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https://github.com/AntonioND/nitro-engine.git
synced 2025-06-18 16:45:33 -04:00
tests: Show that the LCD uses 18-bit colors, not 15-bit
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220
tests/3d_modes_lcd_depth/Makefile
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220
tests/3d_modes_lcd_depth/Makefile
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@ -0,0 +1,220 @@
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#---------------------------------------------------------------------------------
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.SUFFIXES:
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(DEVKITARM)),)
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$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
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endif
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include $(DEVKITARM)/ds_rules
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#---------------------------------------------------------------------------------
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# TARGET is the name of the output
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# BUILD is the directory where object files & intermediate files will be placed
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# SOURCES is a list of directories containing source code
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# INCLUDES is a list of directories containing extra header files
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# DATA is a list of directories containing binary files embedded using bin2o
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# GRAPHICS is a list of directories containing image files to be converted with grit
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# AUDIO is a list of directories containing audio to be converted by maxmod
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# ICON is the image used to create the game icon, leave blank to use default rule
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# NITRO is a directory that will be accessible via NitroFS
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#---------------------------------------------------------------------------------
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TARGET := $(shell basename $(CURDIR))
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BUILD := build
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SOURCES := source
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INCLUDES := include
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DATA := data
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GRAPHICS :=
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AUDIO :=
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ICON :=
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# specify a directory which contains the nitro filesystem
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# this is relative to the Makefile
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NITRO :=
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# These set the information text in the nds file
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GAME_TITLE := $(shell basename $(CURDIR))
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GAME_SUBTITLE1 := Nitro Engine example
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GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
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#---------------------------------------------------------------------------------
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# options for code generation
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#---------------------------------------------------------------------------------
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ARCH := -marm -mthumb-interwork -march=armv5te -mtune=arm946e-s
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CFLAGS := -g -Wall -O3\
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$(ARCH) $(INCLUDE) -DARM9
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CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions
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ASFLAGS := -g $(ARCH)
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LDFLAGS = -specs=ds_arm9.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
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#---------------------------------------------------------------------------------
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# any extra libraries we wish to link with the project (order is important)
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#---------------------------------------------------------------------------------
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LIBS := -lNE -lfat -lnds9
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# automatigically add libraries for NitroFS
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ifneq ($(strip $(NITRO)),)
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LIBS := -lfilesystem -lfat $(LIBS)
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endif
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# automagically add maxmod library
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ifneq ($(strip $(AUDIO)),)
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LIBS := -lmm9 $(LIBS)
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endif
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#---------------------------------------------------------------------------------
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# list of directories containing libraries, this must be the top level containing
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# include and lib
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#---------------------------------------------------------------------------------
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LIBDIRS := $(LIBNDS) $(PORTLIBS) $(DEVKITPRO)/nitro-engine
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#---------------------------------------------------------------------------------
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# no real need to edit anything past this point unless you need to add additional
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# rules for different file extensions
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#---------------------------------------------------------------------------------
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ifneq ($(BUILD),$(notdir $(CURDIR)))
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#---------------------------------------------------------------------------------
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export OUTPUT := $(CURDIR)/$(TARGET)
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export VPATH := $(CURDIR)/$(subst /,,$(dir $(ICON)))\
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$(foreach dir,$(SOURCES),$(CURDIR)/$(dir))\
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$(foreach dir,$(DATA),$(CURDIR)/$(dir))\
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$(foreach dir,$(GRAPHICS),$(CURDIR)/$(dir))
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export DEPSDIR := $(CURDIR)/$(BUILD)
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CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
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CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
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SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
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PNGFILES := $(foreach dir,$(GRAPHICS),$(notdir $(wildcard $(dir)/*.png)))
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BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
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# prepare NitroFS directory
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ifneq ($(strip $(NITRO)),)
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export NITRO_FILES := $(CURDIR)/$(NITRO)
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endif
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# get audio list for maxmod
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ifneq ($(strip $(AUDIO)),)
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export MODFILES := $(foreach dir,$(notdir $(wildcard $(AUDIO)/*.*)),$(CURDIR)/$(AUDIO)/$(dir))
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# place the soundbank file in NitroFS if using it
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ifneq ($(strip $(NITRO)),)
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export SOUNDBANK := $(NITRO_FILES)/soundbank.bin
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# otherwise, needs to be loaded from memory
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else
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export SOUNDBANK := soundbank.bin
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BINFILES += $(SOUNDBANK)
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endif
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endif
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#---------------------------------------------------------------------------------
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# use CXX for linking C++ projects, CC for standard C
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(CPPFILES)),)
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#---------------------------------------------------------------------------------
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export LD := $(CC)
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#---------------------------------------------------------------------------------
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else
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#---------------------------------------------------------------------------------
