tile options for slice9 and tile
This commit is contained in:
@@ -959,7 +959,8 @@ function calc_image_size(img)
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return [img.texture.width*img.rect.width, img.texture.height*img.rect.height];
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}
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function tile(image, rect = [0,0], color = Color.white)
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function tile(image, rect = [0,0], color = Color.white, repeat = {})
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{
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if (!image) throw Error ('Need an image to render.')
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if (typeof image === "string")
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@@ -1004,13 +1005,14 @@ render.images = function images(image, rects)
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for (var rect of rects) render.image(image,rect);
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}
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render.tile = function(image, rect, color = Color.white, pipeline = sprite_pipeline)
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var tile_def = {repeat_x:true, repeat_y:true};
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render.tile = function(image, rect, color = Color.white, tile = tile_def, pipeline = sprite_pipeline)
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{
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if (!image) throw Error ('Need an image to render.')
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if (typeof image === "string")
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image = game.texture(image);
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var mesh = render._main.tile(image.texture, {x:0,y:0,width:image.texture.width,height:image.texture.height}, rect);
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var mesh = render._main.tile(image.texture, {x:0,y:0,width:image.texture.width,height:image.texture.height}, rect, tile);
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current_queue.push({
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type:'geometry',
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mesh,
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@@ -1022,12 +1024,20 @@ render.tile = function(image, rect, color = Color.white, pipeline = sprite_pipel
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}
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// slice is given in pixels
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render.slice9 = function slice9(image, rect = [0,0], slice = 0, color = Color.white, pipeline = sprite_pipeline) {
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var slice9_info = {
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tile_top:true,
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tile_bottom:true,
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tile_left:true,
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tile_right:true,
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tile_center_x:true,
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tile_center_right:true
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};
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render.slice9 = function slice9(image, rect = [0,0], slice = 0, color = Color.white, info = slice9_info, pipeline = sprite_pipeline) {
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if (!image) throw Error ('Need an image to render.')
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if (typeof image === "string")
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image = game.texture(image);
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var mesh = render._main.slice9(image.texture, rect, clay.normalizeSpacing(slice));
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var mesh = render._main.slice9(image.texture, rect, clay.normalizeSpacing(slice), info);
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current_queue.push({
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type: 'geometry',
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mesh,
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440
source/jsffi.c
440
source/jsffi.c
@@ -4314,171 +4314,313 @@ JSC_CCALL(gpu_compute_pipeline,
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return SDL_GPUComputePipeline2js(js,pipeline);
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)
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static inline void add_quad(text_vert **verts, rect src, rect dst)
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static inline void add_quad(text_vert **verts, rect *restrict src, rect *restrict dst)
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{
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text_vert v = (text_vert){
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.pos = (HMM_Vec2){dst.x, dst.y},
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.uv = (HMM_Vec2){src.x,src.y},
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.pos = (HMM_Vec2){dst->x, dst->y},
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.uv = (HMM_Vec2){src->x,src->y},
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.color = (HMM_Vec4){1,1,1,1}
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};
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arrput(*verts, v);
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v = (text_vert){
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.pos = (HMM_Vec2){dst.x+dst.w, dst.y},
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.uv = (HMM_Vec2){src.x+src.w,src.y},
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.pos = (HMM_Vec2){dst->x+dst->w, dst->y},
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.uv = (HMM_Vec2){src->x+src->w,src->y},
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.color = (HMM_Vec4){1,1,1,1}
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};
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arrput(*verts, v);
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v = (text_vert){
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.pos = (HMM_Vec2){dst.x, dst.y+dst.h},
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.uv = (HMM_Vec2){src.x,src.y+src.h},
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.pos = (HMM_Vec2){dst->x, dst->y+dst->h},
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.uv = (HMM_Vec2){src->x,src->y+src->h},
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.color = (HMM_Vec4){1,1,1,1}
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};
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arrput(*verts, v);
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v = (text_vert){
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.pos = (HMM_Vec2){dst.x+dst.w, dst.y+dst.h},
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.uv = (HMM_Vec2){src.x+src.w,src.y+src.h},
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.pos = (HMM_Vec2){dst->x+dst->w, dst->y+dst->h},
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.uv = (HMM_Vec2){src->x+src->w,src->y+src->h},
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.color = (HMM_Vec4){1,1,1,1}
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};
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arrput(*verts, v);
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}
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static inline void tile_region(text_vert **verts, rect src_uv, rect dst, float tex_w, float tex_h, bool tile_x, bool tile_y)
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{
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// Convert the incoming UV rect into pixel coords
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rect src_px = {
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.x = src_uv.x * tex_w,
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.y = src_uv.y * tex_h,
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.w = src_uv.w * tex_w,
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.h = src_uv.h * tex_h
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};
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// If src_px or dst is degenerate, early out
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if (src_px.w <= 0.0f || src_px.h <= 0.0f || dst.w <= 0.0f || dst.h <= 0.0f)
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return;
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// How many full tiles horizontally/vertically?
