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- //-----------------------------------------------------------------------------
- // Copyright (c) 2013 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #ifndef _SCROLLER_H_
- #include "Scroller.h"
- #endif
- #ifndef _DGL_H_
- #include "graphics/dgl.h"
- #endif
- #ifndef _MMATHFN_H_
- #include "math/mMathFn.h"
- #endif
- #ifndef _CONSOLETYPES_H_
- #include "console/consoleTypes.h"
- #endif
- #ifndef _BITSTREAM_H_
- #include "io/bitStream.h"
- #endif
- // Script bindings.
- #include "Scroller_ScriptBinding.h"
- //------------------------------------------------------------------------------
- IMPLEMENT_CONOBJECT(Scroller);
- //------------------------------------------------------------------------------
- Scroller::Scroller() :
- mRepeatX(1.0f),
- mRepeatY(1.0f),
- mScrollX(0.0f),
- mScrollY(0.0f),
- mTextureOffsetX(0.0f),
- mTextureOffsetY(0.0f)
- {
- // Use a static body by default.
- mBodyDefinition.type = b2_staticBody;
- // Use fixed rotation by default.
- mBodyDefinition.fixedRotation = true;
- }
- //------------------------------------------------------------------------------
- Scroller::~Scroller()
- {
- }
- //------------------------------------------------------------------------------
- void Scroller::initPersistFields()
- {
- // Call parent.
- Parent::initPersistFields();
- addProtectedField("repeatX", TypeF32, Offset(mRepeatX, Scroller), &setRepeatX, &defaultProtectedGetFn, &writeRepeatX, "");
- addProtectedField("repeatY", TypeF32, Offset(mRepeatY, Scroller), &setRepeatY, &defaultProtectedGetFn, &writeRepeatY, "");
- addField("scrollX", TypeF32, Offset(mScrollX, Scroller), &writeScrollX, "");
- addField("scrollY", TypeF32, Offset(mScrollY, Scroller), &writeScrollY, "");
- addField("scrollPositionX", TypeF32, Offset(mTextureOffsetX, Scroller), &writeScrollPositionX, "");
- addField("scrollPositionY", TypeF32, Offset(mTextureOffsetY, Scroller), &writeScrollPositionY, "");
- }
- //------------------------------------------------------------------------------
- void Scroller::copyTo(SimObject* object)
- {
- Parent::copyTo(object);
- AssertFatal(dynamic_cast<Scroller*>(object), "Scroller::copyTo() - Object is not the correct type.");
- Scroller* scroller = static_cast<Scroller*>(object);
- scroller->setRepeat(getRepeatX(), getRepeatY());
- scroller->setScroll(getScrollX(), getScrollY());
- scroller->setScrollPosition(getScrollPositionX(), getScrollPositionY());
- }
- //------------------------------------------------------------------------------
- bool Scroller::onAdd()
- {
- // Call Parent.
- if(!Parent::onAdd())
- return false;
- // Reset Tick Scroll Positions.
- resetTickScrollPositions();
- // Return Okay.
- return true;
- }
- //------------------------------------------------------------------------------
- void Scroller::onRemove()
- {
- // Call Parent.
- Parent::onRemove();
- }
- //------------------------------------------------------------------------------
- void Scroller::integrateObject( const F32 totalTime, const F32 elapsedTime, DebugStats* pDebugStats )
- {
- // Call Parent.
- Parent::integrateObject( totalTime, elapsedTime, pDebugStats );
- // Calculate texel shift per world-unit.
- const F32 scrollTexelX = mRepeatX / getSize().x;
- const F32 scrollTexelY = mRepeatY / getSize().y;
- // Calculate Scrolling Offsets.
- const F32 scrollOffsetX = scrollTexelX * mScrollX * elapsedTime;
- const F32 scrollOffsetY = scrollTexelY * mScrollY * elapsedTime;
- // Calculate new offset.
- mTextureOffsetX += scrollOffsetX;
- mTextureOffsetY += scrollOffsetY;
- // Update Tick Scroll Position.
- // NOTE:- We *must* do the tick update here!
- updateTickScrollPosition();
- // Make sure the offsets used don't under/overflow.
- // NOTE- We could simply use 'mFmod' on the offsets but unfortunately
- // we need to ensure that we can do a modulo simultaneously on both
- // the pre/post ticks values otherwise the pre/post interpolation
- // won't worked correctly resulting in a nasty wrap 'hitch'.
- // Calculate Renormalized Offsets.
