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https://github.com/KrisKennaway/ii-pix.git
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Unify DHR and HGR implementation in screen.py
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f019823505
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315
screen.py
315
screen.py
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@ -125,41 +125,124 @@ class DHGRScreen:
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self.main[addr:addr + 40] = main_col[y, :]
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return
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class HGRScreen:
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class NTSCScreen:
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NTSC_PHASE_SHIFT = None
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def _sin(self, pos):
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x = pos % 12 + self.NTSC_PHASE_SHIFT * 3
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return np.sin(x * 2 * np.pi / 12)
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def _cos(self, pos):
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x = pos % 12 + self.NTSC_PHASE_SHIFT * 3
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return np.cos(x * 2 * np.pi / 12)
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def _read(self, line, pos):
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if pos < 0:
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return 0
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return 1 if line[pos] else 0
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def bitmap_to_image_ntsc(self, bitmap: np.ndarray) -> np.ndarray:
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y_width = 12
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u_width = 24
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v_width = 24
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contrast = 1
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# TODO: This is necessary to match OpenEmulator. I think it is because
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# they introduce an extra (unexplained) factor of 2 when applying the
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# Chebyshev/Lanczos filtering to the u and v components.
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saturation = 2
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# TODO: this phase shift is necessary to match OpenEmulator. I'm not
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# sure where it comes from - e.g. it doesn't match the phaseInfo
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# calculation for the signal phase at the start of the visible region.
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hue = 0.2 * (2 * np.pi)
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# Apply effect of saturation
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yuv_to_rgb = np.array(
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((1, 0, 0), (0, saturation, 0), (0, 0, saturation)),
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dtype=np.float32)
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# Apply hue phase rotation
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yuv_to_rgb = np.matmul(np.array(
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((1, 0, 0), (0, np.cos(hue), np.sin(hue)), (0, -np.sin(hue),
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np.cos(hue)))),
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yuv_to_rgb)
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# Y'UV to R'G'B' conversion
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yuv_to_rgb = np.matmul(np.array(
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((1, 0, 1.139883), (1, -0.394642, -.5806227), (1, 2.032062, 0))),
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yuv_to_rgb)
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# Apply effect of contrast
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yuv_to_rgb *= contrast
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out_rgb = np.empty((bitmap.shape[0], bitmap.shape[1] * 3, 3),
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dtype=np.uint8)
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for y in range(bitmap.shape[0]):
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ysum = 0
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usum = 0
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vsum = 0
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line = np.repeat(bitmap[y], 3)
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for x in range(bitmap.shape[1] * 3):
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ysum += self._read(line, x) - self._read(line, x - y_width)
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usum += self._read(line, x) * self._sin(x) - self._read(
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line, x - u_width) * self._sin((x - u_width))
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vsum += self._read(line, x) * self._cos(x) - self._read(
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line, x - v_width) * self._cos((x - v_width))
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rgb = np.matmul(
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yuv_to_rgb, np.array(
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(ysum / y_width, usum / u_width,
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vsum / v_width)).reshape((3, 1))).reshape(3)
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r = min(255, max(0, rgb[0] * 255))
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g = min(255, max(0, rgb[1] * 255))
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b = min(255, max(0, rgb[2] * 255))
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out_rgb[y, x, :] = (r, g, b)
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return out_rgb
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def bitmap_to_image_rgb(self, bitmap: np.ndarray) -> np.ndarray:
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"""Convert our 2-bit bitmap image into a RGB image.
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Colour at every pixel is determined by the value of an n-bit sliding
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window and x % 4, which give the index into our RGB palette.
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"""
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image_rgb = np.empty((self.Y_RES, self.X_RES, 3), dtype=np.uint8)
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for y in range(self.Y_RES):
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bitmap_window = [False] * self.palette.PALETTE_DEPTH
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for x in range(self.X_RES):
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# Maintain a sliding window of pixels of width PALETTE_DEPTH
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bitmap_window = bitmap_window[1:] + [bitmap[y, x]]
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image_rgb[y, x, :] = self.palette.RGB[
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self.palette.bitmap_to_idx(
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# Mapping from bit pattern to colour is rotated by
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# NTSC phase shift
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np.roll(
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np.array(bitmap_window, dtype=bool),
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self.NTSC_PHASE_SHIFT
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)
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), x % 4]
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return image_rgb
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class DHGRNTSCScreen(DHGRScreen, NTSCScreen):
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def __init__(self, palette: palette_py.Palette):
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self.palette = palette
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super(DHGRNTSCScreen, self).__init__()
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NTSC_PHASE_SHIFT = 0
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class HGRScreen(NTSCScreen):
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X_RES = 560
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Y_RES = 192
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MODE = Mode.HI_RES
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NTSC_PHASE_SHIFT = 3
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def __init__(self, palette: palette_py.Palette):
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self.main = np.zeros(8192, dtype=np.uint8)
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self.palette = palette
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super(HGRScreen, self).__init__()
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@staticmethod
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def y_to_base_addr(y: int) -> int:
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"""Maps y coordinate to screen memory base address."""
