AxibugEmuOnline/AxibugEmuOnline.Client.PSVita/Assets/Script/NesEmulator/PatternViewer.cs
2024-12-08 21:50:52 +08:00

86 lines
2.9 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using VirtualNes;
using static AxibugEmuOnline.Client.PaletteDefine;
namespace AxibugEmuOnline.Client
{
public class PatternViewer : MonoBehaviour
{
public RawImage img;
private Color32[] m_lpPattern = new Color32[128 * 256];
private Texture2D m_texture;
private Dictionary<byte, RGBQUAD> colors = new Dictionary<byte, RGBQUAD>();
private void Awake()
{
m_texture = new Texture2D(128, 256);
}
private void Update()
{
Paint();
}
private void OnEnable()
{
img.gameObject.SetActive(true);
}
private void OnDisable()
{
img.gameObject.SetActive(false);
}
public void Paint()
{
img.texture = m_texture;
var pal = MMU.SPPAL;
var palette = PaletteDefine.GetPaletteData();
colors[0] = palette[pal[0]];
colors[1] = palette[pal[1]];
colors[2] = palette[pal[2]];
colors[3] = palette[pal[3]];
for (int i = 0; i < 8; i++)
{
var Ptn = MMU.PPU_MEM_BANK[i];
int lpPtn = 0;
for (int p = 0; p < 64; p++)
{
int lpScn = i * 32 * 128 + (p & 15) * 8 + (p / 16) * 8 * 128;
for (int y = 0; y < 8; y++)
{
byte chr_l = Ptn[lpPtn + y];
byte chr_h = Ptn[lpPtn + y + 8];
m_lpPattern[lpScn + 0] = ToColor32(colors, (((chr_h >> 6) & 2) | ((chr_l >> 7) & 1)));
m_lpPattern[lpScn + 4] = ToColor32(colors, (((chr_h >> 2) & 2) | ((chr_l >> 3) & 1)));
m_lpPattern[lpScn + 1] = ToColor32(colors, (((chr_h >> 5) & 2) | ((chr_l >> 6) & 1)));
m_lpPattern[lpScn + 5] = ToColor32(colors, (((chr_h >> 1) & 2) | ((chr_l >> 2) & 1)));
m_lpPattern[lpScn + 2] = ToColor32(colors, (((chr_h >> 4) & 2) | ((chr_l >> 5) & 1)));
m_lpPattern[lpScn + 6] = ToColor32(colors, (((chr_h >> 0) & 2) | ((chr_l >> 1) & 1)));
m_lpPattern[lpScn + 3] = ToColor32(colors, (((chr_h >> 3) & 2) | ((chr_l >> 4) & 1)));
m_lpPattern[lpScn + 7] = ToColor32(colors, (((chr_h << 1) & 2) | ((chr_l >> 0) & 1)));
// Next line
lpScn += 128;
}
// Next pattern
lpPtn += 16;
}
}
m_texture.SetPixels32(m_lpPattern);
m_texture.Apply();
}
private Color32 ToColor32(Dictionary<byte, RGBQUAD> map, int v)
{
var raw = map[(byte)v];
return new Color32(raw.rgbRed, raw.rgbGreen, raw.rgbBlue, 255);
}
}
}