#include #include using namespace Blah; Subtexture::Subtexture() {} Subtexture::Subtexture(const TextureRef& texture) : Subtexture(texture, Rectf(0, 0, (float)texture->width(), (float)texture->height())) {} Subtexture::Subtexture(const TextureRef& texture, Rectf source) : Subtexture(texture, source, Rectf(0, 0, source.w, source.h)) {} Subtexture::Subtexture(const TextureRef& texture, Rectf source, Rectf frame) : texture(texture), source(source), frame(frame) { update(); } void Subtexture::update() { draw_coords[0].x = -frame.x; draw_coords[0].y = -frame.y; draw_coords[1].x = -frame.x + source.w; draw_coords[1].y = -frame.y; draw_coords[2].x = -frame.x + source.w; draw_coords[2].y = -frame.y + source.h; draw_coords[3].x = -frame.x; draw_coords[3].y = -frame.y + source.h; if (texture) { float uvx = 1.0f / (float)texture->width(); float uvy = 1.0f / (float)texture->height(); tex_coords[0].x = source.x * uvx; tex_coords[0].y = source.y * uvy; tex_coords[1].x = (source.x + source.w ) * uvx; tex_coords[1].y = source.y * uvy; tex_coords[2].x = (source.x + source.w) * uvx; tex_coords[2].y = (source.y + source.h) * uvy; tex_coords[3].x = source.x * uvx; tex_coords[3].y = (source.y + source.h) * uvy; } } void Subtexture::crop_info(const Rectf& clip, Rectf* dest_source, Rectf* dest_frame) const { *dest_source = (clip + source.top_left() + frame.top_left()).overlap_rect(source); dest_frame->x = Calc::min(0.0f, frame.x + clip.x); dest_frame->y = Calc::min(0.0f, frame.y + clip.y); dest_frame->w = clip.w; dest_frame->h = clip.h; } Subtexture Subtexture::crop(const Rectf& clip) const { Subtexture dst; dst.texture = texture; crop_info(clip, &dst.source, &dst.frame); dst.update(); return dst; }