use crate::memory_banks::GlyphBankPoolAccess; use prometeu_hal::GfxBridge; use prometeu_hal::color::Color; use prometeu_hal::glyph::Glyph; use prometeu_hal::glyph_bank::{GlyphBank, TileSize}; use prometeu_hal::sprite::Sprite; use prometeu_hal::tile::Tile; use prometeu_hal::tile_layer::{HudTileLayer, ScrollableTileLayer, TileMap}; use std::sync::Arc; /// Blending modes inspired by classic 16-bit hardware. /// Defines how source pixels are combined with existing pixels in the framebuffer. /// /// ### Usage Example: /// // Draw a semi-transparent blue rectangle /// gfx.fill_rect_blend(10, 10, 50, 50, Color::BLUE, BlendMode::Half); #[derive(Clone, Copy, Debug, Default, PartialEq, Eq)] pub enum BlendMode { /// No blending: a source overwrites the destination. #[default] None, /// Average: `dst = (src + dst) / 2`. Creates a semi-transparent effect. Half, /// Additive: `dst = clamp(dst + (src / 2))`. Good for glows/light. HalfPlus, /// Subtractive: `dst = clamp(dst - (src / 2))`. Good for shadows. HalfMinus, /// Full Additive: `dst = clamp(dst + src)`. Saturated light effect. Full, } /// PROMETEU Graphics Subsystem (GFX). /// /// Models a specialized graphics chip with a fixed resolution, double buffering, /// and a multi-layered tile/sprite architecture. /// /// The GFX system works by composing several "layers" into a single 16-bit /// RGB565 framebuffer. It supports hardware-accelerated primitives (lines, rects) /// and specialized console features like background scrolling and sprite sorting. /// /// ### Layer Composition Order (back to front): /// 1. **Priority 0 Sprites**: Objects behind everything else. /// 2. **Tile Layer 0 + Priority 1 Sprites**: Background 0. /// 3. **Tile Layer 1 + Priority 2 Sprites**: Background 1. /// 4. **Tile Layer 2 + Priority 3 Sprites**: Background 2. /// 5. **Tile Layer 3 + Priority 4 Sprites**: Foreground. /// 6. **Scene Fade**: Global brightness/color filter. /// 7. **HUD Layer**: Fixed UI elements (always on top). /// 8. **HUD Fade**: Independent fade for the UI. pub struct Gfx { /// Width of the internal framebuffer in pixels. w: usize, /// Height of the internal framebuffer in pixels. h: usize, /// Front buffer: the "VRAM" currently being displayed by the Host window. front: Vec, /// Back buffer: the "Work RAM" where new frames are composed. back: Vec, /// 4 scrollable background layers. Each can have its own scroll (X, Y) and GlyphBank. pub layers: [ScrollableTileLayer; 4], /// 1 fixed layer for User Interface (HUD). It doesn't scroll. pub hud: HudTileLayer, /// Shared access to graphical memory banks (tiles and palettes). pub glyph_banks: Arc, /// Hardware sprite list (512 slots). Equivalent to OAM (Object Attribute Memory). pub sprites: [Sprite; 512], /// Scene brightness/fade level (0 = black/invisible, 31 = fully visible). pub scene_fade_level: u8, /// Target color for the scene fade effect (usually Black). pub scene_fade_color: Color, /// HUD brightness/fade level (independent from the scene). pub hud_fade_level: u8, /// Target color for the HUD fade effect. pub hud_fade_color: Color, /// Internal cache used to sort sprites into priority groups to optimize rendering. priority_buckets: [Vec; 5], } const GLYPH_UNKNOWN: [u8; 5] = [0x7, 0x7, 0x7, 0x7, 0x7]; #[inline] fn