mirror of
https://github.com/Candygoblen123/SwiftNES.git
synced 2025-09-10 20:42:03 -05:00
Render: don't render all sprites for every background tile
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@@ -13,7 +13,7 @@ class Render {
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var upper = tile[tile.startIndex + y]
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var lower = tile[tile.startIndex + y + 8]
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for x in (0...7).reversed() {
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for x in [7,6,5,4,3,2,1,0] {
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let value = (1 & lower) << 1 | (1 & upper)
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upper = upper >> 1
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lower = lower >> 1
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@@ -32,53 +32,53 @@ class Render {
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frame.setPixel((tileLoc.col * 8 + x, tileLoc.row * 8 + y), rgb)
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}
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}
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}
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// MARK: Draw Sprites
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for i in stride(from: 0, to: ppu.oamData.count, by: 4) {
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let tileIndex = UInt16(ppu.oamData[i + 1])
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let tileX = Int(ppu.oamData[i + 3])
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let tileY = Int(ppu.oamData[i])
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// MARK: Draw Sprites
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for i in stride(from: 0, to: ppu.oamData.count, by: 4) {
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let tileIndex = UInt16(ppu.oamData[i + 1])
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let tileX = Int(ppu.oamData[i + 3])
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let tileY = Int(ppu.oamData[i])
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let flipVert = ppu.oamData[i + 2] >> 7 & 1 == 1
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let flipHori = ppu.oamData[i + 2] >> 6 & 1 == 1
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let flipVert = ppu.oamData[i + 2] >> 7 & 1 == 1
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let flipHori = ppu.oamData[i + 2] >> 6 & 1 == 1
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let paletteIndex = ppu.oamData[i + 2] & 0b11
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let spritePallete = getSpritePalette(ppu, paletteIndex: paletteIndex)
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let paletteIndex = ppu.oamData[i + 2] & 0b11
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let spritePallete = getSpritePalette(ppu, paletteIndex: paletteIndex)
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let bank = ppu.ctrl.spritePatternAddr()
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let tile = ppu.chrRom[(bank + Int(tileIndex) * 16)...(bank + Int(tileIndex) * 16 + 15)]
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let bank = ppu.ctrl.spritePatternAddr()
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let tile = ppu.chrRom[(bank + Int(tileIndex) * 16)...(bank + Int(tileIndex) * 16 + 15)]
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for y in 0...7 {
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var upper = tile[tile.startIndex + y]
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var lower = tile[tile.startIndex + y + 8]
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for y in 0...7 {
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var upper = tile[tile.startIndex + y]
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var lower = tile[tile.startIndex + y + 8]
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for x in (0...7).reversed() {
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let value = (1 & lower) << 1 | (1 & upper)
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upper = upper >> 1
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lower = lower >> 1
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if (value == 0) {
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continue // skip coloring this pixel, it's transparent
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}
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let rgb = switch value {
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case 1:
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NESColor.SYSTEM_PALLETE[Int(spritePallete[1])]
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case 2:
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NESColor.SYSTEM_PALLETE[Int(spritePallete[2])]
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case 3:
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NESColor.SYSTEM_PALLETE[Int(spritePallete[3])]
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default:
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fatalError("Invalid Pallete Color type")
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}
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switch (flipHori, flipVert) {
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case (false, false):
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frame.setPixel((tileX + x, tileY + y), rgb)
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case (true, false):
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frame.setPixel((tileX + 7 - x, tileY + y), rgb)
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case (false, true):
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frame.setPixel((tileX + x, tileY + 7 - y), rgb)
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case (true, true):
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frame.setPixel((tileX + 7 - x, tileY + 7 - y), rgb)
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}
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for x in [7,6,5,4,3,2,1,0] {
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let value = (1 & lower) << 1 | (1 & upper)
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upper = upper >> 1
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lower = lower >> 1
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if (value == 0) {
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continue // skip coloring this pixel, it's transparent
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}
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let rgb = switch value {
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case 1:
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NESColor.SYSTEM_PALLETE[Int(spritePallete[1])]
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case 2:
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NESColor.SYSTEM_PALLETE[Int(spritePallete[2])]
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case 3:
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NESColor.SYSTEM_PALLETE[Int(spritePallete[3])]
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default:
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fatalError("Invalid Pallete Color type")
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}
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switch (flipHori, flipVert) {
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case (false, false):
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frame.setPixel((tileX + x, tileY + y), rgb)
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case (true, false):
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frame.setPixel((tileX + 7 - x, tileY + y), rgb)
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case (false, true):
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frame.setPixel((tileX + x, tileY + 7 - y), rgb)
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case (true, true):
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frame.setPixel((tileX + 7 - x, tileY + 7 - y), rgb)
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}
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}
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}
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