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https://github.com/AquariaOSE/Aquaria.git
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68b3c61852
This will eventually handle all mutable state during rendering
127 lines
2.7 KiB
C++
127 lines
2.7 KiB
C++
#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+1), _h(h+1)
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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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resetUV();
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resetPos(1, 1);
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this->width = 2;
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this->height = 2;
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this->cull = false;
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this->repeatTexture = true;
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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 = xmul / float(quadsX());
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const float incY = ymul / float(quadsY());
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const size_t NX = pointsX();
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float v = 0;
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// go over points
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for(size_t y = 0; y < _h; ++y)
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{
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Point *row = &_points[y * NX];
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float u = 0;
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for(size_t x = 0; x < NX; ++x)
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{
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row[x].u = u;
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row[x].v = v;
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u += incX;
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}
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v += incY;
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}
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}
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void QuadGrid::resetPos(float w, float h, float xoffs, float yoffs)
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{
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const float dx = w / float(quadsX());
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const float dy = h / float(quadsY());
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const size_t NX = pointsX();
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float yy = yoffs;
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// go over points
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for(size_t y = 0; y < _h; ++y, yy += dy)
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{
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Point * const row = &_points[y * NX];
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float xx = xoffs;
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for(size_t x = 0; x < NX; ++x, xx += dx)
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{
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row[x].x = xx;
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row[x].y = yy;
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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(const RenderState& rs) const
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{
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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 = pointsX();
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// go over grids
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const size_t W = quadsX();
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const size_t H = quadsY();
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for(size_t y = 0; y < H; ++y)
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{
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const Point * const row0 = &_points[y * NX];
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const 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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void QuadGrid::onSetTexture() // same as Quad::setTexture()
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{
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if (texture)
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{
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width = this->texture->width;
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height = this->texture->height;
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}
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else
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{
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width = 64;
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height = 64;
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}
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}
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