Fixed whatever was wrong with my shader

This commit is contained in:
2022-12-05 19:27:32 -08:00
parent 8059158bae
commit 5b6f9124b5
21 changed files with 284 additions and 61 deletions

View File

@ -43,6 +43,20 @@ void TilesetAsset::updateAsync() {
this->state = 0x04; this->state = 0x04;
assertTrue(this->tileset.rows > 0); assertTrue(this->tileset.rows > 0);
strCurrent = strNext+1;
strNext = strchr(strCurrent, '|');
*strNext = '\0';
this->tileset.divX = atoi(strCurrent);
this->state = 0x05;
assertTrue(this->tileset.rows > 0);
strCurrent = strNext+1;
strNext = strchr(strCurrent, '|');
*strNext = '\0';
this->tileset.divY = atoi(strCurrent);
this->state = 0x06;
assertTrue(this->tileset.rows > 0);
// Begin reading tiles. // Begin reading tiles.
int32_t done = 0; int32_t done = 0;
int32_t count = this->tileset.columns * this->tileset.rows; int32_t count = this->tileset.columns * this->tileset.rows;
@ -79,7 +93,7 @@ void TilesetAsset::updateAsync() {
done++; done++;
} }
this->state = 0x05; this->state = 0x07;
this->loaded = true; this->loaded = true;
this->eventLoaded.invoke(); this->eventLoaded.invoke();

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@ -126,10 +126,6 @@ void RenderPipeline::renderUI(
// Clear / Bind / Update the render target. // Clear / Bind / Update the render target.
renderTarget->bind(); renderTarget->bind();
renderTarget->clear(
RENDER_TARGET_CLEAR_FLAG_DEPTH |
RENDER_TARGET_CLEAR_FLAG_COLOR
);
this->renderManager->setRenderFlags( this->renderManager->setRenderFlags(
RENDER_MANAGER_RENDER_FLAG_BLEND | RENDER_MANAGER_RENDER_FLAG_BLEND |
RENDER_MANAGER_RENDER_FLAG_DEPTH_TEST RENDER_MANAGER_RENDER_FLAG_DEPTH_TEST

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@ -16,12 +16,20 @@ namespace Dawn {
struct Tileset { struct Tileset {
public: public:
std::vector<struct Tile> tiles; std::vector<struct Tile> tiles;
struct Tile getTile(int32_t tile) {
assertTrue(tile >= 0);
assertTrue(tile < this->tiles.size());
return this->tiles[tile];
}
}; };
struct TilesetGrid : public Tileset{ struct TilesetGrid : public Tileset{
public: public:
int32_t rows; int32_t rows;
int32_t columns; int32_t columns;
int32_t divX;
int32_t divY;
TilesetGrid() { TilesetGrid() {
@ -30,8 +38,8 @@ namespace Dawn {
TilesetGrid( TilesetGrid(
int32_t columns, int32_t columns,
int32_t rows, int32_t rows,
int32_t width, int32_t w,
int32_t height, int32_t h,
int32_t gapX, int32_t gapX,
int32_t gapY, int32_t gapY,
int32_t borderX, int32_t borderX,
@ -39,49 +47,43 @@ namespace Dawn {
) { ) {
assertTrue(columns >= 1); assertTrue(columns >= 1);
assertTrue(rows >= 1); assertTrue(rows >= 1);
assertTrue(width >= 1); assertTrue(w >= 1);
assertTrue(height >= 1); assertTrue(h >= 1);
assertTrue(gapX >= 0); assertTrue(gapX >= 0);
assertTrue(gapY >= 0); assertTrue(gapY >= 0);
assertTrue(borderX >= 0); assertTrue(borderX >= 0);
assertTrue(borderY >= 0); assertTrue(borderY >= 0);
assertTrue(width >= (columns + (gapX * columns) + borderX + borderX)); assertTrue(w >= (columns + (gapX * columns) + borderX + borderX));
assertTrue(height >= (rows + (gapY * rows) + borderY + borderY)); assertTrue(h >= (rows + (gapY * rows) + borderY + borderY));
this->rows = rows; this->rows = rows;
this->columns = columns; this->columns = columns;
// Calculate division sizes (pixels) // Calculate division sizes (pixels)
float_t divX = ( this->divX = (w - (borderX * 2.0f) - (gapX * (columns - 1))) / columns;
(float_t)width - ((float_t)borderX * 2.0f) - this->divY = (h - (borderY * 2.0f) - (gapY * (rows - 1))) / rows;
((float_t)gapX * ((float_t)columns - 1))
) / columns;
float_t divY = (
(float_t)height - ((float_t)borderY * 2.0f) -
((float_t)gapY * ((float_t)rows - 1))
) / rows;
// Calculate the division sizes (units) // Calculate the division sizes (units)
float_t tdivX = divX / (float_t)width; float_t tdivX = (float_t)this->divX / (float_t)w;
float_t tdivY = divY / (float_t)height; float_t tdivY = (float_t)this->divY / (float_t)h;
for(int32_t y = 0; y < rows; y++) { for(int32_t y = 0; y < rows; y++) {
for(int32_t x = 0; x < columns; x++) { for(int32_t x = 0; x < columns; x++) {
struct Tile tile; struct Tile tile;
tile.uv0.x = (borderX + (divX * x) + (gapX * x)) / width; tile.uv0.x = (borderX + ((float_t)this->divX * x) + (gapX * x)) / w;
tile.uv1.x = tile.uv0.x + tdivX; tile.uv1.x = tile.uv0.x + tdivX;
tile.uv0.y = (borderY + (divY * y) + (gapY * y)) / height; tile.uv0.y = (borderY + ((float_t)this->divY * y) + (gapY * y)) / h;
tile.uv1.y = tile.uv0.y + tdivY; tile.uv1.y = tile.uv0.y + tdivY;
this->tiles.push_back(tile); this->tiles.push_back(tile);
} }
} }
} }
struct Tile getTile(int32_t row, int32_t column) { struct Tile getTileFromGrid(int32_t row, int32_t column) {
assertTrue(row > 0 && row < this->rows); assertTrue(row > 0 && row < this->rows);
assertTrue(column > 0 && column < this->columns); assertTrue(column > 0 && column < this->columns);
return this->tiles[row + (column * this->rows)]; return this->getTile(row + (column * this->rows));
} }
}; };
} }

