Add sprite drawing func

This commit is contained in:
Miloslav Číž 2019-10-02 01:31:59 +02:00
parent 454beb3a57
commit c12e096569

90
main.c
View File

@ -229,6 +229,96 @@ void SFG_pixelFunc(RCL_PixelInfo *pixel)
}
}
#define SFG_MAX_SPRITE_SIZE SFG_RESOLUTION_X
uint8_t SFG_spriteSamplingPoints[SFG_MAX_SPRITE_SIZE];
void SFG_drawScaledImage(
const uint8_t *image,
int16_t centerX,
int16_t centerY,
int16_t size)
{
if ((size > SFG_MAX_SPRITE_SIZE) || (size == 0))
return;
uint16_t halfSize = size / 2;
int16_t topLeftX = centerX - halfSize;
int16_t topLeftY = centerY - halfSize;
int16_t x0, u0;
if (topLeftX < 0)
{
u0 = -1 * topLeftX;
x0 = 0;
}
else
{
u0 = 0;
x0 = topLeftX;
}
int16_t x1 = topLeftX + size - 1;
if (x1 >= SFG_RESOLUTION_X)
x1 = SFG_RESOLUTION_X - 1;
int16_t y0, v0;
if (topLeftY < 0)
{
v0 = -1 * topLeftY;
y0 = 0;
}
else
{
v0 = 0;
y0 = topLeftY;
}
int16_t y1 = topLeftY + size - 1;
if (y1 >= SFG_RESOLUTION_Y)
y1 = SFG_RESOLUTION_Y - 1;
if ((x0 > x1) || (y0 > y1)) // completely outside screen?
return;
int16_t u1 = u0 + (x1 - x0);
int16_t v1 = v0 + (y1 - y0);
// precompute sampling positions:
int16_t uMin = RCL_min(u0,u1);
int16_t vMin = RCL_min(v0,v1);
int16_t uMax = RCL_max(u0,u1);
int16_t vMax = RCL_max(v0,v1);
int16_t precompFrom = RCL_min(uMin,vMin);
int16_t precompTo = RCL_max(uMax,vMax);
#define PRECOMP_SCALE 2048
int16_t precompStepScaled = (SFG_TEXTURE_SIZE * PRECOMP_SCALE) / size;
int16_t precompPosScaled = precompFrom * precompStepScaled;
for (int16_t i = precompFrom; i <= precompTo; ++i)
{
SFG_spriteSamplingPoints[i] = precompPosScaled / PRECOMP_SCALE;
precompPosScaled += precompStepScaled;
}
#undef PRECOMP_SCALE
for (int16_t x = x0, u = u0; x <= x1; ++x, ++u)
for (int16_t y = y0, v = v0; y <= y1; ++y, ++v)
SFG_setPixel(x,y,SFG_getTexel(image,
SFG_spriteSamplingPoints[u],
SFG_spriteSamplingPoints[v]));
}
RCL_Unit SFG_texturesAt(int16_t x, int16_t y)
{
uint8_t p;