gameboy-rust/tests/effects.rs
0xrsydn 9d14dd7cf4 feat(video): track windows and compose color effects
Add persistent window comparators, region masks, alpha blending, and brightness effects.
2026-10-05 12:58:38 +07:00

61 lines
1.8 KiB
Rust

use gba_rust::{
io::*,
memory::{Memory, MemoryError, OAM_START as OAM, PALETTE_START as PAL, VRAM_START as VRAM},
video::{rgb555_to_rgb888 as rgb, Framebuffer, HEIGHT, WIDTH},
};
#[path = "effects/colors.rs"]
mod colors;
#[path = "effects/demo.rs"]
mod demo;
#[path = "effects/windows.rs"]
mod windows;
fn setup() -> Memory {
let mut m = Memory::new(vec![]).unwrap();
m.write16(DISPCNT, 0x700).unwrap();
m.write16(PAL, 0x4210).unwrap();
for (bg, color) in [0x001f, 0x03e0, 0x7c00].into_iter().enumerate() {
let bg = bg as u32;
m.write16(PAL + (bg + 1) * 2, color).unwrap();
m.write16(BG0CNT + bg * 2, (((24 + bg) << 8) | (bg << 2) | bg) as u16)
.unwrap();
for offset in (0..32).step_by(2) {
m.write16(VRAM + bg * 0x4000 + offset, (bg as u16 + 1) * 0x1111)
.unwrap();
}
}
for obj in 0..128 {
m.write16(OAM + obj * 8, 0x200).unwrap();
}
for offset in (0..32).step_by(2) {
m.write16(VRAM + 0x10000 + offset, 0x1111).unwrap();
}
m.write16(PAL + 0x202, 0x7fff).unwrap();
m
}
fn render(m: &Memory) -> Framebuffer {
let mut f = Framebuffer::default();
m.render_frame(&mut f).unwrap();
f
}
fn pixel(m: &Memory, x: usize, y: usize) -> u32 {
render(m).pixels()[y * WIDTH + x]
}
fn object(m: &mut Memory, index: u32, a: u16, b: u16, c: u16) {
m.write16(OAM + index * 8, a).unwrap();
m.write16(OAM + index * 8 + 2, b).unwrap();
m.write16(OAM + index * 8 + 4, c).unwrap();
}
fn window(m: &mut Memory, h: u16, v: u16, inside: u16, outside: u16) {
m.write16(DISPCNT, m.read16(DISPCNT).unwrap() | 0x2000)
.unwrap();
m.write16(WIN0H, h).unwrap();
m.write16(WIN0V, v).unwrap();
m.write16(WININ, inside).unwrap();
m.write16(WINOUT, outside).unwrap();
}