本文整理汇总了C++中bitmap_ind16::pix方法的典型用法代码示例。如果您正苦于以下问题:C++ bitmap_ind16::pix方法的具体用法?C++ bitmap_ind16::pix怎么用?C++ bitmap_ind16::pix使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类bitmap_ind16
的用法示例。
在下文中一共展示了bitmap_ind16::pix方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: screen_update_shangon
UINT32 segaorun_state::screen_update_shangon(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
// start the sprites drawing
m_sprites->draw_async(cliprect);
// reset priorities
screen.priority().fill(0, cliprect);
// draw the low priority road layer
m_segaic16road->segaic16_road_draw(0, bitmap, cliprect, SEGAIC16_ROAD_BACKGROUND);
// draw background
m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 0, 0x01);
m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 1, 0x02);
// draw foreground
m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_FOREGROUND, 0, 0x02);
m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_FOREGROUND, 1, 0x04);
// draw the high priority road
m_segaic16road->segaic16_road_draw(0, bitmap, cliprect, SEGAIC16_ROAD_FOREGROUND);
// text layer
// note that we inflate the priority of the text layer to prevent sprites
// from drawing over the high scores
m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_TEXT, 0, 0x08);
m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_TEXT, 1, 0x08);
// mix in sprites
bitmap_ind16 &sprites = m_sprites->bitmap();
for (const sparse_dirty_rect *rect = m_sprites->first_dirty_rect(cliprect); rect != NULL; rect = rect->next())
for (int y = rect->min_y; y <= rect->max_y; y++)
{
UINT16 *dest = &bitmap.pix(y);
UINT16 *src = &sprites.pix(y);
UINT8 *pri = &screen.priority().pix(y);
for (int x = rect->min_x; x <= rect->max_x; x++)
{
// only process written pixels
UINT16 pix = src[x];
if (pix != 0xffff)
{
// compare sprite priority against tilemap priority
int priority = (pix >> 10) & 3;
if ((1 << priority) > pri[x])
{
// if the color is set to maximum, shadow pixels underneath us
if ((pix & 0x03f0) == 0x03f0)
dest[x] += (m_paletteram[dest[x]] & 0x8000) ? m_palette_entries*2 : m_palette_entries;
// otherwise, just add in sprite palette base
else
dest[x] = 0x400 | (pix & 0x3ff);
}
}
}
}
示例2: screen_update
UINT32 segaybd_state::screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
// if no drawing is happening, fill with black and get out
if (!m_segaic16vid->segaic16_display_enable)
{
bitmap.fill(m_palette->black_pen(), cliprect);
return 0;
}
// start the sprites drawing
rectangle yboard_clip(0, 511, 0, 511);
m_ysprites->bitmap().fill(0xffff);
m_ysprites->draw_async(yboard_clip);
m_bsprites->draw_async(cliprect);
// apply rotation
m_segaic16vid->segaic16_rotate_draw(0, bitmap, cliprect, screen.priority(), m_ysprites->bitmap());
// mix in 16B sprites
bitmap_ind16 &sprites = m_bsprites->bitmap();
for (const sparse_dirty_rect *rect = m_bsprites->first_dirty_rect(cliprect); rect != NULL; rect = rect->next())
for (int y = rect->min_y; y <= rect->max_y; y++)
{
UINT16 *dest = &bitmap.pix(y);
UINT16 *src = &sprites.pix(y);
UINT8 *pri = &screen.priority().pix(y);
for (int x = rect->min_x; x <= rect->max_x; x++)
{
// only process written pixels
UINT16 pix = src[x];
if (pix != 0xffff)
{
// compare sprite priority against tilemap priority
int priority = (pix >> 11) & 0x1e;
if (priority < pri[x])
{
// if the color is set to maximum, shadow pixels underneath us
if ((pix & 0xf) == 0xe)
dest[x] += (m_paletteram[dest[x]] & 0x8000) ? m_palette_entries*2 : m_palette_entries;
// otherwise, just add in sprite palette base
else
dest[x] = 0x800 | (pix & 0x7ff);
}
}
}
}
示例3:
void segas18_state::draw_vdp(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect, int priority)
{
bitmap_ind8 &priority_bitmap = screen.priority();
