khanat-opennel-code/code/ryzom/client/src/graphic.cpp
acemtp@users.sourceforge.net d5c601ffa5 initial version
2010-05-06 02:08:41 +02:00

93 lines
2.6 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "stdpch.h"
//#include "nel/3d/material_user.h"
#include "nel/misc/geom_ext.h"
#include "nel/misc/debug.h"
#include "graphic.h"
// ***************************************************************************
void drawBitmapTiled ( NL3D::UDriver * /* driver */, float /* x */, float /* y */, float /* width */, float /* height */, uint32 /* windowWidth */, uint32 /* windowHeight */, NL3D::UTextureFile & /* texture */, uint32 /* textureWidth */, uint32 /* textureHeight */, bool /* blend */, NLMISC::CRGBA /* col */)
{
// Sorry for this. (Hulud) :)
/* nlassert( driver );
NL3D::CMaterialUser material;
material.setTexture(&texture);
material.setColor(col);
material.setBlend(blend);
NLMISC::CQuadUV quad;
quad.V0.set(x,y,0);
quad.V1.set(x+width,y,0);
quad.V2.set(x+width,y+height,0);
quad.V3.set(x,y+height,0);
if ( textureWidth !=0 && textureHeight != 0 )
{
// compute values (control size in pixels / texture size in pixels)
const float controlW = windowWidth * width;
const float controlH = windowHeight * height;
if (controlH > textureHeight)
{
quad.Uv0.U= 0.f;
quad.Uv0.V= controlH / textureHeight + 1.0f;
quad.Uv1.U= controlW / textureWidth;
quad.Uv1.V= quad.Uv0.V;
quad.Uv2.U= quad.Uv1.U ;
quad.Uv2.V= quad.Uv0.V - float( (int)(quad.Uv0.V) );
quad.Uv3.U= 0.f;
quad.Uv3.V= quad.Uv2.V;
}
else
{
quad.Uv0.U= 0.0f;
quad.Uv0.V= 1.0f;
quad.Uv1.U= controlW / textureWidth;
quad.Uv1.V= quad.Uv0.V;
quad.Uv2.U= quad.Uv1.U ;
quad.Uv2.V= 1.0f - controlH / textureHeight ;
quad.Uv3.U= 0.f;
quad.Uv3.V= quad.Uv2.V;
}
}
else
{
quad.Uv0.U= 0.f;
quad.Uv0.V= 1.f;
quad.Uv1.U= 1.f;
quad.Uv1.V= 1.f;
quad.Uv2.U= 1.f;
quad.Uv2.V= 0.f;
quad.Uv3.U= 0.f;
quad.Uv3.V= 0.f;
}
driver->drawQuad(quad, material);*/
}