mirror of
https://github.com/MoleskiCoder/EightBit.git
synced 2025-01-19 08:30:18 +00:00
ed76038bfa
Signed-off-by: Adrian Conlon <Adrian.conlon@gmail.com>
165 lines
4.5 KiB
C++
165 lines
4.5 KiB
C++
#include "stdafx.h"
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#include "Display.h"
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#include "CharacterDefinition.h"
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#include "ObjectAttribute.h"
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#include "GameBoyBus.h"
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#include "AbstractColourPalette.h"
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#include <Processor.h>
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EightBit::GameBoy::Display::Display(const AbstractColourPalette* colours, Bus& bus, Ram& oam, Ram& vram)
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: m_bus(bus),
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m_oam(oam),
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m_vram(vram),
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m_colours(colours) {
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}
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const std::array<uint32_t, EightBit::GameBoy::Display::PixelCount>& EightBit::GameBoy::Display::pixels() const {
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return m_pixels;
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}
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void EightBit::GameBoy::Display::render() {
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m_scanLine = m_bus.IO().peek(IoRegisters::LY);
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if (m_scanLine < RasterHeight) {
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m_control = m_bus.IO().peek(IoRegisters::LCDC);
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if (m_control & IoRegisters::LcdEnable) {
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if (m_control & IoRegisters::DisplayBackground)
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renderBackground();
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if (m_control & IoRegisters::ObjectEnable)
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renderObjects();
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}
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}
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}
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std::array<int, 4> EightBit::GameBoy::Display::createPalette(const int address) {
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const auto raw = m_bus.IO().peek(address);
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const std::array<int, 4> palette = {
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raw & 0b11,
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(raw & 0b1100) >> 2,
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(raw & 0b110000) >> 4,
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(raw & 0b11000000) >> 6,
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};
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return palette;
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}
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void EightBit::GameBoy::Display::loadObjectAttributes() {
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for (int i = 0; i < 40; ++i)
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m_objectAttributes[i] = ObjectAttribute(m_oam, 4 * i);
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}
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void EightBit::GameBoy::Display::renderObjects() {
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const auto objBlockHeight = (m_control & IoRegisters::ObjectBlockCompositionSelection) ? 16 : 8;
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const std::array<std::array<int, 4>, 2> palettes = {
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createPalette(IoRegisters::OBP0),
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createPalette(IoRegisters::OBP1)
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};
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const auto characterAddressMultiplier = objBlockHeight == 8 ? 16 : 8;
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for (int i = 0; i < 40; ++i) {
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const auto& current = m_objectAttributes[i];
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const auto spriteY = current.positionY();
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const auto drawY = spriteY - 16;
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if ((m_scanLine >= drawY) && (m_scanLine < (drawY + objBlockHeight))) {
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const auto spriteX = current.positionX();
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const auto drawX = spriteX - 8;
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const auto sprite = current.pattern();
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auto definition = CharacterDefinition(m_vram, characterAddressMultiplier * sprite);
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const auto& palette = palettes[current.palette()];
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const auto flipX = current.flipX();
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const auto flipY = current.flipY();
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renderTile(
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objBlockHeight,
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drawX, drawY,
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flipX, flipY, true,
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palette,
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definition);
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}
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}
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}
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void EightBit::GameBoy::Display::renderBackground() {
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const auto palette = createPalette(IoRegisters::BGP);
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const auto window = !!(m_control & IoRegisters::WindowEnable);
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const auto bgArea = (m_control & IoRegisters::BackgroundCodeAreaSelection) ? 0x1c00 : 0x1800;
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const auto bgCharacters = (m_control & IoRegisters::BackgroundCharacterDataSelection) ? 0 : 0x800;
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const auto wx = m_bus.IO().peek(IoRegisters::WX);
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const auto wy = m_bus.IO().peek(IoRegisters::WY);
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const auto offsetX = window ? wx - 7 : 0;
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const auto offsetY = window ? wy : 0;
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const auto scrollX = m_bus.IO().peek(IoRegisters::SCX);
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const auto scrollY = m_bus.IO().peek(IoRegisters::SCY);
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renderBackground(bgArea, bgCharacters, offsetX - scrollX, offsetY - scrollY, palette);
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}
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void EightBit::GameBoy::Display::renderBackground(
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int bgArea, int bgCharacters,
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int offsetX, int offsetY,
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const std::array<int, 4>& palette) {
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const int row = (m_scanLine - offsetY) / 8;
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auto address = bgArea + row * BufferCharacterWidth;
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for (int column = 0; column < BufferCharacterWidth; ++column) {
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const auto character = m_vram.peek(address++);
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auto definition = CharacterDefinition(m_vram, bgCharacters + 16 * character);
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renderTile(
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8,
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column * 8 + offsetX, row * 8 + offsetY,
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false, false, false,
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palette,
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definition);
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}
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}
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void EightBit::GameBoy::Display::renderTile(
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const int height,
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const int drawX, const int drawY,
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const bool flipX, const bool flipY, const bool allowTransparencies,
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const std::array<int, 4>& palette,
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CharacterDefinition& definition) {
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const auto width = 8;
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const auto flipMaskX = width - 1;
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const auto flipMaskY = height - 1;
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const auto y = m_scanLine;
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auto cy = y - drawY;
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if (flipY)
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cy = ~cy & flipMaskY;
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const auto rowDefinition = definition.get(cy);
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const auto lineAddress = y * RasterWidth;
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for (int cx = 0; cx < width; ++cx) {
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const uint8_t x = drawX + (flipX ? ~cx & flipMaskX : cx);
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if (x >= RasterWidth)
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break;
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const auto colour = rowDefinition[cx];
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if (!allowTransparencies || (allowTransparencies && (colour > 0))) {
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const auto outputPixel = lineAddress + x;
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m_pixels[outputPixel] = m_colours->getColour(palette[colour]);
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}
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}
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}
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