#include "stdafx.h" #include "Display.h" #include "Processor.h" #include "CharacterDefinition.h" #include "ObjectAttribute.h" #include EightBit::GameBoy::Display::Display(const AbstractColourPalette* colours, Bus& bus, Ram& oam, Ram& vram) : m_bus(bus), m_oam(oam), m_vram(vram), m_colours(colours), m_control(0), m_scanLine(0) { } const std::vector& EightBit::GameBoy::Display::pixels() const { return m_pixels; } void EightBit::GameBoy::Display::initialise() { m_pixels.resize(RasterWidth * RasterHeight); } void EightBit::GameBoy::Display::render() { m_scanLine = m_bus.peekRegister(Bus::LY); if (m_scanLine < RasterHeight) { m_control = m_bus.peekRegister(Bus::LCDC); if (m_control & Bus::LcdEnable) { if (m_control & Bus::DisplayBackground) renderBackground(); if (m_control & Bus::ObjectEnable) renderObjects(); } } } std::array EightBit::GameBoy::Display::createPalette(const int address) { const auto raw = m_bus.peekRegister(address); std::array palette; palette[0] = raw & 0b11; palette[1] = (raw & 0b1100) >> 2; palette[2] = (raw & 0b110000) >> 4; palette[3] = (raw & 0b11000000) >> 6; return palette; } void EightBit::GameBoy::Display::renderObjects() { const auto objBlockHeight = (m_control & Bus::ObjectBlockCompositionSelection) ? 16 : 8; renderObjects(objBlockHeight); } void EightBit::GameBoy::Display::loadObjectAttributes() { const auto objBlockHeight = (m_control & Bus::ObjectBlockCompositionSelection) ? 16 : 8; for (int i = 0; i < 40; ++i) { m_objectAttributes[i] = ObjectAttribute(m_oam, 4 * i, objBlockHeight); } } void EightBit::GameBoy::Display::renderObjects(int objBlockHeight) { std::vector> palettes(2); palettes[0] = createPalette(Bus::OBP0); palettes[1] = createPalette(Bus::OBP1); for (int i = 0; i < 40; ++i) { const auto& current = m_objectAttributes[i]; const auto spriteY = current.positionY(); const auto drawY = spriteY - 16; if ((m_scanLine >= drawY) && (m_scanLine < (drawY + objBlockHeight))) { const auto spriteX = current.positionX(); const auto drawX = spriteX - 8; const auto sprite = current.pattern(); const auto definition = CharacterDefinition(&m_vram, 16 * sprite, objBlockHeight); const auto& palette = palettes[current.palette()]; const auto flipX = current.flipX(); const auto flipY = current.flipY(); renderTile( objBlockHeight, drawX, drawY, flipX, flipY, true, palette, definition); } } } void EightBit::GameBoy::Display::renderBackground() { auto palette = createPalette(Bus::BGP); const auto window = (m_control & Bus::WindowEnable) != 0; const auto bgArea = (m_control & Bus::BackgroundCodeAreaSelection) ? 0x1c00 : 0x1800; const auto bgCharacters = (m_control & Bus::BackgroundCharacterDataSelection) ? 0 : 0x800; const auto wx = m_bus.peekRegister(Bus::WX); const auto wy = m_bus.peekRegister(Bus::WY); const auto offsetX = window ? wx - 7 : 0; const auto offsetY = window ? wy : 0; const auto scrollX = m_bus.peekRegister(Bus::SCX); const auto scrollY = m_bus.peekRegister(Bus::SCY); renderBackground(bgArea, bgCharacters, offsetX - scrollX, offsetY - scrollY, palette); } void EightBit::GameBoy::Display::renderBackground( int bgArea, int bgCharacters, int offsetX, int offsetY, const std::array& palette) { const int row = (m_scanLine - offsetY) / 8; const auto baseAddress = bgArea + row * BufferCharacterWidth; for (int column = 0; column < BufferCharacterWidth; ++column) { const auto address = baseAddress + column; const auto character = m_vram.peek(address); const auto definition = CharacterDefinition(&m_vram, bgCharacters + 16 * character, 8); renderTile( 8, column * 8 + offsetX, row * 8 + offsetY, false, false, false, palette, definition); } } void EightBit::GameBoy::Display::renderTile( const int height, const int drawX, const int drawY, const bool flipX, const bool flipY, const bool allowTransparencies, const std::array& palette, const CharacterDefinition& definition) { const auto width = 8; const auto flipMaskX = width - 1; const auto flipMaskY = height - 1; const auto y = m_scanLine; auto cy = y - drawY; if (flipY) cy = ~cy & flipMaskY; const auto rowDefinition = definition.get(cy); const auto lineAddress = y * RasterWidth; for (int cx = 0; cx < width; ++cx) { const uint8_t x = drawX + (flipX ? ~cx & flipMaskX : cx); if (x >= RasterWidth) break; const auto colour = rowDefinition[cx]; if (!allowTransparencies || (allowTransparencies && (colour > 0))) { const auto outputPixel = lineAddress + x; m_pixels[outputPixel] = m_colours->getColour(palette[colour]); } } }