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XSCREEN 2,3の機能を実装

This commit is contained in:
otya128
2015-08-25 16:51:30 +09:00
parent cdda2dadbd
commit 83e0879f71
5 changed files with 173 additions and 65 deletions

View File

@@ -244,6 +244,7 @@ class Sprite
SpriteData[] sprites;
PetitComputer petitcom;
string spdefTableFile = "spdef.csv";
int spmax = 512;
void initUVTable()
{
SPDEFTable = new SpriteDef[4096];
@@ -269,10 +270,12 @@ class Sprite
}
void spchr(int i, int d)
{
i = spid(i);
sprites[i].change(SPDEFTable[d]);
}
void spchr(int id, int u, int v, int w, int h, SpriteAttr attr)
{
id = spid(id);
auto spdef = SpriteDef(u, v, w, h, sprites[id].homex, sprites[id].homey, attr);
sprites[id].change(spdef);
}
@@ -387,9 +390,11 @@ class Sprite
import std.algorithm;
void render()
{
float disw = 200f, dish = 120f, disw2 = 400f, dish2 = 240f;
auto texture = petitcom.GRP[petitcom.sppage].glTexture;
float aspect = 400f / 240f;
float aspect = disw2 / dish2;
float z = -0.01f;
int spmax = petitcom.xscreenmode == 1 ? this.spmax : -1;//XSCREENが2,3じゃないと下画面は描画しない
glBindTexture(GL_TEXTURE_2D, texture);
glEnable(GL_TEXTURE_2D);
// glDisable(GL_TEXTURE_2D);
@@ -397,6 +402,13 @@ class Sprite
glLoadIdentity();
foreach(i,ref sprite; sprites)
{
if(i == spmax)
{
disw = 160f;
disw2 = 320f;
glViewport(40, 0, 320, 240);
aspect = disw2 / dish2;
}
//定義されてたら動かす
if(sprite.define)
{
@@ -406,8 +418,8 @@ class Sprite
{
int x = cast(int)sprite.x;// - cast(int)(sprite.homex * sprite.scalex);
int y = cast(int)sprite.y;// - cast(int)(sprite.homey * sprite.scaley);
auto homex2 = ((sprite.w / 2 ) - sprite.homex) / 200f;
auto homey2 = ((sprite.h / 2 ) - sprite.homey) / 120f;
auto homex2 = ((sprite.w / 2 ) - sprite.homex) / dish;
auto homey2 = ((sprite.h / 2 ) - sprite.homey) / dish;
int w = sprite.w;
int h = sprite.h;
@@ -435,9 +447,9 @@ class Sprite
}
version(test) glRotatef(45f, 1f, 0f, 0.5f);
glTranslatef((flipx2) / 200f - 1,
1 - ((flipy2) / 120f), 0);
//glTranslatef((flipx2) / 200f - 1,1 - ((flipy2) / 120f), 0);
glTranslatef((flipx2) / disw - 1,
1 - ((flipy2) / dish), 0);
//glTranslatef((flipx2) / dish - 1,1 - ((flipy2) / dish), 0);
//glScalef(flipx, flipy, 1f);
//アスペクト比を調節しないといけないらしい
//https://groups.google.com/forum/#!topic/android-group-japan/45mjecPSY4s
@@ -453,21 +465,21 @@ class Sprite
/*glTexCoord2f(u / 512f - 1, v / 512f - 1);
glVertex3f(0, 0, z);//1
glTexCoord2f(u / 512f - 1 , v2 / 512f - 1);
glVertex3f(0, -(sprite.h / 120f), z);//2
glVertex3f(0, -(sprite.h / dish), z);//2
glTexCoord2f(u2 / 512f - 1, v2 / 512f - 1);
glVertex3f(sprite.w / 200f, -(sprite.h / 120f), z);//3
glVertex3f(sprite.w / dish, -(sprite.h / dish), z);//3
glTexCoord2f(u2 / 512f - 1, v / 512f - 1);
glVertex3f(sprite.w / 200f, 0, z);//4*/
glVertex3f(sprite.w / dish, 0, z);//4*/
//glColor3f(0,1,0);
glTexCoord2f(u / 512f - 1, v / 512f - 1);
glVertex3f(-((sprite.w) / 400f - homex2) , ((sprite.h) / 240f - homey2), z);//1
glVertex3f(-((sprite.w) / disw2 - homex2) , ((sprite.h) / dish2 - homey2), z);//1
