Skip to content
Snippets Groups Projects
ppu.rs 36.7 KiB
Newer Older
  • Learn to ignore specific revisions
  • use core::fmt;
    
    use std::{
        borrow::BorrowMut,
        fmt::{Display, Formatter},
    };
    
    #[cfg(feature = "wasm")]
    use wasm_bindgen::prelude::*;
    
    
    João Magalhães's avatar
    João Magalhães committed
    use crate::warnln;
    
    
    pub const VRAM_SIZE: usize = 8192;
    
    pub const HRAM_SIZE: usize = 128;
    
    pub const OAM_SIZE: usize = 260;
    
    pub const PALETTE_SIZE: usize = 4;
    
    pub const RGB_SIZE: usize = 3;
    
    pub const TILE_WIDTH: usize = 8;
    pub const TILE_HEIGHT: usize = 8;
    
    pub const TILE_DOUBLE_HEIGHT: usize = 16;
    
    
    /// The number of tiles that can be store in Game Boy's
    /// VRAM memory according to specifications.
    pub const TILE_COUNT: usize = 384;
    
    
    /// The number of objects/sprites that can be handled at
    /// the same time by the Game Boy.
    pub const OBJ_COUNT: usize = 40;
    
    
    /// 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 to be used by the buffer of colors
    /// for the Game Boy screen the values there should
    /// range from 0 to 3.
    pub const COLOR_BUFFER_SIZE: usize = DISPLAY_WIDTH * DISPLAY_HEIGHT;
    
    /// The size of the RGB frame buffer in bytes.
    
    pub const FRAME_BUFFER_SIZE: usize = DISPLAY_WIDTH * DISPLAY_HEIGHT * RGB_SIZE;
    
    
    /// The base colors to be used to populate the
    /// custom palettes of the Game Boy.
    pub const PALETTE_COLORS: Palette = [[255, 255, 255], [192, 192, 192], [96, 96, 96], [0, 0, 0]];
    
    
    /// Defines the Game Boy pixel type as a buffer
    /// with the size of RGB (3 bytes).
    
    pub type Pixel = [u8; RGB_SIZE];
    
    
    /// Defines a type that represents a color palette
    /// within the Game Boy context.
    pub type Palette = [Pixel; PALETTE_SIZE];
    
    
    /// Represents a tile within the Game Boy context,
    /// should contain the pixel buffer of the tile.
    
    #[cfg_attr(feature = "wasm", wasm_bindgen)]
    
    João Magalhães's avatar
    João Magalhães committed
    #[derive(Clone, Copy, PartialEq, Eq)]
    
    pub struct Tile {
    
        buffer: [u8; 64],
    
    #[cfg_attr(feature = "wasm", wasm_bindgen)]
    
    impl Tile {
        pub fn get(&self, x: usize, y: usize) -> u8 {
    
            self.buffer[y * TILE_WIDTH + x]
    
        }
    
        pub fn set(&mut self, x: usize, y: usize, value: u8) {
    
            self.buffer[y * TILE_WIDTH + x] = value;
        }
    
    
        pub fn buffer(&self) -> Vec<u8> {
            self.buffer.to_vec()
        }
    
    impl Tile {
        pub fn get_row(&self, y: usize) -> &[u8] {
            &self.buffer[y * TILE_WIDTH..(y + 1) * TILE_WIDTH]
        }
    }
    
    
    impl Tile {
        pub fn palette_buffer(&self, palette: Palette) -> Vec<u8> {
            self.buffer
                .iter()
                .flat_map(|p| palette[*p as usize])
                .collect()
        }
    }
    
    
    impl Display for Tile {
        fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result {
            let mut buffer = String::new();
            for y in 0..8 {
                for x in 0..8 {
                    buffer.push_str(format!("{}", self.get(x, y)).as_str());
                }
    
                buffer.push('\n');
    
