Apply LF line endings as an SVN property, this time on the JGE source files.
This commit is contained in:
@@ -1,121 +1,121 @@
|
||||
//-------------------------------------------------------------------------------------
|
||||
//
|
||||
// JGE++ is a hardware accelerated 2D game SDK for PSP/Windows.
|
||||
//
|
||||
// Licensed under the BSD license, see LICENSE in JGE root for details.
|
||||
//
|
||||
// Copyright (c) 2007 James Hui (a.k.a. Dr.Watson) <jhkhui@gmail.com>
|
||||
//
|
||||
//-------------------------------------------------------------------------------------
|
||||
|
||||
#include "../include/JDistortionMesh.h"
|
||||
|
||||
|
||||
JRenderer* JDistortionMesh::mRenderer = NULL;
|
||||
|
||||
JDistortionMesh::JDistortionMesh(JTexture *tex, float x, float y, float width, float height, int cols, int rows)
|
||||
{
|
||||
mRenderer = JRenderer::GetInstance();
|
||||
|
||||
mCols = cols;
|
||||
mRows = rows;
|
||||
|
||||
mCellWidth = width/(mCols-1);
|
||||
mCellHeight = height/(mRows-1);
|
||||
|
||||
mTexX = x;
|
||||
mTexY = y;
|
||||
mTexWidth = width;
|
||||
mTexHeight = height;
|
||||
|
||||
mQuad = new JQuad(tex, x, y, mCellWidth, mCellHeight);
|
||||
|
||||
mVertices = new Vertex[mCols*mRows];
|
||||
|
||||
for(int j=0; j<mRows; j++)
|
||||
{
|
||||
for(int i=0; i<mCols; i++)
|
||||
{
|
||||
mVertices[j*mCols+i].u = x+i*mCellWidth;
|
||||
mVertices[j*mCols+i].v = y+j*mCellHeight;
|
||||
|
||||
mVertices[j*mCols+i].x = i*mCellWidth;
|
||||
mVertices[j*mCols+i].y = j*mCellHeight;
|
||||
|
||||
mVertices[j*mCols+i].color = ARGB(0,0,0,0);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
JDistortionMesh::~JDistortionMesh()
|
||||
{
|
||||
|
||||
delete mQuad;
|
||||
delete[] mVertices;
|
||||
|
||||
// JGERelease();
|
||||
}
|
||||
|
||||
|
||||
void JDistortionMesh::Render(float x, float y)
|
||||
{
|
||||
|
||||
// mQuad->mBlend = GU_TFX_ADD;
|
||||
|
||||
VertexColor points[4];
|
||||
|
||||
int index;
|
||||
|
||||
for(int j=0; j<mRows-1; j++)
|
||||
{
|
||||
for(int i=0; i<mCols-1; i++)
|
||||
{
|
||||
index=j*mCols+i;
|
||||
|
||||
mQuad->SetTextureRect(mVertices[index].u, mVertices[index].v, mCellWidth, mCellHeight);
|
||||
|
||||
points[0].x = x+mVertices[index].x;
|
||||
points[0].y = y+mVertices[index].y;
|
||||
points[0].z = mVertices[index].z;
|
||||
points[0].color = mVertices[index].color;
|
||||
|
||||
points[1].x = x+mVertices[index+1].x;
|
||||
points[1].y = y+mVertices[index+1].y;
|
||||
points[1].z = mVertices[index+1].z;
|
||||
points[1].color = mVertices[index+1].color;
|
||||
|
||||
points[2].x = x+mVertices[index+mCols].x;
|
||||
points[2].y = y+mVertices[index+mCols].y;
|
||||
points[2].z = mVertices[index+mCols].z;
|
||||
points[2].color = mVertices[index+mCols].color;
|
||||
|
||||
points[3].x = x+mVertices[index+mCols+1].x;
|
||||
points[3].y = y+mVertices[index+mCols+1].y;
|
||||
points[3].z = mVertices[index+mCols+1].z;
|
||||
points[3].color = mVertices[index+mCols+1].color;
|
||||
|
||||
mRenderer->RenderQuad(mQuad, points);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
void JDistortionMesh::SetColor(int col, int row, PIXEL_TYPE color)
|
||||
{
|
||||
mVertices[row*mCols+col].color = color;
|
||||
|
||||
}
|
||||
|
||||
|
||||
void JDistortionMesh::SetDisplacement(int col, int row, float dx, float dy)
|
||||
{
|
||||
dx += col*mCellWidth;
|
||||
dy += row*mCellHeight;
|
||||
|
||||
mVertices[row*mCols+col].x = dx;
|
||||
mVertices[row*mCols+col].y = dy;
|
||||
}
|
||||
//-------------------------------------------------------------------------------------
|
||||
//
|
||||
// JGE++ is a hardware accelerated 2D game SDK for PSP/Windows.
