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PPU466.hpp
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PPU466.hpp
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#pragma once
/*
* PPU466 -- a very limited graphics system [loosely] based on the NES's PPU.
*
*/
#include <glm/glm.hpp>
#include <array>
struct PPU466 {
PPU466();
//--------------------------------------------------------------
//Call these functions to draw with the PPU:
//when you wish the PPU to draw, tell it so:
// pass the size of the current framebuffer in pixels so it knows how to scale itself
void draw(glm::uvec2 const &drawable_size) const;
//--------------------------------------------------------------
//Set the values below to control the PPU's drawing:
//The PPU's screen is 256x240:
// the origin -- pixel (0,0) -- is in the lower left
enum : uint32_t {
ScreenWidth = 256,
ScreenHeight = 240
};
//Background Color:
// The PPU clears the screen to the background color before other drawing takes place.
glm::u8vec3 background_color = glm::u8vec3(0x00, 0x00, 0x00);
//Palette:
// The PPU uses 2-bit indexed color;
// thus, a color palette has four entries.
typedef std::array< glm::u8vec4, 4 > Palette;
// Each color in a Palette can be any RGBA color.
// For a "true NES" experience, you should set:
// color 0 to fully transparent (a = 0)
// and color 1-3 to fully opaque (a = 0xff)
//Palette Table:
// The PPU stores 8 palettes for use when drawing tiles:
std::array< Palette, 8 > palette_table;
//Tile:
// The PPU uses 8x8 2-bit indexed-color tiles:
// each tile is stored as two 8x8 "bit plane" images
// each bit-plane image is stored in rows from bottom-to-top
// each bit in a row corresponds to a pixel in increasing order:
// [ b0 b1 b2 b3 b4 b5 b6 b7 ]
//
// For example, to read the color index at pixel (2,7):
// bit0_at_2_7 = (tile.bit0[7] >> 2) & 1;
// bit1_at_2_7 = (tile.bit1[7] >> 2) & 1;
// color_index_at_2_7 = (bit1_at_2_7 << 1) | bit0_at_2_7;
struct Tile {
std::array< uint8_t, 8 > bit0; //<-- controls bit 0 of the color index
std::array< uint8_t, 8 > bit1; //<-- controls bit 1 of the color index
};
static_assert(sizeof(Tile) == 16, "Tile is packed");
//Tile Table:
// The PPU has a 256-tile 'pattern memory' in which tiles are stored:
// this is often thought of as a 16x16 grid of tiles.
std::array< Tile, 16 * 16 > tile_table;
//Background Layer:
// The PPU's background layer is made of 64x60 tiles (512 x 480 pixels).
// This is twice the size of the screen, to support scrolling.
enum : uint32_t {
BackgroundWidth = 64,
BackgroundHeight = 60
};
// The background is stored as a row-major grid of 16-bit values:
// the origin of the grid (tile (0,0)) is the bottom left of the grid
// each value in the grid gives:
// - bits 0-7: tile table index
// - bits 8-10: palette table index
// - bits 11-15: unused, should be 0
//
// bits: F E D C B A 9 8 7 6 5 4 3 2 1 0
// |---------|-----|---------------|
// ^ ^ ^-- tile index
// | '----------- palette index
// '-------------------- unused (set to zero)
std::array< uint16_t, BackgroundWidth * BackgroundHeight > background;
//Background Position:
// The background's lower-left pixel can positioned anywhere
// this can be used to "scroll the screen".
glm::ivec2 background_position = glm::ivec2(0,0);
//
// screen pixels "outside the background" wrap around to the other side.
// thus, background_position values of (x,y) and of (x+n*512,y+m*480) for
// any integers n,m will look the same
//Sprite:
// On the PPU, all non-background objects are called 'sprites':
//
// sprite positions (x,y) place the bottom-left of the sprite...
// ... x pixels from the left of the screen
// ... y pixels from the bottom of the screen
//
// the sprite index is an index into the tile table
//
// the sprite 'attributes' byte gives:
// bits: 7 6 5 4 3 2 1 0
// |-|-------|-----|
// ^ ^ ^
// | | '---- palette index (bits 0-2)
// | '----------- unused (set to zero)
// '---------------- priority bit (bit 7)
//
// the 'priority bit' chooses whether to render the sprite
// in front of (priority = 0) the background
// or behind (priority = 1) the background
//
struct Sprite {
uint8_t x = 0; //x position. 0 is the left edge of the screen.
uint8_t y = 240; //y position. 0 is the bottom edge of the screen. >= 240 is off-screen
uint8_t index = 0; //index into tile table
uint8_t attributes = 0; //tile attribute bits
};
static_assert(sizeof(Sprite) == 4, "Sprite is a 32-bit value.");
//
// The observant among you will notice that you can't draw a sprite moving off the left
// or bottom edges of the screen. Yep! This is [similar to] a limitation of the NES PPU!
//Sprites:
// The PPU always draws exactly 64 sprites:
// any sprites you don't want to use should be moved off the screen (y >= 240)
std::array< Sprite, 64 > sprites;
};