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// If not tiling in a dimension, we treat it as exactly 1 tile (no leftover).
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float cols_f, rows_f;
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float remain_wf = 0.0f;
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float remain_hf = 0.0f;
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if (tile_x) {
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remain_wf = modff(dst.w / src_px.w, &cols_f);
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} else {
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// Only 1 "column" covering entire width, no leftover
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cols_f = 1.0f;
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remain_wf = 0.0f;
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}
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if (tile_y) {
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remain_hf = modff(dst.h / src_px.h, &rows_f);
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} else {
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// Only 1 "row" covering entire height, no leftover
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rows_f = 1.0f;
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remain_hf = 0.0f;
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}
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int cols = (int)cols_f;
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int rows = (int)rows_f;
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// The leftover portion in screen coords (pixels)
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float remain_dst_w = remain_wf * src_px.w;
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float remain_dst_h = remain_hf * src_px.h;
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// Build the UV rect for a “full” tile
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rect src_full = src_uv;
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// Partial leftover in UV
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float remain_src_w_uv = remain_dst_w / tex_w;
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float remain_src_h_uv = remain_dst_h / tex_h;
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// For partial leftover in X dimension
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rect src_partial_x = src_full;
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src_partial_x.w = remain_src_w_uv;
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// For partial leftover in Y dimension
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rect src_partial_y = src_full;
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src_partial_y.h = remain_src_h_uv;
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// For partial leftover in both X & Y
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rect src_partial_xy = src_full;
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src_partial_xy.w = remain_src_w_uv;
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src_partial_xy.h = remain_src_h_uv;
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// Each tile is drawn 1:1 in screen coords
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float tile_w = tile_x ? src_px.w : dst.w; // If not tiling horizontally, match the entire dst width
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float tile_h = tile_y ? src_px.h : dst.h; // If not tiling vertically, match the entire dst height
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rect curr_dst;
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curr_dst.w = tile_w;
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curr_dst.h = tile_h;
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curr_dst.y = dst.y;
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// Loop over rows
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for (int y = 0; y < rows; y++) {
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curr_dst.x = dst.x;
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// Loop over columns
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for (int x = 0; x < cols; x++) {
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add_quad(verts, &src_full, &curr_dst);
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curr_dst.x += tile_w;
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}
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// Right-side leftover tile (only if tile_x is true)
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if (tile_x && remain_dst_w > 0.0f) {
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rect partial_dst = {
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.x = curr_dst.x, .y = curr_dst.y,
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.w = remain_dst_w, .h = tile_h
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};
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add_quad(verts, &src_partial_x, &partial_dst);
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}
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curr_dst.y += tile_h;
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}
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// Bottom leftover row (only if tile_y is true)
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if (tile_y && remain_dst_h > 0.0f) {
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rect partial_row_dst;
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partial_row_dst.w = tile_w;
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partial_row_dst.h = remain_dst_h;
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partial_row_dst.y = curr_dst.y;
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partial_row_dst.x = dst.x;
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// Full columns in leftover row
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for (int x = 0; x < cols; x++) {
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add_quad(verts, &src_partial_y, &partial_row_dst);
