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  • pub const VRAM_SIZE: usize = 8192;
    
    pub const HRAM_SIZE: usize = 128;
    
    pub const PALETTE_SIZE: usize = 4;
    
    pub const RGB_SIZE: usize = 3;
    
    
    /// The number of tiles that can be store in Game Boy's
    /// VRAM memory according to specifications.
    pub const TILE_COUNT: usize = 384;
    
    /// The width of the Game Boy screen in pixels.
    
    pub const DISPLAY_WIDTH: usize = 160;
    
    
    /// The height of the Game Boy screen in pixels.
    
    pub const DISPLAY_HEIGHT: usize = 144;
    
    // The size of the RGB frame buffer in bytes.
    pub const FRAME_BUFFER_SIZE: usize = DISPLAY_WIDTH * DISPLAY_HEIGHT * RGB_SIZE;
    
    
    /// Represents the Game Boy PPU (Pixel Processing Unit) and controls
    /// all of the logic behind the graphics processing and presentation.
    /// Should store both the VRAM and HRAM together with the internal
    /// graphic related registers.
    
    /// Outputs the screen as a RGB 8 bit frame buffer.
    
    ///
    /// # Basic usage
    /// ```rust
    /// let ppu = Ppu::new();
    /// ppu.tick();
    /// ```
    
    pub struct Ppu {
    
        /// The 8 bit based RGB frame buffer with the
    
        /// processed set of pixels ready to be displayed on screen.
    
        pub frame_buffer: Box<[u8; FRAME_BUFFER_SIZE]>,
    
        /// Video dedicated memory (VRAM) where both the tiles and
    
        /// the sprites/objects are going to be stored.
    
        pub vram: [u8; VRAM_SIZE],
    
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        /// High RAM memory that should provide extra speed for regular
        /// operations.
    
        pub hram: [u8; HRAM_SIZE],
    
        /// The current set of processed tiles that are store in the
        /// PPU related structures.
        tiles: [[[u8; 8]; 8]; TILE_COUNT],
    
        /// The palette of colors that is currently loaded in Game Boy
        /// and used for background (tiles).
    
        palette: [[u8; RGB_SIZE]; PALETTE_SIZE],
    
        // The palette that is going to be used for sprites/objects #0.
        palette_obj_0: [[u8; RGB_SIZE]; PALETTE_SIZE],
        // The palette that is going to be used for sprites/objects #1.
        palette_obj_1: [[u8; RGB_SIZE]; PALETTE_SIZE],
    
        /// The scroll Y register that controls the Y offset
        /// of the background.
        scy: u8,
        /// The scroll X register that controls the X offset
        /// of the background.
        scx: u8,
        /// The current scan line in processing, should
        /// range between 0 (0x00) and 153 (0x99), representing
        /// the 154 lines plus 10 extra v-blank lines.
        line: u8,
    
        /// The current execution mode of the PPU, should change
        /// between states over the drawing of a frame.
        mode: PpuMode,
        /// Internal clock counter used to control the time in ticks
        /// spent in each of the PPU modes.
        mode_clock: u16,
    
        /// Controls if the background is going to be drawn to screen.
    
        switch_bg: bool,
    
        /// Controls if the sprites/objects are going to be drawn to screen.
        switch_obj: bool,
    
        /// Controls the map that is going to be drawn to screen, the
        /// offset in VRAM will be adjusted according to this.
    
        bg_map: bool,
    
        /// If the background tile set is active meaning that the
        /// negative based indexes are going to be used.
    
        bg_tile: bool,
    
        /// Flag that controls if the LCD screen is ON and displaying
        /// content.
    
        switch_lcd: bool,
    
        stat_hblank: bool,
        stat_vblank: bool,
        stat_oam: bool,
        stat_lyc: bool,
    
    }
    
    pub enum PpuMode {
        OamRead,
        VramRead,
        Hblank,
        VBlank,
    