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export LD := $(CXX)
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#---------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------
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export OFILES_BIN := $(addsuffix .o,$(BINFILES))
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export OFILES_SOURCES := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
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export OFILES := $(PNGFILES:.png=.o) $(OFILES_BIN) $(OFILES_SOURCES)
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export HFILES := $(PNGFILES:.png=.h) $(addsuffix .h,$(subst .,_,$(BINFILES)))
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export INCLUDE := $(foreach dir,$(INCLUDES),-iquote $(CURDIR)/$(dir))\
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$(foreach dir,$(LIBDIRS),-I$(dir)/include)\
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-I$(CURDIR)/$(BUILD)
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export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
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ifeq ($(strip $(ICON)),)
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icons := $(wildcard *.bmp)
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ifneq (,$(findstring $(TARGET).bmp,$(icons)))
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export GAME_ICON := $(CURDIR)/$(TARGET).bmp
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else
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ifneq (,$(findstring icon.bmp,$(icons)))
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export GAME_ICON := $(CURDIR)/icon.bmp
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endif
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endif
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else
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ifeq ($(suffix $(ICON)), .grf)
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export GAME_ICON := $(CURDIR)/$(ICON)
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else
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export GAME_ICON := $(CURDIR)/$(BUILD)/$(notdir $(basename $(ICON))).grf
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endif
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endif
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.PHONY: $(BUILD) clean
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#---------------------------------------------------------------------------------
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$(BUILD):
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@mkdir -p $@
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@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
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#---------------------------------------------------------------------------------
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clean:
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@echo clean ...
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@rm -fr $(BUILD) $(TARGET).elf $(TARGET).nds $(SOUNDBANK)
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#---------------------------------------------------------------------------------
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else
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#---------------------------------------------------------------------------------
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# main targets
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#---------------------------------------------------------------------------------
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$(OUTPUT).nds: $(OUTPUT).elf $(GAME_ICON)
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$(OUTPUT).elf: $(OFILES)
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# source files depend on generated headers
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$(OFILES_SOURCES) : $(HFILES)
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# need to build soundbank first
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$(OFILES): $(SOUNDBANK)
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#---------------------------------------------------------------------------------
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# rule to build solution from music files
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#---------------------------------------------------------------------------------
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$(SOUNDBANK) : $(MODFILES)
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#---------------------------------------------------------------------------------
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mmutil $^ -d -o$@ -hsoundbank.h
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#---------------------------------------------------------------------------------
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%.bin.o %_bin.h : %.bin
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#---------------------------------------------------------------------------------
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@echo $(notdir $<)
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@$(bin2o)
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#---------------------------------------------------------------------------------
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# This rule creates assembly source files using grit
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# grit takes an image file and a .grit describing how the file is to be processed
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# add additional rules like this for each image extension
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# you use in the graphics folders
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#---------------------------------------------------------------------------------
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%.s %.h: %.png %.grit
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#---------------------------------------------------------------------------------
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grit $< -fts -o$*
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#---------------------------------------------------------------------------------
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# Convert non-GRF game icon to GRF if needed
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#---------------------------------------------------------------------------------
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$(GAME_ICON): $(notdir $(ICON))
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#---------------------------------------------------------------------------------
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@echo convert $(notdir $<)
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@grit $< -g -gt -gB4 -gT FF00FF -m! -p -pe 16 -fh! -ftr
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-include $(DEPSDIR)/*.d
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#---------------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------------
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3
tests/3d_modes_lcd_depth/Makefile.blocksds
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3
tests/3d_modes_lcd_depth/Makefile.blocksds
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BINDIRS := data
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include ../../Makefile.example.blocksds
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tests/3d_modes_lcd_depth/source/main.c
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tests/3d_modes_lcd_depth/source/main.c
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// SPDX-License-Identifier: CC0-1.0
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//
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// SPDX-FileContributor: Antonio Niño Díaz, 2023
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//
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// This file is part of Nitro Engine
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// The LCD of the DS actually supports 6 bits for each one of the RGB components
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// of a color. You can't access the least significative bits by software
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// because all colors are defined with 5 bits per component. However, the 6th
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// bit is connected to the video unit of the DS, and the 3D GPU also uses that
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// additional bit when rendering.
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//
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// However, when video is captured (which is used in dual 3D modes) the last bit
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// is lost. This demo shows the difference between different 3D modes. In order
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// to do that it draws a colored quad that goes from a gray to a slightly
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// different gray. This quad spans the whole screen, which means that there is a
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// lot of space to interpolate. This makes the gradient steps easier to be seen
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// by the human eye. Also, note that this is easier to see in a DSi than in a
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// regular DS.
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//
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// This special output of this is demo can't be seen in most emulators (like
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// DesMuME or no$gba). It works in melonDS and hardware.
