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100 lines
No EOL
5.2 KiB
C#
100 lines
No EOL
5.2 KiB
C#
using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using MLEM.Misc;
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namespace MLEM.Textures {
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/// <summary>
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/// This class represents an atlas of <see cref="TextureRegion"/> objects that is uniform.
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/// 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.
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/// 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.
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/// </summary>
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public class UniformTextureAtlas : GenericDataHolder {
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/// <summary>
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/// The <see cref="TextureRegion"/> that this uniform texture atlas uses as its basis.
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/// In most cases, <see cref="Region"/> has the full area of the underlying <see cref="Texture"/>.
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/// </summary>
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public readonly TextureRegion Region;
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/// <summary>
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/// The amount of sub-regions this atlas has in the x direction
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/// </summary>
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public readonly int RegionAmountX;
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/// <summary>
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/// The amount of sub-regions this atlas has in the y direction
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/// </summary>
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public readonly int RegionAmountY;
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/// <summary>
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/// The width of each region, based on the texture's width and the amount of regions
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/// </summary>
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public readonly int RegionWidth;
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/// <summary>
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/// The height of reach region, based on the texture's height and the amount of regions
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/// </summary>
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public readonly int RegionHeight;
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/// <summary>
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/// The texture to use for this atlas.
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/// Note that <see cref="Region"/> stores the actual area that we depend on.
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/// </summary>
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public Texture2D Texture => this.Region.Texture;
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/// <summary>
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/// Returns the <see cref="TextureRegion"/> at this texture atlas's given index.
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/// The index is zero-based, where rows come first and columns come second.
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/// </summary>
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/// <param name="index">The zero-based texture index</param>
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public TextureRegion this[int index] => this[index % this.RegionAmountX, index / this.RegionAmountX];
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/// <summary>
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/// Returns the <see cref="TextureRegion"/> at this texture atlas' given region position
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/// </summary>
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/// <param name="point">The region's x and y location</param>
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public TextureRegion this[Point point] => this[new Rectangle(point, new Point(1, 1))];
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/// <inheritdoc cref="this[Point]"/>
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public TextureRegion this[int x, int y] => this[new Point(x, y)];
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/// <summary>
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/// Returns the <see cref="TextureRegion"/> at this texture atlas' given region position and size.
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/// Note that the region size is not in pixels, but in region units.
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/// </summary>
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/// <param name="rect">The region's area</param>
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public TextureRegion this[Rectangle rect] => this.GetOrAddRegion(rect);
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/// <inheritdoc cref="this[Rectangle]"/>
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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<Rectangle, TextureRegion> regions = new Dictionary<Rectangle, TextureRegion>();
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/// <summary>
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/// Creates a new uniform texture atlas with the given texture region and region amount.
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/// This atlas will only ever pull information from the given <see cref="TextureRegion"/> and never exit the region's bounds.
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/// </summary>
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/// <param name="region">The texture region to use for this atlas</param>
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/// <param name="regionAmountX">The amount of texture regions in the x direction</param>
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/// <param name="regionAmountY">The amount of texture regions in the y direction</param>
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public UniformTextureAtlas(TextureRegion region, int regionAmountX, int regionAmountY) {
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this.Region = region;
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this.RegionAmountX = regionAmountX;
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this.RegionAmountY = regionAmountY;
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this.RegionWidth = region.Width / regionAmountX;
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this.RegionHeight = region.Height / regionAmountY;
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}
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/// <summary>
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/// Creates a new uniform texture atlas with the given texture and region amount.
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/// </summary>
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/// <param name="texture">The texture to use for this atlas</param>
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/// <param name="regionAmountX">The amount of texture regions in the x direction</param>
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/// <param name="regionAmountY">The amount of texture regions in the y direction</param>
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public UniformTextureAtlas(Texture2D texture, int regionAmountX, int regionAmountY) :
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this(new TextureRegion(texture), regionAmountX, regionAmountY) {
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}
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private TextureRegion GetOrAddRegion(Rectangle rect) {
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if (this.regions.TryGetValue(rect, out var region))
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return region;
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region = new TextureRegion(this.Region,
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rect.X * this.RegionWidth, rect.Y * this.RegionHeight,
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rect.Width * this.RegionWidth, rect.Height * this.RegionHeight);
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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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} |