            }
            write!(f, "{}", buffer)
        }
    }
    
    
    #[cfg_attr(feature = "wasm", wasm_bindgen)]
    
    João Magalhães's avatar
    João Magalhães committed
    #[derive(Clone, Copy, PartialEq, Eq)]
    
    pub struct ObjectData {
        x: i16,
        y: i16,
        tile: u8,
        palette: u8,
        xflip: bool,
        yflip: bool,
    
        index: u8,
    }
    
    impl Display for ObjectData {
        fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result {
            write!(
                f,
    
                "Index => {}\nX => {}\nY => {}\nTile => {}",
    
                self.index, self.x, self.y, self.tile
            )
        }
    }
    
    
    pub struct PpuRegisters {
    
        pub scy: u8,
        pub scx: u8,
        pub wy: u8,
        pub wx: u8,
    
        pub ly: u8,
        pub lyc: u8,
    }
    
    
    /// 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
    
    João Magalhães's avatar
    João Magalhães committed
    /// use boytacean::ppu::Ppu;
    /// let mut ppu = Ppu::new();
    /// ppu.clock(8);
    
    pub struct Ppu {
    
        /// The color buffer that is going to store the colors
        /// (from 0 to 3) for all the pixels in the screen.
        pub color_buffer: Box<[u8; COLOR_BUFFER_SIZE]>,
    
    
        /// 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.
    
        vram: [u8; VRAM_SIZE],
    
    João Magalhães's avatar
    João Magalhães committed
        /// High RAM memory that should provide extra speed for regular
        /// operations.
    
        hram: [u8; HRAM_SIZE],
    
        /// OAM RAM (Sprite Attribute Table ) used for the storage of the
        /// sprite attributes for each of the 40 sprites of the Game Boy.
    
        oam: [u8; OAM_SIZE],
    
        /// The current set of processed tiles that are store in the
        /// PPU related structures.
    
        tiles: [Tile; TILE_COUNT],
    
        /// The meta information about the sprites/objects that are going
        /// to be drawn to the screen,
        obj_data: [ObjectData; OBJ_COUNT],
    
    
        /// The base colors that are going to be used in the registration
        /// of the concrete palettes, this value basically controls the
        /// colors that are going to be shown for each of the four base
    
        /// values - 0x00, 0x01, 0x02, and 0x03.
        palette_colors: Palette,
    
        /// The palette of colors that is currently loaded in Game Boy
        /// and used for background (tiles).
    
        palette: Palette,
    
        /// The palette that is going to be used for sprites/objects #0.
    
        palette_obj_0: Palette,
    
        /// The palette that is going to be used for sprites/objects #1.
    
        palette_obj_1: Palette,
    
        /// The complete set of palettes in binary data so that they can
    
        /// be re-read if required by the system.
    
        palettes: [u8; 3],
    
    
        /// 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 top most Y coordinate of the window,
        /// going to be used while drawing the window.
        wy: u8,
    
        /// The top most X coordinate of the window plus 7,
        /// going to be used while drawing the window.
        wx: 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.
    
    João Magalhães's avatar
    João Magalhães committed
        ly: u8,
    
        /// The line compare register that is going to be used
        /// in the STATE and associated interrupts.
    
    João Magalhães's avatar
    João Magalhães committed
        lyc: 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,
    
    João Magalhães's avatar
    João Magalhães committed
        /// Defines the size in pixels of the object (false=8x8, true=8x16).
        obj_size: bool,
    
        /// Controls the map that is going to be drawn to screen, the
    
    João Magalhães's avatar
    João Magalhães committed
        /// offset in VRAM will be adjusted according to this
        /// (false=0x9800, true=0x9c000).
    
        bg_map: bool,
    
        /// If the background tile set is active meaning that the
        /// negative based indexes are going to be used.
    
        bg_tile: bool,
    
        /// Controls if the window is meant to be drawn.
    
    João Magalhães's avatar
    João Magalhães committed
        switch_window: bool,
    
        /// Controls the offset of the map that is going to be drawn
        /// for the window section of the screen.
    
