SwiftNES/Sources/Render/Render.swift

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class Render {
static func render(_ ppu: NesPPU, frame: Frame) {
let bank = ppu.ctrl.backgroundPatternAddr()
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for i in 0..<0x03c0 { // FIXME: For now, just use first nametable
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let tileAddr = UInt16(ppu.vram[i])
//print(ppu.vram)
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let tileLoc = (col: i % 32, row: i / 32)
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let tile = ppu.chrRom[(bank + Int(tileAddr) * 16)...(bank + Int(tileAddr) * 16 + 15)]
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let palette = getBgPallete(ppu, tileLoc: tileLoc)
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for y in 0...7 {
var upper = tile[tile.startIndex + y]
var lower = tile[tile.startIndex + y + 8]
for x in (0...7).reversed() {
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let value = (1 & lower) << 1 | (1 & upper)
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upper = upper >> 1
lower = lower >> 1
let rgb = switch value {
case 0:
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NESColor.SYSTEM_PALLETE[Int(ppu.paletteTable[0])]
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case 1:
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NESColor.SYSTEM_PALLETE[Int(palette[1])]
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case 2:
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NESColor.SYSTEM_PALLETE[Int(palette[2])]
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case 3:
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NESColor.SYSTEM_PALLETE[Int(palette[3])]
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default:
fatalError("Invalid Pallete Color type")
}
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frame.setPixel((tileLoc.col * 8 + x, tileLoc.row * 8 + y), rgb)
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}
}
}
}
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static func getBgPallete(_ ppu: NesPPU, tileLoc: (col: Int, row: Int)) -> [UInt8] {
let attrTableIndex = tileLoc.row / 4 * 8 + tileLoc.col / 4
let attrByte = ppu.vram[0x3c0 + attrTableIndex] // FIXME: still using hardcoded first nametable
let palleteIndex = switch (tileLoc.col % 4 / 2, tileLoc.row % 4 / 2) {
case (0,0):
attrByte & 0b11
case (1,0):
(attrByte >> 2) & 0b11
case (0,1):
(attrByte >> 4) & 0b11
case (1,1):
(attrByte >> 6) & 0b11
default:
fatalError("Invalid titleLoc. This should never happen!")
}
let palleteStartIndex = 1 + Int(palleteIndex) * 4
return [ppu.paletteTable[0], ppu.paletteTable[palleteStartIndex], ppu.paletteTable[palleteStartIndex + 1], ppu.paletteTable[palleteStartIndex + 2]]
}
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}