mkxp/src/tilequad.cpp

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2013-09-01 14:27:21 +00:00
/*
** tilequad.cpp
**
** This file is part of mkxp.
**
** Copyright (C) 2013 Jonas Kulla <Nyocurio@gmail.com>
**
** mkxp is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 2 of the License, or
** (at your option) any later version.
**
** mkxp is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with mkxp. If not, see <http://www.gnu.org/licenses/>.
*/
#include "tilequad.h"
#include "gl-util.h"
#include "quad.h"
namespace TileQuads
{
int oneDimCount(int tileDimension,
int destDimension)
{
if (tileDimension <= 0)
return 0;
int fullCount = destDimension / tileDimension;
int partSize = destDimension % tileDimension;
return fullCount + (partSize ? 1 : 0);
}
int twoDimCount(int tileW, int tileH,
int destW, int destH)
{
return oneDimCount(tileW, destW) *
oneDimCount(tileH, destH);
}
int buildH(const IntRect &sourceRect,
int width, int x, int y,
Vertex *verts)
{
if (width <= 0)
return 0;
int fullCount = width / sourceRect.w;
int partSize = width % sourceRect.w;
FloatRect _sourceRect(sourceRect);
FloatRect destRect(x, y, sourceRect.w, sourceRect.h);
/* Full size quads */
for (int x = 0; x < fullCount; ++x)
{
Vertex *vert = &verts[x*4];
Quad::setTexRect(vert, _sourceRect);
Quad::setPosRect(vert, destRect);
destRect.x += sourceRect.w;
}
if (partSize)
{
Vertex *vert = &verts[fullCount*4];
_sourceRect.w = partSize;
destRect.w = partSize;
Quad::setTexRect(vert, _sourceRect);
Quad::setPosRect(vert, destRect);
}
return fullCount + (partSize ? 1 : 0);
}
int buildV(const IntRect &sourceRect,
int height, int ox, int oy,
Vertex *verts)
{
if (height <= 0)
return 0;
int fullCount = height / sourceRect.h;
int partSize = height % sourceRect.h;
FloatRect _sourceRect(sourceRect);
FloatRect destRect(ox, oy, sourceRect.w, sourceRect.h);
/* Full size quads */
for (int y = 0; y < fullCount; ++y)
{
Vertex *vert = &verts[y*4];
Quad::setTexRect(vert, _sourceRect);
Quad::setPosRect(vert, destRect);
destRect.y += sourceRect.h;
}
if (partSize)
{
Vertex *vert = &verts[fullCount*4];
_sourceRect.h = partSize;
destRect.h = partSize;
Quad::setTexRect(vert, _sourceRect);
Quad::setPosRect(vert, destRect);
}
return fullCount + (partSize ? 1 : 0);
}
int build(const IntRect &sourceRect,
const IntRect &destRect,
Vertex *verts)
{
int ox = destRect.x;
int oy = destRect.y;
int width = destRect.w;
int height = destRect.h;
if (width <= 0 || height <= 0)
return 0;
int fullCount = height / sourceRect.h;
int partSize = height % sourceRect.h;
int rowTileCount = oneDimCount(sourceRect.w, width);
int qCount = 0;
int v = 0;
for (int i = 0; i < fullCount; ++i)
{
qCount += buildH(sourceRect, width, ox, oy, &verts[v]);
v += rowTileCount*4;
oy += sourceRect.h;
}
if (partSize)
{
IntRect partSourceRect = sourceRect;
partSourceRect.h = partSize;
qCount += buildH(partSourceRect, width, ox, oy, &verts[v]);
}
return qCount;
}
static void buildFrameInt(const IntRect &rect,
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FloatRect quadRects[9])
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{
int w = rect.w; int h = rect.h;
int x1 = rect.x; int x2 = x1 + w;
int y1 = rect.y; int y2 = y1 + h;
int i = 0;
/* Corners - tl, tr, br, bl */
quadRects[i++] = FloatRect(x1, y1, 2, 2);
quadRects[i++] = FloatRect(x2-2, y1, 2, 2);
quadRects[i++] = FloatRect(x2-2, y2-2, 2, 2);
quadRects[i++] = FloatRect(x1, y2-2, 2, 2);
/* Sides - l, r, t, b */
quadRects[i++] = FloatRect(x1, y1+2, 2, h-4);
quadRects[i++] = FloatRect(x2-2, y1+2, 2, h-4);
quadRects[i++] = FloatRect(x1+2, y1, w-4, 2);
quadRects[i++] = FloatRect(x1+2, y2-2, w-4, 2);
/* Center */
quadRects[i++] = FloatRect(x1+2, y1+2, w-4, h-4);
}
int buildFrameSource(const IntRect &rect,
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Vertex vert[36])
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{
FloatRect quadRects[9];
buildFrameInt(rect, quadRects);
for (int i = 0; i < 9; ++i)
Quad::setTexRect(&vert[i*4], quadRects[i]);
return 9;
}
int buildFrame(const IntRect &rect,
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Vertex vert[36])
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{
FloatRect quadRects[9];
buildFrameInt(rect, quadRects);
for (int i = 0; i < 9; ++i)
Quad::setPosRect(&vert[i*4], quadRects[i]);
return 9;
}
}