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@ -50,6 +50,33 @@ void QuadMesh::bufferQuadMesh(
); );
} }
void QuadMesh::bufferCoordinates(
Mesh *mesh,
glm::vec2 uv0, glm::vec2 uv1,
int32_t verticeStart
) {
assertNotNull(mesh);
mesh->bufferCoordinates(verticeStart, std::array<glm::vec2, QUAD_VERTICE_COUNT>{{
uv0, glm::vec2(uv1.x, uv0.y),
glm::vec2(uv0.x, uv1.y), uv1
}});
}
void QuadMesh::bufferPositions(
Mesh *mesh,
glm::vec2 xy0, glm::vec2 xy1,
int32_t verticeStart
) {
mesh->bufferPositions(
verticeStart, std::array<glm::vec3, QUAD_VERTICE_COUNT>{{
glm::vec3(xy0, 0),
glm::vec3(xy1.x, xy0.y, 0),
glm::vec3(xy0.x, xy1.y, 0),
glm::vec3(xy1, 0)
}}
);
}
void QuadMesh::initQuadMesh( void QuadMesh::initQuadMesh(
Mesh *mesh, Mesh *mesh,
glm::vec2 xy0, glm::vec2 uv0, glm::vec2 xy0, glm::vec2 uv0,

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@ -16,7 +16,7 @@ namespace Dawn {
/** /**
* Buffers the vertices of a quad onto a primitive. * Buffers the vertices of a quad onto a primitive.
* *
* @param primitive The primitive to buffer to. * @param mesh The primitive to buffer to.
* @param xy0 The lower X and Y coordinate. * @param xy0 The lower X and Y coordinate.
* @param uv0 The lower Xand Y texture coordinate. * @param uv0 The lower Xand Y texture coordinate.
* @param xy1 The higher X and Y coordinate. * @param xy1 The higher X and Y coordinate.
@ -35,7 +35,7 @@ namespace Dawn {
/** /**
* Buffers the vertices of a quad onto a primitive. * Buffers the vertices of a quad onto a primitive.
* *
* @param primitive The primitive to buffer to. * @param mesh The primitive to buffer to.
* @param xy0 The lower X and Y coordinate. * @param xy0 The lower X and Y coordinate.
* @param uv0 The lower Xand Y texture coordinate. * @param uv0 The lower Xand Y texture coordinate.
* @param xy1 The higher X and Y coordinate. * @param xy1 The higher X and Y coordinate.
@ -50,6 +50,44 @@ namespace Dawn {
int32_t verticeStart, int32_t indiceStart int32_t verticeStart, int32_t indiceStart
); );
/**
* Buffers texture coordinates on to an already initialized quad mesh.
*
* @param mesh Mesh to buffer the texture coordinates on to.
* @param uv0 Lower X and Y coordinates.
* @param uv1 Upper X and Y coordinates.
* @param verticeStart Start vertice to buffer in to.
*/
static void bufferCoordinates(
Mesh *mesh,
glm::vec2 uv0, glm::vec2 uv1,
int32_t verticeStart
);
/**
* Buffers the positions of a quad onto a primitive.
*
* @param mesh The primitive to buffer to.
* @param xy0 The lower X and Y coordinate.
* @param xy1 The higher X and Y coordinate.
* @param verticeStart Start vertice to buffer to.
*/
static void bufferPositions(
Mesh *mesh,
glm::vec2 xy0, glm::vec2 xy1,
int32_t verticeStart
);
/**
* Initializes a mesh to be a single quad.
*
* @param mesh The primitive to buffer to.
* @param xy0 The lower X and Y coordinate.
