gba-bitmap-engine/engine/src/renderer/gba_engine.cpp

228 lines
6.9 KiB
C++

//
// Created by Wouter Groeneveld on 28/07/18.
//
#include <libgba-bitmap-engine/gba/tonc_memdef.h>
#include <libgba-bitmap-engine/gba/tonc_video.h>
#include <libgba-bitmap-engine/renderer/gba_engine.h>
#include <cstring>
#include <libgba-bitmap-engine/gba/tonc_core.h>
#include <libgba-bitmap-engine/matrixfx.h>
#include <libgba-bitmap-engine/background/text_stream.h>
#include <libgba-bitmap-engine/mesh.h>
std::unique_ptr<SoundControl> GBAEngine::activeChannelA;
std::unique_ptr<SoundControl> GBAEngine::activeChannelB;
std::unique_ptr<Timer> GBAEngine::timer;
u16 *vid_page;
int msecs = 1;
void GBAEngine::vsync() {
while (REG_VCOUNT >= 160);
while (REG_VCOUNT < 160);
}
Timer* GBAEngine::getTimer() {
return GBAEngine::timer.get();
}
void GBAEngine::onVBlank() {
// WARNING this is a very dangerous piece of code.
// GBA IRQs seem eager to crash or eat up CPU. Get in, disable stuff, work, enable, get out!
stopOnVBlank();
unsigned short tempInterruptState = REG_IF;
if((REG_IF & INTERRUPT_VBLANK) == INTERRUPT_VBLANK) {
GBAEngine::timer->onvblank();
if(GBAEngine::activeChannelA) {
if(GBAEngine::activeChannelA->done()) {
GBAEngine::activeChannelA->reset();
} else {
GBAEngine::activeChannelA->step();
}
}
if(GBAEngine::activeChannelB) {
if(GBAEngine::activeChannelB->done()) {
GBAEngine::activeChannelB->disable();
GBAEngine::activeChannelB = nullptr; // never delete, let unique_ptr do that, known to flip here
} else {
GBAEngine::activeChannelB->step();
}
}
}
REG_IF = tempInterruptState;
startOnVBlank();
}
u16 GBAEngine::readKeys() {
return ~REG_KEYS & KEY_ANY;
}
void GBAEngine::dequeueAllSounds() {
if(GBAEngine::activeChannelA) {
GBAEngine::activeChannelA->disable();
} if(GBAEngine::activeChannelB) {
GBAEngine::activeChannelB->disable();
}
}
void GBAEngine::enqueueSound(const s8 *data, int totalSamples, int sampleRate, SoundChannel channel) {
SoundControl* control;
if(channel == ChannelA) { // repeating bg music can be restarted
GBAEngine::activeChannelA = SoundControl::channelAControl();
control = GBAEngine::activeChannelA.get();
} else { // sound still playing, don't stop that
if(GBAEngine::activeChannelB) {
if(!GBAEngine::activeChannelB->done()) return;
GBAEngine::activeChannelB = nullptr;
}
GBAEngine::activeChannelB = SoundControl::channelBControl();
control = GBAEngine::activeChannelB.get();
}
disableTimer0AndVBlank();
control->disable();
REG_SNDDSCNT |= control->getControlFlags(); // output to both sides, reset fifo
REG_SNDSTAT = SSTAT_ENABLE; // enable all sound
u16 ticksPerSample = CLOCK / sampleRate; // divide the clock (ticks/second) by the sample rate (samples/second)
control->accept(data, totalSamples, ticksPerSample);
control->enable();
REG_TM0D = OVERFLOW_16_BIT_VALUE - ticksPerSample;
enableTimer0AndVBlank();
}
void GBAEngine::disableTimer0AndVBlank() {
stopOnVBlank();
REG_TM0CNT = 0;
}
void GBAEngine::enableTimer0AndVBlank() {
REG_TM0CNT = TM_ENABLE | TM_FREQ_1; // enable timer - dma auto-syncs to this thanks to DMA_SYNC_TO_TIMER
startOnVBlank();
}
GBAEngine::GBAEngine() {
GBAEngine::timer = std::unique_ptr<Timer>(new Timer());
// setup screen control flags
REG_DISPCNT = DCNT_MODE4 | DCNT_OBJ | DCNT_OBJ_1D | DCNT_BG2;
// setup interrupt control flags for vblank IRQing (started only when sound played)
REG_DISPSTAT |= DISPLAY_INTERRUPT_VBLANK_ENABLE;
REG_IE |= INTERRUPT_VBLANK;
*IRQ_CALLBACK = (u32) &GBAEngine::onVBlank;
enableTimer0AndVBlank();
REG_SNDDSCNT = 0;
vid_page = vid_mem_back;
projectionMatrix = MatrixFx::perspectiveFovLH(float2fx(0.78), fxdiv(GBA_SCREEN_WIDTH_FX, GBA_SCREEN_HEIGHT_FX), float2fx(0.01), ONE);
showfps = true;
}
void GBAEngine::update() {
// main update loop, in while(true) {}.
