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use TextureRegion for AutoTiling
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1ed6b019bb
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2 changed files with 37 additions and 37 deletions
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@ -3,6 +3,7 @@ using Microsoft.Xna.Framework.Graphics;
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using MLEM.Extensions;
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using MLEM.Extensions;
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using MLEM.Graphics;
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using MLEM.Graphics;
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using MLEM.Startup;
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using MLEM.Startup;
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using MLEM.Textures;
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namespace Demos {
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namespace Demos {
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/// <summary>
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/// <summary>
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@ -59,12 +60,12 @@ namespace Demos {
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}
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}
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// the texture region supplied to the AutoTiling method should only encompass the first filler tile's location and size
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// the texture region supplied to the AutoTiling method should only encompass the first filler tile's location and size
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AutoTiling.DrawAutoTile(this.SpriteBatch, new Vector2(x + 1, y + 1) * TileSize, this.texture, new Rectangle(0, 0, TileSize, TileSize), ConnectsTo, Color.White);
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AutoTiling.DrawAutoTile(this.SpriteBatch, new Vector2(x + 1, y + 1) * TileSize, new TextureRegion(this.texture, 0, 0, TileSize, TileSize), ConnectsTo, Color.White);
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// when drawing extended auto-tiles, the same rules apply, but the source texture layout is different
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// when drawing extended auto-tiles, the same rules apply, but the source texture layout is different
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var background = new Rectangle(0, TileSize * 2, TileSize, TileSize);
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var background = new TextureRegion(this.texture, 0, TileSize * 2, TileSize, TileSize);
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var overlay = background.OffsetCopy(new Point(TileSize, 0));
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var overlay = new TextureRegion(this.texture, background.Area.OffsetCopy(new Point(TileSize, 0)));
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AutoTiling.DrawExtendedAutoTile(this.SpriteBatch, new Vector2(x + 8, y + 1) * TileSize, this.texture, background, overlay, ConnectsTo, Color.White, Color.White);
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AutoTiling.DrawExtendedAutoTile(this.SpriteBatch, new Vector2(x + 8, y + 1) * TileSize, background, overlay, ConnectsTo, Color.White, Color.White);
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}
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}
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}
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}
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this.SpriteBatch.End();
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this.SpriteBatch.End();
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@ -1,6 +1,7 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Graphics;
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using MLEM.Textures;
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namespace MLEM.Graphics {
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namespace MLEM.Graphics {
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/// <summary>
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/// <summary>
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@ -25,32 +26,31 @@ namespace MLEM.Graphics {
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/// </summary>
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/// </summary>
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/// <param name="batch">The sprite batch to use for drawing.</param>
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/// <param name="batch">The sprite batch to use for drawing.</param>
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/// <param name="pos">The position to draw at.</param>
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/// <param name="pos">The position to draw at.</param>
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/// <param name="texture">The texture to use for drawing.</param>
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/// <param name="texture">The texture to use for drawing, with the area set to the first texture region, as described in the summary.</param>
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/// <param name="textureRegion">The location of the first texture region, as described in the summary.</param>
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/// <param name="connectsTo">A function that determines whether two positions should connect.</param>
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/// <param name="connectsTo">A function that determines whether two positions should connect.</param>
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/// <param name="color">The color to draw with.</param>
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/// <param name="color">The color to draw with.</param>
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/// <param name="origin">The origin to draw from.</param>
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/// <param name="origin">The origin to draw from.</param>
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/// <param name="scale">The scale to draw with.</param>
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/// <param name="scale">The scale to draw with.</param>
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/// <param name="layerDepth">The layer depth to draw with.</param>
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/// <param name="layerDepth">The layer depth to draw with.</param>
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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) {
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public static void DrawAutoTile(SpriteBatch batch, Vector2 pos, TextureRegion texture, ConnectsTo connectsTo, Color color, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0) {
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var orig = origin ?? Vector2.Zero;
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var orig = origin ?? Vector2.Zero;
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var sc = scale ?? Vector2.One;
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var sc = scale ?? Vector2.One;
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var (p1, r1, p2, r2, p3, r3, p4, r4) = CalculateAutoTile(pos, textureRegion, connectsTo, sc);
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var (p1, r1, p2, r2, p3, r3, p4, r4) = CalculateAutoTile(pos, texture.Area, connectsTo, sc);
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batch.Draw(texture, p1, r1, color, 0, orig, sc, SpriteEffects.None, layerDepth);
