Added blending modes to color

This commit is contained in:
neauoire 2021-02-21 16:52:51 -08:00
parent b01987b175
commit a1bc5f3593
9 changed files with 99 additions and 70 deletions

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@ -98,17 +98,15 @@ A device that works like a NES controller, each button is a bit from a single by
## TODOs
- LDR/STR helpers
- Line routine
- On-screen debugger.
- Getting rid of IOR/IOW would be nice..
- Sending from the wst to the rst, balance counter?
### Misc TODOs
- Includes
- Defines
- Lint, print unused labels
- Print unused labels
- Blending mode
## Refs

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@ -20,5 +20,5 @@ cc -std=c89 -DDEBUG -Wall -Wno-unknown-pragmas -Wpedantic -Wshadow -Wextra -Werr
# cc uxn.c emulator.c -std=c89 -Os -DNDEBUG -g0 -s -Wall -Wno-unknown-pragmas -L/usr/local/lib -lSDL2 -o bin/emulator
# run
./bin/assembler examples/paint.usm bin/boot.rom
./bin/assembler examples/devmouse.usm bin/boot.rom
./bin/emulator bin/boot.rom

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@ -106,14 +106,13 @@ paintchr(Uint8 *dst, Uint16 x, Uint16 y, Uint8 *sprite)
}
void
painticn(Uint8 *dst, Uint16 x, Uint16 y, Uint8 *sprite, Uint8 fg, Uint8 alpha)
painticn(Uint8 *dst, Uint16 x, Uint16 y, Uint8 *sprite, Uint8 blend)
{
Uint16 v, h;
for(v = 0; v < 8; v++)
for(h = 0; h < 8; h++) {
Uint8 ch1 = ((sprite[v] >> (7 - h)) & 0x1);
if(!alpha || (alpha && ch1))
paintpixel(dst, x + h, y + v, ch1 ? fg : 0);
paintpixel(dst, x + h, y + v, ch1 ? blend % 4 : blend / 4);
}
}
@ -357,12 +356,12 @@ spritew(Device *d, Memory *m, Uint8 b)
Uint16 x = (d->mem[2] << 8) + d->mem[3];
Uint16 y = (d->mem[0] << 8) + d->mem[1];
Uint16 a = (d->mem[4] << 8) + d->mem[5];
Uint8 clr = d->mem[6] & 0xf;
Uint8 layer = d->mem[6] >> 4 & 0xf;
if(clr > 7)
paintchr(layer ? screen.fg : screen.bg, x, y, &m->dat[a]);
Uint8 source = d->mem[6] >> 4 & 0xf;
Uint8 *layer = source % 2 ? screen.fg : screen.bg;
if(source / 2)
paintchr(layer, x, y, &m->dat[a]);
else
painticn(layer ? screen.fg : screen.bg, x, y, &m->dat[a], clr % 4, clr > 3);
painticn(layer, x, y, &m->dat[a], d->mem[6] & 0xf);
screen.reqdraw = 1;
d->ptr = 0;
}

46
examples/blending.usm Normal file
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@ -0,0 +1,46 @@
( desktop )
:dev/w fff9 ( const write port )
;x1 2 ;y1 2
;x 2 ;y 2 ;color 1
|0100 @RESET
#02 =dev/w
#01 =color
#00 ,icon #0040 #0040 ,draw-sprite JSR
#01 ,icon #0048 #0040 ,draw-sprite JSR
#02 ,icon #0050 #0040 ,draw-sprite JSR
#03 ,icon #0058 #0040 ,draw-sprite JSR
#04 ,icon #0040 #0048 ,draw-sprite JSR
#05 ,icon #0048 #0048 ,draw-sprite JSR
#06 ,icon #0050 #0048 ,draw-sprite JSR
#07 ,icon #0058 #0048 ,draw-sprite JSR
#08 ,icon #0040 #0050 ,draw-sprite JSR
#09 ,icon #0048 #0050 ,draw-sprite JSR
#0a ,icon #0050 #0050 ,draw-sprite JSR
#0b ,icon #0058 #0050 ,draw-sprite JSR
#0c ,icon #0040 #0058 ,draw-sprite JSR
#0d ,icon #0048 #0058 ,draw-sprite JSR
#0e ,icon #0050 #0058 ,draw-sprite JSR
#0f ,icon #0058 #0058 ,draw-sprite JSR
BRK
@icon [ 3c7e e7c3 c3e7 7e3c ]
@draw-sprite
IOW2 ( y byte )
IOW2 ( x byte )
IOW2 ( sprite address )
IOW ( layer-color )
RTS
|c000 @FRAME
|d000 @ERROR
|FFF0 [ f3f0 f30b f30a ] ( palette )
|FFFA .RESET .FRAME .ERROR

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@ -14,11 +14,12 @@
BRK
@displaycli
@cliloop
DUP2 LDR IOW ( write pointer value to console )
#0001 ADD2 ( increment string pointer )
DUP2 LDR #00 NEQ ,cliloop ROT JMP? POP2 ( while *ptr!=0 goto loop )
RTS
@text " Hello World " ( add characters to memory )