* @param uv0 The lower Xand Y texture coordinate.
* @param xy1 The higher X and Y coordinate.
* @param uv1 The higher X and Y texture coordinate.
* @param z The Z position of the coordinates.
*/
static void initQuadMesh( static void initQuadMesh(
Mesh *mesh, Mesh *mesh,
glm::vec2 xy0, glm::vec2 uv0, glm::vec2 xy0, glm::vec2 uv0,

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@ -36,8 +36,8 @@ void SceneItem::init() {
auto it2 = deps.begin(); auto it2 = deps.begin();
while(it2 != deps.end()) { while(it2 != deps.end()) {
if(*it2 == nullptr) { if(*it2 == nullptr) {
continue;
++it2; ++it2;
continue;
} }
// Has the dep not yet inited? // Has the dep not yet inited?

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@ -5,4 +5,5 @@
# Subdirs # Subdirs
add_subdirectory(display) add_subdirectory(display)
add_subdirectory(example)
add_subdirectory(ui) add_subdirectory(ui)

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@ -10,4 +10,6 @@
#include "scene/components/display/Material.hpp" #include "scene/components/display/Material.hpp"
#include "scene/components/display/TiledSprite.hpp" #include "scene/components/display/TiledSprite.hpp"
#include "scene/components/example/ExampleSpin.hpp"
#include "scene/components/ui/UICanvas.hpp" #include "scene/components/ui/UICanvas.hpp"

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@ -12,7 +12,7 @@ namespace Dawn {
class Material : public SceneItemComponent { class Material : public SceneItemComponent {
private: private:
Shader *shader; Shader *shader = nullptr;
/** /**
* Internal method that will be invoked to go through and update all of * Internal method that will be invoked to go through and update all of

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@ -14,15 +14,14 @@ MeshRenderer::MeshRenderer(SceneItem *item) : SceneItemComponent(item) {
std::vector<SceneItemComponent*> MeshRenderer::getDependencies() { std::vector<SceneItemComponent*> MeshRenderer::getDependencies() {
return std::vector<SceneItemComponent*>{ return std::vector<SceneItemComponent*>{
this->item->getComponent<MeshHost>() this->meshHost = this->item->getComponent<MeshHost>()
}; };
} }
void MeshRenderer::onStart() { void MeshRenderer::onStart() {
SceneItemComponent::onStart(); SceneItemComponent::onStart();
if(mesh == nullptr) { if(this->mesh == nullptr && this->meshHost != nullptr) {
auto host = this->item->getComponent<MeshHost>(); this->mesh = &this->meshHost->mesh;
if(host != nullptr) this->mesh = &host->mesh;
} }
} }

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@ -8,7 +8,12 @@
#include "display/mesh/Mesh.hpp" #include "display/mesh/Mesh.hpp"
namespace Dawn { namespace Dawn {
class MeshHost;
class MeshRenderer : public SceneItemComponent { class MeshRenderer : public SceneItemComponent {
protected:
MeshHost *meshHost = nullptr;
public: public:
Mesh * mesh = nullptr; Mesh * mesh = nullptr;