for (int y = cliprect.min_y; y <= cliprect.max_y; y++)
{
// UINT16 *src = vdp->m_render_line; // can't use this because we're not in RGB32, which we'll need to be if there are palette effects
// UINT16 *src2 = vdp->m_render_line_raw;
UINT16 *dst = &bitmap.pix(y);
UINT8 *pri = &priority_bitmap.pix(y);
for (int x = cliprect.min_x; x <= cliprect.max_x; x++)
{
if (m_vdp->m_render_line_raw[x] & 0x100)
{
int pix = m_vdp->m_render_line_raw[x] & 0x3f;
if (pix & 0xf)
{
switch (pix & 0xc0)
{
case 0x00:
dst[x] = pix + 0x2000; /* 0x2040 - would be shadow? */
break;
case 0x40:
case 0x80:
dst[x] = pix + 0x2000;
break;
case 0xc0:
dst[x] = pix + 0x2000; /* 0x2080 - would be higlight? */
break;
}
pri[x] |= priority;
}
}
}
}
}
示例4:
uint32_t segas16a_state::screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
// if no drawing is happening, fill with black and get out
if (!m_segaic16vid->m_display_enable)
{
bitmap.fill(m_palette->black_pen(), cliprect);
return 0;
}
// start the sprites drawing
m_sprites->draw_async(cliprect);
// reset priorities
screen.priority().fill(0, cliprect);
// draw background opaquely first, not setting any priorities
m_segaic16vid->tilemap_draw( screen, bitmap, cliprect, 0, segaic16_video_device::TILEMAP_BACKGROUND, 0 | TILEMAP_DRAW_OPAQUE, 0x00);
m_segaic16vid->tilemap_draw( screen, bitmap, cliprect, 0, segaic16_video_device::TILEMAP_BACKGROUND, 1 | TILEMAP_DRAW_OPAQUE, 0x00);
// draw background again, just to set the priorities on non-transparent pixels
bitmap_ind16 dummy_bitmap;
m_segaic16vid->tilemap_draw( screen, dummy_bitmap, cliprect, 0, segaic16_video_device::TILEMAP_BACKGROUND, 0, 0x01);
m_segaic16vid->tilemap_draw( screen, dummy_bitmap, cliprect, 0, segaic16_video_device::TILEMAP_BACKGROUND, 1, 0x02);
// draw foreground
m_segaic16vid->tilemap_draw( screen, bitmap, cliprect, 0, segaic16_video_device::TILEMAP_FOREGROUND, 0, 0x02);
m_segaic16vid->tilemap_draw( screen, bitmap, cliprect, 0, segaic16_video_device::TILEMAP_FOREGROUND, 1, 0x04);
// text layer
m_segaic16vid->tilemap_draw( screen, bitmap, cliprect, 0, segaic16_video_device::TILEMAP_TEXT, 0, 0x04);
m_segaic16vid->tilemap_draw( screen, bitmap, cliprect, 0, segaic16_video_device::TILEMAP_TEXT, 1, 0x08);
// mix in sprites
bitmap_ind16 &sprites = m_sprites->bitmap();
for (const sparse_dirty_rect *rect = m_sprites->first_dirty_rect(cliprect); rect != nullptr; rect = rect->next())
for (int y = rect->min_y; y <= rect->max_y; y++)
{
uint16_t *dest = &bitmap.pix(y);
uint16_t *src = &sprites.pix(y);
uint8_t *pri = &screen.priority().pix(y);
for (int x = rect->min_x; x <= rect->max_x; x++)
{
// only process written pixels
uint16_t pix = src[x];
if (pix != 0xffff)
{
// compare sprite priority against tilemap priority
int priority = pix >> 10;
if ((1 << priority) > pri[x])
{
// if color bits are all 1, this triggers shadow/hilight
if ((pix & 0x3f0) == 0x3f0)
dest[x] += m_palette_entries;
// otherwise, just add in sprite palette base
else
dest[x] = 0x400 | (pix & 0x3ff);
}
}
}
}
示例5: screen_update
UINT32 segaxbd_state::screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
// if no drawing is happening, fill with black and get out
if (!m_segaic16vid->segaic16_display_enable)
{
bitmap.fill(get_black_pen(machine()), cliprect);
return 0;
}
// start the sprites drawing
m_sprites->draw_async(cliprect);
// reset priorities
screen.priority().fill(0, cliprect);
// draw the low priority road layer
m_segaic16road->segaic16_road_draw(0, bitmap, cliprect, SEGAIC16_ROAD_BACKGROUND);
if (m_road_priority == 0)
m_segaic16road->segaic16_road_draw(0, bitmap, cliprect, SEGAIC16_ROAD_FOREGROUND);
// draw background
m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 0, 0x01);
