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use TextureRegion for AutoTiling

This commit is contained in:
Ell 2021-12-03 21:10:19 +01:00
parent 1ed6b019bb
commit f24ad5025c
2 changed files with 37 additions and 37 deletions

View file

@ -3,6 +3,7 @@ using Microsoft.Xna.Framework.Graphics;
using MLEM.Extensions;
using MLEM.Graphics;
using MLEM.Startup;
using MLEM.Textures;
namespace Demos {
/// <summary>
@ -59,12 +60,12 @@ namespace Demos {
}
// the texture region supplied to the AutoTiling method should only encompass the first filler tile's location and size
AutoTiling.DrawAutoTile(this.SpriteBatch, new Vector2(x + 1, y + 1) * TileSize, this.texture, new Rectangle(0, 0, TileSize, TileSize), ConnectsTo, Color.White);
AutoTiling.DrawAutoTile(this.SpriteBatch, new Vector2(x + 1, y + 1) * TileSize, new TextureRegion(this.texture, 0, 0, TileSize, TileSize), ConnectsTo, Color.White);
// when drawing extended auto-tiles, the same rules apply, but the source texture layout is different
var background = new Rectangle(0, TileSize * 2, TileSize, TileSize);
var overlay = background.OffsetCopy(new Point(TileSize, 0));
AutoTiling.DrawExtendedAutoTile(this.SpriteBatch, new Vector2(x + 8, y + 1) * TileSize, this.texture, background, overlay, ConnectsTo, Color.White, Color.White);
var background = new TextureRegion(this.texture, 0, TileSize * 2, TileSize, TileSize);
var overlay = new TextureRegion(this.texture, background.Area.OffsetCopy(new Point(TileSize, 0)));
AutoTiling.DrawExtendedAutoTile(this.SpriteBatch, new Vector2(x + 8, y + 1) * TileSize, background, overlay, ConnectsTo, Color.White, Color.White);
}
}
this.SpriteBatch.End();

