/** * @file Sprites.cpp * \brief * A class for drawing animated sprites from image and mask bitmaps. */ #include "Sprites.h" void Sprites::drawExternalMask(int16_t x, int16_t y, const uint8_t *bitmap, const uint8_t *mask, uint8_t frame, uint8_t mask_frame) { draw(x, y, bitmap, frame, mask, mask_frame, SPRITE_MASKED); } void Sprites::drawOverwrite(int16_t x, int16_t y, const uint8_t *bitmap, uint8_t frame) { draw(x, y, bitmap, frame, NULL, 0, SPRITE_OVERWRITE); } void Sprites::drawErase(int16_t x, int16_t y, const uint8_t *bitmap, uint8_t frame) { draw(x, y, bitmap, frame, NULL, 0, SPRITE_IS_MASK_ERASE); } void Sprites::drawSelfMasked(int16_t x, int16_t y, const uint8_t *bitmap, uint8_t frame) { draw(x, y, bitmap, frame, NULL, 0, SPRITE_IS_MASK); } void Sprites::drawPlusMask(int16_t x, int16_t y, const uint8_t *bitmap, uint8_t frame) { draw(x, y, bitmap, frame, NULL, 0, SPRITE_PLUS_MASK); } //common functions void Sprites::draw(int16_t x, int16_t y, const uint8_t *bitmap, uint8_t frame, const uint8_t *mask, uint8_t sprite_frame, uint8_t drawMode) { unsigned int frame_offset; if (bitmap == NULL) return; uint8_t width = pgm_read_byte(bitmap); uint8_t height = pgm_read_byte(++bitmap); bitmap++; if (frame > 0 || sprite_frame > 0) { frame_offset = (width * ( height / 8 + ( height % 8 == 0 ? 0 : 1))); // sprite plus mask uses twice as much space for each frame if (drawMode == SPRITE_PLUS_MASK) { frame_offset *= 2; } else if (mask != NULL) { mask += sprite_frame * frame_offset; } bitmap += frame * frame_offset; } // if we're detecting the draw mode then base it on whether a mask // was passed as a separate object if (drawMode == SPRITE_AUTO_MODE) { drawMode = mask == NULL ? SPRITE_UNMASKED : SPRITE_MASKED; } drawBitmap(x, y, bitmap, mask, width, height, drawMode); } void Sprites::drawBitmap(int16_t x, int16_t y, const uint8_t *bitmap, const uint8_t *mask, uint8_t w, uint8_t h, uint8_t draw_mode) { // no need to draw at all of we're offscreen if (x + w <= 0 || x > WIDTH - 1 || y + h <= 0 || y > HEIGHT - 1) return; if (bitmap == NULL) return; // xOffset technically doesn't need to be 16 bit but the math operations // are measurably faster if it is uint16_t xOffset, ofs; int8_t yOffset = abs(y) % 8; int8_t sRow = y / 8; uint8_t loop_h, start_h, rendered_width; if (y < 0 && yOffset > 0) { sRow--; yOffset = 8 - yOffset; } // if the left side of the render is offscreen skip those loops if (x < 0) { xOffset = abs(x); } else { xOffset = 0; } // if the right side of the render is offscreen skip those loops if (x + w > WIDTH - 1) { rendered_width = ((WIDTH - x) - xOffset); } else { rendered_width = (w - xOffset); } // if the top side of the render is offscreen skip those loops if (sRow < -1) { start_h = abs(sRow) - 1; } else { start_h = 0; } loop_h = h / 8 + (h % 8 > 0 ? 