m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 1, 0x02);
// draw foreground
m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_FOREGROUND, 0, 0x02);
m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_FOREGROUND, 1, 0x04);
// draw the high priority road
if (m_road_priority == 1)
m_segaic16road->segaic16_road_draw(0, bitmap, cliprect, SEGAIC16_ROAD_FOREGROUND);
// text layer
m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_TEXT, 0, 0x04);
m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_TEXT, 1, 0x08);
// mix in sprites
bitmap_ind16 &sprites = m_sprites->bitmap();
for (const sparse_dirty_rect *rect = m_sprites->first_dirty_rect(cliprect); rect != NULL; rect = rect->next())
for (int y = rect->min_y; y <= rect->max_y; y++)
{
UINT16 *dest = &bitmap.pix(y);
UINT16 *src = &sprites.pix(y);
UINT8 *pri = &screen.priority().pix(y);
for (int x = rect->min_x; x <= rect->max_x; x++)
{
// only process written pixels
UINT16 pix = src[x];
if (pix != 0xffff)
{
// compare sprite priority against tilemap priority
int priority = (pix >> 12) & 3;
if ((1 << priority) > pri[x])
{
// if the shadow flag is set, this triggers shadow/hilight for pen 0xa
if ((pix & 0x400f) == 0x400a)
dest[x] += (m_paletteram[dest[x]] & 0x8000) ? m_palette_entries*2 : m_palette_entries;
// otherwise, just add in sprite palette base
else
dest[x] = pix & 0xfff;
}
}
}
}
示例6: screen_update
UINT32 segaybd_state::screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
// if no drawing is happening, fill with black and get out
if (!m_segaic16vid->m_display_enable)
{
bitmap.fill(m_palette->black_pen(), cliprect);
return 0;
}
// start the sprites drawing
rectangle yboard_clip(0, 511, 0, 511);
m_ysprites->bitmap().fill(0xffff);
m_ysprites->draw_async(yboard_clip);
m_bsprites->draw_async(cliprect);
// apply rotation
m_segaic16vid->rotate_draw(0, bitmap, cliprect, screen.priority(), m_ysprites->bitmap());
// mix in 16B sprites
bitmap_ind16 &sprites = m_bsprites->bitmap();
for (const sparse_dirty_rect *rect = m_bsprites->first_dirty_rect(cliprect); rect != nullptr; rect = rect->next())
for (int y = rect->min_y; y <= rect->max_y; y++)
{
UINT16 *dest = &bitmap.pix(y);
UINT16 *src = &sprites.pix(y);
UINT8 *pri = &screen.priority().pix(y);
for (int x = rect->min_x; x <= rect->max_x; x++)
{
// only process written pixels
UINT16 pix = src[x];
if (pix != 0xffff)
{
// the 16b priority bits are stored like this
// int colpri = ((data[4] & 0xff) << 4) | (((data[1] >> 9) & 0xf) << 12);
// so PPPPppppppppcccc (P = priority p = palette c = colour data)
// for Y board the (((data[1] >> 9) & 0xf) << 12) bit is the part we care about
// the format of the screen.priority() buffer (populated in rotate_draw) is
// ccc----- Sprite color
// ---rrrr- Sprite priority
// -------1 'was Indirected color data' before rotate_draw, forced to 1 when filling pri buffer
// compare sprite priority against tilemap priority
int priority = (pix >> 11) & 0x1e;
if (priority < (pri[x] & 0x1f))
{
// if the color is set to maximum, shadow pixels underneath us
if ((pix & 0xf) == 0xe)
dest[x] += (m_paletteram[dest[x]] & 0x8000) ? m_palette_entries*2 : m_palette_entries;
// otherwise, just add in sprite palette base
else
dest[x] = 0x800 | (pix & 0x7ff);
}
}
}
}
示例7:
UINT32 segas16b_state::screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
// if no drawing is happening, fill with black and get out
if (!m_segaic16vid->segaic16_display_enable)
{
bitmap.fill(m_palette->black_pen(), cliprect);
return 0;
}
// start the sprites drawing
m_sprites->draw_async(cliprect);
// reset priorities
screen.priority().fill(0, cliprect);
// draw background opaquely first, not setting any priorities
m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 0 | TILEMAP_DRAW_OPAQUE, 0x00);
