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// gpuv2.v
// This file was auto-generated as a prototype implementation of a module
// created in component editor. It ties off all outputs to ground and
// ignores all inputs. It needs to be edited to make it do something
// useful.
//
// This file will not be automatically regenerated. You should check it in
// to your version control system if you want to keep it.
`timescale 1 ps / 1 ps
module gpuv2 #(
parameter AUTO_CLOCK_CLOCK_RATE = "-1"
) (
input wire clk, // clock.clk
input wire rst_n, // reset.reset_n
input wire vga_clk, // vga_out.export
output reg [2:0] vga_red, // .export
output reg [2:0] vga_green, // .export
output reg [2:0] vga_blue, // .export
output reg vga_hs, // .export
output reg vga_vs, // .export
input wire [31:0] data, // avalon_slave.writedata
input wire wr_n, // .write_n
input wire cs_n, // .chipselect_n
input wire [6:0] address // .address
);
reg [9:0] ball_x;
reg [8:0] ball_y;
reg [8:0] bat0_y;
reg [8:0] bat1_y;
reg [15:0] sprite[0:15];
wire [4:0] reg_addr;
assign reg_addr = address[6:2];
reg [2:0] sprite_red;
reg [2:0] sprite_green;
reg [2:0] sprite_blue;
always @(posedge clk or negedge rst_n)
begin
if (rst_n == 0) begin
ball_x <= 10'd127;
ball_y <= 10'd127;
bat0_y <= 10'd100;
bat1_y <= 10'd200;
sprite[0]=16'b1111111111111111;
sprite[1]=16'b1000000000000001;
sprite[2]=16'b1000000000000001;
sprite[3]=16'b1000000000000001;
sprite[4]=16'b1000000000000001;
sprite[5]=16'b1000000000000001;
sprite[6]=16'b1000000000000001;
sprite[7]=16'b1000000000000001;
sprite[8]=16'b1000000000000001;
sprite[9]=16'b1000000000000001;
sprite[10]=16'b1000000000000001;
sprite[11]=16'b1000000000000001;
sprite[12]=16'b1000000000000001;
sprite[13]=16'b1000000000000001;
sprite[14]=16'b1000000000000001;
sprite[15]=16'b1111111111111111;
sprite_red[2:0]=3'b111;
sprite_green[2:0]=3'b000;
sprite_blue[2:0]=3'b111;
end else if (~cs_n && ~wr_n) begin
if (reg_addr[4]) begin
sprite[reg_addr[3:0]]<=data[15:0];
end else begin
case (reg_addr[2:0])
3'b000:
ball_x <= data[9:0];
3'b001:
ball_y <= data[8:0];
3'b010:
bat0_y <= data[8:0];
3'b011:
bat1_y <= data[8:0];
3'b100:
begin
sprite_red <= data[8:6];
sprite_green <= data[5:3];
sprite_blue <= data[2:0];
end
endcase
end
end
end
reg trig_25M;
always @ (posedge vga_clk)
begin
if(!rst_n)
trig_25M <= 1'b0;
else
trig_25M <= ~trig_25M;
end
reg [9:0] vector_x;
always @ (posedge vga_clk or negedge rst_n)
begin
if(!rst_n)
vector_x <= 10'd0;
else if(trig_25M)
begin
if(vector_x != 10'd799)
vector_x <= vector_x + 1'b1;
else
vector_x <= 10'd0;
end
end
reg [9:0] vector_y;
always @ (posedge vga_clk or negedge rst_n)
begin
if(!rst_n)
vector_y <= 10'd0;
else if(trig_25M)
begin
if(vector_x == 10'd799)
begin
if(vector_y != 10'd524)
vector_y <= vector_y + 1'b1;
else
vector_y <= 10'd0;
end
end
end
always @ (posedge vga_clk or negedge rst_n)
begin
if(!rst_n)
vga_hs <= 1'b0;
else if(trig_25M)
begin
if(vector_x >= 10'd656 && vector_x < 10'd752)
vga_hs <= 1'b0;
else
vga_hs <= 1'b1;
end
end
always @ (posedge vga_clk or negedge rst_n)
begin
if(!rst_n)
vga_vs <= 1'b0;
else if(trig_25M)
begin
if(vector_y >= 10'd490 && vector_y < 10'd492)
vga_vs <= 1'b0;
else
vga_vs <= 1'b1;
end
end
reg [2:0] index;
always @ (posedge vga_clk or negedge rst_n)
begin
if(!rst_n)
index <= 3'b000;
else if(trig_25M)
begin
if(vector_x < 10'd640 && vector_y < 10'd480)
if(vector_x >= (ball_x - 8 )&& vector_x <=( ball_x + 7 )
&& vector_y >= (ball_y - 8) && vector_y <= (ball_y + 7)) begin
if (sprite[(vector_y - (ball_y - 8)) & 15 ][(vector_x - (ball_x -8))& 15 ])
index <= 3'b001;
else
index <= 3'b000;
end else if (vector_x < 10'd4)
if (vector_y >=( bat0_y - 20 ) && vector_y <= (bat0_y + 20) )
index <= 3'b111;
else
index <= 3'b000;
else if (vector_x >= 10'd318 && vector_x < 10'd322)
index <= {3{vector_y[3]}};
else if (vector_x >= 10'd636 && vector_x < 10'd640)
if (vector_y >=( bat1_y - 20 ) && vector_y <= (bat1_y + 20) )
index <= 3'b111;
else
index <= 3'b000;
else
index <= 3'b000;
else
index <= 3'b000;
end
end
always begin
if (index == 3'b000) begin
vga_red = 3'b000;
vga_green = 3'b000;
vga_blue = 3'b000;
end else if (index == 3'b001) begin
vga_red = sprite_red;
vga_green= sprite_green;
vga_blue = sprite_blue;
end else begin
vga_red= 3'b111;
vga_green=3'b111;
vga_blue=3'b111;
end
end
endmodule
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