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partial_row_dst.x += tile_w;
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}
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// Partial leftover corner (both X & Y leftover)
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if (tile_x && remain_dst_w > 0.0f) {
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rect partial_corner_dst = {
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.x = partial_row_dst.x, .y = partial_row_dst.y,
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.w = remain_dst_w, .h = remain_dst_h
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};
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add_quad(verts, &src_partial_xy, &partial_corner_dst);
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}
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}
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}
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JSC_CCALL(gpu_slice9,
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JSValue jstex = argv[0];
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rect dst = js2rect(js,argv[1]);
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rect src = (rect){
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.x = 0,
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.y = 0,
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.w = 1,
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.h = 1
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rect dst = js2rect(js, argv[1]);
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// Full texture in UV coords
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rect src = {
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.x = 0, .y = 0,
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.w = 1, .h = 1
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};
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lrtb src_slice = js2lrtb(js,argv[2]);
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// The “slice” LRTB in PIXELS, but we convert to UV below
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lrtb src_slice = js2lrtb(js, argv[2]);
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lrtb dst_slice = src_slice;
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HMM_Vec2 size;
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JS_GETPROP(js,size.x,jstex, width, number)
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JS_GETPROP(js,size.y,jstex,height,number)
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/* src.x /= size.x;
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src.w /= size.x;
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src.y /= size.y;
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src.h /= size.y;*/
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JS_GETPROP(js, size.x, jstex, width, number)
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JS_GETPROP(js, size.y, jstex, height, number)
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JSValue info = argv[3];
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int tile_top, tile_bottom, tile_left, tile_right, center_x, center_y;
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JS_GETPROP(js,tile_top, info, tile_top, bool)
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JS_GETPROP(js,tile_bottom,info,tile_bottom,bool)
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JS_GETPROP(js,tile_left,info,tile_left,bool)
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JS_GETPROP(js,tile_right,info,tile_right,bool)
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JS_GETPROP(js, center_x, info, tile_center_x, bool)
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JS_GETPROP(js, center_y, info, tile_center_y, bool)
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// Convert the slice edges from pixel to UV
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src_slice.l /= size.x;
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src_slice.r /= size.x;
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src_slice.t /= size.y;
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src_slice.b /= size.y;
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text_vert *verts = NULL;
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rect curr_src;
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rect curr_dst;
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// bottom left
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// bottom-left corner (single quad)
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curr_src = src;
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curr_src.w = src_slice.l;
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curr_src.h = src_slice.b;
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curr_dst = dst;
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curr_dst.w = dst_slice.l;
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curr_dst.h = dst_slice.b;
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add_quad(&verts,curr_src, curr_dst);
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add_quad(&verts, &curr_src, &curr_dst);
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// top left
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// top-left corner (single quad)
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curr_src = src;
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curr_dst = dst;
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curr_src.x = src.x;
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curr_src.y = src.y + src.h - src_slice.t;
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curr_src.h = src_slice.t;
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curr_src.w = src_slice.l;
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curr_dst.y = dst.y + dst.h - dst_slice.t;
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curr_dst.h = dst_slice.t;
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curr_dst.w = dst_slice.l;
