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📄 gfxdraw2d16sprite.pas

📁 一个不出名的GBA模拟器
💻 PAS
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//////////////////////////////////////////////////////////////////////
//                                                                  //
// gfxDraw2D16Sprite.pas: Render metacode for 16 color sprites with //
// 2D mapping                                                       //
//                                                                  //
// The contents of this file are subject to the Bottled Light       //
// Public License Version 1.0 (the "License"); you may not use this //
// file except in compliance with the License. You may obtain a     //
// copy of the License at http://www.bottledlight.com/BLPL/         //
//                                                                  //
// Software distributed under the License is distributed on an      //
// "AS IS" basis, WITHOUT WARRANTY OF ANY KIND, either express or   //
// implied. See the License for the specific language governing     //
// rights and limitations under the License.                        //
//                                                                  //
// The Original Code is the Mappy VM Core, released April 1st, 2003 //
// The Initial Developer of the Original Code is Bottled Light,     //
// Inc. Portions created by Bottled Light, Inc. are Copyright       //
// (C) 2001 - 2003 Bottled Light, Inc. All Rights Reserved.         //
//                                                                  //
// Author(s):                                                       //
//   Michael Noland (joat), michael@bottledlight.com                //
//                                                                  //
// Changelog:                                                       //
//   1.0: First public release (April 1st, 2003)                    //
//                                                                  //
//////////////////////////////////////////////////////////////////////

// Draw a 16 color sprite using 2D mapping
var
  hsize, vsize: byte;
  pix: uint16;
  sx, sy: integer;
  x, x0, base: integer;
  pal: uint32;
{$INCLUDE gfxDrawPixelInc.pas}

  // Rot/scale
  hsize := entry^.width;
  vsize := entry^.height;
  sx := entry^.x;
  sy := entry^.y;

  // Calculate the sprite image base
  if entry^.b and SPRITE_B_FLIP_Y <> 0 then y := vsize-y-1;
  base := (entry^.c and $3FF) shl 5;
  base := base + (y shr 3) shl 10 + (y and 7) shl 2;
  base := base + $10000;

  // Do some clipping
  pal := (entry^.c shr 12) shl 5 + 512;
  if sx < 0 then x0 := -sx else x0 := 0;
  if sx+entry^.run > 240 then Exit;
  ids := @(Puint8Array(ids)^[sx+x0]);
  wins := @(Puint8Array(wins)^[sx+x0]);
  line := @(Puint16Array(line)^[sx+x0]);

  // Draw the sprite
  if entry^.b and SPRITE_B_FLIP_X <> 0 then begin
    for x := x0 to entry^.run-1 do begin
      // Read the pixel
      pix := VRAM[base + (7-x and 7) shr 1 + ((hsize-8) shr 3 - x shr 3) shl 5];
      if Odd(x) then pix := pix and $F else pix := pix shr 4;

      // Try to draw the pixel
      if (pix <> 0) {$IFNDEF OBJWIN}and (wins^ and mask <> 0){$ENDIF} or
         ((pix = 0) and (not latchXparent) and (mclock > 0)) then begin
        pix := Puint16(@(palette[pix shl 1 + pal]))^;
      {$INCLUDE gfxDrawPixel.pas}
    end;
  end else
    for x := x0 to entry^.run-1 do begin
      // Read the pixel
      pix := VRAM[base + (x and 7) shr 1 + (x shr 3) shl 5];
      if Odd(x) then pix := pix shr 4 else pix := pix and $F;

      // Try to draw the pixel
      if (pix <> 0) {$IFNDEF OBJWIN}and (wins^ and mask <> 0){$ENDIF} or
         ((pix = 0) and (not latchXparent) and (mclock > 0)) then begin
        pix := Puint16(@(palette[pix shl 1 + pal]))^;
      {$INCLUDE gfxDrawPixel.pas}
    end;
end;

 

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