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made the uniform texture atlas have the ability to have non-square regions
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commit
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1 changed files with 18 additions and 9 deletions
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@ -1,3 +1,4 @@
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using System;
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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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@ -8,23 +9,31 @@ namespace MLEM.Textures {
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public readonly Texture2D Texture;
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public readonly Texture2D Texture;
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public readonly int RegionAmountX;
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public readonly int RegionAmountX;
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public readonly int RegionAmountY;
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public readonly int RegionAmountY;
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public TextureRegion this[Point point] => this.regions.TryGetValue(point, out var region) ? region : null;
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public readonly int RegionWidth;
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public readonly int RegionHeight;
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public TextureRegion this[Point point] => this[new Rectangle(point, new Point(1, 1))];
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public TextureRegion this[int x, int y] => this[new Point(x, y)];
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public TextureRegion this[int x, int y] => this[new Point(x, y)];
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public TextureRegion this[Rectangle rect] => this.GetOrAddRegion(rect);
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public TextureRegion this[int x, int y, int width, int height] => this[new Rectangle(x, y, width, height)];
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private readonly Dictionary<Point, TextureRegion> regions = new Dictionary<Point, TextureRegion>();
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private readonly Dictionary<Rectangle, TextureRegion> regions = new Dictionary<Rectangle, TextureRegion>();
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public UniformTextureAtlas(Texture2D texture, int regionAmountX, int regionAmountY) {
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public UniformTextureAtlas(Texture2D texture, int regionAmountX, int regionAmountY) {
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this.Texture = texture;
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this.Texture = texture;
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this.RegionAmountX = regionAmountX;
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this.RegionAmountX = regionAmountX;
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this.RegionAmountY = regionAmountY;
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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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}
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var regionWidth = texture.Width / regionAmountX;
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private TextureRegion GetOrAddRegion(Rectangle rect) {
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var regionHeight = texture.Height / regionAmountY;
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if (this.regions.TryGetValue(rect, out var region))
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for (var x = 0; x < regionAmountX; x++) {
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return region;
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for (var y = 0; y < regionAmountY; y++) {
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region = new TextureRegion(this.Texture,
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this.regions.Add(new Point(x, y), new TextureRegion(texture, x * regionWidth, y * regionHeight, regionWidth, regionHeight));
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rect.X * this.RegionWidth, rect.Y * this.RegionHeight,
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}
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rect.Width * this.RegionWidth, rect.Height * this.RegionHeight);
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}
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this.regions.Add(rect, region);
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return region;
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}
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}
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}
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}
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