 0xf)
eva++;
consoleClear();
printf("eva %x evb %x\n", eva, evb);
oamSet(&oamMain, //main graphics engine context
0, //oam index (0 to 127)
touch.px, touch.py, //x and y pixle location of the sprite
0, //priority, lower renders last (on top)
0, //this is the palette index if multiple palettes or the alpha value if bmp sprite
SpriteSize_16x16,
SpriteColorFormat_16Color,
gfx, //pointer to the loaded graphics
-1, //sprite rotation data
false, //double the size when rotating?
false, //hide the sprite?
false, false, //vflip, hflip
false //apply mosaic
);
/*REG_BLDCNT = 0;*/
REG_BLDALPHA = evb<<8|eva;
oamMain.oamMemory[0].blendMode = OBJMODE_BLENDED;
swiWaitForVBlank();
bgUpdate();
oamUpdate(&oamMain);
}
return 0;
}