glyph_for_char(c: char) -> &'static [u8; 5] { match c.to_ascii_uppercase() { '0' => &[0x7, 0x5, 0x5, 0x5, 0x7], '1' => &[0x2, 0x6, 0x2, 0x2, 0x7], '2' => &[0x7, 0x1, 0x7, 0x4, 0x7], '3' => &[0x7, 0x1, 0x7, 0x1, 0x7], '4' => &[0x5, 0x5, 0x7, 0x1, 0x1], '5' => &[0x7, 0x4, 0x7, 0x1, 0x7], '6' => &[0x7, 0x4, 0x7, 0x5, 0x7], '7' => &[0x7, 0x1, 0x1, 0x1, 0x1], '8' => &[0x7, 0x5, 0x7, 0x5, 0x7], '9' => &[0x7, 0x5, 0x7, 0x1, 0x7], 'A' => &[0x7, 0x5, 0x7, 0x5, 0x5], 'B' => &[0x6, 0x5, 0x6, 0x5, 0x6], 'C' => &[0x7, 0x4, 0x4, 0x4, 0x7], 'D' => &[0x6, 0x5, 0x5, 0x5, 0x6], 'E' => &[0x7, 0x4, 0x6, 0x4, 0x7], 'F' => &[0x7, 0x4, 0x6, 0x4, 0x4], 'G' => &[0x7, 0x4, 0x5, 0x5, 0x7], 'H' => &[0x5, 0x5, 0x7, 0x5, 0x5], 'I' => &[0x7, 0x2, 0x2, 0x2, 0x7], 'J' => &[0x1, 0x1, 0x1, 0x5, 0x2], 'K' => &[0x5, 0x5, 0x6, 0x5, 0x5], 'L' => &[0x4, 0x4, 0x4, 0x4, 0x7], 'M' => &[0x5, 0x7, 0x5, 0x5, 0x5], 'N' => &[0x5, 0x5, 0x5, 0x5, 0x5], 'O' => &[0x7, 0x5, 0x5, 0x5, 0x7], 'P' => &[0x7, 0x5, 0x7, 0x4, 0x4], 'Q' => &[0x7, 0x5, 0x5, 0x7, 0x1], 'R' => &[0x7, 0x5, 0x6, 0x5, 0x5], 'S' => &[0x7, 0x4, 0x7, 0x1, 0x7], 'T' => &[0x7, 0x2, 0x2, 0x2, 0x2], 'U' => &[0x5, 0x5, 0x5, 0x5, 0x7], 'V' => &[0x5, 0x5, 0x5, 0x5, 0x2], 'W' => &[0x5, 0x5, 0x5, 0x7, 0x5], 'X' => &[0x5, 0x5, 0x2, 0x5, 0x5], 'Y' => &[0x5, 0x5, 0x2, 0x2, 0x2], 'Z' => &[0x7, 0x1, 0x2, 0x4, 0x7], ':' => &[0x0, 0x2, 0x0, 0x2, 0x0], '.' => &[0x0, 0x0, 0x0, 0x0, 0x2], ',' => &[0x0, 0x0, 0x0, 0x2, 0x4], '!' => &[0x2, 0x2, 0x2, 0x0, 0x2], '?' => &[0x7, 0x1, 0x2, 0x0, 0x2], ' ' => &[0x0, 0x0, 0x0, 0x0, 0x0], '|' => &[0x2, 0x2, 0x2, 0x2, 0x2], '/' => &[0x1, 0x1, 0x2, 0x4, 0x4], '(' => &[0x2, 0x4, 0x4, 0x4, 0x2], ')' => &[0x2, 0x1, 0x1, 0x1, 0x2], '>' => &[0x4, 0x2, 0x1, 0x2, 0x4], '<' => &[0x1, 0x2, 0x4, 0x2, 0x1], _ => &GLYPH_UNKNOWN, } } impl GfxBridge for Gfx { fn size(&self) -> (usize, usize) { self.size() } fn front_buffer(&self) -> &[u16] { self.front_buffer() } fn clear(&mut self, color: Color) { self.clear(color) } fn fill_rect_blend( &mut self, x: i32, y: i32, w: i32, h: i32, color: Color, mode: prometeu_hal::BlendMode, ) { let m = match mode { prometeu_hal::BlendMode::None => BlendMode::None, prometeu_hal::BlendMode::Half => BlendMode::Half, prometeu_hal::BlendMode::HalfPlus => BlendMode::HalfPlus, prometeu_hal::BlendMode::HalfMinus => BlendMode::HalfMinus, prometeu_hal::BlendMode::Full => BlendMode::Full, }; self.fill_rect_blend(x, y, w, h, color, m) } fn fill_rect(&mut self, x: i32, y: i32, w: i32, h: i32, color: Color) { self.fill_rect(x, y, w, h, color) } fn draw_pixel(&mut self, x: i32, y: i32, color: Color) { self.draw_pixel(x, y, color) } fn draw_line(&mut self, x0: i32, y0: i32, x1: i32, y1: i32, color: Color) { self.draw_line(x0, y0, x1, y1, color) } fn draw_circle(&mut self, xc: i32, yc: i32, r: i32, color: Color) { self.draw_circle(xc, yc, r, color) } fn draw_circle_points(&mut self, xc: i32, yc: i32, x: i32, y: i32, color: Color) { self.draw_circle_points(xc, yc, x, y, color) } fn fill_circle(&mut self, xc: i32, yc: i32, r: i32, color: Color) { self.fill_circle(xc, yc, r, color) } fn draw_circle_lines(&mut self, xc: i32, yc: i32, x: i32, y: i32, color: Color) { self.draw_circle_lines(xc, yc, x, y, color) } fn draw_disc(&mut self, x: i32, y: i32, r: i32, border_color: Color, fill_color: Color) { self.draw_disc(x, y, r, border_color, fill_color) } fn draw_rect(&mut self, x: i32, y: i32, w: i32, h: i32, color: Color) { self.draw_rect(x, y, w, h, color) } fn draw_square( &mut self, x: i32, y: i32, w: i32, h: i32, border_color: Color, fill_color: Color, ) { self.draw_square(x, y, w, h, border_color, fill_color) } fn draw_horizontal_line(&mut self, x0: i32, x1: i32, y: i32, color: Color) { self.draw_horizontal_line(x0, x1, y, color) } fn draw_vertical_line(&mut self, x: i32, y0: i32, y1: i32, color: Color) { self.draw_vertical_line(x, y0, y1, color) } fn present(&mut self) { self.present() } fn render_all(&mut self) { self.render_all() } fn render_layer(&mut self, layer_idx: usize) { self.render_layer(layer_idx) } fn render_hud(&mut self) { self.render_hud() } fn draw_text(&mut self, x: i32, y: i32, text: &str, color: Color) { self.draw_text(x, y, text, color) } fn draw_char(&mut self, x: i32, y: i32, c: char, color: Color) { self.draw_char(x, y, c, color) } fn layer(&self, index: usize) -> &ScrollableTileLayer { &self.layers[index] } fn layer_mut(&mut self, index: usize) -> &mut ScrollableTileLayer { &mut self.layers[index] } fn hud(&self) -> &HudTileLayer { &self.hud } fn hud_mut(&mut self) -> &mut HudTileLayer { &mut self.hud } fn sprite(&self, index: usize) -> &Sprite { &self.sprites[index] } fn sprite_mut(&mut self, index: usize) -> &mut Sprite { &mut self.sprites[index] } fn scene_fade_level(&self) -> u8 { self.scene_fade_level } fn set_scene_fade_level(&mut self, level: u8) { self.scene_fade_level = level; } fn scene_fade_color(&self) -> Color { self.scene_fade_color } fn set_scene_fade_color(&mut self, color: Color) { self.scene_fade_color = color; } fn hud_fade_level(&self) -> u8 { self.hud_fade_level } fn set_hud_fade_level(&mut self, level: u8) { self.hud_fade_level = level; } fn hud_fade_color(&self) -> Color { self.hud_fade_color } fn set_hud_fade_color(&mut self, color: Color) { self.hud_fade_color = color; } } impl Gfx { /// Initializes the graphics system with a specific resolution and shared memory banks. pub fn new(w: usize, h: usize, glyph_banks: Arc) -> Self { const EMPTY_GLYPH: Glyph = Glyph { glyph_id: 0, palette_id: 0 }; const EMPTY_SPRITE: Sprite = Sprite { glyph: EMPTY_GLYPH, x: 0, y: 0, bank_id: 0, active: false, flip_x: false, flip_y: false, priority: 4, }; let len = w * h; let layers = [ ScrollableTileLayer::new(64, 64, TileSize::Size16), ScrollableTileLayer::new(64, 64, TileSize::Size16), ScrollableTileLayer::new(64, 64, TileSize::Size16), ScrollableTileLayer::new(64, 64, TileSize::Size16), ]; Self { w, h, front: vec![0; len], back: vec![0; len], layers, hud: HudTileLayer::new(64, 32), glyph_banks, sprites: [EMPTY_SPRITE; 512], scene_fade_level: 31, scene_fade_color: Color::BLACK, hud_fade_level: 31, hud_fade_color: Color::BLACK, priority_buckets: [ Vec::with_capacity(128), Vec::with_capacity(128), Vec::with_capacity(128), Vec::with_capacity(128), Vec::with_capacity(128), ], } } pub fn size(&self) -> (usize, usize) { (self.w, self.h) } /// The buffer that the host should display (RGB565). pub fn front_buffer(&self) -> &[u16] { &self.front } pub fn clear(&mut self, color: Color) { self.back.fill(color.0); } /// Rectangle with blend mode. pub fn fill_rect_blend( &mut