Newer
Older
// calculates the offset that is going to be used in the update of the color buffer
// which stores Game Boy colors from 0 to 3
let mut color_offset = self.ly as usize * DISPLAY_WIDTH;
// calculates the frame buffer offset position assuming the proper
// Game Boy screen width and RGB pixel (3 bytes) size
let mut frame_offset = self.ly as usize * DISPLAY_WIDTH * RGB_SIZE;
// calculates both the current Y and X positions within the tiles
// using the bitwise and operation as an effective modulus 8
let y = (ld as usize + scy as usize) & 0x07;
let mut x = (scx & 0x07) as usize;
for index in 0..DISPLAY_WIDTH {
// in case the current pixel to be drawn for the line
// is visible within the window draws it an increments
// the X coordinate of the tile
if index as i16 >= wx as i16 - 7 {
// obtains the current pixel data from the tile and
// re-maps it according to the current palette
let pixel = self.tiles[tile_index].get(x, y);
let color = self.palette_bg[pixel as usize];
// updates the pixel in the color buffer, which stores
// the raw pixel color information (unmapped)
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
self.color_buffer[color_offset] = pixel;
// set the color pixel in the frame buffer
self.frame_buffer[frame_offset] = color[0];
self.frame_buffer[frame_offset + 1] = color[1];
self.frame_buffer[frame_offset + 2] = color[2];
// increments the current tile X position in drawing
x += 1;
// in case the end of tile width has been reached then
// a new tile must be retrieved for plotting
if x == TILE_WIDTH {
// resets the tile X position to the base value
// as a new tile is going to be drawn
x = 0;
// calculates the new line tile offset making sure that
// the maximum of 32 is not overflown
line_offset = (line_offset + 1) % 32;
// calculates the tile index and makes sure the value
// takes into consideration the bg tile value
tile_index = self.vram[map_offset + line_offset] as usize;
if !self.bg_tile && tile_index < 128 {
tile_index += 256;
}
}
}
// increments the color offset by one, representing
// increments the offset of the frame buffer by the
// size of an RGB pixel (which is 3 bytes)
frame_offset += RGB_SIZE;
let mut draw_count = 0u8;
// allocates the buffer that is going to be used to determine
// drawing priority for overlapping pixels between different
// objects, in MBR mode the object that has the smallest X
// coordinate takes priority in drawing the pixel
let mut index_buffer = [-256i16; DISPLAY_WIDTH];
// in case the limit on the number of objects to be draw per
// line has been reached breaks the loop avoiding more draws
if draw_count == 10 {
break;
}
// obtains the meta data of the object that is currently
// under iteration to be checked for drawing
let obj = self.obj_data[index];
let obj_height = if self.obj_size {
TILE_DOUBLE_HEIGHT
} else {
TILE_HEIGHT
};
// verifies if the sprite is currently located at the
// current line that is going to be drawn and skips it
// in case it's not
(obj.y <= self.ly as i16) && ((obj.y + obj_height as i16) > self.ly as i16);
if !is_contained {
continue;
}
let palette = if obj.palette == 0 {
self.palette_obj_0
} else {
self.palette_obj_1
};
// calculates the offset in the color buffer (raw color information
// from 0 to 3) for the sprit that is going to be drawn, this value
// is kept as a signed integer to allow proper negative number math
let mut color_offset = self.ly as i32 * DISPLAY_WIDTH as i32 + obj.x as i32;
// calculates the offset in the frame buffer for the sprite
// that is going to be drawn, this is going to be the starting
// point for the draw operation to be performed
let mut frame_offset =
(self.ly as i32 * DISPLAY_WIDTH as i32 + obj.x as i32) * RGB_SIZE as i32;
// the relative title offset should range from 0 to 7 in 8x8
// objects and from 0 to 15 in 8x16 objects
let mut tile_offset = self.ly as i16 - obj.y;
// in case we're flipping the object we must recompute the
// tile offset as an inverted value using the object's height
if obj.yflip {
tile_offset = obj_height as i16 - tile_offset - 1;
}
// saves some space for the reference to the tile that
// is going to be used in the current operation
let tile: &Tile;
// in case we're facing a 8x16 object then we must
// differentiate between the handling of the top tile
// and the bottom tile through bitwise manipulation
// of the tile index
if self.obj_size {
if tile_offset < 8 {
tile = &self.tiles[obj.tile as usize & 0xfe];
} else {
tile = &self.tiles[obj.tile as usize | 0x01];
}
}
// otherwise we're facing a 8x8 sprite and we should grab
// the tile directly from the object's tile index
else {
tile = &self.tiles[obj.tile as usize];
}
let tile_row = tile.get_row(tile_offset as usize);
for tile_x in 0..TILE_WIDTH {
let x = obj.x + tile_x as i16;
let is_contained = (x >= 0) && (x < DISPLAY_WIDTH as i16);
// the object is only considered visible if no background or
// window should be drawn over or if the underlying pixel