- const F32 renormalizedPreOffsetX = mFmod( mPreTickTextureOffset.x, 1.0f );
- const F32 renormalizedPreOffsetY = mFmod( mPreTickTextureOffset.y, 1.0f );
- const F32 renormalizedPostOffsetX = mFmod( mPostTickTextureOffset.x, 1.0f );
- const F32 renormalizedPostOffsetY = mFmod( mPostTickTextureOffset.y, 1.0f );
- // Scrolling X Positive?
- if ( mGreaterThanZero(scrollOffsetX) )
- {
- // Yes, so old/new normalised simultaneously?
- if ( mLessThan(renormalizedPreOffsetX, renormalizedPostOffsetX) )
- {
- // Yes, so normalised offset.
- mTextureOffsetX = renormalizedPostOffsetX;
- // Normalise Pre/Post Ticks.
- mPreTickTextureOffset.x = renormalizedPreOffsetX;
- mPostTickTextureOffset.x = renormalizedPostOffsetX;
- }
- }
- else
- {
- // No, so old/new normalised simultaneously?
- if ( mGreaterThan(renormalizedPreOffsetX, renormalizedPostOffsetX) )
- {
- // Yes, so normalised offset.
- mTextureOffsetX = renormalizedPostOffsetX;
- // Normalise Pre/Post Ticks.
- mPreTickTextureOffset.x = renormalizedPreOffsetX;
- mPostTickTextureOffset.x = renormalizedPostOffsetX;
- }
- }
- // Scrolling Y Positive?
- if ( mGreaterThanZero(scrollOffsetY) )
- {
- // Yes, so old/new normalised proportionally?
- if ( mLessThan(renormalizedPreOffsetY, renormalizedPostOffsetY) )
- {
- // Yes, so normalised offset.
- mTextureOffsetY = renormalizedPostOffsetY;
- // Normalise Pre/Post Ticks.
- mPreTickTextureOffset.y = renormalizedPreOffsetY;
- mPostTickTextureOffset.y = renormalizedPostOffsetY;
- }
- }
- else
- {
- // No, so old/new normalised proportionally?
- if ( mGreaterThan(renormalizedPreOffsetY, renormalizedPostOffsetY) )
- {
- // Yes, so normalised offset.
- mTextureOffsetY = renormalizedPostOffsetY;
- // Normalise Pre/Post Ticks.
- mPreTickTextureOffset.y = renormalizedPreOffsetY;
- mPostTickTextureOffset.y = renormalizedPostOffsetY;
- }
- }
- }
- //------------------------------------------------------------------------------
- void Scroller::interpolateObject( const F32 timeDelta )
- {
- // Base object interpolation.
- Parent::interpolateObject( timeDelta );
- // Calculate Render Tick Position.
- mRenderTickTextureOffset = (timeDelta * mPreTickTextureOffset) + ((1.0f-timeDelta) * mPostTickTextureOffset);
- }
- //------------------------------------------------------------------------------
- void Scroller::resetTickScrollPositions( void )
- {
- // Reset Scroll Positions.
- mRenderTickTextureOffset.Set( mTextureOffsetX, mTextureOffsetY );
- mPreTickTextureOffset = mPostTickTextureOffset = mRenderTickTextureOffset;
- }
- //------------------------------------------------------------------------------
- void Scroller::updateTickScrollPosition( void )
- {
- // Store Pre Tick Scroll Position.
- mPreTickTextureOffset = mPostTickTextureOffset;
- // Store Current Tick Scroll Position.
- mPostTickTextureOffset.Set( mTextureOffsetX, mTextureOffsetY );
- // Render Tick Position is at Pre-Tick Scroll Position.
- mRenderTickTextureOffset = mPreTickTextureOffset;
- };
- //------------------------------------------------------------------------------
- void Scroller::sceneRender( const SceneRenderState* pSceneRenderState, const SceneRenderRequest* pSceneRenderRequest, BatchRender* pBatchRenderer )
- {
- // Finish if we can't render.
- if ( !ImageFrameProvider::validRender() )
- return;
- // Fetch texture and texture area.
- const ImageAsset::FrameArea::TexelArea& frameTexelArea = getProviderImageFrameArea().mTexelArea;
- TextureHandle& texture = getProviderTexture();
- // Calculate render offset.