self, x: i32, y: i32, w: i32, h: i32, color: Color, mode: BlendMode, ) { if color == Color::COLOR_KEY { return; } let fw = self.w as i32; let fh = self.h as i32; let x0 = x.clamp(0, fw); let y0 = y.clamp(0, fh); let x1 = (x + w).clamp(0, fw); let y1 = (y + h).clamp(0, fh); let src = color.0; for yy in y0..y1 { let row = (yy as usize) * self.w; for xx in x0..x1 { let idx = row + (xx as usize); let dst = self.back[idx]; self.back[idx] = blend_rgb565(dst, src, mode); } } } /// Convenience: normal rectangle (no blend). pub fn fill_rect(&mut self, x: i32, y: i32, w: i32, h: i32, color: Color) { self.fill_rect_blend(x, y, w, h, color, BlendMode::None); } /// Draws a single pixel. pub fn draw_pixel(&mut self, x: i32, y: i32, color: Color) { if color == Color::COLOR_KEY { return; } if x >= 0 && x < self.w as i32 && y >= 0 && y < self.h as i32 { self.back[y as usize * self.w + x as usize] = color.0; } } /// Draws a line between two points using Bresenham's algorithm. pub fn draw_line(&mut self, x0: i32, y0: i32, x1: i32, y1: i32, color: Color) { if color == Color::COLOR_KEY { return; } let dx = (x1 - x0).abs(); let sx = if x0 < x1 { 1 } else { -1 }; let dy = -(y1 - y0).abs(); let sy = if y0 < y1 { 1 } else { -1 }; let mut err = dx + dy; let mut x = x0; let mut y = y0; loop { self.draw_pixel(x, y, color); if x == x1 && y == y1 { break; } let e2 = 2 * err; if e2 >= dy { err += dy; x += sx; } if e2 <= dx { err += dx; y += sy; } } } /// Draws a circle outline using Midpoint Circle Algorithm. pub fn draw_circle(&mut self, xc: i32, yc: i32, r: i32, color: Color) { if color == Color::COLOR_KEY { return; } if r < 0 { return; } let mut x = 0; let mut y = r; let mut d = 3 - 2 * r; self.draw_circle_points(xc, yc, x, y, color); while y >= x { x += 1; if d > 0 { y -= 1; d = d + 4 * (x - y) + 10; } else { d = d + 4 * x + 6; } self.draw_circle_points(xc, yc, x, y, color); } } fn draw_circle_points(&mut self, xc: i32, yc: i32, x: i32, y: i32, color: Color) { self.draw_pixel(xc + x, yc + y, color); self.draw_pixel(xc - x, yc + y, color); self.draw_pixel(xc + x, yc - y, color); self.draw_pixel(xc - x, yc - y, color); self.draw_pixel(xc + y, yc + x, color); self.draw_pixel(xc - y, yc + x, color); self.draw_pixel(xc + y, yc - x, color); self.draw_pixel(xc - y, yc - x, color); } /// Draws a filled circle. pub fn fill_circle(&mut self, xc: i32, yc: i32, r: i32, color: Color) { if color == Color::COLOR_KEY { return; } if r < 0 { return; } let mut x = 0; let mut y = r; let mut d = 3 - 2 * r; self.draw_circle_lines(xc, yc, x, y, color); while y >= x { x += 1; if d > 0 { y -= 1; d = d + 4 * (x - y) + 10; } else { d = d + 4 * x + 6; } self.draw_circle_lines(xc, yc, x, y, color); } } fn draw_circle_lines(&mut self, xc: i32, yc: i32, x: i32, y: i32, color: Color) { self.draw_horizontal_line(xc - x, xc + x, yc + y, color); self.draw_horizontal_line(xc - x, xc + x, yc - y, color); self.draw_horizontal_line(xc - y, xc + y, yc + x, color); self.draw_horizontal_line(xc - y, xc + y, yc - x, color); } /// Draws a disc (filled circle with border). pub fn draw_disc(&mut self, x: i32, y: i32, r: i32, border_color: Color, fill_color: Color) { self.fill_circle(x, y, r, fill_color); self.draw_circle(x, y, r, border_color); } /// Draws a rectangle