// is transparent (zero value) meaning there's no background
// or window for the provided pixel
let is_visible = !obj.bg_over || self.color_buffer[color_offset as usize] == 0;
// determines if the current pixel has priority over a possible
// one that has been drawn by a previous object, this happens
// in case the current object has a small X coordinate according
// to the MBR algorithm
let has_priority =
index_buffer[x as usize] == -256 || obj.x < index_buffer[x as usize];
let pixel = tile_row[if obj.xflip { 7 - tile_x } else { tile_x }];
if is_visible && has_priority && pixel != 0 {
// marks the current pixel in iteration as "owned"
// by the object with the defined X base position,
// to be used in priority calculus
index_buffer[x as usize] = obj.x;
// obtains the current pixel data from the tile row and
// re-maps it according to the object palette
let color = palette[pixel as usize];
// updates the pixel in the color buffer, which stores
// the raw pixel color information (unmapped)
self.color_buffer[color_offset as usize] = pixel;
// sets the color pixel in the frame buffer
self.frame_buffer[frame_offset as usize] = color[0];
self.frame_buffer[frame_offset as usize + 1] = color[1];
self.frame_buffer[frame_offset as usize + 2] = color[2];
// increment the color offset by one as this represents
// the advance of one color pixel
color_offset += 1;
// increments the offset of the frame buffer by the
// size of an RGB pixel (which is 3 bytes)
frame_offset += RGB_SIZE as i32;
// increments the counter so that we're able to keep
// track on the number of object drawn
draw_count += 1;
/// Runs an update operation on the LCD STAT interrupt meaning
/// that the flag that control will be updated in case the conditions
/// required for the LCD STAT interrupt to be triggered are met.
self.int_stat = self.stat_level();
}
/// Obtains the current level of the LCD STAT interrupt by
/// checking the current PPU state in various sections.
self.stat_lyc && self.lyc == self.ly
|| self.stat_oam && self.mode == PpuMode::OamRead
|| self.stat_vblank && self.mode == PpuMode::VBlank
|| self.stat_hblank && self.mode == PpuMode::HBlank
/// Computes the values for all of the palettes, this method
/// is useful to "flush" color computation whenever the base
/// palette colors are changed.
fn compute_palettes(&mut self) {
// re-computes the complete set of palettes according to
// the currently set palette colors (that may have changed)
Self::compute_palette(&mut self.palette_bg, &self.palette_colors, self.palettes[0]);
Self::compute_palette(
&mut self.palette_obj_0,
&self.palette_colors,
self.palettes[1],
);
Self::compute_palette(
&mut self.palette_obj_1,
&self.palette_colors,
self.palettes[2],
);
// clears the frame buffer to allow the new background
// color to be used
self.clear_frame_buffer();
}
/// Static method used for the base logic of computation of RGB
/// based palettes from the internal Game Boy color indexes.
/// This method should be called whenever the palette indexes
/// are changed.
fn compute_palette(palette: &mut Palette, palette_colors: &Palette, value: u8) {
for (index, palette_item) in palette.iter_mut().enumerate() {
let color_index: usize = (value as usize >> (index * 2)) & 3;
match color_index {
0..=3 => *palette_item = palette_colors[color_index],
color_index => panic!("Invalid palette color index {:04x}", color_index),
}
}
}
/// Static method that computes an RGB888 color palette ready to
/// be used for frame buffer operations from 4 (colors) x 2 bytes (RGB555)
/// that represent an RGB555 set of colors. This method should be
/// used for CGB mode where colors are represented using RGB555.
fn compute_palette_color(palette: &mut Palette, palette_color: &[u8; 64], palette_index: u8) {
let palette_offset = palette_index * 4 * 2;
for (index, palette_item) in palette.iter_mut().enumerate() {
let color_index: usize = palette_offset as usize + index * 2;
*palette_item =
Self::rgb555_to_rgb888(palette_color[color_index], palette_color[color_index + 1]);
}
}
fn rgb555_to_rgb888(first: u8, second: u8) -> Pixel {
let r = first & 0x1f << 3;
let g = (first & 0xe0 >> 5 | (second & 0x03) << 3) << 3;
let b = ((second & 0x7c) >> 2) << 3;
[r as u8, g as u8, b as u8]
}
impl Default for Ppu {
fn default() -> Self {
Self::new()
}
}
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
#[test]
fn test_update_tile_simple() {
let mut ppu = Ppu::new();
ppu.vram[0x0000] = 0xff;
ppu.vram[0x0001] = 0xff;
let result = ppu.tiles()[0].get(0, 0);
assert_eq!(result, 0);
ppu.update_tile(0x8000, 0x00);
let result = ppu.tiles()[0].get(0, 0);
assert_eq!(result, 3);
}
#[test]
fn test_update_tile_upper() {
let mut ppu = Ppu::new();
ppu.vram[0x1000] = 0xff;
ppu.vram[0x1001] = 0xff;
let result = ppu.tiles()[256].get(0, 0);
assert_eq!(result, 0);
ppu.update_tile(0x9000, 0x00);
let result = ppu.tiles()[256].get(0, 0);
assert_eq!(result, 3);
}