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@ -12,6 +12,52 @@ TiledSprite::TiledSprite(SceneItem *item) : SceneItemComponent(item) {
} }
glm::vec2 TiledSprite::getUV0() {
auto tile = this->tileset->getTile(tileIndex);
return glm::vec2(
(this->flipState & TILED_SPRITE_FLIP_X) == 0 ? tile.uv0.x : tile.uv1.x,
(this->flipState & TILED_SPRITE_FLIP_Y) == 0 ? tile.uv0.y : tile.uv1.y
);
}
glm::vec2 TiledSprite::getUV1() {
auto tile = this->tileset->getTile(tileIndex);
return glm::vec2(
(this->flipState & TILED_SPRITE_FLIP_X) == 0 ? tile.uv1.x : tile.uv0.x,
(this->flipState & TILED_SPRITE_FLIP_Y) == 0 ? tile.uv1.y : tile.uv0.y
);
}
void TiledSprite::setTileset(Tileset *tileset) {
assertNotNull(tileset);
this->tileset = tileset;
this->setTile(0);
}
void TiledSprite::setTile(int32_t tileIndex) {
assertNotNull(this->tileset);
this->tileIndex = tileIndex;
if(this->host != nullptr) {
QuadMesh::bufferCoordinates(
&this->host->mesh, this->getUV0(), this->getUV1(), 0
);
}
}
void TiledSprite::setSize(glm::vec2 size, glm::vec2 center) {
this->xy0 = -center;
this->xy1 = size - center;
if(this->host != nullptr) {
QuadMesh::bufferPositions(
&this->host->mesh, this->xy0, this->xy1, 0
);
}
}
void TiledSprite::setSize(glm::vec2 size) {
this->setSize(size, size / 2.0f);
}
std::vector<SceneItemComponent*> TiledSprite::getDependencies() { std::vector<SceneItemComponent*> TiledSprite::getDependencies() {
this->renderer = this->item->getComponent<MeshRenderer>(); this->renderer = this->item->getComponent<MeshRenderer>();
this->host = this->item->getComponent<MeshHost>(); this->host = this->item->getComponent<MeshHost>();
@ -24,12 +70,12 @@ std::vector<SceneItemComponent*> TiledSprite::getDependencies() {
void TiledSprite::onStart() { void TiledSprite::onStart() {
SceneItemComponent::onStart(); SceneItemComponent::onStart();
assertNotNull(this->host); assertNotNull(this->host);
assertNotNull(this->tileset);
QuadMesh::initQuadMesh(&this->host->mesh, QuadMesh::initQuadMesh(&this->host->mesh,
glm::vec2(0, 0), glm::vec2(0, 0), this->xy0, this->getUV0(),
glm::vec2(1, 1), glm::vec2(0.125f, 0.125f), this->xy1, this->getUV1(),
0 0
); );
} }

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@ -10,15 +10,32 @@
#include "display/mesh/QuadMesh.hpp" #include "display/mesh/QuadMesh.hpp"
#include "display/Tileset.hpp" #include "display/Tileset.hpp"
#define TILED_SPRITE_FLIP_Y FLAG_DEFINE(0)
#define TILED_SPRITE_FLIP_X FLAG_DEFINE(1)
namespace Dawn { namespace Dawn {
class TiledSprite : public SceneItemComponent { class TiledSprite : public SceneItemComponent {
protected: protected:
MeshRenderer *renderer; MeshRenderer *renderer = nullptr;
MeshHost *host; MeshHost *host = nullptr;
Tileset *tileset = nullptr;
flag_t flipState = TILED_SPRITE_FLIP_Y;
int32_t tileIndex;
glm::vec2 xy0 = glm::vec2(0, 0);
glm::vec2 xy1 = glm::vec2(1, 1);
glm::vec2 getUV0();
glm::vec2 getUV1();
public: public:
TiledSprite(SceneItem *item); TiledSprite(SceneItem *item);
void setTileset(Tileset *tileset);
void setTile(int32_t tile);
void setFlippedState(flag_t flippedState);
void setSize(glm::vec2 size, glm::vec2 center);
void setSize(glm::vec2 size);
std::vector<SceneItemComponent*> getDependencies() override; std::vector<SceneItemComponent*> getDependencies() override;
void onStart() override; void onStart() override;
}; };

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@ -0,0 +1,10 @@
# Copyright (c) 2022 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
ExampleSpin.cpp
)