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batch.Draw(texture.Texture, p1, r1, color, 0, orig, sc, SpriteEffects.None, layerDepth);
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batch.Draw(texture, p2, r2, color, 0, orig, sc, SpriteEffects.None, layerDepth);
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batch.Draw(texture.Texture, p2, r2, color, 0, orig, sc, SpriteEffects.None, layerDepth);
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batch.Draw(texture, p3, r3, color, 0, orig, sc, SpriteEffects.None, layerDepth);
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batch.Draw(texture.Texture, p3, r3, color, 0, orig, sc, SpriteEffects.None, layerDepth);
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batch.Draw(texture, p4, r4, color, 0, orig, sc, SpriteEffects.None, layerDepth);
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batch.Draw(texture.Texture, p4, r4, color, 0, orig, sc, SpriteEffects.None, layerDepth);
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}
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}
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/// <inheritdoc cref="DrawAutoTile"/>
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/// <inheritdoc cref="DrawAutoTile"/>
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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) {
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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) {
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var orig = origin ?? Vector2.Zero;
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var orig = origin ?? Vector2.Zero;
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var sc = scale ?? Vector2.One;
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var sc = scale ?? Vector2.One;
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var (p1, r1, p2, r2, p3, r3, p4, r4) = CalculateAutoTile(pos, textureRegion, connectsTo, sc);
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var (p1, r1, p2, r2, p3, r3, p4, r4) = CalculateAutoTile(pos, texture.Area, connectsTo, sc);
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var a1 = batch.Add(texture, p1, r1, color, 0, orig, sc, SpriteEffects.None, layerDepth);
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var a1 = batch.Add(texture.Texture, p1, r1, color, 0, orig, sc, SpriteEffects.None, layerDepth);
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var a2 = batch.Add(texture, p2, r2, color, 0, orig, sc, SpriteEffects.None, layerDepth);
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var a2 = batch.Add(texture.Texture, p2, r2, color, 0, orig, sc, SpriteEffects.None, layerDepth);
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var a3 = batch.Add(texture, p3, r3, color, 0, orig, sc, SpriteEffects.None, layerDepth);
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var a3 = batch.Add(texture.Texture, p3, r3, color, 0, orig, sc, SpriteEffects.None, layerDepth);
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var a4 = batch.Add(texture, p4, r4, color, 0, orig, sc, SpriteEffects.None, layerDepth);
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var a4 = batch.Add(texture.Texture, p4, r4, color, 0, orig, sc, SpriteEffects.None, layerDepth);
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if (items != null) {
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if (items != null) {
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items.Add(a1);
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items.Add(a1);
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items.Add(a2);
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items.Add(a2);
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@ -75,9 +75,8 @@ namespace MLEM.Graphics {
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/// </summary>
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/// </summary>
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/// <param name="batch">The sprite batch to use for drawing.</param>
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/// <param name="batch">The sprite batch to use for drawing.</param>
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/// <param name="pos">The position to draw at.</param>
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/// <param name="pos">The position to draw at.</param>
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/// <param name="texture">The texture to use for drawing.</param>
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/// <param name="backgroundTexture">The background region, or null to skip drawing a background.</param>
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/// <param name="backgroundRegion">The location of the background region, or null to skip drawing a background.</param>
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/// <param name="overlayTexture">The first overlay region, as described in the summary.</param>
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/// <param name="overlayRegion">The location of the first overlay region, as described in the summary.</param>
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/// <param name="connectsTo">A function that determines whether two positions should connect.</param>
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/// <param name="connectsTo">A function that determines whether two positions should connect.</param>
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/// <param name="backgroundColor">The color to draw the texture used for filling big areas with.</param>
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/// <param name="backgroundColor">The color to draw the texture used for filling big areas with.</param>
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/// <param name="overlayColor">The color to draw border and corner textures with.</param>
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/// <param name="overlayColor">The color to draw border and corner textures with.</param>
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@ -85,47 +84,47 @@ namespace MLEM.Graphics {
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/// <param name="scale">The scale to draw with.</param>
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/// <param name="scale">The scale to draw with.</param>
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/// <param name="layerDepth">The layer depth to draw with.</param>
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/// <param name="layerDepth">The layer depth to draw with.</param>
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/// <param name="overlayDepthOffset">An optional depth offset from <paramref name="layerDepth"/> that the overlay should be drawn with</param>
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/// <param name="overlayDepthOffset">An optional depth offset from <paramref name="layerDepth"/> that the overlay should be drawn with</param>
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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) {
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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) {
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var orig = origin ?? Vector2.Zero;
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var orig = origin ?? Vector2.Zero;
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var sc = scale ?? Vector2.One;
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var sc = scale ?? Vector2.One;
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var od = layerDepth + overlayDepthOffset;