    }
    
    impl Ppu {
        pub fn new() -> Ppu {
            Ppu {
    
                frame_buffer: Box::new([0u8; DISPLAY_WIDTH * DISPLAY_HEIGHT * RGB_SIZE]),
    
                vram: [0u8; VRAM_SIZE],
    
                hram: [0u8; HRAM_SIZE],
    
                tiles: [[[0u8; 8]; 8]; TILE_COUNT],
    
                palette: [[0u8; RGB_SIZE]; PALETTE_SIZE],
    
                palette_obj_0: [[0u8; RGB_SIZE]; PALETTE_SIZE],
                palette_obj_1: [[0u8; RGB_SIZE]; PALETTE_SIZE],
    
                scy: 0x0,
                scx: 0x0,
                line: 0x0,
    
                mode: PpuMode::OamRead,
                mode_clock: 0,
    
                switch_bg: false,
    
                switch_obj: false,
    
                bg_map: false,
                bg_tile: false,
                switch_lcd: false,
    
                stat_hblank: false,
                stat_vblank: false,
                stat_oam: false,
                stat_lyc: false,
    
        pub fn clock(&mut self, cycles: u8) {
            self.mode_clock += cycles as u16;
    
            match self.mode {
                PpuMode::OamRead => {
    
                    if self.mode_clock >= 80 {
    
                        self.mode_clock = 0;
                        self.mode = PpuMode::VramRead;
                    }
                }
                PpuMode::VramRead => {
                    if self.mode_clock >= 172 {
                        self.render_line();
    
                        self.mode_clock = 0;
                        self.mode = PpuMode::Hblank;
                    }
                }
    
                PpuMode::Hblank => {
                    if self.mode_clock >= 204 {
                        self.line += 1;
    
                        // in case we've reached the end of the
                        // screen we're now entering the v-blank
    
                        if self.line == 144 {
    
                            self.mode = PpuMode::VBlank;
    
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                            // self.drawData
                            // @todo implement this one
    
                        } else {
                            self.mode = PpuMode::OamRead;
                        }
    
                        self.mode_clock = 0;
                    }
                }
                PpuMode::VBlank => {
                    if self.mode_clock >= 456 {
                        self.line += 1;
    
                        // in case the end of v-blank has been reached then
                        // we must jump again to the OAM read mode and reset
                        // the scan line counter to the zero value
    
                        if self.line == 154 {
    
                            self.mode = PpuMode::OamRead;
                            self.line = 0;
                        }
    
                        self.mode_clock = 0;
                    }
                }
    
    
        pub fn read(&mut self, addr: u16) -> u8 {
            match addr & 0x00ff {
                0x0040 => {
                    let value = if self.switch_bg { 0x01 } else { 0x00 }
    
                        | if self.switch_obj { 0x02 } else { 0x00 }
    
                        | if self.bg_map { 0x08 } else { 0x00 }
                        | if self.bg_tile { 0x10 } else { 0x00 }
                        | if self.switch_lcd { 0x80 } else { 0x00 };
                    value
                }
    
                0x0041 => {
                    let value = if self.stat_hblank { 0x04 } else { 0x00 }
                        | if self.stat_vblank { 0x08 } else { 0x00 }
                        | if self.stat_oam { 0x10 } else { 0x00 }
                        | if self.stat_lyc { 0x20 } else { 0x00 };
                    value
                }
    
                0x0042 => self.scy,
                0x0043 => self.scx,
                0x0044 => self.line,
                addr => panic!("Reading from unknown PPU location 0x{:04x}", addr),
            }
        }
    
        pub fn write(&mut self, addr: u16, value: u8) {
            match addr & 0x00ff {
                0x0040 => {
                    self.switch_bg = value & 0x01 == 0x01;
    
                    self.switch_obj = value & 0x02 == 0x02;
    
                    self.bg_map = value & 0x08 == 0x08;
    
                    self.bg_tile = value & 0x10 == 0x10;
                    self.switch_lcd = value & 0x80 == 0x80;
                }
    
                0x0041 => {
                    self.stat_hblank = value & 0x04 == 0x04;
                    self.stat_vblank = value & 0x08 == 0x08;
                    self.stat_oam = value & 0x10 == 0x10;
                    self.stat_lyc = value & 0x20 == 0x20;
                }
    
                0x0042 => self.scy = value,
                0x0043 => self.scx = value,
                0x0047 => {
                    for index in 0..PALETTE_SIZE {
                        match (value >> (index * 2)) & 3 {
    
                            0 => self.palette[index] = [255, 255, 255],
                            1 => self.palette[index] = [192, 192, 192],
                            2 => self.palette[index] = [96, 96, 96],
                            3 => self.palette[index] = [0, 0, 0],
    