- F32 renderOffsetX = mFmod( mRenderTickTextureOffset.x, 1.0f );
- F32 renderOffsetY = mFmod( mRenderTickTextureOffset.y, 1.0f );
- if ( renderOffsetX < 0.0f ) renderOffsetX += 1.0f;
- if ( renderOffsetY < 0.0f ) renderOffsetY += 1.0f;
- // Calculate if frame has split rendering or not.
- const bool isSplitRenderFrameX = mNotZero( renderOffsetX );
- const bool isSplitRenderFrameY = mNotZero( renderOffsetY );
- // Clamp Texture Offsets.
- const F32 textureOffsetX = frameTexelArea.mTexelWidth * renderOffsetX;
- const F32 textureOffsetY = frameTexelArea.mTexelHeight * renderOffsetY;
- // Fetch lower/upper texture coordinates.
- const Vector2& texLower = frameTexelArea.mTexelLower;
- const Vector2& texUpper = frameTexelArea.mTexelUpper;
- ScrollSplitRegion baseSplitRegion;
- // Calculate split texel regions.
- baseSplitRegion.mTexSplitLowerX1 = texLower.x + textureOffsetX;
- baseSplitRegion.mTexSplitLowerY1 = texUpper.y - textureOffsetY;
- baseSplitRegion.mTexSplitLowerX2 = texUpper.x;
- baseSplitRegion.mTexSplitLowerY2 = texLower.y;
- baseSplitRegion.mTexSplitUpperX1 = texLower.x;
- baseSplitRegion.mTexSplitUpperY1 = texUpper.y;
- baseSplitRegion.mTexSplitUpperX2 = baseSplitRegion.mTexSplitLowerX1;
- baseSplitRegion.mTexSplitUpperY2 = baseSplitRegion.mTexSplitLowerY1;
- // Fetch render area.
- const Vector2& renderOOBB0 = mRenderOOBB[0];
- const Vector2& renderOOBB1 = mRenderOOBB[1];
- const Vector2& renderOOBB3 = mRenderOOBB[3];
- // Calculate region dimensions.
- const F32 regionWidth = (renderOOBB1.x - renderOOBB0.x) / mRepeatX;
- const F32 regionHeight = (renderOOBB3.y - renderOOBB0.y) / mRepeatY;
- // Calculate split region dimensions.
- const F32 splitRegionWidth = regionWidth * (1.0f-renderOffsetX);
- const F32 splitRegionHeight = regionHeight * (1.0f-renderOffsetY);
- // Calculate split vertex regions.
- baseSplitRegion.mVertSplitLowerX1 = renderOOBB0.x;
- baseSplitRegion.mVertSplitLowerX2 = renderOOBB0.x + splitRegionWidth;
- baseSplitRegion.mVertSplitUpperX1 = baseSplitRegion.mVertSplitLowerX2;
- baseSplitRegion.mVertSplitUpperX2 = renderOOBB0.x + regionWidth;
- baseSplitRegion.mVertSplitLowerY1 = renderOOBB0.y;
- baseSplitRegion.mVertSplitLowerY2 = renderOOBB0.y + splitRegionHeight;
- baseSplitRegion.mVertSplitUpperY1 = baseSplitRegion.mVertSplitLowerY2;
- baseSplitRegion.mVertSplitUpperY2 = renderOOBB0.y + regionHeight;
- // Fetch the whole regions.
- const S32 wholeRegionX = (S32)mCeil( mRepeatX );
- const S32 wholeRegionY = (S32)mCeil( mRepeatY );
- // Flush any existing batches.
- pBatchRenderer->flush();
- // jamesu - no clip planes in webgl
- #ifndef TORQUE_OS_EMSCRIPTEN
- // Set-up a set of clip-planes against the OOBB.
- GLdouble left[4] = {1, 0, 0, -renderOOBB0.x};
- GLdouble right[4] = {-1, 0, 0, renderOOBB1.x};
- GLdouble top[4] = {0, -1, 0, renderOOBB3.y};
- GLdouble bottom[4] = {0, 1, 0, -renderOOBB0.y};
- //This is to prevent some android devices from throwing opengl errors. For instance the tegra 3 only supports 1
- int maxClip = 4;
- glGetIntegerv(GL_MAX_CLIP_PLANES, &maxClip);
- glClipPlane(GL_CLIP_PLANE0, left);
- if (maxClip > 1)
- glClipPlane(GL_CLIP_PLANE1, right);
- if (maxClip > 2)
- glClipPlane(GL_CLIP_PLANE2, top);
- if (maxClip > 3)
- glClipPlane(GL_CLIP_PLANE3, bottom);
- glEnable(GL_CLIP_PLANE0);
- if (maxClip > 1)
- glEnable(GL_CLIP_PLANE1);
- if (maxClip > 2)
- glEnable(GL_CLIP_PLANE2);
- if (maxClip > 3)
- glEnable(GL_CLIP_PLANE3);
- #endif
- // Render repeat Y.