outline. pub fn draw_rect(&mut self, x: i32, y: i32, w: i32, h: i32, color: Color) { if color == Color::COLOR_KEY { return; } if w <= 0 || h <= 0 { return; } self.draw_horizontal_line(x, x + w - 1, y, color); self.draw_horizontal_line(x, x + w - 1, y + h - 1, color); self.draw_vertical_line(x, y, y + h - 1, color); self.draw_vertical_line(x + w - 1, y, y + h - 1, color); } /// Draws a square (filled rectangle with border). pub fn draw_square( &mut self, x: i32, y: i32, w: i32, h: i32, border_color: Color, fill_color: Color, ) { self.fill_rect(x, y, w, h, fill_color); self.draw_rect(x, y, w, h, border_color); } fn draw_horizontal_line(&mut self, x0: i32, x1: i32, y: i32, color: Color) { if color == Color::COLOR_KEY { return; } if y < 0 || y >= self.h as i32 { return; } let start = x0.max(0); let end = x1.min(self.w as i32 - 1); if start > end { return; } for x in start..=end { self.back[y as usize * self.w + x as usize] = color.0; } } fn draw_vertical_line(&mut self, x: i32, y0: i32, y1: i32, color: Color) { if color == Color::COLOR_KEY { return; } if x < 0 || x >= self.w as i32 { return; } let start = y0.max(0); let end = y1.min(self.h as i32 - 1); if start > end { return; } for y in start..=end { self.back[y as usize * self.w + x as usize] = color.0; } } /// Double buffer swap (O(1), no pixel copying). /// Typically called by the Host when it's time to display the finished frame. pub fn present(&mut self) { std::mem::swap(&mut self.front, &mut self.back); } /// The main rendering pipeline. /// /// This method composes the final frame by rasterizing layers and sprites in the /// correct priority order into the back buffer. /// Follows the hardware model where layers and sprites are composed every frame. pub fn render_all(&mut self) { // 0. Preparation Phase: Filter and group sprites by their priority levels. // This avoids iterating through all 512 sprites for every layer. for bucket in self.priority_buckets.iter_mut() { bucket.clear(); } for (idx, sprite) in self.sprites.iter().enumerate() { if sprite.active && sprite.priority < 5 { self.priority_buckets[sprite.priority as usize].push(idx); } } // 1. Priority 0 sprites: drawn at the very back, behind everything else. Self::draw_bucket_on_buffer( &mut self.back, self.w, self.h, &self.priority_buckets[0], &self.sprites, &*self.glyph_banks, ); // 2. Main layers and prioritized sprites. // Order: Layer 0 -> Sprites 1 -> Layer 1 -> Sprites 2 ... for i in 0..self.layers.len() { let bank_id = self.layers[i].bank_id as usize; if let Some(bank) = self.glyph_banks.glyph_bank_slot(bank_id) { Self::draw_tile_map( &mut self.back, self.w, self.h, &self.layers[i].map, &bank, self.layers[i].scroll_x, self.layers[i].scroll_y, ); } // Draw sprites that belong to this depth level Self::draw_bucket_on_buffer( &mut self.back, self.w, self.h, &self.priority_buckets[i + 1], &self.sprites, &*self.glyph_banks, ); } // 4. Scene Fade: Applies a color blend to the entire world (excluding HUD). Self::apply_fade_to_buffer(&mut self.back, self.scene_fade_level, self.scene_fade_color); // 5. HUD: The fixed interface layer, always drawn on top of the world. Self::render_hud_with_pool(&mut self.back, self.w, self.h, &self.hud, &*self.glyph_banks); // 6. HUD Fade: Independent fade effect for the