                            color_index => panic!("Invalid palette color index {:04x}", color_index),
                        }
                    }
                }
    
                0x0048 => {
                    for index in 0..PALETTE_SIZE {
                        match (value >> (index * 2)) & 3 {
                            0 => self.palette_obj_0[index] = [255, 255, 255],
                            1 => self.palette_obj_0[index] = [192, 192, 192],
                            2 => self.palette_obj_0[index] = [96, 96, 96],
                            3 => self.palette_obj_0[index] = [0, 0, 0],
                            color_index => panic!("Invalid palette color index {:04x}", color_index),
                        }
                    }
                }
                0x0049 => {
                    for index in 0..PALETTE_SIZE {
                        match (value >> (index * 2)) & 3 {
                            0 => self.palette_obj_1[index] = [255, 255, 255],
                            1 => self.palette_obj_1[index] = [192, 192, 192],
                            2 => self.palette_obj_1[index] = [96, 96, 96],
                            3 => self.palette_obj_1[index] = [0, 0, 0],
                            color_index => panic!("Invalid palette color index {:04x}", color_index),
                        }
                    }
    
                }
                0x004a => {
                    println!("Writing to $FF4A - WY (Window Y Position) (R/W)")
                }
                0x004b => {
                    println!("Writing to $FF4B - WX (Window X Position + 7) (R/W)")
                }
    
                addr => panic!("Writing in unknown PPU location 0x{:04x}", addr),
    
        /// Updates the tile structure with the value that has
        /// just been written to a location on the VRAM associated
        /// with tiles.
    
        pub fn update_tile(&mut self, addr: u16, _value: u8) {
    
            let addr = (addr & 0x1ffe) as usize;
            let tile_index = ((addr >> 4) & 0x01ff) as usize;
            let y = ((addr >> 1) & 0x0007) as usize;
    
    
            let mut mask;
    
            for x in 0..8 {
                mask = 1 << (7 - x);
    
                self.tiles[tile_index][y][x] = if self.vram[addr] & mask > 0 { 0x1 } else { 0x0 }
                    | if self.vram[addr + 1] & mask > 0 {
    
        fn render_line(&mut self) {
    
            // obtains the base address of the background map using the bg map flag
            // that control which background map is going to be used
    
            let mut map_offset: usize = if self.bg_map { 0x1c00 } else { 0x1800 };
    
    
            // increments the offset by the number of lines and the SCY (scroll Y)
            // divided by 8 (as the tiles are 8x8 pixels)
            map_offset += ((((self.line + self.scy) & 0xff) >> 3) as usize) * 32;
    
    
            // calculates the sprite line offset by using the SCX register
    
            // shifted by 3 meaning that the tiles are 8x8
    
            let mut line_offset: usize = (self.scx >> 3) as usize;
    
    
            // calculates both the current Y and X positions within the tiles
    
            let y = ((self.scy + self.line) & 0x07) as usize;
            let mut x = (self.scx & 0x07) as usize;
    
    
            // calculates the index of the initial tile in drawing,
            // if the tile data set in use is #1, the indices are
            // signed, then calculates a real tile offset
    
            let mut tile_index = self.vram[map_offset + line_offset] as usize;
    
            if !self.bg_tile && tile_index < 128 {
    
            // calculates the frame buffer offset position assuming the proper
    
            // Game Boy screen width and RGB pixel (3 bytes) size
            let mut frame_offset = self.line as usize * DISPLAY_WIDTH * RGB_SIZE;
    
            for _index in 0..DISPLAY_WIDTH {
    
                // obtains the current pixel data from the tile and
                // re-maps it according to the current palette
                let pixel = self.tiles[tile_index][y][x];
                let color = self.palette[pixel as usize];
    
                // 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 offset of the frame buffer by the
                // size of an RGB pixel (which is 3 bytes)
                frame_offset += RGB_SIZE;
    
                // 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 == 8 {
                    // 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) & 31;
    
                    // calculates the tile index nad 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 {
    
    
        /// Prints the tile data information to the stdout, this is
        /// useful for debugging purposes.
        pub fn draw_tile_stdout(&self, tile_index: usize) {
            for y in 0..8 {
                for x in 0..8 {
                    print!("{}", self.tiles[tile_index][y as usize][x as usize]);
                }
                print!("\n");
            }
        }