    João Magalhães's avatar
    João Magalhães committed
        window_map: bool,
    
        /// Flag that controls if the LCD screen is ON and displaying
        /// content.
    
        switch_lcd: bool,
    
        // Internal window counter value used to control the ines that
        // were effectively rendered as part of the window tile drawing process.
        // A line is only considered rendered when the WX and WY registers
        // are within the valid screen range and the window switch register
        // is valid.
    
        window_counter: u8,
    
    
        /// Flag that controls if the frame currently in rendering is the
        /// first one, preventing actions.
        first_frame: bool,
    
    
        /// Almost unique identifier of the frame that can be used to debug
        /// and uniquely identify the frame that is currently ind drawing,
        /// the identifier wraps on the u16 edges.
        frame_index: u16,
    
    
        stat_hblank: bool,
        stat_vblank: bool,
        stat_oam: bool,
        stat_lyc: bool,
    
        /// Boolean value set when the V-Blank interrupt should be handled
        /// by the next CPU clock operation.
    
        int_vblank: bool,
    
        /// Boolean value when the LCD STAT interrupt should be handled by
        /// the next CPU clock operation.
    
        int_stat: bool,
    
    #[cfg_attr(feature = "wasm", wasm_bindgen)]
    
    João Magalhães's avatar
    João Magalhães committed
    #[derive(Clone, Copy, PartialEq, Eq)]
    
    pub enum PpuMode {
    
        VBlank = 1,
        OamRead = 2,
        VramRead = 3,
    
        pub fn new() -> Self {
            Self {
    
                color_buffer: Box::new([0u8; COLOR_BUFFER_SIZE]),
                frame_buffer: Box::new([0u8; FRAME_BUFFER_SIZE]),
    
                vram: [0u8; VRAM_SIZE],
    
                hram: [0u8; HRAM_SIZE],
    
                oam: [0u8; OAM_SIZE],
    
                tiles: [Tile { buffer: [0u8; 64] }; TILE_COUNT],
    
                obj_data: [ObjectData {
                    x: 0,
                    y: 0,
                    tile: 0,
                    palette: 0,
                    xflip: false,
                    yflip: false,
    
                }; OBJ_COUNT],
    
                palette_colors: PALETTE_COLORS,
    
                palette: [[0u8; RGB_SIZE]; PALETTE_SIZE],
    
                palette_obj_0: [[0u8; RGB_SIZE]; PALETTE_SIZE],
                palette_obj_1: [[0u8; RGB_SIZE]; PALETTE_SIZE],
    
                palettes: [0u8; 3],
    
                scy: 0x0,
                scx: 0x0,
    
                wy: 0x0,
                wx: 0x0,
    
    João Magalhães's avatar
    João Magalhães committed
                ly: 0x0,
    
                lyc: 0x0,
    
                mode: PpuMode::OamRead,
                mode_clock: 0,
    
                switch_bg: false,
    
                switch_obj: false,
    
    João Magalhães's avatar
    João Magalhães committed
                obj_size: false,
    
                bg_map: false,
                bg_tile: false,
    
    João Magalhães's avatar
    João Magalhães committed
                switch_window: false,
                window_map: false,
    
                switch_lcd: false,
    
                window_counter: 0x0,
    
                first_frame: false,
    
                frame_index: 0,
    
                stat_hblank: false,
                stat_vblank: false,
                stat_oam: false,
                stat_lyc: false,
    
                int_vblank: false,
    
                int_stat: false,
    
        pub fn reset(&mut self) {
    
            self.color_buffer = Box::new([0u8; COLOR_BUFFER_SIZE]);
            self.frame_buffer = Box::new([0u8; FRAME_BUFFER_SIZE]);
    