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add_quad(&verts,curr_src,curr_dst);
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// left bar
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curr_src = src;
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curr_dst = dst;
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curr_src.y = src.y + src_slice.b;
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curr_src.h = src.h - src_slice.t - src_slice.b;
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curr_src.w = src_slice.l;
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curr_dst.y = dst.y + dst_slice.b;
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curr_dst.h = dst.h - dst_slice.t - dst_slice.b;
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curr_dst.w = dst_slice.l;
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add_quad(&verts,curr_src,curr_dst);
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// bottom bar
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curr_src = src;
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curr_dst = dst;
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curr_src.x = src.x + src_slice.l;
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curr_src.h = src_slice.b;
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curr_src.w = src.w - src_slice.l - src_slice.r;
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curr_dst.x = dst.x + dst_slice.l;
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curr_dst.h = dst_slice.b;
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curr_dst.w = dst.w - dst_slice.l - dst_slice.r;
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add_quad(&verts,curr_src,curr_dst);
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// top bar
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curr_src = src;
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curr_dst = dst;
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curr_src.x = src.x + src_slice.l;
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curr_src.h = src_slice.t;
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curr_src.y = src.y + src.h - src_slice.t;
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curr_src.w = src.w - src_slice.l - src_slice.r;
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curr_dst.x = dst.x + dst_slice.l;
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curr_dst.h = dst_slice.t;
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curr_dst = dst;
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curr_dst.x = dst.x;
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curr_dst.y = dst.y + dst.h - dst_slice.t;
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curr_dst.w = dst.w - dst_slice.l - dst_slice.r;
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add_quad(&verts,curr_src,curr_dst);
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curr_dst.w = dst_slice.l;
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curr_dst.h = dst_slice.t;
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add_quad(&verts, &curr_src, &curr_dst);
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// center
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// bottom-right corner (single quad)
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curr_src = src;
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curr_dst = dst;
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curr_src.x = src.x + src_slice.l;
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curr_src.w = src.w - src_slice.l - src_slice.r;
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curr_src.y = src.y + src_slice.b;
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curr_src.h = src.h - src_slice.t - src_slice.b;
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curr_dst.x = dst.x + dst_slice.l;
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curr_dst.w = dst.w - dst_slice.l - dst_slice.r;
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curr_dst.y = dst.y + dst_slice.b;
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curr_dst.h = dst.h - dst_slice.t - dst_slice.b;
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add_quad(&verts, curr_src, curr_dst);
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// bottom right
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curr_src = src;
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curr_dst = dst;
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curr_src.x = src.x + src.w - src_slice.r;
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curr_src.y = src.y;
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curr_src.w = src_slice.r;
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curr_src.h = src_slice.b;
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curr_dst = dst;
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curr_dst.x = dst.x + dst.w - dst_slice.r;
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curr_dst.y = dst.y;
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curr_dst.w = dst_slice.r;
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curr_dst.h = dst_slice.b;
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add_quad(&verts, curr_src, curr_dst);
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add_quad(&verts, &curr_src, &curr_dst);
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// top right
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// top-right corner (single quad)
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curr_src = src;
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curr_dst = dst;
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curr_src.x = src.x + src.w - src_slice.r;
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curr_src.w = src_slice.r;
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curr_src.y = src.y + src.h - src_slice.t;
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curr_src.h = src_slice.t;
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curr_dst.x = dst.x + dst.w - dst_slice.r;