- for ( S32 repeatIndexY = 0; repeatIndexY < wholeRegionY; ++repeatIndexY )
- {
- // Set base split region.
- ScrollSplitRegion splitRegion = baseSplitRegion;
- // Move vertex if appropriate.
- if ( repeatIndexY > 0 )
- splitRegion.addVertexOffset( 0.0f, regionHeight * repeatIndexY );
- // Render repeat X.
- for ( S32 repeatIndexX = 0; repeatIndexX < wholeRegionX; ++repeatIndexX )
- {
- // Split in X only?
- if ( isSplitRenderFrameX && !isSplitRenderFrameY )
- {
- renderRegionSplitX( pBatchRenderer, texture, splitRegion );
- }
- // Split in Y only?
- else if ( !isSplitRenderFrameX && isSplitRenderFrameY )
- {
- renderRegionSplitY( pBatchRenderer, texture, splitRegion );
- }
- // Split in X and Y?
- else if ( isSplitRenderFrameX && isSplitRenderFrameY )
- {
- renderRegionSplitXY( pBatchRenderer, texture, splitRegion );
- }
- // Not split.
- else
- {
- renderRegionNoSplit( pBatchRenderer, texture, splitRegion );
- }
- // Offset vertexes.
- splitRegion.addVertexOffset( regionWidth, 0.0f );
- }
- }
- // Flush the scroller batches.
- pBatchRenderer->flush();
- #ifndef TORQUE_OS_EMSCRIPTEN
- // Disable the OOBB clip-planes.
- glDisable(GL_CLIP_PLANE0);
- if (maxClip > 1)
- glDisable(GL_CLIP_PLANE1);
- if (maxClip > 2)
- glDisable(GL_CLIP_PLANE2);
- if (maxClip > 3)
- glDisable(GL_CLIP_PLANE3);
- #endif
- }
- //------------------------------------------------------------------------------
- void Scroller::renderRegionSplitX( BatchRender* pBatchRenderer, TextureHandle& texture, const ScrollSplitRegion& splitRegion )
- {
- // Submit batched quad.
- pBatchRenderer->SubmitQuad(
- Vector2( splitRegion.mVertSplitLowerX1, splitRegion.mVertSplitLowerY1 ),
- Vector2( splitRegion.mVertSplitLowerX2, splitRegion.mVertSplitLowerY1 ),
- Vector2( splitRegion.mVertSplitLowerX2, splitRegion.mVertSplitUpperY2 ),
- Vector2( splitRegion.mVertSplitLowerX1, splitRegion.mVertSplitUpperY2 ),
- Vector2( splitRegion.mTexSplitLowerX1, splitRegion.mTexSplitLowerY1 ),
- Vector2( splitRegion.mTexSplitLowerX2, splitRegion.mTexSplitLowerY1 ),
- Vector2( splitRegion.mTexSplitLowerX2, splitRegion.mTexSplitLowerY2 ),
- Vector2( splitRegion.mTexSplitLowerX1, splitRegion.mTexSplitLowerY2 ),
- texture );
- // Submit batched quad.
- pBatchRenderer->SubmitQuad(
- Vector2( splitRegion.mVertSplitUpperX1, splitRegion.mVertSplitLowerY1 ),
- Vector2( splitRegion.mVertSplitUpperX2, splitRegion.mVertSplitLowerY1 ),
- Vector2( splitRegion.mVertSplitUpperX2, splitRegion.mVertSplitUpperY2 ),
- Vector2( splitRegion.mVertSplitUpperX1, splitRegion.mVertSplitUpperY2 ),
- Vector2( splitRegion.mTexSplitUpperX1, splitRegion.mTexSplitLowerY1 ),
- Vector2( splitRegion.mTexSplitUpperX2, splitRegion.mTexSplitLowerY1 ),
- Vector2( splitRegion.mTexSplitUpperX2, splitRegion.mTexSplitLowerY2 ),
- Vector2( splitRegion.mTexSplitUpperX1, splitRegion.mTexSplitLowerY2 ),
- texture );
- }
- //------------------------------------------------------------------------------
- void Scroller::renderRegionSplitY( BatchRender* pBatchRenderer, TextureHandle& texture, const ScrollSplitRegion& splitRegion )
- {
- // Submit batched quad.
