2022-05-06 17:14:47 +00:00
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#include "QuadGrid.h"
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#include "Texture.h"
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#include "RenderBase.h"
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#include "Core.h"
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QuadGrid::QuadGrid(size_t w, size_t h)
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: pauseLevel(0), _w(w), _h(h)
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{
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addType(SCO_QUAD_GRID);
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_points.resize((w+1) * (h+1));
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2022-05-07 00:47:59 +00:00
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resetUV();
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2022-05-06 17:14:47 +00:00
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}
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QuadGrid* QuadGrid::New(size_t w, size_t h)
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{
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return w && h ? new QuadGrid(w, h) : NULL;
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}
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QuadGrid::~QuadGrid()
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{
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}
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void QuadGrid::resetUV(float xmul, float ymul)
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{
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const float incX = 1.0f / float(_w + 1);
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const float incY = 1.0f / float(_h + 1);
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float u0 = 0, u1 = incX, v0 = 0, v1 = incY;
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// go over points, so <= to compare boundaries
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for(size_t y = 0; y <= _h; ++y, v0 = v1, v1 += incY)
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{
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Point *row = &_points[y * _w];
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for(size_t x = 0; x <= _w; ++x, u0 = u1, u1 += incX)
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{
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row[x].u = u0;
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row[y].v = v0;
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}
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}
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}
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static inline void drawOnePoint(const QuadGrid::Point& p, float ox, float oy)
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{
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glTexCoord2f(p.u + ox, p.v + oy);
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glVertex2f(p.x, p.y);
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}
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void QuadGrid::onRender()
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{
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glBindTexture(GL_TEXTURE_2D, texture->textures[0]);
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glColor4f(color.x, color.y, color.z, alpha.x * alphaMod);
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const float ox = texOffset.x;
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const float oy = texOffset.y;
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const size_t NX = _w + 1;
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// go over grids, so < to compare boundaries
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for(size_t y = 0; y < _h; ++y)
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{
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Point * const row0 = &_points[y * NX];
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Point * const row1 = row0 + NX;
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for(size_t x = 0; x < _w; ++x)
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{
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glBegin(GL_QUADS);
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drawOnePoint(row0[x], ox, oy);
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drawOnePoint(row0[x+1], ox, oy);
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drawOnePoint(row1[x+1], ox, oy);
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drawOnePoint(row1[x], ox, oy);
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glEnd();
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}
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}
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}
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void QuadGrid::onUpdate(float dt)
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{
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if(pauseLevel < core->particlesPaused)
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return;
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texOffset.update(dt);
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RenderObject::onUpdate(dt);
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}
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