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@ -0,0 +1,44 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "ExampleSpin.hpp"
#include "scene/Scene.hpp"
#include "game/DawnGame.hpp"
#include "scene/components/display/MeshRenderer.hpp"
#include "display/mesh/CubeMesh.hpp"
using namespace Dawn;
SceneItem * ExampleSpin::create(Scene *scene) {
auto item = scene->createSceneItem();
auto mr = item->addComponent<MeshRenderer>();
mr->mesh = new Mesh();
mr->mesh->createBuffers(CUBE_VERTICE_COUNT, CUBE_INDICE_COUNT);
CubeMesh::buffer(mr->mesh, glm::vec3(-0.5f, -0.5f, -0.5f), glm::vec3(1, 1, 1), 0, 0);
auto mat = item->addComponent<Material>();
item->addComponent<ExampleSpin>();
return item;
}
ExampleSpin::ExampleSpin(SceneItem *item) :
SceneItemComponent(item)
{
getScene()->eventSceneUnpausedUpdate.addListener(this, &ExampleSpin::onUnpausedUpdate);
}
void ExampleSpin::onUnpausedUpdate() {
auto quat = this->transform->getLocalRotation();
quat = glm::rotate(quat, getGame()->timeManager.delta, glm::vec3(0, 1, 0));
quat = glm::rotate(quat, getGame()->timeManager.delta / 2.0f, glm::vec3(1, 0, 0));
quat = glm::rotate(quat, getGame()->timeManager.delta / 4.0f, glm::vec3(0, 0, 1));
this->transform->setLocalRotation(quat);
}
ExampleSpin::~ExampleSpin() {
getScene()->eventSceneUnpausedUpdate.removeListener(this, &ExampleSpin::onUnpausedUpdate);
}

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@ -0,0 +1,19 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "scene/SceneItemComponent.hpp"
#include "display/shader/Shader.hpp"
namespace Dawn {
class ExampleSpin : public SceneItemComponent {
public:
static SceneItem * create(Scene *scene);
ExampleSpin(SceneItem *item);
void onUnpausedUpdate();
~ExampleSpin();
};
}

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@ -30,6 +30,7 @@ namespace Dawn {
void setDefaultParameters(Material *material) override { void setDefaultParameters(Material *material) override {
material->colorValues[this->paramColor] = COLOR_WHITE; material->colorValues[this->paramColor] = COLOR_WHITE;
material->textureValues[this->paramTexture] = nullptr;
} }
void setGlobalParameters(glm::mat4 proj, glm::mat4 view) override { void setGlobalParameters(glm::mat4 proj, glm::mat4 view) override {
@ -45,12 +46,12 @@ namespace Dawn {
shaderparameter_t param, shaderparameter_t param,
Texture *texture Texture *texture
) override { ) override {
if(texture == nullptr) { if(texture == nullptr || !texture->isReady()) {
this->setBoolean(this->paramHasTexture, false); this->setBoolean(this->paramHasTexture, false);
} else { } else {
this->setBoolean(this->paramHasTexture, true); this->setBoolean(this->paramHasTexture, true);
this->setTextureSlot(param, 0x00); this->setTextureSlot(param, 0x01);
texture->bind(0x00); texture->bind(0x01);
} }
} }
@ -73,11 +74,11 @@ namespace Dawn {
// Fragment Shader // Fragment Shader
"#version 330 core\n" "#version 330 core\n"
"out vec4 o_Color;\n"
"in vec2 o_TextCoord;\n" "in vec2 o_TextCoord;\n"
"out vec4 o_Color;\n"
"uniform vec4 u_Color;\n" "uniform vec4 u_Color;\n"
"uniform sampler2D u_Text;\n"
"uniform bool u_HasTexture;\n" "uniform bool u_HasTexture;\n"
"uniform sampler2D u_Text;\n"
"void main() {\n" "void main() {\n"
"if(u_HasTexture) {\n" "if(u_HasTexture) {\n"

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@ -30,6 +30,7 @@ namespace Dawn {
void setDefaultParameters(Material *material) override { void setDefaultParameters(Material *material) override {
material->colorValues[this->paramColor] = COLOR_WHITE; material->colorValues[this->paramColor] = COLOR_WHITE;
material->textureValues[this->paramTexture] = nullptr;
} }
void setGlobalParameters(glm::mat4 proj, glm::mat4 view) override { void setGlobalParameters(glm::mat4 proj, glm::mat4 view) override {
@ -73,11 +74,11 @@ namespace Dawn {
// Fragment Shader // Fragment Shader
"#version 330 core\n" "#version 330 core\n"
"out vec4 o_Color;\n"
"in vec2 o_TextCoord;\n" "in vec2 o_TextCoord;\n"
"out vec4 o_Color;\n"
"uniform vec4 u_Color;\n" "uniform vec4 u_Color;\n"
"uniform sampler2D u_Text;\n"
"uniform bool u_HasTexture;\n" "uniform bool u_HasTexture;\n"
"uniform sampler2D u_Text;\n"
"void main() {\n" "void main() {\n"
"if(u_HasTexture) {\n" "if(u_HasTexture) {\n"
@ -98,7 +99,6 @@ namespace Dawn {
this->setBoolean(this->paramHasTexture, false); this->setBoolean(this->paramHasTexture, false);
} }
void setUICamera(glm::mat4 view, glm::mat4 projection) { void setUICamera(glm::mat4 view, glm::mat4 projection) {
this->setMatrix(this->paramView, view); this->setMatrix(this->paramView, view);
this->setMatrix(this->paramProjection, projection); this->setMatrix(this->paramProjection, projection);