1 : 0); // divide, then round up // if (sRow + loop_h - 1 > (HEIGHT/8)-1) if (sRow + loop_h > (HEIGHT / 8)) { loop_h = (HEIGHT / 8) - sRow; } // prepare variables for loops later so we can compare with 0 // instead of comparing two variables loop_h -= start_h; sRow += start_h; ofs = (sRow * WIDTH) + x + xOffset; uint8_t *bofs = (uint8_t *)bitmap + (start_h * w) + xOffset; uint8_t data; uint8_t mul_amt = 1 << yOffset; uint16_t mask_data; uint16_t bitmap_data; switch (draw_mode) { case SPRITE_UNMASKED: // we only want to mask the 8 bits of our own sprite, so we can // calculate the mask before the start of the loop mask_data = ~(0xFF * mul_amt); // really if yOffset = 0 you have a faster case here that could be // optimized for (uint8_t a = 0; a < loop_h; a++) { for (uint8_t iCol = 0; iCol < rendered_width; iCol++) { bitmap_data = pgm_read_byte(bofs) * mul_amt; if (sRow >= 0) { data = Arduboy2Base::sBuffer[ofs]; data &= (uint8_t)(mask_data); data |= (uint8_t)(bitmap_data); Arduboy2Base::sBuffer[ofs] = data; } if (yOffset != 0 && sRow < ((HEIGHT / 8) - 1)) { data = Arduboy2Base::sBuffer[ofs + WIDTH]; data &= (*((unsigned char *) (&mask_data) + 1)); data |= (*((unsigned char *) (&bitmap_data) + 1)); Arduboy2Base::sBuffer[ofs + WIDTH] = data; } ofs++; bofs++; } sRow++; bofs += w - rendered_width; ofs += WIDTH - rendered_width; } break; case SPRITE_IS_MASK: for (uint8_t a = 0; a < loop_h; a++) { for (uint8_t iCol = 0; iCol < rendered_width; iCol++) { bitmap_data = pgm_read_byte(bofs) * mul_amt; if (sRow >= 0) { Arduboy2Base::sBuffer[ofs] |= (uint8_t)(bitmap_data); } if (yOffset != 0 && sRow < ((HEIGHT / 8) - 1)) { Arduboy2Base::sBuffer[ofs + WIDTH] |= (*((unsigned char *) (&bitmap_data) + 1)); } ofs++; bofs++; } sRow++; bofs += w - rendered_width; ofs += WIDTH - rendered_width; } break; case SPRITE_IS_MASK_ERASE: for (uint8_t a = 0; a < loop_h; a++) { for (uint8_t iCol = 0; iCol < rendered_width; iCol++) { bitmap_data = pgm_read_byte(bofs) * mul_amt; if (sRow >= 0) { Arduboy2Base::sBuffer[ofs] &= ~(uint8_t)(bitmap_data); } if (yOffset != 0 && sRow < ((HEIGHT / 8) - 1)) { Arduboy2Base::sBuffer[ofs + WIDTH] &= ~(*((unsigned char *) (&bitmap_data) + 1)); } ofs++; bofs++; } sRow++; bofs += w - rendered_width; ofs += WIDTH - rendered_width; } break; case SPRITE_MASKED: uint8_t *mask_ofs; mask_ofs = (uint8_t *)mask + (start_h * w) + xOffset; for (uint8_t a = 0; a < loop_h; a++) { for (uint8_t iCol = 0; iCol < rendered_width; iCol++) { // NOTE: you might think in the yOffset==0 case that this results // in more effort, but in all my testing the compiler was forcing // 16-bit math to happen here anyways, so this isn't actually // compiling to more code than it otherwise would. If the offset // is 0 the high part of the word will just never be used. // load data and bit shift // mask needs to be bit flipped mask_data = ~(pgm_read_byte(mask_ofs) * mul_amt); bitmap_data = pgm_read_byte(bofs) * mul_amt; if (sRow >= 0) { data = Arduboy2Base::sBuffer[ofs]; data &= (uint8_t)(mask_data); data |= (uint8_t)(bitmap_data); Arduboy2Base::sBuffer[ofs] = data; } if (yOffset != 0 && sRow < ((HEIGHT / 8) - 1)) { data = Arduboy2Base::sBuffer[ofs + WIDTH]; data &= (*((unsigned char *) (&mask_data) + 1)); data |= (*((unsigned char *) (&bitmap_data) + 1)); Arduboy2Base::sBuffer[ofs + WIDTH] = data; } ofs++; mask_ofs++; bofs++; } sRow++; bofs += w - rendered_width; mask_ofs += w - rendered_width; ofs += WIDTH - rendered_width; } break; case SPRITE_PLUS_MASK: // *2 because we use double the bits (mask + bitmap) bofs = (uint8_t *)(bitmap + ((start_h * w) + xOffset) * 2); uint8_t xi = rendered_width; // counter for x loop below asm volatile( "push r28\n" // save Y "push r29\n" "movw r28, %[buffer_ofs]\n" // Y = buffer_ofs_2 "subi r28, %[neg_width]\n" // buffer_ofs_2 = buffer_ofs + WIDTH "sbci r29, -1\n" "loop_y:\n" "loop_x:\n" // load bitmap and mask data "lpm %A[bitmap_data], Z+\n" "lpm %A[mask_data], Z+\n" // shift mask and buffer data "tst %[yOffset]\n" "breq skip_shifting\n" "mul %A[bitmap_data], %[mul_amt]\n" "movw %[bitmap_data], r0\n" "mul %A[mask_data], %[mul_amt]\n" "movw %[mask_data], r0\n" // SECOND PAGE // if yOffset != 0 && sRow < ((HEIGHT / 8) - 1) "cpi %[sRow], %[row_height]\n" "brge end_second_page\n" // then "ld %[data], Y\n" "com %B[mask_data]\n" // invert high byte of mask "and %[data], %B[mask_data]\n" "or %[data], %B[bitmap_data]\n" // update buffer, increment "st Y+, %[data]\n" "end_second_page:\n" "skip_shifting:\n" // FIRST PAGE // if sRow >= 0 "tst %[sRow]\n" "brmi skip_first_page\n" "ld %[data], %a[buffer_ofs]\n" // then "com %A[mask_data]\n" "and %[data], %A[mask_data]\n" "or %[data], %A[bitmap_data]\n" // update buffer, increment "st %a[buffer_ofs]+, %[data]\n" "jmp end_first_page\n" "skip_first_page:\n" // since no ST Z+ when skipped we need to do this manually "adiw %[buffer_ofs], 1\n" "end_first_page:\n" // "x_loop_next:\n" "dec %[xi]\n" "brne loop_x\n" // increment y "next_loop_y:\n" "dec %[yi]\n" "breq finished\n" "mov %[xi], %[x_count]\n" // reset x counter // sRow++; "inc %[sRow]\n" "clr __zero_reg__\n" // sprite_ofs += (w - rendered_width) * 2; "add %A[sprite_ofs], %A[sprite_ofs_jump]\n" "adc %B[sprite_ofs], __zero_reg__\n" // buffer_ofs += WIDTH - rendered_width; "add %A[buffer_ofs], %A[buffer_ofs_jump]\n" "adc %B[buffer_ofs], __zero_reg__\n" // buffer_ofs_page_2 += WIDTH - rendered_width; "add r28, %A[buffer_ofs_jump]\n" "adc r29, __zero_reg__\n" "rjmp loop_y\n" "finished:\n" // put the Y register back in place "pop r29\n" "pop r28\n" "clr __zero_reg__\n" // just in case : [xi] "+&a" (xi), [yi] "+&a" (loop_h), [sRow] "+&a" (sRow), // CPI requires an upper register (r16-r23) [data] "=&l" (data), [mask_data] "=&l" (mask_data), [bitmap_data] "=&l" (bitmap_data) : [screen_width] "M" (WIDTH), [x_count] "l" (rendered_width), // lower register [sprite_ofs] "z" (bofs), [buffer_ofs] "x" (Arduboy2Base::sBuffer+ofs), [buffer_ofs_jump] "a" (WIDTH-rendered_width), // upper reg (r16-r23) [sprite_ofs_jump] "a" ((w-rendered_width)*2), // upper reg (r16-r23) // [sprite_ofs_jump] "r" (0), [yOffset] "l" (yOffset), // lower register [mul_amt] "l" (mul_amt), // lower register [neg_width] "M" (256 - WIDTH), [row_height] "M" ((HEIGHT / 8) - 1) // NOTE: We also clobber r28 and r29 (y) but sometimes the compiler // won't allow us, so in order to make this work we don't tell it // that we clobber them. Instead, we push/pop to preserve them. // Then we need to guarantee that the the compiler doesn't put one of // our own variables into r28/r29. // We do that by specifying all the inputs and outputs use either // lower registers (l) or simple (r16-r23) upper registers (a). : // pushes/clobbers/pops r28 and r29 (y) ); break; } }