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https://github.com/love2d/love.git
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114 lines
2.9 KiB
C++
114 lines
2.9 KiB
C++
/**
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* Copyright (c) 2006-2011 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#include "Quad.h"
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#include <common/Matrix.h>
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// GLee
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#include "GLee.h"
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// STD
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#include <cstring> // For memcpy
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namespace love
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{
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namespace graphics
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{
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namespace opengl
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{
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Quad::Quad(const Viewport & v, int sw, int sh)
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: sw(sw), sh(sh)
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{
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memset(vertices, 255, sizeof(vertex)*4);
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refresh(v, sw, sh);
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}
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Quad::~Quad()
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{
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}
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void Quad::refresh(const Viewport & v, int sw, int sh)
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{
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if (GLEE_ARB_texture_non_power_of_two)
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{
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sw = next_p2(sw);
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sh = next_p2(sh);
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}
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viewport = v;
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vertices[0].x = 0;
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vertices[0].y = 0;
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vertices[1].x = 0;
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vertices[1].y = (float)v.h;
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vertices[2].x = (float)v.w;
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vertices[2].y = (float)v.h;
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vertices[3].x = (float)v.w;
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vertices[3].y = 0;
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vertices[0].s = (float)v.x/(float)sw;
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vertices[0].t = (float)v.y/(float)sh;
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vertices[1].s = (float)v.x/(float)sw;
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vertices[1].t = (float)(v.y+v.h)/(float)sh;
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vertices[2].s = (float)(v.x+v.w)/(float)sw;
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vertices[2].t = (float)(v.y+v.h)/(float)sh;
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vertices[3].s = (float)(v.x+v.w)/(float)sw;
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vertices[3].t = (float)v.y/(float)sh;
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}
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void Quad::setViewport(const Quad::Viewport & v)
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{
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refresh(v, sw, sh);
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}
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Quad::Viewport Quad::getViewport() const
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{
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return viewport;
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}
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void Quad::flip(bool x, bool y)
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{
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vertex temp[4];
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if (x)
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{
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memcpy(temp, vertices, sizeof(vertex)*4);
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vertices[0].s = temp[3].s; vertices[0].t = temp[3].t;
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vertices[1].s = temp[2].s; vertices[1].t = temp[2].t;
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vertices[2].s = temp[1].s; vertices[2].t = temp[1].t;
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vertices[3].s = temp[0].s; vertices[3].t = temp[0].t;
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}
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if (y)
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{
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memcpy(temp, vertices, sizeof(vertex)*4);
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vertices[0].s = temp[1].s; vertices[0].t = temp[1].t;
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vertices[1].s = temp[0].s; vertices[1].t = temp[0].t;
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vertices[2].s = temp[3].s; vertices[2].t = temp[3].t;
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vertices[3].s = temp[2].s; vertices[3].t = temp[2].t;
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}
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}
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const vertex * Quad::getVertices() const
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{
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return vertices;
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}
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} // opengl
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} // graphics
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} // love
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