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a = y // 64
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d = y - 64 * a
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b = d // 8
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c = d - 8 * b
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return 1024 * c + 128 * b + 40 * a
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@staticmethod
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def compute_fat_pixels(screen_byte, last_pixels):
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result = 0
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for i in range(7):
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bit = (screen_byte >> i) & 0b1
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fat_bit = bit << 1 | bit
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result |= fat_bit << (2 * i)
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if screen_byte & 0x80:
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# Palette bit shifts to the right
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result <<= 1
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result |= (last_pixels >> 7)
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return result
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def pack_bytes(self, linear_bytemap: np.ndarray):
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"""Packs an image into memory format (8K main)."""
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@ -167,185 +250,3 @@ class HGRScreen:
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addr = self.y_to_base_addr(y)
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self.main[addr:addr + 40] = linear_bytemap[y, :]
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return
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def bitmap_to_image_rgb(self, bitmap: np.ndarray) -> np.ndarray:
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"""Convert our 2-bit bitmap image into a RGB image.
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Colour at every pixel is determined by the value of an n-bit sliding
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window and x % 4, which give the index into our RGB palette.
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"""
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image_rgb = np.empty((self.Y_RES, self.X_RES, 3), dtype=np.uint8)
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for y in range(self.Y_RES):
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bitmap_window = [False] * self.palette.PALETTE_DEPTH
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for x in range(self.X_RES):
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# Maintain a sliding window of pixels of width PALETTE_DEPTH
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bitmap_window = bitmap_window[1:] + [bitmap[y, x]]
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image_rgb[y, x, :] = self.palette.RGB[
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self.palette.bitmap_to_idx(
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np.array(bitmap_window, dtype=bool)), x % 4]
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return image_rgb
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@staticmethod
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def _sin(pos, phase0=9):
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x = pos % 12 + phase0
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return np.sin(x * 2 * np.pi / 12)
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@staticmethod
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def _cos(pos, phase0=9):
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x = pos % 12 + phase0
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return np.cos(x * 2 * np.pi / 12)
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def _read(self, line, pos):
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if pos < 0:
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return 0
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return 1 if line[pos] else 0
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def bitmap_to_image_ntsc(self, bitmap: np.ndarray) -> np.ndarray:
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y_width = 12
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u_width = 24
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v_width = 24
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contrast = 1
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# TODO: This is necessary to match OpenEmulator. I think it is because
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# they introduce an extra (unexplained) factor of 2 when applying the
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# Chebyshev/Lanczos filtering to the u and v components.
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saturation = 2
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# TODO: this phase shift is necessary to match OpenEmulator. I'm not
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# sure where it comes from - e.g. it doesn't match the phaseInfo
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# calculation for the signal phase at the start of the visible region.
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hue = 0.2 * (2 * np.pi)
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# Apply effect of saturation
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yuv_to_rgb = np.array(
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((1, 0, 0), (0, saturation, 0), (0, 0, saturation)),
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dtype=np.float32)
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# Apply hue phase rotation
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yuv_to_rgb = np.matmul(np.array(
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((1, 0, 0), (0, np.cos(hue), np.sin(hue)), (0, -np.sin(hue),
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np.cos(hue)))),
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yuv_to_rgb)
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# Y'UV to R'G'B' conversion
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yuv_to_rgb = np.matmul(np.array(
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((1, 0, 1.139883), (1, -0.394642, -.5806227), (1, 2.032062, 0))),
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yuv_to_rgb)
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# Apply effect of contrast
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yuv_to_rgb *= contrast
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out_rgb = np.empty((bitmap.shape[0], bitmap.shape[1] * 3, 3),
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dtype=np.uint8)
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for y in range(bitmap.shape[0]):
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ysum = 0
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usum = 0
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vsum = 0
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line = np.repeat(bitmap[y], 3)
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for x in range(bitmap.shape[1] * 3):
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ysum += self._read(line, x) - self._read(line, x - y_width)
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usum += self._read(line, x) * self._sin(x) - self._read(
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line, x - u_width) * self._sin((x - u_width))
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vsum += self._read(line, x) * self._cos(x) - self._read(
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line, x - v_width) * self._cos((x - v_width))
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rgb = np.matmul(
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yuv_to_rgb, np.array(
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(ysum / y_width, usum / u_width,
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vsum / v_width)).reshape((3, 1))).reshape(3)
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r = min(255, max(0, rgb[0] * 255))
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g = min(255, max(0, rgb[1] * 255))
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b = min(255, max(0, rgb[2] * 255))
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out_rgb[y, x, :] = (r, g, b)
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return out_rgb
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class DHGRNTSCScreen(DHGRScreen):
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def __init__(self, palette: palette_py.Palette):
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self.palette = palette
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super(DHGRNTSCScreen, self).__init__()
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def bitmap_to_image_rgb(self, bitmap: np.ndarray) -> np.ndarray:
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"""Convert our 2-bit bitmap image into a RGB image.