- pBatchRenderer->SubmitQuad(
- Vector2( splitRegion.mVertSplitLowerX1, splitRegion.mVertSplitLowerY1 ),
- Vector2( splitRegion.mVertSplitUpperX2, splitRegion.mVertSplitLowerY1 ),
- Vector2( splitRegion.mVertSplitUpperX2, splitRegion.mVertSplitLowerY2 ),
- Vector2( splitRegion.mVertSplitLowerX1, splitRegion.mVertSplitLowerY2 ),
- Vector2( splitRegion.mTexSplitLowerX1, splitRegion.mTexSplitLowerY1 ),
- Vector2( splitRegion.mTexSplitLowerX2, splitRegion.mTexSplitLowerY1 ),
- Vector2( splitRegion.mTexSplitLowerX2, splitRegion.mTexSplitLowerY2 ),
- Vector2( splitRegion.mTexSplitLowerX1, splitRegion.mTexSplitLowerY2 ),
- texture );
- // Submit batched quad.
- pBatchRenderer->SubmitQuad(
- Vector2( splitRegion.mVertSplitLowerX1, splitRegion.mVertSplitUpperY1 ),
- Vector2( splitRegion.mVertSplitUpperX2, splitRegion.mVertSplitUpperY1 ),
- Vector2( splitRegion.mVertSplitUpperX2, splitRegion.mVertSplitUpperY2 ),
- Vector2( splitRegion.mVertSplitLowerX1, splitRegion.mVertSplitUpperY2 ),
- Vector2( splitRegion.mTexSplitLowerX1, splitRegion.mTexSplitUpperY1 ),
- Vector2( splitRegion.mTexSplitLowerX2, splitRegion.mTexSplitUpperY1 ),
- Vector2( splitRegion.mTexSplitLowerX2, splitRegion.mTexSplitUpperY2 ),
- Vector2( splitRegion.mTexSplitLowerX1, splitRegion.mTexSplitUpperY2 ),
- texture );
- }
- //------------------------------------------------------------------------------
- void Scroller::renderRegionSplitXY( BatchRender* pBatchRenderer, TextureHandle& texture, const ScrollSplitRegion& splitRegion )
- {
- // Submit batched quad.
- pBatchRenderer->SubmitQuad(
- Vector2( splitRegion.mVertSplitLowerX1, splitRegion.mVertSplitLowerY1 ),
- Vector2( splitRegion.mVertSplitLowerX2, splitRegion.mVertSplitLowerY1 ),
- Vector2( splitRegion.mVertSplitLowerX2, splitRegion.mVertSplitLowerY2 ),
- Vector2( splitRegion.mVertSplitLowerX1, splitRegion.mVertSplitLowerY2 ),
- Vector2( splitRegion.mTexSplitLowerX1, splitRegion.mTexSplitLowerY1 ),
- Vector2( splitRegion.mTexSplitLowerX2, splitRegion.mTexSplitLowerY1 ),
- Vector2( splitRegion.mTexSplitLowerX2, splitRegion.mTexSplitLowerY2 ),
- Vector2( splitRegion.mTexSplitLowerX1, splitRegion.mTexSplitLowerY2 ),
- texture );
- // Submit batched quad.
- pBatchRenderer->SubmitQuad(
- Vector2( splitRegion.mVertSplitUpperX1, splitRegion.mVertSplitLowerY1 ),
- Vector2( splitRegion.mVertSplitUpperX2, splitRegion.mVertSplitLowerY1 ),
- Vector2( splitRegion.mVertSplitUpperX2, splitRegion.mVertSplitLowerY2 ),
- Vector2( splitRegion.mVertSplitUpperX1, splitRegion.mVertSplitLowerY2 ),
- Vector2( splitRegion.mTexSplitUpperX1, splitRegion.mTexSplitLowerY1 ),
- Vector2( splitRegion.mTexSplitUpperX2, splitRegion.mTexSplitLowerY1 ),
- Vector2( splitRegion.mTexSplitUpperX2, splitRegion.mTexSplitLowerY2 ),
- Vector2( splitRegion.mTexSplitUpperX1, splitRegion.mTexSplitLowerY2 ),
- texture );
- // Submit batched quad.
