ppu: Fix window
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parent
bdf51448f7
commit
b7c1d9b8a0
150
src/display.rs
150
src/display.rs
@ -843,87 +843,95 @@ impl Display {
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if (self.control & CTRL_WND_DISPLAY_ENABLE) == CTRL_WND_DISPLAY_ENABLE {
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// Draw 'window' over the background.
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// Screen coordinates of the top left corner are WX-7, WY
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// Quick check if the window is visible at all.
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if self.windowx < 167 && self.windowy < 144 {
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//let rx = self.windowx.wrapping_add(7);
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let rx = 7u8.wrapping_sub(self.windowx);
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let ry = render_y.wrapping_add(self.windowy);
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for r_x in 0..160u8 {
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let render_x = r_x.wrapping_add(rx);
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// Absolute render coordinates
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let tile_index_x: u8 = render_x >> 3;
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let tile_index_y: u8 = ry >> 3;
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let tile_offset_x: u8 = render_x & 7;
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let tile_offset_y: u8 = ry & 7;
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let window_y_offset = render_y as i16 - self.windowy as i16;
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if self.windowx < 7 {
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eprintln!("Window X position < 7, bailing out");
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} else if window_y_offset >= 144 || window_y_offset < 0 {
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// Not visible
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} else {
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let window_y_offset = window_y_offset as u8;
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let window_x_offset = self.windowx - 7;
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let vram_offset: usize =
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window_map + (tile_index_y as usize) * 32 + tile_index_x as usize;
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for r_x in 0..(160u8 - window_x_offset) {
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let render_x = r_x.wrapping_add(window_x_offset);
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// Absolute render coordinates
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let tile_index_x: u8 = render_x >> 3;
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let tile_index_y: u8 = window_y_offset >> 3;
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let tile_offset_x: u8 = render_x & 7;
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let tile_offset_y: u8 = window_y_offset & 7;
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// Obtain tile ID in this area
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let tile_id = self.vram0[vram_offset];
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let vram_offset: usize =
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window_map + (tile_index_y as usize) * 32 + tile_index_x as usize;
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let bg_attribs = self.get_background_attribute(
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//tile_index_x as usize, tile_index_y as usize
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vram_offset,
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);
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// Obtain tile ID in this area
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let tile_id = self.vram0[vram_offset];
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// Get BG map attributes
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let vram = if bg_attribs.vram_bank_number() == 0 {
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&*self.vram0
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} else {
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&*self.vram1
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};
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let bg_attribs = self.get_background_attribute(
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//tile_index_x as usize, tile_index_y as usize
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vram_offset,
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);
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// TODO: Priority
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let tile_offset_x = if bg_attribs.vertical_flip() {
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7 ^ tile_offset_x
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} else {
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tile_offset_x
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};
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let tile_offset_y = if bg_attribs.horizontal_flip() {
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7 ^ tile_offset_y
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} else {
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tile_offset_y
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};
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// Get BG map attributes
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let vram = if bg_attribs.vram_bank_number() == 0 {
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&*self.vram0
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} else {
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&*self.vram1
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};
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// Obtain tile information
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let tile_base_addr: usize = self.get_bg_window_tile_addr(tile_id);
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let tile_addr = tile_base_addr + (tile_offset_y as usize) * 2;
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let tile_line_1 = vram[tile_addr];
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let tile_line_2 = vram[tile_addr + 1];
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// TODO: Priority
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let tile_offset_x = if bg_attribs.vertical_flip() {
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7 ^ tile_offset_x
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} else {
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tile_offset_x
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};
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let tile_offset_y = if bg_attribs.horizontal_flip() {
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7 ^ tile_offset_y
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} else {
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tile_offset_y
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};
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// Get the correct bit
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let b1: bool = (tile_line_1 & 1 << (7 - tile_offset_x)) > 0;
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let b2: bool = (tile_line_2 & 1 << (7 - tile_offset_x)) > 0;
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// Obtain tile information
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let tile_base_addr: usize = self.get_bg_window_tile_addr(tile_id);
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let tile_addr = tile_base_addr + (tile_offset_y as usize) * 2;
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let tile_line_1 = vram[tile_addr];
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let tile_line_2 = vram[tile_addr + 1];
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let c = (b2 as u8) * 2 + b1 as u8;
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let origin = match c {
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0 => PixelOrigin::Empty, // Hack so that objects will be in front of it.
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_ => PixelOrigin::Window,
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};
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let c = self.background_palette_cgb[bg_attribs.palette_number()]
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.get_color(c as usize);
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self.set_pixel(render_x, render_y, c, origin);
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/*
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let lookup: [u8; 4] = [
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self.background_palette & 3,
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(self.background_palette >> 2) & 3,
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(self.background_palette >> 4) & 3,
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(self.background_palette >> 6) & 3,
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];
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let entry = MONOCHROME_PALETTE[lookup[c as usize] as usize];
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// Get the correct bit
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let b1: bool = (tile_line_1 & 1 << (7 - tile_offset_x)) > 0;
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let b2: bool = (tile_line_2 & 1 << (7 - tile_offset_x)) > 0;
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// Draw stuff. We're currently only in monochrome mode
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let origin = match c {
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0 => PixelOrigin::Empty, // Hack so that objects will be in front of it.
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_ => PixelOrigin::Window,
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};
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self.set_pixel(
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render_x,
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render_y,
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sdl2::pixels::Color::RGB(entry[0], entry[1], entry[2]),
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origin,
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);
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*/
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let c = (b2 as u8) * 2 + b1 as u8;
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let origin = match c {
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0 => PixelOrigin::Empty, // Hack so that objects will be in front of it.
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_ => PixelOrigin::Window,
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};
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let c = self.background_palette_cgb[bg_attribs.palette_number()]
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.get_color(c as usize);
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self.set_pixel(render_x, render_y, c, origin);
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/*
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let lookup: [u8; 4] = [
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self.background_palette & 3,
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(self.background_palette >> 2) & 3,
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(self.background_palette >> 4) & 3,
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(self.background_palette >> 6) & 3,
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];
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let entry = MONOCHROME_PALETTE[lookup[c as usize] as usize];
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// Draw stuff. We're currently only in monochrome mode
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let origin = match c {
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0 => PixelOrigin::Empty, // Hack so that objects will be in front of it.
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_ => PixelOrigin::Window,
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};
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self.set_pixel(
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render_x,
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render_y,
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sdl2::pixels::Color::RGB(entry[0], entry[1], entry[2]),
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origin,
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);
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*/
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}
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}
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}
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}
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