UI. Self::apply_fade_to_buffer(&mut self.back, self.hud_fade_level, self.hud_fade_color); } /// Renders a specific game layer. pub fn render_layer(&mut self, layer_idx: usize) { if layer_idx >= self.layers.len() { return; } let bank_id = self.layers[layer_idx].bank_id as usize; let scroll_x = self.layers[layer_idx].scroll_x; let scroll_y = self.layers[layer_idx].scroll_y; let bank = match self.glyph_banks.glyph_bank_slot(bank_id) { Some(b) => b, _ => return, }; Self::draw_tile_map( &mut self.back, self.w, self.h, &self.layers[layer_idx].map, &bank, scroll_x, scroll_y, ); } /// Renders the HUD (fixed position, no scroll). pub fn render_hud(&mut self) { Self::render_hud_with_pool(&mut self.back, self.w, self.h, &self.hud, &*self.glyph_banks); } fn render_hud_with_pool( back: &mut [u16], w: usize, h: usize, hud: &HudTileLayer, glyph_banks: &dyn GlyphBankPoolAccess, ) { let bank_id = hud.bank_id as usize; let bank = match glyph_banks.glyph_bank_slot(bank_id) { Some(b) => b, _ => return, }; Self::draw_tile_map(back, w, h, &hud.map, &bank, 0, 0); } /// Rasterizes a TileMap into the provided pixel buffer using scrolling. fn draw_tile_map( back: &mut [u16], screen_w: usize, screen_h: usize, map: &TileMap, bank: &GlyphBank, scroll_x: i32, scroll_y: i32, ) { let tile_size = bank.tile_size as usize; // 1. Determine the range of visible tiles based on the scroll position. // We add a margin of 1 tile to ensure smooth pixel-perfect scrolling at the borders. let visible_tiles_x = (screen_w / tile_size) + 1; let visible_tiles_y = (screen_h / tile_size) + 1; // 2. Calculate offsets within the tilemap. let start_tile_x = scroll_x / tile_size as i32; let start_tile_y = scroll_y / tile_size as i32; // 3. Fine scroll: how many pixels the tiles are shifted within the first visible cell. let fine_scroll_x = scroll_x % tile_size as i32; let fine_scroll_y = scroll_y % tile_size as i32; // 4. Iterate only through the tiles that are actually visible on screen. for ty in 0..visible_tiles_y { for tx in 0..visible_tiles_x { let map_x = (start_tile_x + tx as i32) as usize; let map_y = (start_tile_y + ty as i32) as usize; // Bounds check: don't draw if the camera is outside the map. if map_x >= map.width || map_y >= map.height { continue; } let tile = map.tiles[map_y * map.width + map_x]; // Optimized skip for empty (ID 0) tiles. if !tile.active { continue; } // 5. Project the tile pixels to screen space. let screen_tile_x = (tx as i32 * tile_size as i32) - fine_scroll_x; let screen_tile_y = (ty as i32 * tile_size as i32) - fine_scroll_y; Self::draw_tile_pixels( back, screen_w, screen_h, screen_tile_x, screen_tile_y, tile, bank, ); } } } /// Internal helper to copy a single tile's pixels to the framebuffer. /// Handles flipping and palette resolution. fn draw_tile_pixels( back: &mut [u16], screen_w: usize, screen_h: usize, x: i32, y: i32, tile: Tile, bank: &GlyphBank, ) { let size = bank.tile_size as usize; for local_y in 0..size { let world_y = y + local_y as i32; if world_y < 0 || world_y >= screen_h as i32 { continue; } for local_x in 0..size { let world_x = x + local_x as i32; if world_x < 0 || world_x >= screen_w as i32 { continue; } // Handle flip flags by reversing the fetch coordinates. let fetch_x = if tile.flip_x { size - 1 - local_x } else { local_x }; let fetch_y = if tile.flip_y { size - 1 - local_y } else { local_y }; // 1. Get the pixel color index (0-15) from the bank. let px_index = bank.get_pixel_index(tile.glyph.glyph_id, fetch_x, fetch_y); // 2. Hardware rule: Color index 0 is always fully transparent. if px_index == 0 { continue; } // 3. Resolve the virtual index to a real RGB565 color using the tile's assigned palette. let color = bank.resolve_color(tile.glyph.palette_id, px_index); back[world_y as usize * screen_w + world_x as usize] = color.raw(); } } } fn draw_bucket_on_buffer( back: &mut [u16], screen_w: usize, screen_h: usize, bucket: &[usize], sprites: &[Sprite], glyph_banks: &dyn GlyphBankPoolAccess, ) { for &idx in bucket { let s = &sprites[idx]; let bank_id = s.bank_id as usize; if let Some(bank) = glyph_banks.glyph_bank_slot(bank_id) { Self::draw_sprite_pixel_by_pixel(back, screen_w, screen_h, s, &bank); } } } fn draw_sprite_pixel_by_pixel( back: &mut [u16], screen_w: usize, screen_h: usize, sprite: &Sprite, bank: &GlyphBank, ) { // ... (same bounds/clipping calculation we already had) ... let size = bank.tile_size as usize; let start_x = sprite.x.max(0); let start_y = sprite.y.max(0); let end_x = (sprite.x + size as i32).min(screen_w as i32); let end_y = (sprite.y + size as i32).min(screen_h as i32); for world_y in start_y..end_y { for world_x in start_x..end_x { let local_x = (world_x - sprite.x) as usize; let local_y = (world_y - sprite.y) as usize; let fetch_x = if sprite.flip_x { size - 1 - local_x } else { local_x }; let fetch_y = if sprite.flip_y { size - 1 - local_y } else { local_y }; // 1. Get index let px_index = bank.get_pixel_index(sprite.glyph.glyph_id, fetch_x, fetch_y); // 2. Transparency if px_index == 0 { continue; } // 3. Resolve color via palette (from the tile inside the sprite) let color = bank.resolve_color(sprite.glyph.palette_id, px_index); back[world_y as usize * screen_w + world_x as usize] = color.raw(); } } } /// Applies the fade effect to the entire back buffer. /// level: 0 (full color) to 31 (visible) fn apply_fade_to_buffer(back: &mut [u16], level: u8, fade_color: Color) { if level >= 31 { return; } // Fully visible, skip processing let weight = level as u16; let inv_weight = 31 - weight; let (fr, fg, fb) = Color::unpack_to_native(fade_color.0); for px in back.iter_mut() { let (sr, sg, sb) = Color::unpack_to_native(*px); // Formula: (src * weight + fade * inv_weight) / 31 let r = ((sr as u16 * weight + fr as u16 * inv_weight) / 31) as u8; let g = ((sg as u16 * weight + fg as u16 * inv_weight) / 31) as u8; let b = ((sb as u16 * weight + fb as u16 * inv_weight) / 31) as u8; *px = Color::pack_from_native(r, g, b); } } pub fn draw_text(&mut self, x: i32, y: i32, text: &str, color: Color) { let mut cx = x; for c in text.chars() { self.draw_char(cx, y, c, color); cx += 4; } } fn draw_char(&mut self, x: i32, y: i32, c: char, color: Color) { if color == Color::COLOR_KEY { return; } let screen_w = self.w as i32; let screen_h = self.h as i32; if x >= screen_w || y >= screen_h || x + 3 <= 0 || y + 5 <= 0 { return; } let glyph = glyph_for_char(c); let raw = color.0; let row_start = (-y).clamp(0, 5) as usize; let row_end = (screen_h - y).clamp(0, 5) as usize; let col_start = (-x).clamp(0, 