- pBatchRenderer->SubmitQuad(
- Vector2( splitRegion.mVertSplitLowerX1, splitRegion.mVertSplitUpperY1 ),
- Vector2( splitRegion.mVertSplitLowerX2, splitRegion.mVertSplitUpperY1 ),
- Vector2( splitRegion.mVertSplitLowerX2, splitRegion.mVertSplitUpperY2 ),
- Vector2( splitRegion.mVertSplitLowerX1, splitRegion.mVertSplitUpperY2 ),
- Vector2( splitRegion.mTexSplitLowerX1, splitRegion.mTexSplitUpperY1 ),
- Vector2( splitRegion.mTexSplitLowerX2, splitRegion.mTexSplitUpperY1 ),
- Vector2( splitRegion.mTexSplitLowerX2, splitRegion.mTexSplitUpperY2 ),
- Vector2( splitRegion.mTexSplitLowerX1, splitRegion.mTexSplitUpperY2 ),
- texture );
- // Submit batched quad.
- pBatchRenderer->SubmitQuad(
- Vector2( splitRegion.mVertSplitUpperX1, splitRegion.mVertSplitUpperY1 ),
- Vector2( splitRegion.mVertSplitUpperX2, splitRegion.mVertSplitUpperY1 ),
- Vector2( splitRegion.mVertSplitUpperX2, splitRegion.mVertSplitUpperY2 ),
- Vector2( splitRegion.mVertSplitUpperX1, splitRegion.mVertSplitUpperY2 ),
- Vector2( splitRegion.mTexSplitUpperX1, splitRegion.mTexSplitUpperY1 ),
- Vector2( splitRegion.mTexSplitUpperX2, splitRegion.mTexSplitUpperY1 ),
- Vector2( splitRegion.mTexSplitUpperX2, splitRegion.mTexSplitUpperY2 ),
- Vector2( splitRegion.mTexSplitUpperX1, splitRegion.mTexSplitUpperY2 ),
- texture );
- }
- //------------------------------------------------------------------------------
- void Scroller::renderRegionNoSplit( BatchRender* pBatchRenderer, TextureHandle& texture, const ScrollSplitRegion& splitRegion )
- {
- // Submit batched quad.
- pBatchRenderer->SubmitQuad(
- Vector2( splitRegion.mVertSplitLowerX1, splitRegion.mVertSplitLowerY1 ),
- Vector2( splitRegion.mVertSplitUpperX2, splitRegion.mVertSplitLowerY1 ),
- Vector2( splitRegion.mVertSplitUpperX2, splitRegion.mVertSplitUpperY2 ),
- Vector2( splitRegion.mVertSplitLowerX1, splitRegion.mVertSplitUpperY2 ),
- Vector2( splitRegion.mTexSplitLowerX1, splitRegion.mTexSplitLowerY1 ),
- Vector2( splitRegion.mTexSplitLowerX2, splitRegion.mTexSplitLowerY1 ),
- Vector2( splitRegion.mTexSplitLowerX2, splitRegion.mTexSplitLowerY2 ),
- Vector2( splitRegion.mTexSplitLowerX1, splitRegion.mTexSplitLowerY2 ),
- texture );
- }
- //------------------------------------------------------------------------------
- void Scroller::setRepeat( const F32 repeatX, const F32 repeatY )
- {
- // Warn.
- if ( repeatX <= 0.0f || repeatY <= 0.0f )
- {
- Con::warnf("Scroller::setRepeat() - Repeats must be greater than zero!");
- return;
- }
- // Set Repeat X/Y.
- mRepeatX = repeatX;
- mRepeatY = repeatY;
- }
- //------------------------------------------------------------------------------
- void Scroller::setScroll( F32 scrollX, F32 scrollY )
- {
- // Set Scroll X/Y.
- mScrollX = scrollX;
- mScrollY = scrollY;
- // Reset Tick Scroll Positions.
- resetTickScrollPositions();
- }
- //------------------------------------------------------------------------------
- void Scroller::setScrollPosition( F32 scrollX, F32 scrollY )
- {
- // Yes, so calculate texel shift per world-unit.
- const F32 scrollTexelX = mRepeatX / getSize().x;
- const F32 scrollTexelY = mRepeatY / getSize().y;
- // Calculate new offset and clamp.
- mTextureOffsetX = mFmod( scrollTexelX * scrollX, 1.0f );
- mTextureOffsetY = mFmod( scrollTexelY * scrollY, 1.0f );
- // Reset Tick Scroll Positions.
- resetTickScrollPositions();
- }
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