View file

@ -1,6 +1,7 @@
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Textures;
namespace MLEM.Graphics {
/// <summary>
@ -25,32 +26,31 @@ namespace MLEM.Graphics {
/// </summary>
/// <param name="batch">The sprite batch to use for drawing.</param>
/// <param name="pos">The position to draw at.</param>
/// <param name="texture">The texture to use for drawing.</param>
/// <param name="textureRegion">The location of the first texture region, as described in the summary.</param>
/// <param name="texture">The texture to use for drawing, with the area set to the first texture region, as described in the summary.</param>
/// <param name="connectsTo">A function that determines whether two positions should connect.</param>
/// <param name="color">The color to draw with.</param>
/// <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 DrawAutoTile(SpriteBatch batch, Vector2 pos, Texture2D texture, Rectangle textureRegion, ConnectsTo connectsTo, Color color, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0) {
public static void DrawAutoTile(SpriteBatch batch, Vector2 pos, TextureRegion texture, ConnectsTo connectsTo, Color color, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0) {
var orig = origin ?? Vector2.Zero;
var sc = scale ?? Vector2.One;
var (p1, r1, p2, r2, p3, r3, p4, r4) = CalculateAutoTile(pos, textureRegion, connectsTo, sc);
batch.Draw(texture, p1, r1, color, 0, orig, sc, SpriteEffects.None, layerDepth);
batch.Draw(texture, p2, r2, color, 0, orig, sc, SpriteEffects.None, layerDepth);
batch.Draw(texture, p3, r3, color, 0, orig, sc, SpriteEffects.None, layerDepth);
batch.Draw(texture, p4, r4, color, 0, orig, sc, SpriteEffects.None, layerDepth);
var (p1, r1, p2, r2, p3, r3, p4, r4) = CalculateAutoTile(pos, texture.Area, connectsTo, sc);
batch.Draw(texture.Texture, p1, r1, color, 0, orig, sc, SpriteEffects.None, layerDepth);
batch.Draw(texture.Texture, p2, r2, color, 0, orig, sc, SpriteEffects.None, layerDepth);
batch.Draw(texture.Texture, p3, r3, color, 0, orig, sc, SpriteEffects.None, layerDepth);
batch.Draw(texture.Texture, p4, r4, color, 0, orig, sc, SpriteEffects.None, layerDepth);
}
/// <inheritdoc cref="DrawAutoTile"/>
public static void AddAutoTile(StaticSpriteBatch batch, Vector2 pos, Texture2D texture, Rectangle textureRegion, ConnectsTo connectsTo, Color color, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0, ICollection<StaticSpriteBatch.Item> items = null) {
public static void AddAutoTile(StaticSpriteBatch batch, Vector2 pos, TextureRegion texture, ConnectsTo connectsTo, Color color, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0, ICollection<StaticSpriteBatch.Item> items = null) {
var orig = origin ?? Vector2.Zero;
var sc = scale ?? Vector2.One;
var (p1, r1, p2, r2, p3, r3, p4, r4) = CalculateAutoTile(pos, textureRegion, connectsTo, sc);
var a1 = batch.Add(texture, p1, r1, color, 0, orig, sc, SpriteEffects.None, layerDepth);
var a2 = batch.Add(texture, p2, r2, color, 0, orig, sc, SpriteEffects.None, layerDepth);
var a3 = batch.Add(texture, p3, r3, color, 0, orig, sc, SpriteEffects.None, layerDepth);
var a4 = batch.Add(texture, p4, r4, color, 0, orig, sc, SpriteEffects.None, layerDepth);
var (p1, r1, p2, r2, p3, r3, p4, r4) = CalculateAutoTile(pos, texture.Area, connectsTo, sc);
var a1 = batch.Add(texture.Texture, p1, r1, color, 0, orig, sc, SpriteEffects.None, layerDepth);
var a2 = batch.Add(texture.Texture, p2, r2, color, 0, orig, sc, SpriteEffects.None, layerDepth);
var a3 = batch.Add(texture.Texture, p3, r3, color, 0, orig, sc, SpriteEffects.None, layerDepth);
var a4 = batch.Add(texture.Texture, p4, r4, color, 0, orig, sc, SpriteEffects.None, layerDepth);
if (items != null) {
items.Add(a1);
items.Add(a2);
@ -75,9 +75,8 @@ namespace MLEM.Graphics {
/// </summary>
/// <param name="batch">The sprite batch to use for drawing.</param>
/// <param name="pos">The position to draw at.</param>
/// <param name="texture">The texture to use for drawing.</param>
/// <param name="backgroundRegion">The location of the background region, or null to skip drawing a background.</param>
/// <param name="overlayRegion">The location of the first overlay region, as described in the summary.</param>
/// <param name="backgroundTexture">The background region, or null to skip drawing a background.</param>
/// <param name="overlayTexture">The first overlay region, as described in the summary.</param>
