added input handling
[gbajam21] / src / gamescr.c
index 330331e..f927cee 100644 (file)
@@ -1,25 +1,30 @@
+#include <stdlib.h>
 #include <string.h>
 #include "gbaregs.h"
 #include "dma.h"
 #include "data.h"
+#include "util.h"
+#include "intr.h"
+#include "input.h"
 #include "debug.h"
 
-#define present(x) \
-       do { \
-               REG_DISPCNT = DISPCNT_BG2 | 4 | ((x) << 4); \
-       } while(0)
+static void draw_tunnel(void);
 
+static int nframes, backbuf;
+static uint16_t *vram[] = { (uint16_t*)VRAM_LFB_FB0_ADDR, (uint16_t*)VRAM_LFB_FB1_ADDR };
+static unsigned char *tex;
+static uint16_t bnstate;
 
 void gamescr(void)
 {
-       int i, j, tx, ty, angle, depth, nframes, backbuf, zoffs;
-       static uint16_t *vram[] = { (uint16_t*)VRAM_LFB_FB0_ADDR, (uint16_t*)VRAM_LFB_FB1_ADDR };
+       int i;
        uint16_t *cdst;
        unsigned char *csrc;
-       uint32_t tun, *tunptr;
 
        REG_DISPCNT = 4 | DISPCNT_BG2 | DISPCNT_FB1;
 
+       vblperf_setcolor(0xff);
+
        cdst = (uint16_t*)CRAM_BG_ADDR;
        csrc = tuncross_cmap;
        for(i=0; i<256; i++) {
@@ -27,39 +32,77 @@ void gamescr(void)
                csrc += 3;
        }
 
+       fillblock_16byte(vram[0], 0xffffffff, 240 * 160 / 16);
+       fillblock_16byte(vram[1], 0xffffffff, 240 * 160 / 16);
+
+       tex = iwram_sbrk(32 * 32);
+       memcpy(tex, tuncross_pixels, 32 * 32);
+
+       select_input(BN_DPAD);
+
        nframes = 0;
        for(;;) {
                backbuf = ++nframes & 1;
 
-               zoffs = nframes << 1;
-
-               cdst = vram[backbuf];
-               tunptr = tunmap;
-               for(i=0; i<160; i++) {
-                       for(j=0; j<240/2; j++) {
-                               uint16_t pp;
-
-                               tun = *tunptr++;
-                               angle = tun & 0xffff;
-                               depth = tun >> 16;
-                               tx = (angle >> 6) & 0x7f;
-                               ty = ((depth >> 7) - zoffs) & 0x7f;
-                               pp = tuncross_pixels[(ty << 7) + tx];
-
-                               tun = *tunptr++;
-                               angle = tun & 0xffff;
-                               depth = tun >> 16;
-                               tx = (angle >> 6) & 0x7f;
-                               ty = ((depth >> 7) - zoffs) & 0x7f;
-                               pp |= (uint16_t)tuncross_pixels[(ty << 7) + tx] << 8;
-
-                               *cdst++ = pp;
-                       }
-               }
+               bnstate = get_input();
+
+               draw_tunnel();
 
-               //while(!(REG_DISPSTAT & DISPSTAT_VBLANK));
-               while(REG_VCOUNT < 160);
-               //REG_DISPCNT ^= DISPCNT_FB1;
+               vblperf_end();
+               wait_vblank();
                present(backbuf);
+               vblperf_begin();
+       }
+}
+
+__attribute__((noinline, target("arm"), section(".iwram")))
+static void draw_tunnel(void)
+{
+       static int uoffs;
+       int i, j, tx, ty, angle, depth, zoffs;
+       uint16_t pptop, ppbot;
+       uint16_t *top, *bot;
+       uint32_t tun, *tunptr;
+
+       zoffs = nframes;
+
+       if(bnstate & BN_LEFT) uoffs++;
+       if(bnstate & BN_RIGHT) uoffs--;
+
+       top = vram[backbuf];
+       bot = vram[backbuf] + 159 * 240 / 2;
+       tunptr = tunmap;
+       for(i=0; i<80; i++) {
+#ifdef VBLBAR
+               top++;
+               bot++;
+               tunptr++;
+
+               for(j=1; j<240/2; j++) {
+#else
+               for(j=0; j<240/2; j++) {
+#endif
+                       tun = *tunptr++;
+
+                       angle = tun & 0xff;
+                       depth = (tun >> 8) & 0xff;
+                       tx = ((angle >> 1) + uoffs) & 0x1f;
+                       ty = ((depth >> 1) + zoffs) & 0x1f;
+                       pptop = tex[(ty << 5) + tx];
+                       tx = ~((angle >> 1) - uoffs) & 0x1f;
+                       ppbot = tex[(ty << 5) + tx];
+
+                       angle = (tun >> 16) & 0xff;
+                       depth = (tun >> 24) & 0xff;
+                       tx = ((angle >> 1) + uoffs) & 0x1f;
+                       ty = ((depth >> 1) + zoffs) & 0x1f;
+                       pptop |= (uint16_t)tex[(ty << 5) + tx] << 8;
+                       tx = ~((angle >> 1) - uoffs) & 0x1f;
+                       ppbot |= (uint16_t)tex[(ty << 5) + tx] << 8;
+
+                       *top++ = pptop;
+                       *bot++ = ppbot;
+               }
+               bot -= 240;
        }
 }