            self.vram = [0u8; VRAM_SIZE];
            self.hram = [0u8; HRAM_SIZE];
            self.tiles = [Tile { buffer: [0u8; 64] }; TILE_COUNT];
            self.palette = [[0u8; RGB_SIZE]; PALETTE_SIZE];
            self.palette_obj_0 = [[0u8; RGB_SIZE]; PALETTE_SIZE];
            self.palette_obj_1 = [[0u8; RGB_SIZE]; PALETTE_SIZE];
    
            self.palettes = [0u8; 3];
    
            self.scy = 0x0;
            self.scx = 0x0;
            self.ly = 0x0;
            self.lyc = 0x0;
            self.mode = PpuMode::OamRead;
            self.mode_clock = 0;
            self.switch_bg = false;
            self.switch_obj = false;
            self.obj_size = false;
            self.bg_map = false;
            self.bg_tile = false;
            self.switch_window = false;
            self.window_map = false;
            self.switch_lcd = false;
    
            self.first_frame = false;
    
            self.frame_index = 0;
    
            self.stat_hblank = false;
            self.stat_vblank = false;
            self.stat_oam = false;
            self.stat_lyc = false;
            self.int_vblank = false;
    
            self.int_stat = false;
    
        pub fn clock(&mut self, cycles: u8) {
    
    João Magalhães's avatar
    João Magalhães committed
            // in case the LCD is currently off then we skip the current
            // clock operation the PPU should not work
            if !self.switch_lcd {
                return;
            }
    
    
            // increments the current mode clock by the provided amount
            // of CPU cycles (probably coming from a previous CPU clock)
    
            self.mode_clock += cycles as u16;
    
            match self.mode {
                PpuMode::OamRead => {
    
                    if self.mode_clock >= 80 {
    
                        self.mode = PpuMode::VramRead;
    
                        self.mode_clock -= 80;
    
                    }
                }
                PpuMode::VramRead => {
                    if self.mode_clock >= 172 {
    
                        self.render_line();
    
                        self.mode = PpuMode::HBlank;
    
                        self.mode_clock -= 172;
    
                        self.update_stat()
    
                PpuMode::HBlank => {
    
                    if self.mode_clock >= 204 {
    
                        // increments the window counter making sure that the
                        // valid is only incremented when both the WX and WY
                        // registers make sense (are within range), the window
                        // switch is on and the line in drawing is above WY
    
                        if self.switch_window
    
                            && self.wx as i16 - 7 < DISPLAY_WIDTH as i16
    
                            && self.wy < DISPLAY_HEIGHT as u8
    
    João Magalhães's avatar
    João Magalhães committed
                            && self.ly >= self.wy
    
                        {
                            self.window_counter += 1;
                        }
    
    
                        // increments the register that holds the
    
                        // information about the current line in drawing
    
    João Magalhães's avatar
    João Magalhães committed
                        self.ly += 1;
    
    
                        // in case we've reached the end of the
    
                        // screen we're now entering the V-Blank
    
    João Magalhães's avatar
    João Magalhães committed
                        if self.ly == 144 {
    
                            self.int_vblank = true;
    
                            self.mode = PpuMode::VBlank;
                        } else {
                            self.mode = PpuMode::OamRead;
                        }
    
    
                        self.mode_clock -= 204;
                        self.update_stat()
    
                    }
                }
                PpuMode::VBlank => {
                    if self.mode_clock >= 456 {
    
                        // increments the register that controls the line count,
                        // notice that these represent the extra 10 horizontal
                        // scanlines that are virtual and not real (off-screen)
    
    João Magalhães's avatar
    João Magalhães committed
                        self.ly += 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
    
    João Magalhães's avatar
    João Magalhães committed
                        if self.ly == 154 {
    
                            self.mode = PpuMode::OamRead;
    
    João Magalhães's avatar
    João Magalhães committed
                            self.ly = 0;
    
                            self.window_counter = 0;
    
                            self.first_frame = false;
    
                            self.frame_index = self.frame_index.wrapping_add(1);
    
                            self.update_stat()
    
