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https://github.com/zoriya/ComSquare.git
synced 2026-05-28 00:31:38 +00:00
removing the cgram print of the main window and old protoypes of background functions in PPU.hpp
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@@ -251,28 +251,7 @@ namespace ComSquare::PPU
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void PPU::update(unsigned cycles)
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{
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(void)cycles;
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uint16_t tmp;
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uint8_t red;
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uint8_t green;
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uint8_t blue;
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uint32_t pixelTmp = 0x0;
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if (!this->_registers._inidisp.fblank) {
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for (int y = 0; y <= 255; y += 2) {
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tmp = this->cgram->read_internal(y);
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tmp += this->cgram->read_internal(y + 1) << 8;
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blue = (tmp & 0x7D00U) >> 10U;
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green = (tmp & 0x03E0U) >> 5U;
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red = (tmp & 0x001FU);
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pixelTmp = this->_registers._inidisp.brightness * 255U / 15U;
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pixelTmp += (red * 255U / 31U) << 24U;
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pixelTmp += (green * 255U / 31U) << 16U;
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pixelTmp += (blue * 255U / 31U) << 8U;
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for (int x = 0; x < 100; x++)
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this->_renderer.putPixel(x, y, pixelTmp);
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}
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}
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this->_backgrounds[0].renderBackground();
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for (int i = 0; i < this->_backgrounds[0]._backgroundSize.y; i++) {
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for (int j = 0; j < this->_backgrounds[0]._backgroundSize.x; j++) {
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@@ -595,20 +595,6 @@ namespace ComSquare::PPU
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virtual bool isDebugger();
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//! @brief Allow others components to read the CGRAM
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uint16_t cgramRead(uint16_t addr);
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/* //! @brief Render a background on the screen
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void renderBackground(int bgNumber, Vector2<int> characterSize, int bpp, bool priority);
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//! @brief Get the correct Vram address for a gien x and y
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uint16_t getGraphicVramAddress(int x, int y, int bg, int bpp);
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//! @brief Draw a tile on the screen at x y pos
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void drawBgTile(uint16_t data, Vector2<int> pos, int bg, int bpp, Vector2<int> characterSize);
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//! @brief Get a palette from the number of the palette (0 - 7)
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std::vector<uint16_t> getPalette(int nbPalette);
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//! @brief Transform SNES color code BGR to uint32_t RGB
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uint32_t getRealColor(uint16_t color);
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//! @brief Get the color reference of a nb pixel tile
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uint8_t getTilePixelReference(uint16_t addr, int bpp, int nb);
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//! @brief draw a tilemap 32x32 starting at baseAddress
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void drawBasicTileMap(uint16_t baseAddress, int bgNumber, int bpp, Vector2<int> characterSize, Vector2<int> offset); */
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//! @brief get the bpp depending of the bgNumber and the Bgmode
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int getBPP(int bgNumber);
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//! @brief Give the correct character size depending of the bgMode
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