EightBit/LR35902/src/Display.cpp
Adrian Conlon ed76038bfa More memptr adjustments
Signed-off-by: Adrian Conlon <Adrian.conlon@gmail.com>
2018-08-17 13:59:59 +01:00

165 lines
4.5 KiB
C++

#include "stdafx.h"
#include "Display.h"
#include "CharacterDefinition.h"
#include "ObjectAttribute.h"
#include "GameBoyBus.h"
#include "AbstractColourPalette.h"
#include <Processor.h>
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) {
}
const std::array<uint32_t, EightBit::GameBoy::Display::PixelCount>& EightBit::GameBoy::Display::pixels() const {
return m_pixels;
}
void EightBit::GameBoy::Display::render() {
m_scanLine = m_bus.IO().peek(IoRegisters::LY);
if (m_scanLine < RasterHeight) {
m_control = m_bus.IO().peek(IoRegisters::LCDC);
if (m_control & IoRegisters::LcdEnable) {
if (m_control & IoRegisters::DisplayBackground)
renderBackground();
if (m_control & IoRegisters::ObjectEnable)
renderObjects();
}
}
}
std::array<int, 4> EightBit::GameBoy::Display::createPalette(const int address) {
const auto raw = m_bus.IO().peek(address);
const std::array<int, 4> palette = {
raw & 0b11,
(raw & 0b1100) >> 2,
(raw & 0b110000) >> 4,
(raw & 0b11000000) >> 6,
};
return palette;
}
void EightBit::GameBoy::Display::loadObjectAttributes() {
for (int i = 0; i < 40; ++i)
m_objectAttributes[i] = ObjectAttribute(m_oam, 4 * i);
}
void EightBit::GameBoy::Display::renderObjects() {
const auto objBlockHeight = (m_control & IoRegisters::ObjectBlockCompositionSelection) ? 16 : 8;
const std::array<std::array<int, 4>, 2> palettes = {
createPalette(IoRegisters::OBP0),
createPalette(IoRegisters::OBP1)
};
const auto characterAddressMultiplier = objBlockHeight == 8 ? 16 : 8;
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();
auto definition = CharacterDefinition(m_vram, characterAddressMultiplier * sprite);
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() {
const auto palette = createPalette(IoRegisters::BGP);
const auto window = !!(m_control & IoRegisters::WindowEnable);
const auto bgArea = (m_control & IoRegisters::BackgroundCodeAreaSelection) ? 0x1c00 : 0x1800;
const auto bgCharacters = (m_control & IoRegisters::BackgroundCharacterDataSelection) ? 0 : 0x800;
const auto wx = m_bus.IO().peek(IoRegisters::WX);
const auto wy = m_bus.IO().peek(IoRegisters::WY);
const auto offsetX = window ? wx - 7 : 0;
const auto offsetY = window ? wy : 0;
const auto scrollX = m_bus.IO().peek(IoRegisters::SCX);
const auto scrollY = m_bus.IO().peek(IoRegisters::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<int, 4>& palette) {
const int row = (m_scanLine - offsetY) / 8;
auto address = bgArea + row * BufferCharacterWidth;
for (int column = 0; column < BufferCharacterWidth; ++column) {
const auto character = m_vram.peek(address++);
auto definition = CharacterDefinition(m_vram, bgCharacters + 16 * character);
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<int, 4>& palette,
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]);
}
}
}