glTexCoord2f(u / 512f - 1 , v2 / 512f - 1);
glVertex3f(-((sprite.w) / 400f - homex2), -((sprite.h) / 240f + homey2), z);//2
glVertex3f(-((sprite.w) / disw2 - homex2), -((sprite.h) / dish2 + homey2), z);//2
glTexCoord2f(u2 / 512f - 1, v2 / 512f - 1);
glVertex3f((sprite.w) / 400f + homex2, -((sprite.h) / 240f + homey2), z);//3//y+--+x--++
glVertex3f((sprite.w) / disw2 + homex2, -((sprite.h) / dish2 + homey2), z);//3//y+--+x--++
glTexCoord2f(u2 / 512f - 1, v / 512f - 1);
glVertex3f((sprite.w) / 400f + homex2, ((sprite.h) / 240f - homey2), z);//4
glVertex3f((sprite.w) / disw2 + homex2, ((sprite.h) / dish2 - homey2), z);//4
glEnd();
/*
glDisable(GL_TEXTURE_2D);
@@ -475,7 +487,7 @@ class Sprite
glBegin(GL_POINTS);
glVertex3f(0,0,-0.9);
glColor3f(0,1,0);
glVertex3f(-((sprite.w) / 400f),((sprite.h) / 240f),-0.9);
glVertex3f(-((sprite.w) / dish2),((sprite.h) / dish2),-0.9);
glEnd();
glEnable(GL_TEXTURE_2D);*/
glLoadIdentity();
@@ -484,13 +496,13 @@ class Sprite
if((sprite.attr & SpriteAttr.rotate270) == SpriteAttr.rotate270)
{
glTexCoord2f(u2 / 512f - 1, v / 512f - 1);//3
glVertex3f(-((sprite.w) / 400f - homex2), ((sprite.h) / 240f - homey2), z);//1
glVertex3f(-((sprite.w) / disw2 - homex2), ((sprite.h) / dish2 - homey2), z);//1
glTexCoord2f(u / 512f - 1, v / 512f - 1);//1
glVertex3f(-((sprite.w) / 400f - homex2), -((sprite.h) / 240f + homey2), z);//2
glVertex3f(-((sprite.w) / disw2 - homex2), -((sprite.h) / dish2 + homey2), z);//2
glTexCoord2f(u / 512f - 1 , v2 / 512f - 1);//2
glVertex3f((sprite.w) / 400f + homex2, -((sprite.h) / 240f + homey2), z);//3
glVertex3f((sprite.w) / disw2 + homex2, -((sprite.h) / dish2 + homey2), z);//3
glTexCoord2f(u2 / 512f - 1, v2 / 512f - 1);//4
glVertex3f((sprite.w) / 400f + homex2, ((sprite.h) / 240f - homey2), z);//4
glVertex3f((sprite.w) / disw2 + homex2, ((sprite.h) / dish2 - homey2), z);//4
glEnd();
glLoadIdentity();
continue;
@@ -498,13 +510,13 @@ class Sprite
if((sprite.attr & SpriteAttr.rotate90) == SpriteAttr.rotate90)
{
glTexCoord2f(u / 512f - 1 , v2 / 512f - 1);//2
glVertex3f(-((sprite.w) / 400f - homex2), ((sprite.h) / 240f - homey2), z);//1
glVertex3f(-((sprite.w) / disw2 - homex2), ((sprite.h) / dish2 - homey2), z);//1
glTexCoord2f(u2 / 512f - 1, v2 / 512f - 1);//3
glVertex3f(-((sprite.w) / 400f - homex2), -((sprite.h) / 240f + homey2), z);//2
glVertex3f(-((sprite.w) / disw2 - homex2), -((sprite.h) / dish2 + homey2), z);//2
glTexCoord2f(u2 / 512f - 1, v / 512f - 1);//4
glVertex3f((sprite.w) / 400f + homex2, -((sprite.h) / 240f + homey2), z);//3
glVertex3f((sprite.w) / disw2 + homex2, -((sprite.h) / dish2 + homey2), z);//3
glTexCoord2f(u / 512f - 1, v / 512f - 1);//1
glVertex3f((sprite.w) / 400f + homex2, ((sprite.h) / 240f - homey2), z);//4
glVertex3f((sprite.w) / disw2 + homex2, ((sprite.h) / dish2 - homey2), z);//4
glEnd();
glLoadIdentity();
continue;
@@ -512,57 +524,71 @@ class Sprite
if((sprite.attr & SpriteAttr.rotate180) == SpriteAttr.rotate180)
{
glTexCoord2f(u2 / 512f - 1, v2 / 512f - 1);//4
glVertex3f(-((sprite.w) / 400f - homex2), ((sprite.h) / 240f - homey2), z);//1
