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fixed extended auto tiling only drawing parts of the texture

This commit is contained in:
Ell 2021-12-03 19:10:10 +01:00
parent 052c9e738c
commit 6541c6d797

View file

@ -82,16 +82,16 @@ namespace MLEM.Graphics {
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);
var (r1, r2, r3, 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, od);
batch.Draw(texture, pos, r1, overlayColor, 0, orig, sc, SpriteEffects.None, od);
if (r2 != Rectangle.Empty)
batch.Draw(texture, p2, r2, overlayColor, 0, orig, sc, SpriteEffects.None, od);
batch.Draw(texture, pos, r2, overlayColor, 0, orig, sc, SpriteEffects.None, od);
if (r3 != Rectangle.Empty)
batch.Draw(texture, p3, r3, overlayColor, 0, orig, sc, SpriteEffects.None, od);
batch.Draw(texture, pos, r3, overlayColor, 0, orig, sc, SpriteEffects.None, od);
if (r4 != Rectangle.Empty)
batch.Draw(texture, p4, r4, overlayColor, 0, orig, sc, SpriteEffects.None, od);
batch.Draw(texture, pos, r4, overlayColor, 0, orig, sc, SpriteEffects.None, od);
}
/// <inheritdoc cref="DrawExtendedAutoTile"/>
@ -99,16 +99,16 @@ namespace MLEM.Graphics {
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);
var (r1, r2, r3, 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, od);
batch.Add(texture, pos, r1, overlayColor, 0, orig, sc, SpriteEffects.None, od);
if (r2 != Rectangle.Empty)
batch.Add(texture, p2, r2, overlayColor, 0, orig, sc, SpriteEffects.None, od);
batch.Add(texture, pos, r2, overlayColor, 0, orig, sc, SpriteEffects.None, od);
if (r3 != Rectangle.Empty)
batch.Add(texture, p3, r3, overlayColor, 0, orig, sc, SpriteEffects.None, od);
batch.Add(texture, pos, r3, overlayColor, 0, orig, sc, SpriteEffects.None, od);
if (r4 != Rectangle.Empty)
batch.Add(texture, p4, r4, overlayColor, 0, orig, sc, SpriteEffects.None, od);
batch.Add(texture, pos, 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) {
@ -120,10 +120,8 @@ namespace MLEM.Graphics {
var xUr = up && right ? connectsTo(1, -1) ? 0 : 4 : right ? 1 : up ? 3 : 2;
var xDl = down && left ? connectsTo(-1, 1) ? 0 : 4 : left ? 1 : down ? 3 : 2;
var xDr = down && right ? connectsTo(1, 1) ? 0 : 4 : right ? 1 : down ? 3 : 2;
var (w, h) = textureRegion.Size;
var (w2, h2) = new Point(w / 2, h / 2);
return (
new Vector2(pos.X, pos.Y), new Rectangle(textureRegion.X + xUl * w, textureRegion.Y, w2, h2),
new Vector2(pos.X + w2 * scale.X, pos.Y), new Rectangle(textureRegion.X + w2 + xUr * w, textureRegion.Y, w2, h2),
@ -131,7 +129,7 @@ namespace MLEM.Graphics {
new Vector2(pos.X + w2 * scale.X, pos.Y + h2 * scale.Y), new Rectangle(textureRegion.X + w2 + xDr * w, textureRegion.Y + h2, w2, h2));
}
private static (Vector2, Rectangle, Vector2, Rectangle, Vector2, Rectangle, Vector2, Rectangle) CalculateExtendedAutoTile(Vector2 pos, Rectangle textureRegion, ConnectsTo connectsTo, Vector2 scale) {
private static (Rectangle, Rectangle, Rectangle, Rectangle) CalculateExtendedAutoTile(Vector2 pos, Rectangle textureRegion, ConnectsTo connectsTo, Vector2 scale) {
var up = connectsTo(0, -1);
var down = connectsTo(0, 1);
var left = connectsTo(-1, 0);
@ -140,15 +138,12 @@ namespace MLEM.Graphics {
var xUr = up && right ? connectsTo(1, -1) ? -1 : 14 : right ? 2 : up ? 10 : 6;
var xDl = down && left ? connectsTo(-1, 1) ? -1 : 15 : left ? 3 : down ? 11 : 7;
var xDr = down && right ? connectsTo(1, 1) ? -1 : 16 : right ? 4 : down ? 12 : 8;
var (w, h) = textureRegion.Size;
var (w2, h2) = new Point(w / 2, h / 2);
return (
new Vector2(pos.X, pos.Y), xUl < 0 ? Rectangle.Empty : new Rectangle(textureRegion.X + xUl * w, textureRegion.Y, w2, h2),
new Vector2(pos.X + w2 * scale.X, pos.Y), xUr < 0 ? Rectangle.Empty : new Rectangle(textureRegion.X + w2 + xUr * w, textureRegion.Y, w2, h2),
new Vector2(pos.X, pos.Y + h2 * scale.Y), xDl < 0 ? Rectangle.Empty : new Rectangle(textureRegion.X + xDl * w, textureRegion.Y + h2, w2, h2),
new Vector2(pos.X + w2 * scale.X, pos.Y + h2 * scale.Y), xDr < 0 ? Rectangle.Empty : new Rectangle(textureRegion.X + w2 + xDr * w, textureRegion.Y + h2, w2, h2));
xUl < 0 ? Rectangle.Empty : new Rectangle(textureRegion.X + xUl * w, textureRegion.Y, w, h),
xUr < 0 ? Rectangle.Empty : new Rectangle(textureRegion.X + xUr * w, textureRegion.Y, w, h),
xDl < 0 ? Rectangle.Empty : new Rectangle(textureRegion.X + xDl * w, textureRegion.Y, w, h),
xDr < 0 ? Rectangle.Empty : new Rectangle(textureRegion.X + xDr * w, textureRegion.Y, w, h));
}
/// <summary>