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@ -11,7 +11,7 @@
#02 =dev/w ( set dev/write to sprite )
#0080 =x #0040 =y ( origin )
#02 ,up_icn ~x ~y ,draw-sprite JSR
#12 ,up_icn ~x ~y ,draw-sprite JSR
BRK
@ -38,7 +38,7 @@ BRK
~x #0001 ADD2 =x
@end
( redraw )
#03 ~sprite ~x ~y ,draw-sprite JSR
#13 ~sprite ~x ~y ,draw-sprite JSR
BRK

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@ -103,7 +103,7 @@ RTS
IOW2 ( y byte )
IOW2 ( x byte )
IOW2 ( sprite address )
#08 IOW ( layer-color )
#20 IOW ( layer-color )
RTS
@clear_icn [ 0000 0000 0000 0000 ]

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@ -1,61 +1,46 @@
( hello world )
( desktop )
:dev/w fff9 ( const write port )
;x1 2 ;y1 2
;x 2 ;y 2 ;color 1
|0100 @RESET
#02 =dev/w
( print to console )
,string ,displaycli JSR
( print to screen )
#0008 =x #0030 =y #01 =color
,string ,displaygui JSR
#0010 =x #0038 =y #02 =color
,string ,displaygui JSR
#0018 =x #0040 =y #03 =color
,string ,displaygui JSR
#01 =color
,text #0020 #0030 ,draw-label JSR
#02 =color
,text #0022 #0038 ,draw-label JSR
#03 =color
,text #0024 #0040 ,draw-label JSR
#04 =color
,text #0026 #0048 ,draw-label JSR
#06 =color
,text #0028 #0050 ,draw-label JSR
#07 =color
,text #002a #0058 ,draw-label JSR
#08 =color
,text #002c #0060 ,draw-label JSR
#09 =color
,text #002e #0068 ,draw-label JSR
BRK
@string " Hello Merveilles " ( add string to memory )
@text " Hello World " ( add string to memory )
@displaycli
#00 =dev/w ( set dev/write to console )
@cliloop
DUP2 LDR IOW ( write pointer value to console )
#0001 ADD2 ( increment string pointer )
DUP2 LDR #00 NEQ ,cliloop ROT JMP? POP2 ( while *ptr!=0 goto loop )
RTS
@displaygui
#02 =dev/w ( set dev/write to sprite )
@guiloop
DUP2 LDR ,printchar JSR
#0001 ADD2
~x #0008 ADD2 =x
DUP2 LDR #00 NEQ ,guiloop ROT JMP? POP2
RTS
@printchar
~color ,getchar JSR ~x ~y ,draw-sprite JSR
RTS
@getchar
#00 SWP #0008 MUL2 ,SPRITESHEET ADD2
RTS
@draw-sprite
IOW2 ( y byte )
IOW2 ( x byte )
IOW2 ( sprite address )
IOW ( layer-color )
RTS
|0300 @SPRITESHEET ( first 128 characters of the spectrum-zx font )
@draw-label ( x1 y1 text )
=y1 =x1
@draw-label-loop
( draw ) ~x1 ~y1 IOW2 IOW2 DUP2 LDR #00 SWP #0008 MUL2 ,font ADD2 IOW2 ~color IOW
( incr ) #0001 ADD2
( incr ) ~x1 #0008 ADD2 =x1
DUP2 LDR #00 NEQ ,draw-label-loop ROT JMP? POP2
RTS
@font ( spectrum-zx font )
[
0000 0000 0000 0000 0000 2400 7e3c 0000 0000 2400 3c42 0000 0000 6c7c 7c38 1000
0010 387c 7c38 1000 0038 387c 6c10 3800 0010 387c 7c10 3800 0000 0018 1800 0000

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@ -10,18 +10,18 @@
#01 =dev/w ( set dev/write to screen )
#01 =color
#0020 #0020 #0060 #0060 ,fill-rect JSR
#0010 #0020 #0040 #0060 ,fill-rect JSR
#02 =color
#0030 #0030 #0070 #0070 ,fill-rect JSR
#0020 #0030 #0050 #0070 ,fill-rect JSR
#03 =color
#0040 #0040 #0080 #0080 ,fill-rect JSR
#0030 #0040 #0060 #0080 ,fill-rect JSR
#01 =color
#0090 #0020 #00d0 #0060 ,line-rect JSR
#0070 #0020 #00a0 #0060 ,line-rect JSR
#02 =color
#00a0 #0030 #00e0 #0070 ,line-rect JSR
#0080 #0030 #00b0 #0070 ,line-rect JSR
#03 =color
#00b0 #0040 #00f0 #0080 ,line-rect JSR
#0090 #0040 #00c0 #0080 ,line-rect JSR
BRK
@ -71,5 +71,5 @@ RTS
|c000 @FRAME BRK
|d000 @ERROR BRK
|FFF0 [ f2ac 35bb 2b5f ] ( palette )
|FFF0 [ 0f0f 0fff 0ff0 ] ( palette )
|FFFA .RESET .FRAME .ERROR ( vectors )