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QuadGrid now working

This commit is contained in:
fgenesis 2022-05-14 05:14:08 +02:00
parent fa35ee41bd
commit e1f78aaca7
3 changed files with 38 additions and 26 deletions

View file

@ -9632,7 +9632,11 @@ luaFunc(quadgrid_resetUV)
{ {
QuadGrid *q = getQuadGrid(L); QuadGrid *q = getQuadGrid(L);
if(q) if(q)
q->resetUV(); {
const float xmul = luaL_optnumber(L, 2, 1);
const float ymul = luaL_optnumber(L, 3, 1);
q->resetUV(xmul, ymul);
}
luaReturnNil(); luaReturnNil();
} }

View file

@ -4,7 +4,7 @@
#include "Core.h" #include "Core.h"
QuadGrid::QuadGrid(size_t w, size_t h) QuadGrid::QuadGrid(size_t w, size_t h)
: pauseLevel(0), _w(w), _h(h) : pauseLevel(0), _w(w+1), _h(h+1)
{ {
addType(SCO_QUAD_GRID); addType(SCO_QUAD_GRID);
_points.resize((w+1) * (h+1)); _points.resize((w+1) * (h+1));
@ -12,6 +12,8 @@ QuadGrid::QuadGrid(size_t w, size_t h)
resetPos(1, 1); resetPos(1, 1);
this->width = 2; this->width = 2;
this->height = 2; this->height = 2;
this->cull = false;
this->repeatTexture = true;
} }
QuadGrid* QuadGrid::New(size_t w, size_t h) QuadGrid* QuadGrid::New(size_t w, size_t h)
@ -25,39 +27,43 @@ QuadGrid::~QuadGrid()
void QuadGrid::resetUV(float xmul, float ymul) void QuadGrid::resetUV(float xmul, float ymul)
{ {
const float incX = 1.0f / float(_w + 1); const float incX = xmul / float(quadsX());
const float incY = 1.0f / float(_h + 1); const float incY = ymul / float(quadsY());
const size_t NX = pointsX();
float u0 = 0, u1 = incX, v0 = 0, v1 = incY; float v = 0;
// go over points, so <= to compare boundaries // go over points
for(size_t y = 0; y <= _h; ++y, v0 = v1, v1 += incY) for(size_t y = 0; y < _h; ++y)
{ {
Point *row = &_points[y * _w]; Point *row = &_points[y * NX];
for(size_t x = 0; x <= _w; ++x, u0 = u1, u1 += incX) float u = 0;
for(size_t x = 0; x < NX; ++x)
{ {
row[x].u = u0; row[x].u = u;
row[y].v = v0; row[x].v = v;
u += incX;
} }
v += incY;
} }
} }
void QuadGrid::resetPos(float w, float h, float xoffs, float yoffs) void QuadGrid::resetPos(float w, float h, float xoffs, float yoffs)
{ {
const float dx = 1.0f / w; const float dx = w / float(quadsX());
const float dy = 1.0f / h; const float dy = h / float(quadsY());
const size_t NX = _w + 1; const size_t NX = pointsX();
float yy = yoffs; float yy = yoffs;
// go over points, so <= to compare boundaries // go over points
for(size_t y = 0; y <= _h; ++y, yy += dy) for(size_t y = 0; y < _h; ++y, yy += dy)
{ {
Point * const row = &_points[y * NX]; Point * const row = &_points[y * NX];
float xx = xoffs; float xx = xoffs;
for(size_t x = 0; x < NX; ++x, xx += dx) for(size_t x = 0; x < NX; ++x, xx += dx)
{ {
row[x].x = xx; row[x].x = xx;
row[y].y = yy; row[x].y = yy;
} }
} }
} }
@ -75,14 +81,16 @@ void QuadGrid::onRender()
const float ox = texOffset.x; const float ox = texOffset.x;
const float oy = texOffset.y; const float oy = texOffset.y;
const size_t NX = _w + 1; const size_t NX = pointsX();
// go over grids, so < to compare boundaries // go over grids
for(size_t y = 0; y < _h; ++y) const size_t W = quadsX();
const size_t H = quadsY();
for(size_t y = 0; y < H; ++y)
{ {
Point * const row0 = &_points[y * NX]; Point * const row0 = &_points[y * NX];
Point * const row1 = row0 + NX; Point * const row1 = row0 + NX;
for(size_t x = 0; x < _w; ++x) for(size_t x = 0; x < W; ++x)
{ {
glBegin(GL_QUADS); glBegin(GL_QUADS);
drawOnePoint(row0[x], ox, oy); drawOnePoint(row0[x], ox, oy);

View file

@ -49,11 +49,11 @@ public:
void resetUV(float xmul = 1, float ymul = 1); void resetUV(float xmul = 1, float ymul = 1);
void resetPos(float w, float h, float xoffs = 0, float yoffs = 0); void resetPos(float w, float h, float xoffs = 0, float yoffs = 0);
inline size_t quadsX() const { return _w; } inline size_t quadsX() const { return _w - 1; }
inline size_t quadsY() const { return _h; } inline size_t quadsY() const { return _h - 1; }
inline size_t pointsX() const { return _w + 1; } inline size_t pointsX() const { return _w; }
inline size_t pointsY() const { return _h + 1; } inline size_t pointsY() const { return _h; }
public: public:
@ -63,7 +63,7 @@ public:
private: private:
QuadGrid(size_t w, size_t h); QuadGrid(size_t w, size_t h);
const size_t _w, _h; // number of quads in each direction (2x3 quads => 3x4 grid points) const size_t _w, _h; // number of points in each direction (2x3 quads => 3x4 grid points)
std::vector<Point> _points; std::vector<Point> _points;
}; };