                        self.mode_clock -= 456;
    
    
        pub fn read(&mut self, addr: u16) -> u8 {
    
                0x8000..=0x9fff => self.vram[(addr & 0x1fff) as usize],
    
                0xfe00..=0xfe9f => self.oam[(addr & 0x009f) as usize],
                0xff80..=0xfffe => self.hram[(addr & 0x007f) as usize],
    
    João Magalhães's avatar
    João Magalhães committed
                0xff40 =>
                {
                    #[allow(clippy::bool_to_int_with_if)]
    
                    (if self.switch_bg { 0x01 } else { 0x00 }
    
                        | if self.switch_obj { 0x02 } else { 0x00 }
    
                        | if self.obj_size { 0x04 } else { 0x00 }
    
                        | if self.bg_map { 0x08 } else { 0x00 }
                        | if self.bg_tile { 0x10 } else { 0x00 }
    
    João Magalhães's avatar
    João Magalhães committed
                        | if self.switch_window { 0x20 } else { 0x00 }
                        | if self.window_map { 0x40 } else { 0x00 }
    
                        | if self.switch_lcd { 0x80 } else { 0x00 })
    
                    (if self.stat_hblank { 0x08 } else { 0x00 }
    
                        | if self.stat_vblank { 0x10 } else { 0x00 }
                        | if self.stat_oam { 0x20 } else { 0x00 }
                        | if self.stat_lyc { 0x40 } else { 0x00 }
    
    João Magalhães's avatar
    João Magalhães committed
                        | if self.lyc == self.ly { 0x04 } else { 0x00 }
    
                        | (self.mode as u8 & 0x03))
    
                0xff42 => self.scy,
                0xff43 => self.scx,
                0xff44 => self.ly,
                0xff45 => self.lyc,
                0xff47 => self.palettes[0],
                0xff48 => self.palettes[1],
                0xff49 => self.palettes[2],
                0xff4a => self.wy,
                0xff4b => self.wx,
                // 0xFF4F — VBK (CGB only)
                0xff4f => 0xff,
    
    João Magalhães's avatar
    João Magalhães committed
                _ => {
                    warnln!("Reading from unknown PPU location 0x{:04x}", addr);
                    0xff
                }
    
            }
        }
    
        pub fn write(&mut self, addr: u16, value: u8) {
    
            match addr {
                0x8000..=0x9fff => {
                    self.vram[(addr & 0x1fff) as usize] = value;
    
                    if addr < 0x9800 {
                        self.update_tile(addr, value);
                    }
    
                }
                0xfe00..=0xfe9f => {
                    self.oam[(addr & 0x009f) as usize] = value;
                    self.update_object(addr, value);
                }
                0xff80..=0xfffe => self.hram[(addr & 0x007f) as usize] = value,
                0xff40 => {
    
                    self.switch_bg = value & 0x01 == 0x01;
    
                    self.switch_obj = value & 0x02 == 0x02;
    
    João Magalhães's avatar
    João Magalhães committed
                    self.obj_size = value & 0x04 == 0x04;
    
                    self.bg_map = value & 0x08 == 0x08;
    
                    self.bg_tile = value & 0x10 == 0x10;
    
    João Magalhães's avatar
    João Magalhães committed
                    self.switch_window = value & 0x20 == 0x20;
                    self.window_map = value & 0x40 == 0x40;
    
                    self.switch_lcd = value & 0x80 == 0x80;
    
    
                    // in case the LCD is off takes the opportunity
                    // to clear the screen, this is the expected
                    // behaviour for this specific situation
                    if !self.switch_lcd {
    
                        self.mode = PpuMode::HBlank;
    
    João Magalhães's avatar
    João Magalhães committed
                        self.mode_clock = 0;
                        self.ly = 0;
                        self.int_vblank = false;
                        self.int_stat = false;
    
                        self.first_frame = true;
    
