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made texture atlases have an underlying texture region as well
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1f40129ad3
commit
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2 changed files with 63 additions and 12 deletions
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@ -72,7 +72,8 @@ namespace MLEM.Textures {
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/// Creates a new texture region that spans the entire texture
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/// </summary>
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/// <param name="texture">The texture to use</param>
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public TextureRegion(Texture2D texture) : this(texture, new Rectangle(0, 0, texture.Width, texture.Height)) {
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public TextureRegion(Texture2D texture) :
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this(texture, new Rectangle(0, 0, texture.Width, texture.Height)) {
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}
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/// <summary>
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@ -83,7 +84,8 @@ namespace MLEM.Textures {
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/// <param name="v">The y coordinate of the top left corner of this area</param>
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/// <param name="width">The width of this area</param>
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/// <param name="height">The height of this area</param>
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public TextureRegion(Texture2D texture, int u, int v, int width, int height) : this(texture, new Rectangle(u, v, width, height)) {
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public TextureRegion(Texture2D texture, int u, int v, int width, int height) :
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this(texture, new Rectangle(u, v, width, height)) {
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}
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/// <summary>
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@ -92,7 +94,39 @@ namespace MLEM.Textures {
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/// <param name="texture">The texture to use</param>
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/// <param name="uv">The top left corner of this area</param>
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/// <param name="size">The size of this area</param>
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public TextureRegion(Texture2D texture, Point uv, Point size) : this(texture, new Rectangle(uv, size)) {
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public TextureRegion(Texture2D texture, Point uv, Point size) :
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this(texture, new Rectangle(uv, size)) {
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}
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/// <summary>
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/// Creates a new texture region which is a sub-region of the given texture region
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/// </summary>
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/// <param name="region">The texture region to create a sub-region of</param>
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/// <param name="area">The new texture region area</param>
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public TextureRegion(TextureRegion region, Rectangle area) :
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this(region, area.Location, area.Size) {
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}
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/// <summary>
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/// Creates a new texture region which is a sub-region of the given texture region
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/// </summary>
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/// <param name="region">The texture region to create a sub-region of</param>
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/// <param name="u">The x coordinate of the top left corner of this area</param>
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/// <param name="v">The y coordinate of the top left corner of this area</param>
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/// <param name="width">The width of this area</param>
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/// <param name="height">The height of this area</param>
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public TextureRegion(TextureRegion region, int u, int v, int width, int height) :
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this(region, new Point(u, v), new Point(width, height)) {
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}
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/// <summary>
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/// Creates a new texture region which is a sub-region of the given texture region
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/// </summary>
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/// <param name="region">The texture region to create a sub-region of</param>
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/// <param name="uv">The top left corner of this area</param>
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/// <param name="size">The size of this area</param>
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public TextureRegion(TextureRegion region, Point uv, Point size) :
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this(region.Texture, region.Position + uv, size) {
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}
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}
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@ -12,9 +12,10 @@ namespace MLEM.Textures {
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public class UniformTextureAtlas : GenericDataHolder {
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/// <summary>
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/// The texture to use for this atlas
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/// The <see cref="TextureRegion"/> that this uniform texture atlas uses as its basis.
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/// In most cases, <see cref="Region"/> has the full area of the underlying <see cref="Texture"/>.
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/// </summary>
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public readonly Texture2D Texture;
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public readonly TextureRegion Region;
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/// <summary>
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/// The amount of sub-regions this atlas has in the x direction
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/// </summary>
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@ -32,6 +33,11 @@ namespace MLEM.Textures {
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/// </summary>
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public readonly int RegionHeight;
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/// <summary>
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/// The texture to use for this atlas.
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/// Note that <see cref="Region"/> stores the actual area that we depend on.
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/// </summary>
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public Texture2D Texture => this.Region.Texture;
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/// <summary>
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/// Returns the <see cref="TextureRegion"/> at this texture atlas's given index.
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/// The index is zero-based, where rows come first and columns come second.
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/// </summary>
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@ -55,24 +61,35 @@ namespace MLEM.Textures {
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private readonly Dictionary<Rectangle, TextureRegion> regions = new Dictionary<Rectangle, TextureRegion>();
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/// <summary>
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/// Creates a new uniform texture atlas with the given texture region and region amount.
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/// This atlas will only ever pull information from the given <see cref="TextureRegion"/> and never exit the region's bounds.
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/// </summary>
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/// <param name="region">The texture region to use for this atlas</param>
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/// <param name="regionAmountX">The amount of texture regions in the x direction</param>
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/// <param name="regionAmountY">The amount of texture regions in the y direction</param>
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public UniformTextureAtlas(TextureRegion region, int regionAmountX, int regionAmountY) {
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this.Region = region;
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this.RegionAmountX = regionAmountX;
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this.RegionAmountY = regionAmountY;
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this.RegionWidth = region.Width / regionAmountX;
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this.RegionHeight = region.Height / regionAmountY;
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}
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/// <summary>
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/// Creates a new uniform texture atlas with the given texture and region amount.
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/// </summary>
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/// <param name="texture">The texture to use for this atlas</param>
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/// <param name="regionAmountX">The amount of texture regions in the x direction</param>
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/// <param name="regionAmountY">The amount of texture regions in the y direction</param>
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public UniformTextureAtlas(Texture2D texture, int regionAmountX, int regionAmountY) {
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this.Texture = texture;
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this.RegionAmountX = regionAmountX;
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this.RegionAmountY = regionAmountY;
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this.RegionWidth = texture.Width / regionAmountX;
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this.RegionHeight = texture.Height / regionAmountY;
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public UniformTextureAtlas(Texture2D texture, int regionAmountX, int regionAmountY) :
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this(new TextureRegion(texture), regionAmountX, regionAmountY) {
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}
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private TextureRegion GetOrAddRegion(Rectangle rect) {
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if (this.regions.TryGetValue(rect, out var region))
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return region;
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region = new TextureRegion(this.Texture,
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region = new TextureRegion(this.Region,
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rect.X * this.RegionWidth, rect.Y * this.RegionHeight,
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rect.Width * this.RegionWidth, rect.Height * this.RegionHeight);
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this.regions.Add(rect, region);
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