glVertex3f(-((sprite.w) / disw2 - homex2), ((sprite.h) / dish2 - homey2), z);//1
glTexCoord2f(u2 / 512f - 1, v / 512f - 1);//3
glVertex3f(-((sprite.w) / 400f - homex2), -((sprite.h) / 240f + homey2), z);//2
glVertex3f(-((sprite.w) / disw2 - homex2), -((sprite.h) / dish2 + homey2), z);//2
glTexCoord2f(u / 512f - 1, v / 512f - 1);//1
glVertex3f((sprite.w) / 400f + homex2, -((sprite.h) / 240f + homey2), z);//3
glVertex3f((sprite.w) / disw2 + homex2, -((sprite.h) / dish2 + homey2), z);//3
glTexCoord2f(u / 512f - 1 , v2 / 512f - 1);//2
glVertex3f((sprite.w) / 400f + homex2, ((sprite.h) / 240f - homey2), z);//4
glVertex3f((sprite.w) / disw2 + homex2, ((sprite.h) / dish2 - homey2), z);//4
glEnd();
glLoadIdentity();
continue;
}
glTexCoord2f(u / 512f - 1, v / 512f - 1);
glVertex3f(-((sprite.w) / 400f - homex2), ((sprite.h) / 240f - homey2), z);//1
glVertex3f(-((sprite.w) / disw2 - homex2), ((sprite.h) / dish2 - homey2), z);//1
glTexCoord2f(u / 512f - 1 , v2 / 512f - 1);
glVertex3f(-((sprite.w) / 400f - homex2), -((sprite.h) / 240f + homey2), z);//2
glVertex3f(-((sprite.w) / disw2 - homex2), -((sprite.h) / dish2 + homey2), z);//2
glTexCoord2f(u2 / 512f - 1, v2 / 512f - 1);
glVertex3f((sprite.w) / 400f + homex2, -((sprite.h) / 240f + homey2), z);//3
glVertex3f((sprite.w) / disw2 + homex2, -((sprite.h) / dish2 + homey2), z);//3
glTexCoord2f(u2 / 512f - 1, v / 512f - 1);
glVertex3f((sprite.w) / 400f + homex2, ((sprite.h) / 240f - homey2), z);//4
glVertex3f((sprite.w) / disw2 + homex2, ((sprite.h) / dish2 - homey2), z);//4
glEnd();
glLoadIdentity();
continue;
}
}
}
int spid(int id)
{
if(petitcom.displaynum == 1)
{
return id + this.spmax;
}
return id;
}
void spset(int id, int defno)
{
id = spid(id);
sprites[id] = SpriteData(id, SPDEFTable[defno], defno);
}
void spset(int id, int u, int v, int w, int h, SpriteAttr attr)
{
id = spid(id);
auto spdef = SpriteDef(u, v, w, h, 0, 0, attr);
sprites[id] = SpriteData(id, spdef, 0/*要調査*/);
}
void spofs(int id, int x, int y)
{
id = spid(id);
sprites[id].x = x;
sprites[id].y = y;
}
void spofs(int id, int x, int y, int z)
{
id = spid(id);
sprites[id].x = x;
sprites[id].y = y;
sprites[id].z = z;
}
void sphide(int id)
{
id = spid(id);
sprites[id].attr ^= SpriteAttr.show;
}
void spshow(int id)
{
id = spid(id);
sprites[id].attr |= SpriteAttr.show;
}
void spanim(int id, wstring target, double[] data)
@@ -592,6 +618,7 @@ class Sprite
}
void spanim(int id, SpriteAnimTarget target, double[] data)
{
id = spid(id);
bool relative;
if(SpriteAnimTarget.relative & target)
{
@@ -618,27 +645,31 @@ class Sprite
}
void spclr(int id)
{
id = spid(id);
sprites[id].clear;
}
void spclr()
{
for(int i = 0; i < sprites.length; i++)
{
spclr(i);
sprites[i].clear;
}
}
void sphome(int i, int hx, int hy)
{
i = spid(i);
sprites[i].homex = hx;
sprites[i].homey = hy;
}
void spscale(int i, double x, double y)
{
i = spid(i);
sprites[i].scalex = x;
sprites[i].scaley = y;
}
void sprot(int i, double rot)
{
i = spid(i);
sprites[i].r = rot;
}
}