                        self.clear_frame_buffer();
                    }
    
                    self.stat_hblank = value & 0x08 == 0x08;
                    self.stat_vblank = value & 0x10 == 0x10;
                    self.stat_oam = value & 0x20 == 0x20;
                    self.stat_lyc = value & 0x40 == 0x40;
    
                0xff42 => self.scy = value,
                0xff43 => self.scx = value,
                0xff45 => self.lyc = value,
                0xff47 => {
    
                    Self::compute_palette(&mut self.palette, &self.palette_colors, value);
    
                    self.palettes[0] = value;
    
                    Self::compute_palette(&mut self.palette_obj_0, &self.palette_colors, value);
    
                    self.palettes[1] = value;
    
                    Self::compute_palette(&mut self.palette_obj_1, &self.palette_colors, value);
    
                    self.palettes[2] = value;
    
                0xff4a => self.wy = value,
                0xff4b => self.wx = value,
                // 0xFF4F — VBK (CGB only)
                0xff4f => (),
                0xff7f => (),
    
    João Magalhães's avatar
    João Magalhães committed
                _ => warnln!("Writing in unknown PPU location 0x{:04x}", addr),
    
        pub fn vram(&self) -> &[u8; VRAM_SIZE] {
            &self.vram
        }
    
        pub fn hram(&self) -> &[u8; HRAM_SIZE] {
            &self.hram
        }
    
        pub fn tiles(&self) -> &[Tile; TILE_COUNT] {
            &self.tiles
    
        pub fn set_palette_colors(&mut self, value: &Palette) {
            self.palette_colors = *value;
    
            self.compute_palettes()
    
        pub fn palette(&self) -> Palette {
            self.palette
        }
    
        pub fn palette_obj_0(&self) -> Palette {
            self.palette_obj_0
        }
    
        pub fn palette_obj_1(&self) -> Palette {
            self.palette_obj_1
        }
    
    
        pub fn ly(&self) -> u8 {
            self.ly
        }
    
        pub fn mode(&self) -> PpuMode {
            self.mode
        }
    
        pub fn frame_index(&self) -> u16 {
            self.frame_index
        }
    
    
        pub fn int_vblank(&self) -> bool {
            self.int_vblank
        }
    
    
        pub fn set_int_vblank(&mut self, value: bool) {
            self.int_vblank = value;
        }
    
    
        pub fn ack_vblank(&mut self) {
    
            self.set_int_vblank(false);
    
        pub fn int_stat(&self) -> bool {
            self.int_stat
        }
    
        pub fn set_int_stat(&mut self, value: bool) {
            self.int_stat = value;
        }
    
        pub fn ack_stat(&mut self) {
            self.set_int_stat(false);
        }
    
    
        /// Fills the frame buffer with pixels of the provided color,
        /// this method must represent the fastest way of achieving
        /// the fill background with color operation.
        pub fn fill_frame_buffer(&mut self, color: Pixel) {
    
            self.color_buffer.fill(0);
    
            for index in (0..self.frame_buffer.len()).step_by(RGB_SIZE) {
                self.frame_buffer[index] = color[0];
                self.frame_buffer[index + 1] = color[1];
                self.frame_buffer[index + 2] = color[2];
            }
        }
    
    
        /// Clears the current frame buffer, setting the background color
        /// for all the pixels in the frame buffer.
        pub fn clear_frame_buffer(&mut self) {
    
            self.fill_frame_buffer(self.palette_colors[0]);
    
        /// Prints the tile data information to the stdout, this is
        /// useful for debugging purposes.
    
        pub fn print_tile_stdout(&self, tile_index: usize) {
            println!("{}", self.tiles[tile_index]);
    
        /// Updates the tile structure with the value that has
        /// just been written to a location on the VRAM associated
        /// with tiles.
    