m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 1 | TILEMAP_DRAW_OPAQUE, 0x00);
// draw background again, just to set the priorities on non-transparent pixels
bitmap_ind16 dummy_bitmap;
m_segaic16vid->segaic16_tilemap_draw(screen, dummy_bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 0, 0x01);
m_segaic16vid->segaic16_tilemap_draw(screen, dummy_bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 1, 0x02);
// draw foreground
m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_FOREGROUND, 0, 0x02);
m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_FOREGROUND, 1, 0x04);
// text layer
m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_TEXT, 0, 0x04);
m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_TEXT, 1, 0x08);
// mix in sprites
bitmap_ind16 &sprites = m_sprites->bitmap();
for (const sparse_dirty_rect *rect = m_sprites->first_dirty_rect(cliprect); rect != NULL; rect = rect->next())
for (int y = rect->min_y; y <= rect->max_y; y++)
{
UINT16 *dest = &bitmap.pix(y);
UINT16 *src = &sprites.pix(y);
UINT8 *pri = &screen.priority().pix(y);
for (int x = rect->min_x; x <= rect->max_x; x++)
{
// only process written pixels
UINT16 pix = src[x];
if (pix != 0xffff)
{
// compare sprite priority against tilemap priority
int priority = (pix >> 10) & 3;
if ((1 << priority) > pri[x])
{
// if the color is set to maximum, shadow pixels underneath us
if ((pix & 0x03f0) == 0x03f0)
dest[x] += (m_paletteram[dest[x]] & 0x8000) ? m_palette_entries*2 : m_palette_entries;
// otherwise, just add in sprite palette base
else
dest[x] = 0x400 | (pix & 0x3ff);
}
}
}
}
示例8: screen_update
UINT32 segahang_state::screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
// if no drawing is happening, fill with black and get out
if (!m_segaic16vid->segaic16_display_enable)
{
bitmap.fill(get_black_pen(machine()), cliprect);
return 0;
}
// start the sprites drawing
m_sprites->draw_async(cliprect);
// reset priorities
screen.priority().fill(0, cliprect);
// draw the low priority road layer
m_segaic16road->segaic16_road_draw(0, bitmap, cliprect, SEGAIC16_ROAD_BACKGROUND);
// draw background
m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 0, 0x01);
m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 1, 0x02);
// draw foreground
m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_FOREGROUND, 0, 0x02);
m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_FOREGROUND, 1, 0x04);
// draw the high priority road
m_segaic16road->segaic16_road_draw(0, bitmap, cliprect, SEGAIC16_ROAD_FOREGROUND);
// text layer
// note that we inflate the priority of the text layer to prevent sprites
// from drawing over the high scores
m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_TEXT, 0, 0x08);
m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_TEXT, 1, 0x08);
// mix in sprites
bitmap_ind16 &sprites = m_sprites->bitmap();
for (const sparse_dirty_rect *rect = m_sprites->first_dirty_rect(cliprect); rect != NULL; rect = rect->next())
for (int y = rect->min_y; y <= rect->max_y; y++)
{
UINT16 *dest = &bitmap.pix(y);
UINT16 *src = &sprites.pix(y);
UINT8 *pri = &screen.priority().pix(y);
// hangon mixing
if (!m_sharrier_video)
{
for (int x = rect->min_x; x <= rect->max_x; x++)
{
// only process written pixels
UINT16 pix = src[x];
if (pix != 0xffff)
{
// compare sprite priority against tilemap priority
int priority = pix >> 10;
if ((1 << priority) > pri[x])
{
// if color bits are all 1, this triggers shadow/hilight
if ((pix & 0x3f0) == 0x3f0)
dest[x] += m_shadow ? m_palette_entries*2 : m_palette_entries;
// otherwise, just add in sprite palette base
else
dest[x] = 0x400 | (pix & 0x3ff);
}
}
}
}
// sharrier mixing
else
{
for (int x = rect->min_x; x <= rect->max_x; x++)