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MLEM/MLEM/Textures/UniformTextureAtlas.cs
2022-06-24 14:01:26 +02:00

99 lines
5.2 KiB
C#

using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Misc;
namespace MLEM.Textures {
/// <summary>
/// This class represents an atlas of <see cref="TextureRegion"/> objects that is uniform.
/// Uniform, in this case, means that the texture atlas' size is not determined by the width and height of the texture, but instead by the amount of sub-regions that the atlas has in the x and y direction.
/// Using a uniform texture atlas over a regular texture as an atlas allows for texture artists to create higher resolution textures without coordinates becoming off.
/// </summary>
public class UniformTextureAtlas : GenericDataHolder {
/// <summary>
/// The <see cref="TextureRegion"/> that this uniform texture atlas uses as its basis.
/// In most cases, <see cref="Region"/> has the full area of the underlying <see cref="Texture"/>.
/// </summary>
public readonly TextureRegion Region;
/// <summary>
/// The amount of sub-regions this atlas has in the x direction
/// </summary>
public readonly int RegionAmountX;
/// <summary>
/// The amount of sub-regions this atlas has in the y direction
/// </summary>
public readonly int RegionAmountY;
/// <summary>
/// The width of each region, based on the texture's width and the amount of regions
/// </summary>
public readonly int RegionWidth;
/// <summary>
/// The height of reach region, based on the texture's height and the amount of regions
/// </summary>
public readonly int RegionHeight;
/// <summary>
/// The texture to use for this atlas.
/// Note that <see cref="Region"/> stores the actual area that we depend on.
/// </summary>
public Texture2D Texture => this.Region.Texture;
/// <summary>
/// Returns the <see cref="TextureRegion"/> at this texture atlas's given index.
/// The index is zero-based, where rows come first and columns come second.
/// </summary>
/// <param name="index">The zero-based texture index</param>
public TextureRegion this[int index] => this[index % this.RegionAmountX, index / this.RegionAmountX];
/// <summary>
/// Returns the <see cref="TextureRegion"/> at this texture atlas' given region position
/// </summary>
/// <param name="point">The region's x and y location</param>
public TextureRegion this[Point point] => this[new Rectangle(point.X, point.Y, 1, 1)];
/// <inheritdoc cref="this[Point]"/>
public TextureRegion this[int x, int y] => this[new Point(x, y)];
/// <summary>
/// Returns the <see cref="TextureRegion"/> at this texture atlas' given region position and size.
/// Note that the region size is not in pixels, but in region units.
/// </summary>
/// <param name="rect">The region's area</param>
public TextureRegion this[Rectangle rect] => this.GetOrAddRegion(rect);
/// <inheritdoc cref="this[Rectangle]"/>
public TextureRegion this[int x, int y, int width, int height] => this[new Rectangle(x, y, width, height)];
private readonly Dictionary<Rectangle, TextureRegion> regions = new Dictionary<Rectangle, TextureRegion>();
/// <summary>
/// Creates a new uniform texture atlas with the given texture region and region amount.
/// This atlas will only ever pull information from the given <see cref="TextureRegion"/> and never exit the region's bounds.
/// </summary>
/// <param name="region">The texture region to use for this atlas</param>
/// <param name="regionAmountX">The amount of texture regions in the x direction</param>
/// <param name="regionAmountY">The amount of texture regions in the y direction</param>
public UniformTextureAtlas(TextureRegion region, int regionAmountX, int regionAmountY) {
this.Region = region;
this.RegionAmountX = regionAmountX;
this.RegionAmountY = regionAmountY;
this.RegionWidth = region.Width / regionAmountX;
this.RegionHeight = region.Height / regionAmountY;
}
/// <summary>
/// Creates a new uniform texture atlas with the given texture and region amount.
/// </summary>
/// <param name="texture">The texture to use for this atlas</param>
/// <param name="regionAmountX">The amount of texture regions in the x direction</param>
/// <param name="regionAmountY">The amount of texture regions in the y direction</param>
public UniformTextureAtlas(Texture2D texture, int regionAmountX, int regionAmountY) : this(new TextureRegion(texture), regionAmountX, regionAmountY) {}
private TextureRegion GetOrAddRegion(Rectangle rect) {
if (this.regions.TryGetValue(rect, out var region))
return region;
region = new TextureRegion(this.Region,
rect.X * this.RegionWidth, rect.Y * this.RegionHeight,
rect.Width * this.RegionWidth, rect.Height * this.RegionHeight);
this.regions.Add(rect, region);
return region;
}
}
}