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var od = layerDepth + overlayDepthOffset;
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var (r1, r2, r3, r4) = CalculateExtendedAutoTile(pos, overlayRegion, connectsTo, sc);
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var (r1, r2, r3, r4) = CalculateExtendedAutoTile(pos, overlayTexture.Area, connectsTo, sc);
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if (backgroundRegion != null)
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if (backgroundTexture != null)
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batch.Draw(texture, pos, backgroundRegion, backgroundColor, 0, orig, sc, SpriteEffects.None, layerDepth);
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batch.Draw(backgroundTexture, pos, backgroundColor, 0, orig, sc, SpriteEffects.None, layerDepth);
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if (r1 != Rectangle.Empty)
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if (r1 != Rectangle.Empty)
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batch.Draw(texture, pos, r1, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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batch.Draw(overlayTexture.Texture, pos, r1, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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if (r2 != Rectangle.Empty)
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if (r2 != Rectangle.Empty)
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batch.Draw(texture, pos, r2, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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batch.Draw(overlayTexture.Texture, pos, r2, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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if (r3 != Rectangle.Empty)
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if (r3 != Rectangle.Empty)
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batch.Draw(texture, pos, r3, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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batch.Draw(overlayTexture.Texture, pos, r3, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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if (r4 != Rectangle.Empty)
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if (r4 != Rectangle.Empty)
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batch.Draw(texture, pos, r4, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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batch.Draw(overlayTexture.Texture, pos, r4, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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}
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}
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/// <inheritdoc cref="DrawExtendedAutoTile"/>
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/// <inheritdoc cref="DrawExtendedAutoTile"/>
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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) {
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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) {
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var orig = origin ?? Vector2.Zero;
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var orig = origin ?? Vector2.Zero;
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var sc = scale ?? Vector2.One;
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var sc = scale ?? Vector2.One;
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var od = layerDepth + overlayDepthOffset;
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var od = layerDepth + overlayDepthOffset;
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var (r1, r2, r3, r4) = CalculateExtendedAutoTile(pos, overlayRegion, connectsTo, sc);
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var (r1, r2, r3, r4) = CalculateExtendedAutoTile(pos, overlayTexture.Area, connectsTo, sc);
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if (backgroundRegion != null) {
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if (backgroundTexture != null) {
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var background = batch.Add(texture, pos, backgroundRegion, backgroundColor, 0, orig, sc, SpriteEffects.None, layerDepth);
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var background = batch.Add(backgroundTexture, pos, backgroundColor, 0, orig, sc, SpriteEffects.None, layerDepth);
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items?.Add(background);
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items?.Add(background);
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}
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}
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if (r1 != Rectangle.Empty) {
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if (r1 != Rectangle.Empty) {
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var o1 = batch.Add(texture, pos, r1, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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var o1 = batch.Add(overlayTexture.Texture, pos, r1, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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items?.Add(o1);
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items?.Add(o1);
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}
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}
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if (r2 != Rectangle.Empty) {
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if (r2 != Rectangle.Empty) {
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var o2 = batch.Add(texture, pos, r2, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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var o2 = batch.Add(overlayTexture.Texture, pos, r2, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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items?.Add(o2);
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items?.Add(o2);
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}
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}
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if (r3 != Rectangle.Empty) {
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if (r3 != Rectangle.Empty) {
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var o3 = batch.Add(texture, pos, r3, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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var o3 = batch.Add(overlayTexture.Texture, pos, r3, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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items?.Add(o3);
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items?.Add(o3);
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}
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}
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if (r4 != Rectangle.Empty) {
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if (r4 != Rectangle.Empty) {
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var o4 = batch.Add(texture, pos, r4, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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var o4 = batch.Add(overlayTexture.Texture, pos, r4, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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items?.Add(o4);
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items?.Add(o4);
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}
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}
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}
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}
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