        fn update_tile(&mut self, addr: u16, _value: u8) {
    
            let addr = (addr & 0x1ffe) as usize;
            let tile_index = ((addr >> 4) & 0x01ff) as usize;
    
            let tile = self.tiles[tile_index].borrow_mut();
    
            let y = ((addr >> 1) & 0x0007) as usize;
    
            for x in 0..TILE_WIDTH {
    
                mask = 1 << (7 - x);
    
    João Magalhães's avatar
    João Magalhães committed
                #[allow(clippy::bool_to_int_with_if)]
    
                    x,
                    y,
                    if self.vram[addr] & mask > 0 { 0x1 } else { 0x0 }
                        | if self.vram[addr + 1] & mask > 0 {
                            0x2
                        } else {
                            0x0
                        },
                );
    
        fn update_object(&mut self, addr: u16, value: u8) {
    
            let addr = (addr & 0x01ff) as usize;
            let obj_index = addr >> 2;
            if obj_index >= OBJ_COUNT {
                return;
            }
    
            let mut obj = self.obj_data[obj_index].borrow_mut();
    
            match addr & 0x03 {
    
                0x00 => obj.y = value as i16 - 16,
                0x01 => obj.x = value as i16 - 8,
                0x02 => obj.tile = value,
    
                    obj.palette = (value & 0x10 == 0x10) as u8;
    
                    obj.xflip = value & 0x20 == 0x20;
                    obj.yflip = value & 0x40 == 0x40;
    
                    obj.bg_over = value & 0x80 == 0x80;
    
                    obj.index = obj_index as u8;
    
        pub fn registers(&self) -> PpuRegisters {
            PpuRegisters {
    
                scy: self.scy,
                scx: self.scx,
                wy: self.wy,
                wx: self.wx,
    
                ly: self.ly,
                lyc: self.lyc,
            }
        }
    
    
        fn render_line(&mut self) {
    
            if self.first_frame {
                return;
            }
    
            if self.switch_bg {
    
                self.render_map(self.bg_map, self.scx, self.scy, 0, 0, self.ly);
            }
            if self.switch_window {
                self.render_map(self.window_map, 0, 0, self.wx, self.wy, self.window_counter);
    
            }
            if self.switch_obj {
                self.render_objects();
            }
        }
    
    
        fn render_map(&mut self, map: bool, scx: u8, scy: u8, wx: u8, wy: u8, ld: u8) {
    
            // in case the target window Y position has not yet been reached
            // then there's nothing to be done, returns control flow immediately
            if self.ly < wy {
                return;
            }
    
    
            // calculates the row offset for the tile by using the current line
    
            // index and the DY (scroll Y) divided by 8 (as the tiles are 8x8 pixels),
    
            // on top of that ensures that the result is modulus 32 meaning that the
            // drawing wraps around the Y axis
    
            let row_offset = (((ld as usize + scy as usize) & 0xff) >> 3) % 32;
    
            // 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 map { 0x1c00 } else { 0x1800 };
    
            // increments the map offset by the row offset multiplied by the number
            // of tiles in each row (32)
            map_offset += row_offset 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 = (scx >> 3) as usize;
    
            // calculates the index of the initial tile in drawing,
    
            // if the tile data set in use is #1, the indexes 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 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
    
    João Magalhães's avatar
    João Magalhães committed
            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[pixel as usize];
    
    
                    // updates the pixel in the color buffer, which stores
                    // the raw pixel color information (unmapped)
    
                    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
    
                // the drawing of one 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;
    
        fn render_objects(&mut self) {
    
            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];
    
    
            for index in 0..OBJ_COUNT {
    
                // in case the limit on number of object 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
    
                let is_contained =
    
                    (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];
    
                        tile_offset -= 8;
    
                    }
                }
                // 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);
    
                    if is_contained {
    
                        // 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.
    
        fn update_stat(&mut self) {
    
            self.int_stat = self.stat_level();
    
        }
    
        /// Obtains the current level of the LCD STAT interrupt by
    
        /// checking the current PPU state in various sections.
    
        fn stat_level(&self) -> bool {
    
            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