#include "util.h"
#include "intr.h"
#include "input.h"
+#include "player.h"
#include "sprite.h"
#include "debug.h"
+#include "level.h"
+#include "xgl.h"
+#include "polyfill.h"
+static void update(void);
static void draw(void);
static void vblank(void);
static int nframes, num_vbl, backbuf;
static uint16_t *vram[] = { (uint16_t*)VRAM_LFB_FB0_ADDR, (uint16_t*)VRAM_LFB_FB1_ADDR };
-static uint16_t bnstate;
+
+static const char *testlvl =
+ "########\n"
+ "### s#\n"
+ "### ####\n"
+ "### #\n"
+ "## #\n"
+ "## #\n"
+ "## #\n"
+ "## ### #\n"
+ "## ### #\n"
+ "## #\n"
+ "#### ###\n"
+ "########\n";
+
+static struct xvertex tm_floor[] __attribute__((section(".rodata"))) = {
+ {0x10000, -0x10000, 0x10000, 0, 0x10000, 0, 210},
+ {-0x10000, -0x10000, 0x10000, 0, 0x10000, 0, 210},
+ {-0x10000, -0x10000, -0x10000, 0, 0x10000, 0, 210},
+ {0x10000, -0x10000, -0x10000, 0, 0x10000, 0, 210}
+};
+
+
+static struct level *lvl;
+
+static struct player player;
void gamescr(void)
{
- int i;
+ unsigned char *fb;
REG_DISPCNT = 4 | DISPCNT_BG2 | DISPCNT_OBJ | DISPCNT_FB1;
- vblperf_setcolor(0xff);//192);
+ vblperf_setcolor(0xff);
+
+ lvl = init_level(testlvl);
+
+ xgl_init();
+
+ memset(&player, 0, sizeof player);
+ player.y = 0x60000;
- fillblock_16byte(vram[0], 0xffffffff, 240 * 160 / 16);
- fillblock_16byte(vram[1], 0xffffffff, 240 * 160 / 16);
+ select_input(BN_DPAD | BN_A | BN_B);
mask(INTR_VBLANK);
screen_vblank = vblank;
nframes = 0;
for(;;) {
backbuf = ++nframes & 1;
+ fb = (unsigned char*)vram[backbuf];
- bnstate = ~REG_KEYINPUT;
+ polyfill_framebuffer(fb, 240, 160);
+ fillblock_16byte(fb, 0, 240 * 160 / 16);
+ update();
draw();
vblperf_end();
}
}
+static void update(void)
+{
+ uint16_t bnstate;
+
+ bnstate = get_input();
+
+ player_input(&player, bnstate);
+
+ upd_vis(lvl, player.x, player.y, player.theta);
+}
+
static void draw(void)
{
- int i, j;
- uint16_t pix;
- uint16_t *fb = vram[backbuf];
-
- for(i=0; i<160; i++) {
- for(j=0; j<240/2; j++) {
- pix = ((i^j) << 1) & 0xff;
- pix |= (i^j) << 9;
- *fb++ = pix;
- }
- }
+ xgl_load_identity();
+ xgl_rotate_x(player.phi);
+ xgl_rotate_y(player.theta);
+ xgl_translate(player.x, 0, player.y);
+
+ xgl_draw(XGL_QUADS, tm_floor, sizeof tm_floor / sizeof *tm_floor);
}
__attribute__((noinline, target("arm"), section(".iwram")))