// WARNING - keep amount of instructions as minimal as possible in here!
u16 keys = readKeys();
// TODO use software interrupt Vsyncing instead of 2 wasteful whiles
vsync();
renderClear();
if(showfps) {
showFPS();
}
currentScene->tick(keys);
render();
flipPage();
}
void GBAEngine::showFPS() {
int curmsecs = getTimer()->getMsecs();
int elapsed = curmsecs - msecs;
int fps = 1000 / elapsed;
msecs = curmsecs;
TextStream::instance().setText(std::to_string(fps > 0 ? fps : 0) + std::string(" FPS"), 1, 1);
}
void GBAEngine::flipPage() {
// toggle the write_buffer's page
vid_page= (COLOR*)((u32)vid_page ^ VRAM_PAGE_SIZE);
REG_DISPCNT ^= DCNT_PAGE;
}
void GBAEngine::plotPixel(int x, int y, u8 clrId) {
m4_plot(x, y, clrId);
}
void GBAEngine::plotPixel(const VectorFx &pixel, u8 clrId) {
plotPixel(fx2int(pixel.x()), fx2int(pixel.y()), clrId);
}
// uses tonc's optimalization tricks to get 10 FPS extra compared to standard bline algorithms
void GBAEngine::plotLine(int p0x, int p0y, int p1x, int p1y, u8 clrId) {
m4_line(p0x, p0y, p1x, p1y, clrId);
}
void GBAEngine::plotLine(const VectorFx &point0, const VectorFx &point1, u8 clrId) {
plotLine(fx2int(point0.x()), fx2int(point0.y()), fx2int(point1.x()), fx2int(point1.y()), clrId);
}
VectorFx GBAEngine::project(const VectorFx &coord, const MatrixFx &transMat) {
auto point = MatrixFx::transformCoordinates(coord, transMat);
auto x = fxmul(point.x(), GBA_SCREEN_WIDTH_FX) + fxdiv(GBA_SCREEN_WIDTH_FX, TWO);
auto y = fxmul(-point.y(), GBA_SCREEN_HEIGHT_FX) + fxdiv(GBA_SCREEN_HEIGHT_FX, TWO);
return VectorFx(x, y, point.z());
}
// does the mesh rendering - to write mem before flipping
void GBAEngine::render() {
auto viewMatrix = MatrixFx::lookAtLH(currentCamera.getPosition(), currentCamera.getTarget(), VectorFx::up());
for(auto& mesh :currentScene->meshes()) {
auto worldMatrix = MatrixFx::rotationYawPitchRoll(mesh->roty(), mesh->rotx(), mesh->rotz()) * MatrixFx::translation(mesh->position());
auto transformMatrix = worldMatrix * viewMatrix * projectionMatrix;
renderer->render(transformMatrix, mesh);
}
}
void GBAEngine::renderClear() {
dma3_cpy(vid_page, black, VRAM_PAGE_SIZE);
}
void GBAEngine::cleanupPreviousScene() {
delete currentScene;
sceneToTransitionTo = nullptr;
}
void GBAEngine::setScene(Scene* scene) {
dequeueAllSounds();
if(this->currentScene) {
cleanupPreviousScene();
}
scene->load();
getTimer()->start();
auto fgPalette = scene->getForegroundPalette();
fgPalette->persist();
auto bgPalette = scene->getBackgroundPalette();
bgPalette->persist();
this->currentScene = scene;
this->currentCamera = this->currentScene->camera();
}