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@ -22,9 +22,17 @@ namespace Dawn {
auto item = scene->createSceneItem(); auto item = scene->createSceneItem();
auto meshRenderer = item->addComponent<MeshRenderer>(); auto meshRenderer = item->addComponent<MeshRenderer>();
auto material = item->addComponent<Material>(); auto material = item->addComponent<Material>();
auto asset = scene->game->assetManager.get<TextureAsset>("texture_penny");
auto param = material->getShader()->getParameterByName("u_Text");
material->textureValues[param] = &asset->texture;
auto meshHost = item->addComponent<MeshHost>(); auto meshHost = item->addComponent<MeshHost>();
auto tiledSprite = item->addComponent<TiledSprite>(); auto tiledSprite = item->addComponent<TiledSprite>();
tiledSprite->setTileset(&scene->game->assetManager.get<TilesetAsset>("tileset_penny")->tileset);
tiledSprite->setSize(glm::vec2(2, 2));
auto pokerPlayer = item->addComponent<PokerPlayer>(); auto pokerPlayer = item->addComponent<PokerPlayer>();
return item; return item;

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@ -39,8 +39,8 @@ namespace Dawn {
void stage() override { void stage() override {
// Camera // Camera
auto camera = Camera::create(this); auto camera = Camera::create(this);
camera->transform->lookAt(glm::vec3(50, 50, 50), glm::vec3(0, 0, 0)); camera->transform->lookAt(glm::vec3(3, 3, 3), glm::vec3(0, 0, 0));
// UI // UI
auto canvas = UICanvas::createCanvas(this); auto canvas = UICanvas::createCanvas(this);
auto textbox = PokerGameTextbox::create(canvas); auto textbox = PokerGameTextbox::create(canvas);

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@ -105,31 +105,25 @@ int main(int argc, char *argv[]) {
} }
// Calculate division sizes (pixels) // Calculate division sizes (pixels)
float divX = ( int divX = (w - (borderX * 2) - (gapX * (cols - 1))) / cols;
(float)w - ((float)borderX * 2.0f) - int divY = (h - (borderY * 2) - (gapY * (rows - 1))) / rows;
((float)gapX * ((float)cols - 1))
) / cols;
float divY = (
(float)h - ((float)borderY * 2.0f) -
((float)gapY * ((float)rows - 1))
) / rows;
// Calculate the division sizes (units) // Calculate the division sizes (units)
float tdivX = divX / (float)w; float tdivX = (float)divX / (float)w;
float tdivY = divY / (float)h; float tdivY = (float)divY / (float)h;
// Output buffer prep // Output buffer prep
char *buffer = malloc(sizeof(char) * (cols * rows * 48 + 48 + 48)); char *buffer = malloc(sizeof(char) * (cols * rows * 48 + 48 + 48));
buffer[0] = '\0'; buffer[0] = '\0';
sprintf(buffer, "%i|%i|", cols, rows); sprintf(buffer, "%i|%i|%i|%i|", cols, rows, divX, divY);
// Now prep tileset. // Now prep tileset.
for(int y = 0; y < rows; y++) { for(int y = 0; y < rows; y++) {
for(int x = 0; x < cols; x++) { for(int x = 0; x < cols; x++) {
float ux0 = (borderX + (divX * x) + (gapX * x)) / w; float ux0 = (borderX + ((float)divX * x) + ((float)gapX * x)) / w;
float ux1 = ux0 + tdivX; float ux1 = ux0 + tdivX;
float uy0 = (borderY + (divY * y) + (gapY * y)) / h; float uy0 = (borderY + ((float)divY * y) + ((float)gapY * y)) / h;
float uy1 = uy0 + tdivY; float uy1 = uy0 + tdivY;
sprintf(buffer, "%s%f,%f,%f,%f|", buffer, ux0, ux1, uy0, uy1); sprintf(buffer, "%s%f,%f,%f,%f|", buffer, ux0, ux1, uy0, uy1);
} }