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Colour at every pixel is determined by the value of an n-bit sliding
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window and x % 4, which give the index into our RGB palette.
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"""
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image_rgb = np.empty((self.Y_RES, self.X_RES, 3), dtype=np.uint8)
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for y in range(self.Y_RES):
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bitmap_window = [False] * self.palette.PALETTE_DEPTH
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for x in range(self.X_RES):
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# Maintain a sliding window of pixels of width PALETTE_DEPTH
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bitmap_window = bitmap_window[1:] + [bitmap[y, x]]
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image_rgb[y, x, :] = self.palette.RGB[
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self.palette.bitmap_to_idx(
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np.array(bitmap_window, dtype=bool)), x % 4]
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return image_rgb
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@staticmethod
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def _sin(pos, phase0=0):
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x = pos % 12 + phase0
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return np.sin(x * 2 * np.pi / 12)
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@staticmethod
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def _cos(pos, phase0=0):
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x = pos % 12 + phase0
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return np.cos(x * 2 * np.pi / 12)
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def _read(self, line, pos):
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if pos < 0:
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return 0
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return 1 if line[pos] else 0
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def bitmap_to_image_ntsc(self, bitmap: np.ndarray) -> np.ndarray:
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y_width = 12
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u_width = 24
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v_width = 24
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contrast = 1
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# TODO: This is necessary to match OpenEmulator. I think it is because
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# they introduce an extra (unexplained) factor of 2 when applying the
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# Chebyshev/Lanczos filtering to the u and v components.
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saturation = 2
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# TODO: this phase shift is necessary to match OpenEmulator. I'm not
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# sure where it comes from - e.g. it doesn't match the phaseInfo
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# calculation for the signal phase at the start of the visible region.
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hue = 0.2 * (2 * np.pi)
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# Apply effect of saturation
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yuv_to_rgb = np.array(
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((1, 0, 0), (0, saturation, 0), (0, 0, saturation)),
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dtype=np.float32)
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# Apply hue phase rotation
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yuv_to_rgb = np.matmul(np.array(
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((1, 0, 0), (0, np.cos(hue), np.sin(hue)), (0, -np.sin(hue),
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np.cos(hue)))),
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yuv_to_rgb)
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# Y'UV to R'G'B' conversion
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yuv_to_rgb = np.matmul(np.array(
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((1, 0, 1.139883), (1, -0.394642, -.5806227), (1, 2.032062, 0))),
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yuv_to_rgb)
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# Apply effect of contrast
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yuv_to_rgb *= contrast
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out_rgb = np.empty((bitmap.shape[0], bitmap.shape[1] * 3, 3),
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dtype=np.uint8)
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for y in range(bitmap.shape[0]):
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ysum = 0
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usum = 0
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vsum = 0
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line = np.repeat(bitmap[y], 3)
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for x in range(bitmap.shape[1] * 3):
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ysum += self._read(line, x) - self._read(line, x - y_width)
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usum += self._read(line, x) * self._sin(x) - self._read(
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line, x - u_width) * self._sin((x - u_width))
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vsum += self._read(line, x) * self._cos(x) - self._read(
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line, x - v_width) * self._cos((x - v_width))
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rgb = np.matmul(
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yuv_to_rgb, np.array(
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(ysum / y_width, usum / u_width,
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vsum / v_width)).reshape((3, 1))).reshape(3)
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r = min(255, max(0, rgb[0] * 255))
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g = min(255, max(0, rgb[1] * 255))
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b = min(255, max(0, rgb[2] * 255))
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out_rgb[y, x, :] = (r, g, b)
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return out_rgb
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