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curr_dst.w = dst_slice.r;
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curr_dst.y = dst.y + dst.h - dst_slice.t;
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curr_dst.h = dst_slice.t;
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add_quad(&verts, curr_src, curr_dst);
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// right bar
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curr_src = src;
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curr_dst = dst;
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curr_src.x = src.x + src.w - src_slice.r;
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curr_src.w = src_slice.r;
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curr_src.y = src.y + src_slice.b;
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curr_src.h = src.h - src_slice.t - src_slice.b;
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curr_src.h = src_slice.t;
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curr_dst = dst;
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curr_dst.x = dst.x + dst.w - dst_slice.r;
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curr_dst.y = dst.y + dst.h - dst_slice.t;
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curr_dst.w = dst_slice.r;
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curr_dst.h = dst_slice.t;
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add_quad(&verts, &curr_src, &curr_dst);
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// left bar (tiled)
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curr_src = src;
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curr_src.x = src.x;
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curr_src.y = src.y + src_slice.b;
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curr_src.w = src_slice.l;
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curr_src.h = src.h - src_slice.t - src_slice.b;
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curr_dst = dst;
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curr_dst.x = dst.x;
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curr_dst.y = dst.y + dst_slice.b;
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curr_dst.w = dst_slice.l;
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curr_dst.h = dst.h - dst_slice.t - dst_slice.b;
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add_quad(&verts, curr_src, curr_dst);
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tile_region(&verts, curr_src, curr_dst, size.x, size.y,tile_left,tile_left);
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// right bar (tiled)
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curr_src = src;
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curr_src.x = src.x + src.w - src_slice.r;
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curr_src.y = src.y + src_slice.b;
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curr_src.w = src_slice.r;
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curr_src.h = src.h - src_slice.t - src_slice.b;
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|
||||
curr_dst = dst;
|
||||
curr_dst.x = dst.x + dst.w - dst_slice.r;
|
||||
curr_dst.y = dst.y + dst_slice.b;
|
||||
curr_dst.w = dst_slice.r;
|
||||
curr_dst.h = dst.h - dst_slice.t - dst_slice.b;
|
||||
tile_region(&verts, curr_src, curr_dst, size.x, size.y,tile_right,tile_right);
|
||||
|
||||
// bottom bar (tiled)
|
||||
curr_src = src;
|
||||
curr_src.x = src.x + src_slice.l;
|
||||
curr_src.y = src.y;
|
||||
curr_src.w = src.w - src_slice.l - src_slice.r;
|
||||
curr_src.h = src_slice.b;
|
||||
|
||||
curr_dst = dst;
|
||||
curr_dst.x = dst.x + dst_slice.l;
|
||||
curr_dst.y = dst.y;
|
||||
curr_dst.w = dst.w - dst_slice.l - dst_slice.r;
|
||||
curr_dst.h = dst_slice.b;
|
||||
tile_region(&verts, curr_src, curr_dst, size.x, size.y,tile_bottom,tile_bottom);
|
||||
|
||||
// top bar (tiled)
|
||||
curr_src = src;
|
||||
curr_src.x = src.x + src_slice.l;
|
||||
curr_src.y = src.y + src.h - src_slice.t;
|
||||
curr_src.w = src.w - src_slice.l - src_slice.r;
|
||||
curr_src.h = src_slice.t;
|
||||
|
||||
curr_dst = dst;
|
||||
curr_dst.x = dst.x + dst_slice.l;
|
||||
curr_dst.y = dst.y + dst.h - dst_slice.t;
|
||||
curr_dst.w = dst.w - dst_slice.l - dst_slice.r;
|
||||
curr_dst.h = dst_slice.t;
|
||||
tile_region(&verts, curr_src, curr_dst, size.x, size.y,tile_top,tile_top);
|
||||
|
||||
// center (tiled)
|
||||
curr_src = src;
|
||||
curr_src.x = src.x + src_slice.l;
|
||||
curr_src.y = src.y + src_slice.b;
|
||||
curr_src.w = src.w - src_slice.l - src_slice.r;
|
||||
curr_src.h = src.h - src_slice.t - src_slice.b;
|
||||
|
||||
curr_dst = dst;
|
||||
curr_dst.x = dst.x + dst_slice.l;
|
||||
curr_dst.y = dst.y + dst_slice.b;
|
||||
curr_dst.w = dst.w - dst_slice.l - dst_slice.r;
|
||||
curr_dst.h = dst.h - dst_slice.t - dst_slice.b;
|
||||
tile_region(&verts, curr_src, curr_dst, size.x, size.y, center_x,center_y);
|
||||
|
||||
JSValue mesh = quads_to_mesh(js, verts);
|
||||
arrfree(verts);
|
||||
@@ -4493,96 +4635,14 @@ JSC_CCALL(gpu_tile,
|
||||
|
||||
rect src_pixels = js2rect(js, argv[1]); // 'src' as pixel dimensions
|
||||
rect dst = js2rect(js, argv[2]); // 'dst' as screen coords
|
||||
|
||||
// Determine how many full tiles horizontally/vertically
|
||||
float fcols, frows;
|
||||
float remaining_w = modff(dst.w / src_pixels.w, &fcols);
|
||||
float remaining_h = modff(dst.h / src_pixels.h, &frows);
|
||||
|
||||
// The partial leftover in pixel dimensions
|
||||
float remain_src_w = remaining_w * src_pixels.w;
|
||||
float remain_src_h = remaining_h * src_pixels.h;
|
||||
|
||||
// The corresponding leftover area in screen coords (since src -> 1:1 draw)
|
||||
float remain_dst_w = remain_src_w;
|
||||
float remain_dst_h = remain_src_h;
|
||||
|
||||
int cols = (int)fcols;
|
||||
int rows = (int)frows;
|
||||
|
||||
// Convert the whole source rect from pixels into UV coords
|
||||
// so add_quad can draw the correct portion of the texture.
