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made the uniform texture atlas have the ability to have non-square regions

This commit is contained in:
Ellpeck 2019-12-05 20:43:31 +01:00
parent ff42233222
commit f5b2ef01f3

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@ -1,3 +1,4 @@
using System;
using System.Collections.Generic; using System.Collections.Generic;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Graphics;
@ -8,23 +9,31 @@ namespace MLEM.Textures {
public readonly Texture2D Texture; public readonly Texture2D Texture;
public readonly int RegionAmountX; public readonly int RegionAmountX;
public readonly int RegionAmountY; public readonly int RegionAmountY;
public TextureRegion this[Point point] => this.regions.TryGetValue(point, out var region) ? region : null; public readonly int RegionWidth;
public readonly int RegionHeight;
public TextureRegion this[Point point] => this[new Rectangle(point, new Point(1, 1))];
public TextureRegion this[int x, int y] => this[new Point(x, y)]; public TextureRegion this[int x, int y] => this[new Point(x, y)];
public TextureRegion this[Rectangle rect] => this.GetOrAddRegion(rect);
public TextureRegion this[int x, int y, int width, int height] => this[new Rectangle(x, y, width, height)];
private readonly Dictionary<Point, TextureRegion> regions = new Dictionary<Point, TextureRegion>(); private readonly Dictionary<Rectangle, TextureRegion> regions = new Dictionary<Rectangle, TextureRegion>();
public UniformTextureAtlas(Texture2D texture, int regionAmountX, int regionAmountY) { public UniformTextureAtlas(Texture2D texture, int regionAmountX, int regionAmountY) {
this.Texture = texture; this.Texture = texture;
this.RegionAmountX = regionAmountX; this.RegionAmountX = regionAmountX;
this.RegionAmountY = regionAmountY; this.RegionAmountY = regionAmountY;
this.RegionWidth = texture.Width / regionAmountX;
this.RegionHeight = texture.Height / regionAmountY;
}
var regionWidth = texture.Width / regionAmountX; private TextureRegion GetOrAddRegion(Rectangle rect) {
var regionHeight = texture.Height / regionAmountY; if (this.regions.TryGetValue(rect, out var region))
for (var x = 0; x < regionAmountX; x++) { return region;
for (var y = 0; y < regionAmountY; y++) { region = new TextureRegion(this.Texture,
this.regions.Add(new Point(x, y), new TextureRegion(texture, x * regionWidth, y * regionHeight, regionWidth, regionHeight)); rect.X * this.RegionWidth, rect.Y * this.RegionHeight,
} rect.Width * this.RegionWidth, rect.Height * this.RegionHeight);
} this.regions.Add(rect, region);
return region;
} }
} }