/* ** tilequad.cpp ** ** This file is part of mkxp. ** ** Copyright (C) 2013 Jonas Kulla ** ** 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 . */ #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, FloatRect *quadRects /* 9 big */) { 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, Vertex *vert /* 36 big */) { 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, Vertex *vert /* 36 big */) { FloatRect quadRects[9]; buildFrameInt(rect, quadRects); for (int i = 0; i < 9; ++i) Quad::setPosRect(&vert[i*4], quadRects[i]); return 9; } }