|
||||
rect src_full;
|
||||
src_full.x = src_pixels.x / size.x;
|
||||
src_full.y = src_pixels.y / size.y;
|
||||
src_full.w = src_pixels.w / size.x;
|
||||
src_full.h = src_pixels.h / size.y;
|
||||
|
||||
// For partial leftover in UV coords
|
||||
float remain_src_w_uv = remain_src_w / size.x;
|
||||
float remain_src_h_uv = remain_src_h / size.y;
|
||||
|
||||
// We'll set up some "partial" src rect variants:
|
||||
rect src_partial_x = src_full; // partial in the X dimension
|
||||
src_partial_x.w = remain_src_w_uv;
|
||||
|
||||
rect src_partial_y = src_full; // partial in the Y dimension
|
||||
src_partial_y.h = remain_src_h_uv;
|
||||
|
||||
rect src_partial_xy = src_full; // partial in both X and Y
|
||||
src_partial_xy.w = remain_src_w_uv;
|
||||
src_partial_xy.h = remain_src_h_uv;
|
||||
|
||||
// Now we tile in screen coords. Each tile is as wide/high as src_pixels (1:1).
|
||||
// The UV coords for a "full" tile use src_full;
|
||||
// for partial leftover tiles, we use the partial variants above.
|
||||
|
||||
int tilex, tiley;
|
||||
JSValue jstile = argv[3];
|
||||
JS_GETPROP(js,tilex,jstile,repeat_x,bool)
|
||||
JS_GETPROP(js,tiley,jstile,repeat_y,bool)
|
||||
|
||||
text_vert *verts = NULL;
|
||||
|
||||
float tile_w = src_pixels.w;
|
||||
float tile_h = src_pixels.h;
|
||||
|
||||
rect curr_dst;
|
||||
curr_dst.w = tile_w;
|
||||
curr_dst.h = tile_h;
|
||||
curr_dst.y = dst.y;
|
||||
|
||||
// Place the full rows & columns
|
||||
for (int y = 0; y < rows; y++) {
|
||||
curr_dst.x = dst.x;
|
||||
for (int x = 0; x < cols; x++) {
|
||||
add_quad(&verts, src_full, curr_dst);
|
||||
curr_dst.x += tile_w;
|
||||
}
|
||||
// Place the partial tile on the right edge, if any
|
||||
if (remain_dst_w > 0.0f) {
|
||||
rect partial_dst = { curr_dst.x, curr_dst.y, remain_dst_w, tile_h };
|
||||
add_quad(&verts, src_partial_x, partial_dst);
|
||||
}
|
||||
curr_dst.y += tile_h;
|
||||
}
|
||||
|
||||
// Now place the leftover row (if any)
|
||||
if (remain_dst_h > 0.0f) {
|
||||
rect partial_row_dst;
|
||||
partial_row_dst.y = curr_dst.y;
|
||||
partial_row_dst.w = tile_w;
|
||||
partial_row_dst.h = remain_dst_h;
|
||||
partial_row_dst.x = dst.x;
|
||||
|
||||
// Full columns in this leftover row
|
||||
for (int x = 0; x < cols; x++) {
|
||||
add_quad(&verts, src_partial_y, partial_row_dst);
|
||||
partial_row_dst.x += tile_w;
|
||||
}
|
||||
|
||||
// Partial corner tile: leftover on the right plus leftover row
|
||||
if (remain_dst_w > 0.0f) {
|
||||
rect partial_corner_dst = { partial_row_dst.x, partial_row_dst.y,
|
||||
remain_dst_w, remain_dst_h };
|
||||
add_quad(&verts, src_partial_xy, partial_corner_dst);
|
||||
}
|
||||
}
|
||||
|
||||
tile_region(&verts, src_pixels, dst, size.x, size.y,tilex,tiley);
|
||||
ret = quads_to_mesh(js,verts);
|
||||
arrfree(verts);
|
||||
)
|
||||
@@ -4604,8 +4664,8 @@ static const JSCFunctionListEntry js_SDL_GPUDevice_funcs[] = {
|
||||
MIST_FUNC_DEF(gpu, wait_for_fences, 2),
|
||||
MIST_FUNC_DEF(gpu, query_fence, 1),
|
||||
MIST_FUNC_DEF(gpu, shader_format, 0),
|
||||
MIST_FUNC_DEF(gpu, slice9, 4),
|
||||
MIST_FUNC_DEF(gpu, tile, 3),
|
||||
MIST_FUNC_DEF(gpu, slice9, 3),
|
||||
MIST_FUNC_DEF(gpu, tile, 4),
|
||||
};
|
||||
|
||||
JSC_CCALL(renderpass_bind_pipeline,
|
||||
|
||||
Reference in New Issue
Block a user