/// <param name="connectsTo">A function that determines whether two positions should connect.</param>
/// <param name="backgroundColor">The color to draw the texture used for filling big areas with.</param>
/// <param name="overlayColor">The color to draw border and corner textures with.</param>
@ -85,47 +84,47 @@ namespace MLEM.Graphics {
/// <param name="scale">The scale to draw with.</param>
/// <param name="layerDepth">The layer depth to draw with.</param>
/// <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? backgroundRegion, Rectangle overlayRegion, ConnectsTo connectsTo, Color backgroundColor, Color overlayColor, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0, float overlayDepthOffset = 0) {
public static void DrawExtendedAutoTile(SpriteBatch batch, Vector2 pos, TextureRegion backgroundTexture, TextureRegion overlayTexture, 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 (r1, r2, r3, r4) = CalculateExtendedAutoTile(pos, overlayRegion, connectsTo, sc);
if (backgroundRegion != null)
batch.Draw(texture, pos, backgroundRegion, backgroundColor, 0, orig, sc, SpriteEffects.None, layerDepth);
var (r1, r2, r3, r4) = CalculateExtendedAutoTile(pos, overlayTexture.Area, connectsTo, sc);
if (backgroundTexture != null)
batch.Draw(backgroundTexture, pos, backgroundColor, 0, orig, sc, SpriteEffects.None, layerDepth);
if (r1 != Rectangle.Empty)
batch.Draw(texture, pos, r1, overlayColor, 0, orig, sc, SpriteEffects.None, od);
batch.Draw(overlayTexture.Texture, pos, r1, overlayColor, 0, orig, sc, SpriteEffects.None, od);
if (r2 != Rectangle.Empty)
batch.Draw(texture, pos, r2, overlayColor, 0, orig, sc, SpriteEffects.None, od);
batch.Draw(overlayTexture.Texture, pos, r2, overlayColor, 0, orig, sc, SpriteEffects.None, od);
if (r3 != Rectangle.Empty)
batch.Draw(texture, pos, r3, overlayColor, 0, orig, sc, SpriteEffects.None, od);
batch.Draw(overlayTexture.Texture, pos, r3, overlayColor, 0, orig, sc, SpriteEffects.None, od);
if (r4 != Rectangle.Empty)
batch.Draw(texture, pos, r4, overlayColor, 0, orig, sc, SpriteEffects.None, od);
batch.Draw(overlayTexture.Texture, pos, r4, overlayColor, 0, orig, sc, SpriteEffects.None, od);
}
/// <inheritdoc cref="DrawExtendedAutoTile"/>
public static void AddExtendedAutoTile(StaticSpriteBatch batch, Vector2 pos, Texture2D texture, Rectangle? backgroundRegion, Rectangle overlayRegion, ConnectsTo connectsTo, Color backgroundColor, Color overlayColor, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0, float overlayDepthOffset = 0, ICollection<StaticSpriteBatch.Item> items = null) {
public static void AddExtendedAutoTile(StaticSpriteBatch batch, Vector2 pos, TextureRegion backgroundTexture, TextureRegion overlayTexture, ConnectsTo connectsTo, Color backgroundColor, Color overlayColor, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0, float overlayDepthOffset = 0, ICollection<StaticSpriteBatch.Item> items = null) {
var orig = origin ?? Vector2.Zero;
var sc = scale ?? Vector2.One;
var od = layerDepth + overlayDepthOffset;
var (r1, r2, r3, r4) = CalculateExtendedAutoTile(pos, overlayRegion, connectsTo, sc);
if (backgroundRegion != null) {
var background = batch.Add(texture, pos, backgroundRegion, backgroundColor, 0, orig, sc, SpriteEffects.None, layerDepth);
var (r1, r2, r3, r4) = CalculateExtendedAutoTile(pos, overlayTexture.Area, connectsTo, sc);
if (backgroundTexture != null) {
var background = batch.Add(backgroundTexture, pos, backgroundColor, 0, orig, sc, SpriteEffects.None, layerDepth);
items?.Add(background);
}
if (r1 != Rectangle.Empty) {
var o1 = batch.Add(texture, pos, r1, overlayColor, 0, orig, sc, SpriteEffects.None, od);
var o1 = batch.Add(overlayTexture.Texture, pos, r1, overlayColor, 0, orig, sc, SpriteEffects.None, od);
items?.Add(o1);
}
if (r2 != Rectangle.Empty) {
var o2 = batch.Add(texture, pos, r2, overlayColor, 0, orig, sc, SpriteEffects.None, od);
var o2 = batch.Add(overlayTexture.Texture, pos, r2, overlayColor, 0, orig, sc, SpriteEffects.None, od);
items?.Add(o2);
}
if (r3 != Rectangle.Empty) {
var o3 = batch.Add(texture, pos, r3, overlayColor, 0, orig, sc, SpriteEffects.None, od);
var o3 = batch.Add(overlayTexture.Texture, pos, r3, overlayColor, 0, orig, sc, SpriteEffects.None, od);
items?.Add(o3);
}
if (r4 != Rectangle.Empty) {
var o4 = batch.Add(texture, pos, r4, overlayColor, 0, orig, sc, SpriteEffects.None, od);
var o4 = batch.Add(overlayTexture.Texture, pos, r4, overlayColor, 0, orig, sc, SpriteEffects.None, od);
items?.Add(o4);
}
}