#include "ppu.h" /* Copyright (c) 2021 Devine Lu Linvega Copyright (c) 2021 Andrew Alderwick Permission to use, copy, modify, and distribute this software for any purpose with or without fee is hereby granted, provided that the above copyright notice and this permission notice appear in all copies. THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE. */ /* fgbg fgbg byte [0000 0000] */ static Uint8 blending[5][16] = { {0, 0, 0, 0, 1, 0, 1, 1, 2, 2, 0, 2, 3, 3, 3, 0}, {0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3}, {1, 2, 3, 1, 1, 2, 3, 1, 1, 2, 3, 1, 1, 2, 3, 1}, {2, 3, 1, 2, 2, 3, 1, 2, 2, 3, 1, 2, 2, 3, 1, 2}, {1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0}}; static void ppu_clear(Ppu *p) { int x, y; for(y = 0; y < p->height; ++y) { for(x = 0; x < p->width; ++x) { ppu_write(p, 0, x, y, 0); ppu_write(p, 1, x, y, 0); } } } Uint8 ppu_read(Ppu *p, Uint16 x, Uint16 y) { int row = (x + y * p->width) / 0x2; if(x % 2) { if(p->pixels[row] & 0x0c) { return (p->pixels[row] >> 0x2) & 0x3; } else { return (p->pixels[row] >> 0x0) & 0x3; } } else { if(p->pixels[row] & 0xc0) { return (p->pixels[row] >> 0x6) & 0x3; } else { return (p->pixels[row] >> 0x4) & 0x3; } } return 0; } void ppu_write(Ppu *p, Uint8 layer, Uint16 x, Uint16 y, Uint8 color) { int row = (x + y * p->width) / 0x2; int original = p->pixels[row]; Uint8 next = 0x0; if(x % 2) { next |= original & 0xf0; next |= color << (layer * 2); } else { next |= original & 0x0f; next |= color << (4 + (layer * 2)); } p->pixels[row] = next; p->reqdraw = 1; } void ppu_1bpp(Ppu *p, Uint8 layer, Uint16 x, Uint16 y, Uint8 *sprite, Uint8 color, Uint8 flipx, Uint8 flipy) { Uint16 v, h; for(v = 0; v < 8; v++) for(h = 0; h < 8; h++) { Uint8 ch1 = (sprite[v] >> (7 - h)) & 0x1; if(ch1 || blending[4][color]) ppu_write(p, layer, x + (flipx ? 7 - h : h), y + (flipy ? 7 - v : v), blending[ch1][color]); } } void ppu_2bpp(Ppu *p, Uint8 layer, Uint16 x, Uint16 y, Uint8 *sprite, Uint8 color, Uint8 flipx, Uint8 flipy) { Uint16 v, h; for(v = 0; v < 8; v++) for(h = 0; h < 8; h++) { Uint8 ch1 = ((sprite[v] >> (7 - h)) & 0x1); Uint8 ch2 = ((sprite[v + 8] >> (7 - h)) & 0x1); Uint8 ch = ch1 + ch2 * 2; if(ch || blending[4][color]) ppu_write(p, layer, x + (flipx ? 7 - h : h), y + (flipy ? 7 - v : v), blending[ch][color]); } } /* output */ int ppu_set_size(Ppu *p, Uint16 width, Uint16 height) { ppu_clear(p); p->width = width; p->height = height; p->pixels = realloc(p->bg, p->width * p->height * sizeof(Uint8) * 2); p->bg = p->pixels; p->fg = p->pixels + (p->width * p->height * sizeof(Uint8)); ppu_clear(p); return p->bg && p->fg; }