|
||||
//
|
||||
// Licensed under the BSD license, see LICENSE in JGE root for details.
|
||||
//
|
||||
// Copyright (c) 2007 James Hui (a.k.a. Dr.Watson) <jhkhui@gmail.com>
|
||||
//
|
||||
//-------------------------------------------------------------------------------------
|
||||
|
||||
#include "../include/JDistortionMesh.h"
|
||||
|
||||
|
||||
JRenderer* JDistortionMesh::mRenderer = NULL;
|
||||
|
||||
JDistortionMesh::JDistortionMesh(JTexture *tex, float x, float y, float width, float height, int cols, int rows)
|
||||
{
|
||||
mRenderer = JRenderer::GetInstance();
|
||||
|
||||
mCols = cols;
|
||||
mRows = rows;
|
||||
|
||||
mCellWidth = width/(mCols-1);
|
||||
mCellHeight = height/(mRows-1);
|
||||
|
||||
mTexX = x;
|
||||
mTexY = y;
|
||||
mTexWidth = width;
|
||||
mTexHeight = height;
|
||||
|
||||
mQuad = new JQuad(tex, x, y, mCellWidth, mCellHeight);
|
||||
|
||||
mVertices = new Vertex[mCols*mRows];
|
||||
|
||||
for(int j=0; j<mRows; j++)
|
||||
{
|
||||
for(int i=0; i<mCols; i++)
|
||||
{
|
||||
mVertices[j*mCols+i].u = x+i*mCellWidth;
|
||||
mVertices[j*mCols+i].v = y+j*mCellHeight;
|
||||
|
||||
mVertices[j*mCols+i].x = i*mCellWidth;
|
||||
mVertices[j*mCols+i].y = j*mCellHeight;
|
||||
|
||||
mVertices[j*mCols+i].color = ARGB(0,0,0,0);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
JDistortionMesh::~JDistortionMesh()
|
||||
{
|
||||
|
||||
delete mQuad;
|
||||
delete[] mVertices;
|
||||
|
||||
// JGERelease();
|
||||
}
|
||||
|
||||
|
||||
void JDistortionMesh::Render(float x, float y)
|
||||
{
|
||||
|
||||
// mQuad->mBlend = GU_TFX_ADD;
|
||||
|
||||
VertexColor points[4];
|
||||
|
||||
int index;
|
||||
|
||||
for(int j=0; j<mRows-1; j++)
|
||||
{
|
||||
for(int i=0; i<mCols-1; i++)
|
||||
{
|
||||
index=j*mCols+i;
|
||||
|
||||
mQuad->SetTextureRect(mVertices[index].u, mVertices[index].v, mCellWidth, mCellHeight);
|
||||
|
||||
points[0].x = x+mVertices[index].x;
|
||||
points[0].y = y+mVertices[index].y;
|
||||
points[0].z = mVertices[index].z;
|
||||
points[0].color = mVertices[index].color;
|
||||
|
||||
points[1].x = x+mVertices[index+1].x;
|
||||
points[1].y = y+mVertices[index+1].y;
|
||||
points[1].z = mVertices[index+1].z;
|
||||
points[1].color = mVertices[index+1].color;
|
||||
|
||||
points[2].x = x+mVertices[index+mCols].x;
|
||||
points[2].y = y+mVertices[index+mCols].y;
|
||||
points[2].z = mVertices[index+mCols].z;
|
||||
points[2].color = mVertices[index+mCols].color;
|
||||
|
||||
points[3].x = x+mVertices[index+mCols+1].x;
|
||||
points[3].y = y+mVertices[index+mCols+1].y;
|
||||
points[3].z = mVertices[index+mCols+1].z;
|
||||
points[3].color = mVertices[index+mCols+1].color;
|
||||
|
||||
mRenderer->RenderQuad(mQuad, points);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
void JDistortionMesh::SetColor(int col, int row, PIXEL_TYPE color)
|
||||
{
|
||||
mVertices[row*mCols+col].color = color;
|
||||
|
||||
}
|
||||
|
||||
|
||||
void JDistortionMesh::SetDisplacement(int col, int row, float dx, float dy)
|
||||
{
|
||||
dx += col*mCellWidth;
|
||||
dy += row*mCellHeight;
|
||||
|
||||
mVertices[row*mCols+col].x = dx;
|
||||
mVertices[row*mCols+col].y = dy;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user