Implement sprite flipping

This commit is contained in:
Jeffrey Pfau 2013-04-25 00:17:17 -07:00
parent 9dbd925d90
commit e1932f2411

View File

@ -400,21 +400,27 @@ static void _drawSprite(struct GBAVideoSoftwareRenderer* renderer, struct GBAObj
.target1 = renderer->target1Obj || sprite->mode == OBJ_MODE_SEMITRANSPARENT, .target1 = renderer->target1Obj || sprite->mode == OBJ_MODE_SEMITRANSPARENT,
.target2 = renderer->target2Obj .target2 = renderer->target2Obj
}; };
int inX = sprite->x; int x = sprite->x;
int inY = y - sprite->y; int inY = y - sprite->y;
if (sprite->vflip) {
inY = height - inY - 1;
}
if (sprite->y + height - 256 >= 0) { if (sprite->y + height - 256 >= 0) {
inY += 256; inY += 256;
} }
unsigned charBase = BASE_TILE + sprite->tile * 0x20; unsigned charBase = BASE_TILE + sprite->tile * 0x20;
unsigned yBase = (inY & ~0x7) * 0x80 + (inY & 0x7) * 4; unsigned yBase = (inY & ~0x7) * 0x80 + (inY & 0x7) * 4;
for (int outX = inX >= 0 ? inX : 0; outX < inX + width && outX < VIDEO_HORIZONTAL_PIXELS; ++outX) { for (int outX = x >= 0 ? x : 0; outX < x + width && outX < VIDEO_HORIZONTAL_PIXELS; ++outX) {
int x = outX - inX; int inX = outX - x;
if (sprite->hflip) {
inX = width - inX - 1;
}
if (renderer->flags[outX].isSprite) { if (renderer->flags[outX].isSprite) {
continue; continue;
} }
unsigned xBase = (x & ~0x7) * 4 + ((x >> 1) & 2); unsigned xBase = (inX & ~0x7) * 4 + ((inX >> 1) & 2);
uint16_t tileData = renderer->d.vram[(yBase + charBase + xBase) >> 1]; uint16_t tileData = renderer->d.vram[(yBase + charBase + xBase) >> 1];
tileData = (tileData >> ((x & 3) << 2)) & 0xF; tileData = (tileData >> ((inX & 3) << 2)) & 0xF;
if (tileData) { if (tileData) {
renderer->row[outX] = renderer->d.palette[0x100 | tileData | (sprite->palette << 4)]; renderer->row[outX] = renderer->d.palette[0x100 | tileData | (sprite->palette << 4)];
renderer->flags[outX] = flags; renderer->flags[outX] = flags;