3) as usize; let col_end = (screen_w - x).clamp(0, 3) as usize; for (row_idx, row) in glyph.iter().enumerate().skip(row_start).take(row_end.saturating_sub(row_start)) { let py = (y + row_idx as i32) as usize; let base = py * self.w; for col_idx in col_start..col_end { if (row >> (2 - col_idx)) & 1 == 1 { let px = (x + col_idx as i32) as usize; self.back[base + px] = raw; } } } } } #[cfg(test)] mod tests { use super::*; use crate::memory_banks::MemoryBanks; #[test] fn test_draw_pixel() { let banks = Arc::new(MemoryBanks::new()); let mut gfx = Gfx::new(10, 10, banks); gfx.draw_pixel(5, 5, Color::WHITE); assert_eq!(gfx.back[5 * 10 + 5], Color::WHITE.0); // Out of bounds should not panic gfx.draw_pixel(-1, -1, Color::WHITE); gfx.draw_pixel(10, 10, Color::WHITE); } #[test] fn test_draw_line() { let banks = Arc::new(MemoryBanks::new()); let mut gfx = Gfx::new(10, 10, banks); gfx.draw_line(0, 0, 9, 9, Color::WHITE); assert_eq!(gfx.back[0], Color::WHITE.0); assert_eq!(gfx.back[9 * 10 + 9], Color::WHITE.0); } #[test] fn test_draw_rect() { let banks = Arc::new(MemoryBanks::new()); let mut gfx = Gfx::new(10, 10, banks); gfx.draw_rect(0, 0, 10, 10, Color::WHITE); assert_eq!(gfx.back[0], Color::WHITE.0); assert_eq!(gfx.back[9], Color::WHITE.0); assert_eq!(gfx.back[90], Color::WHITE.0); assert_eq!(gfx.back[99], Color::WHITE.0); } #[test] fn test_fill_circle() { let banks = Arc::new(MemoryBanks::new()); let mut gfx = Gfx::new(10, 10, banks); gfx.fill_circle(5, 5, 2, Color::WHITE); assert_eq!(gfx.back[5 * 10 + 5], Color::WHITE.0); } #[test] fn test_draw_square() { let banks = Arc::new(MemoryBanks::new()); let mut gfx = Gfx::new(10, 10, banks); gfx.draw_square(2, 2, 6, 6, Color::WHITE, Color::BLACK); // Border assert_eq!(gfx.back[2 * 10 + 2], Color::WHITE.0); // Fill assert_eq!(gfx.back[3 * 10 + 3], Color::BLACK.0); } } /// Blends in RGB565 per channel with saturation. /// `dst` and `src` are RGB565 pixels (u16). fn blend_rgb565(dst: u16, src: u16, mode: BlendMode) -> u16 { match mode { BlendMode::None => src, BlendMode::Half => { let (dr, dg, db) = Color::unpack_to_native(dst); let (sr, sg, sb) = Color::unpack_to_native(src); let r = ((dr as u16 + sr as u16) >> 1) as u8; let g = ((dg as u16 + sg as u16) >> 1) as u8; let b = ((db as u16 + sb as u16) >> 1) as u8; Color::pack_from_native(r, g, b) } BlendMode::HalfPlus => { let (dr, dg, db) = Color::unpack_to_native(dst); let (sr, sg, sb) = Color::unpack_to_native(src); let r = (dr as u16 + ((sr as u16) >> 1)).min(31) as u8; let g = (dg as u16 + ((sg as u16) >> 1)).min(63) as u8; let b = (db as u16 + ((sb as u16) >> 1)).min(31) as u8; Color::pack_from_native(r, g, b) } BlendMode::HalfMinus => { let (dr, dg, db) = Color::unpack_to_native(dst); let (sr, sg, sb) = Color::unpack_to_native(src); let r = (dr as i16 - ((sr as i16) >> 1)).max(0) as u8; let g = (dg as i16 - ((sg as i16) >> 1)).max(0) as u8; let b = (db as i16 - ((sb as i16) >> 1)).max(0) as u8; Color::pack_from_native(r, g, b) } BlendMode::Full => { let (dr, dg, db) = Color::unpack_to_native(dst); let (sr, sg, sb) = Color::unpack_to_native(src); let r = (dr as u16 + sr as u16).min(31) as u8; let g = (dg as u16 + sg as u16).min(63) as u8; let b = (db as u16 + sb as u16).min(31) as u8; Color::pack_from_native(r, g, b) } } }