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allow specifying a depth offset for extended auto tiles

This commit is contained in:
Ell 2021-12-03 18:34:33 +01:00
parent 831da36bcc
commit 36abc3d1fe

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@ -55,7 +55,7 @@ namespace MLEM.Graphics {
/// <summary>
/// This method allows for a tiled texture to be drawn in an auto-tiling mode.
/// This allows, for example, a grass patch on a tilemap to have nice looking edges that transfer over into a path without any hard edges between tiles.
///
///
/// This method is a more complex version of <see cref="DrawAutoTile"/> that overlays separate border textures on a base texture, which also allows for non-rectangular texture areas to be used easily.
/// For auto-tiling in this way to work, the tiles have to be laid out as follows: 17 tiles aligned horizontally within the texture file, with the following information:
/// <list type="number">
@ -77,35 +77,38 @@ namespace MLEM.Graphics {
/// <param name="origin">The origin to draw from.</param>
/// <param name="scale">The scale to draw with.</param>
/// <param name="layerDepth">The layer depth to draw with.</param>
public static void DrawExtendedAutoTile(SpriteBatch batch, Vector2 pos, Texture2D texture, Rectangle textureRegion, ConnectsTo connectsTo, Color backgroundColor, Color overlayColor, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0) {
/// <param name="overlayDepthOffset">An optional depth offset from <paramref name="layerDepth"/> that the overlay should be drawn with</param>
public static void DrawExtendedAutoTile(SpriteBatch batch, Vector2 pos, Texture2D texture, Rectangle textureRegion, ConnectsTo connectsTo, Color backgroundColor, Color overlayColor, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0, float overlayDepthOffset = 0) {
var orig = origin ?? Vector2.Zero;
var sc = scale ?? Vector2.One;
var od = layerDepth + overlayDepthOffset;
var (p1, r1, p2, r2, p3, r3, p4, r4) = CalculateExtendedAutoTile(pos, textureRegion, connectsTo, sc);
batch.Draw(texture, pos, textureRegion, backgroundColor, 0, orig, sc, SpriteEffects.None, layerDepth);
if (r1 != Rectangle.Empty)
batch.Draw(texture, p1, r1, overlayColor, 0, orig, sc, SpriteEffects.None, layerDepth);
batch.Draw(texture, p1, r1, overlayColor, 0, orig, sc, SpriteEffects.None, od);
if (r2 != Rectangle.Empty)
batch.Draw(texture, p2, r2, overlayColor, 0, orig, sc, SpriteEffects.None, layerDepth);
batch.Draw(texture, p2, r2, overlayColor, 0, orig, sc, SpriteEffects.None, od);
if (r3 != Rectangle.Empty)
batch.Draw(texture, p3, r3, overlayColor, 0, orig, sc, SpriteEffects.None, layerDepth);
batch.Draw(texture, p3, r3, overlayColor, 0, orig, sc, SpriteEffects.None, od);
if (r4 != Rectangle.Empty)
batch.Draw(texture, p4, r4, overlayColor, 0, orig, sc, SpriteEffects.None, layerDepth);
batch.Draw(texture, p4, r4, overlayColor, 0, orig, sc, SpriteEffects.None, od);
}
/// <inheritdoc cref="DrawExtendedAutoTile"/>
public static void AddExtendedAutoTile(StaticSpriteBatch batch, Vector2 pos, Texture2D texture, Rectangle textureRegion, ConnectsTo connectsTo, Color backgroundColor, Color overlayColor, float rotation = 0, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0) {
public static void AddExtendedAutoTile(StaticSpriteBatch batch, Vector2 pos, Texture2D texture, Rectangle textureRegion, ConnectsTo connectsTo, Color backgroundColor, Color overlayColor, float rotation = 0, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0, float overlayDepthOffset = 0) {
var orig = origin ?? Vector2.Zero;
var sc = scale ?? Vector2.One;
var od = layerDepth + overlayDepthOffset;
var (p1, r1, p2, r2, p3, r3, p4, r4) = CalculateExtendedAutoTile(pos, textureRegion, connectsTo, sc);
batch.Add(texture, pos, textureRegion, backgroundColor, 0, orig, sc, SpriteEffects.None, layerDepth);
if (r1 != Rectangle.Empty)
batch.Add(texture, p1, r1, overlayColor, 0, orig, sc, SpriteEffects.None, layerDepth);
batch.Add(texture, p1, r1, overlayColor, 0, orig, sc, SpriteEffects.None, od);
if (r2 != Rectangle.Empty)
batch.Add(texture, p2, r2, overlayColor, 0, orig, sc, SpriteEffects.None, layerDepth);
batch.Add(texture, p2, r2, overlayColor, 0, orig, sc, SpriteEffects.None, od);
if (r3 != Rectangle.Empty)
batch.Add(texture, p3, r3, overlayColor, 0, orig, sc, SpriteEffects.None, layerDepth);
batch.Add(texture, p3, r3, overlayColor, 0, orig, sc, SpriteEffects.None, od);
if (r4 != Rectangle.Empty)
batch.Add(texture, p4, r4, overlayColor, 0, orig, sc, SpriteEffects.None, layerDepth);
batch.Add(texture, p4, r4, overlayColor, 0, orig, sc, SpriteEffects.None, od);
}
private static (Vector2, Rectangle, Vector2, Rectangle, Vector2, Rectangle, Vector2, Rectangle) CalculateAutoTile(Vector2 pos, Rectangle textureRegion, ConnectsTo connectsTo, Vector2 scale) {