pc port works
[gbajam22] / src / gamescr.c
index cacb40d..7c027dc 100644 (file)
 #include "util.h"
 #include "intr.h"
 #include "input.h"
+#include "player.h"
+#include "gba.h"
 #include "sprite.h"
 #include "debug.h"
+#include "level.h"
+#include "xgl.h"
+#include "polyfill.h"
 
+static int gamescr_start(void);
+static void gamescr_stop(void);
+static void gamescr_frame(void);
+static void gamescr_vblank(void);
+
+static void update(void);
 static void draw(void);
-static void vblank(void);
+
+static struct screen gamescr = {
+       "game",
+       gamescr_start,
+       gamescr_stop,
+       gamescr_frame,
+       gamescr_vblank
+};
 
 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 uint16_t *vram[] = { gba_vram_lfb0, gba_vram_lfb1 };
+
+static const char *testlvl =
+       "################\n"
+       "################\n"
+       "################\n"
+       "################\n"
+       "################\n"
+       "#######   s#####\n"
+       "####### ########\n"
+       "#######    #####\n"
+       "######     #####\n"
+       "######     #####\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;
 
-void gamescr(void)
+static struct player player;
+
+
+struct screen *init_game_screen(void)
+{
+       return &gamescr;
+}
+
+static int gamescr_start(void)
 {
        int i;
+       uint16_t *cmap;
+
+       gba_setmode(4, DISPCNT_BG2 | DISPCNT_OBJ | DISPCNT_FB1);
+
+       vblperf_setcolor(1);
+
+       lvl = init_level(testlvl);
 
-       REG_DISPCNT = 4 | DISPCNT_BG2 | DISPCNT_OBJ | DISPCNT_FB1;
+       xgl_init();
 
-       vblperf_setcolor(0xff);//192);
+       init_player(&player, lvl);
+       player.phi = 0x100;
+
+       cmap = gba_bgpal;
+       *cmap++ = 0;
+       for(i=1; i<255; i++) {
+               *cmap++ = rand();
+       }
+       *cmap = 0xffff;
 
-       fillblock_16byte(vram[0], 0xffffffff, 240 * 160 / 16);
-       fillblock_16byte(vram[1], 0xffffffff, 240 * 160 / 16);
 
-       mask(INTR_VBLANK);
-       screen_vblank = vblank;
-       unmask(INTR_VBLANK);
+       select_input(BN_DPAD | BN_A | BN_B);
 
        nframes = 0;
-       for(;;) {
-               backbuf = ++nframes & 1;
+       return 0;
+}
 
-               bnstate = ~REG_KEYINPUT;
+static void gamescr_stop(void)
+{
+}
+
+static void gamescr_frame(void)
+{
+       unsigned char *fb;
 
-               draw();
+       backbuf = ++nframes & 1;
+       fb = (unsigned char*)vram[backbuf];
 
-               vblperf_end();
-               wait_vblank();
-               present(backbuf);
-               vblperf_begin();
-       }
+       polyfill_framebuffer(fb, 240, 160);
+       fillblock_16byte(fb, 0, 240 * 160 / 16);
+
+       update();
+       draw();
+
+       vblperf_end();
+       wait_vblank();
+       present(backbuf);
+       vblperf_begin();
+}
+
+static void update(void)
+{
+       uint16_t bnstate;
+
+       bnstate = get_input();
+
+       player_input(&player, bnstate);
+
+       upd_vis(lvl, &player);
 }
 
 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;
-               }
+       int i, x, y;
+       struct cell *cell;
+
+       xgl_load_identity();
+       /*xgl_translate(0, 0, 0x100000);*/
+       xgl_rotate_x(player.phi);
+       xgl_rotate_y(player.theta);
+       xgl_translate(player.x, 0, player.y);
+
+       for(i=0; i<lvl->numvis; i++) {
+               cell = lvl->vis[i];
+
+               x = (int32_t)(cell->x - player.cx) << 17;
+               y = -(int32_t)(cell->y - player.cy) << 17;
+
+               xgl_push_matrix();
+               xgl_translate(x, 0, y);
+               xgl_index(i + 1);
+               xgl_draw(XGL_QUADS, tm_floor, sizeof tm_floor / sizeof *tm_floor);
+               xgl_pop_matrix();
        }
 }
 
+#ifdef BUILD_GBA
 __attribute__((noinline, target("arm"), section(".iwram")))
-static void vblank(void)
+#endif
+static void gamescr_vblank(void)
 {
        num_vbl++;
 }