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//
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// - Single 3D:
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//
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// The screen shows the direct output from the GPU (6 bits).
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//
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// - Dual 3D:
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//
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// The screens alternate between showing the direct output from the GPU (6 bit),
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// or a stored image in VRAM (5 bit). This means that the output will be seen as
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// something in between the two bit depths. It may end up blended or appear as a
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// small flicker.
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//
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// - Dual 3D FB:
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//
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// Both screens show captured output that has been stored in VRAM, so the output
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// is always using 5 bit depth images.
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//
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// The debug console doesn't work in this mode
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//
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// - Dual 3D DMA:
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//
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// Both screens show captured output that has been stored in VRAM, so the output
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// is always using 5 bit depth images.
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#include <NEMain.h>
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#define ID_1 10
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#define ID_2 11
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uint32_t x = 80;
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void Draw3DSceneBands(void)
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{
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NE_ClearColorSet(NE_Black, 31, 63);
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NE_2DViewInit();
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NE_PolyFormat(31, ID_1, 0, NE_CULL_NONE, 0);
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NE_2DDrawQuadGradient(0, 0, 256, 192,
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10,
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RGB15(16, 16, 16), RGB15(12, 12, 12),
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RGB15(12, 12, 12), RGB15(16, 16, 16));
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NE_PolyFormat(15, ID_2, 0, NE_CULL_NONE, 0);
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NE_2DDrawQuadGradient(0 + x, 128, 256 + x, 192,
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9,
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RGB15(16, 16, 16), RGB15(12, 12, 12),
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RGB15(12, 12, 12), RGB15(16, 16, 16));
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}
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void Draw3DSceneEmpty(void)
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{
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NE_ClearColorSet(NE_Black, 31, 63);
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}
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int main(void)
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{
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// This is needed for special screen effects
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irqEnable(IRQ_HBLANK);
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irqSet(IRQ_VBLANK, NE_VBLFunc);
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irqSet(IRQ_HBLANK, NE_HBLFunc);
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// Init 3D mode and console
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NE_Init3D();
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NE_MainScreenSetOnTop();
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consoleDemoInit();
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while (1)
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{
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NE_WaitForVBL(0);
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// Draw 3D scenes
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switch (NE_CurrentExecutionMode())
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{
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case NE_ModeSingle3D:
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NE_Process(Draw3DSceneBands);
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break;
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case NE_ModeDual3D:
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case NE_ModeDual3D_FB:
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case NE_ModeDual3D_DMA:
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NE_ProcessDual(Draw3DSceneBands, Draw3DSceneEmpty);
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break;
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case NE_ModeUninitialized:
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break;
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}
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// Refresh keys
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scanKeys();
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uint32_t keys = keysHeld();
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uint32_t kdown = keysDown();
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if (NE_CurrentExecutionMode() != NE_ModeDual3D_FB)
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{
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printf("\x1b[0;0H"
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"A: One screen 3D (6 bit)\n"
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"B: Dual 3D DMA (5 bit)\n"
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"X: Dual 3D FB (5 bit, no text)\n"
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"Y: Dual 3D (both 5 and 6 bit)\n"
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"Left/Right: Move layer\n"
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"\n"
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"6 bit modes will display more\n"
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"bands than 5 bit modes.\n"
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"\n"
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"Dual 3D mode alternates 5 and 6\n"
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"bits, so it shows a blend or\n"
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"flicker between more and fewer\n"
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"color bands.\n"
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"\n"
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"Only melonDS emulates this.\n"
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"\n"
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"Note: Dual 3D FB disables the\n"
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"text console\n"
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"\n"
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"\n"
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"\n");
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const char *modes[] = {
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[NE_ModeSingle3D] = "Single 3D",
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[NE_ModeDual3D] = "Dual 3D",
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[NE_ModeDual3D_FB] = "Dual 3D FB",
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[NE_ModeDual3D_DMA] = "Dual 3D DMA"
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};
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printf("Current mode: %s", modes[NE_CurrentExecutionMode()]);
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}
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if (keys & KEY_LEFT)
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x--;
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if (keys & KEY_RIGHT)
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x++;
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if (kdown & KEY_Y)
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{
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NE_InitDual3D();
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NE_MainScreenSetOnBottom();
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NE_InitConsole();
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}
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if (kdown & KEY_X)
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{
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NE_InitDual3D_FB();
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NE_MainScreenSetOnBottom();
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}
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if (kdown & KEY_B)
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{
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NE_InitDual3D_DMA();
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NE_MainScreenSetOnBottom();
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NE_InitConsole();
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}
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if (kdown & KEY_A)
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{
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NE_Init3D();
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NE_MainScreenSetOnTop();
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consoleDemoInit();
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}
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}
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return 0;
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}
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