Subtextures

This commit is contained in:
Simon Lübeß
2022-02-23 13:41:59 +01:00
parent 699522ff67
commit be7c3d1d8b
5 changed files with 158 additions and 41 deletions
+80 -24
View File
@@ -618,9 +618,27 @@ namespace GlitchyEngine.Renderer
s_circleInstanceQueue.Clear();
}
/// A specialized function that calculates the 2D transform matrix
private static Matrix Calculate2DTransform(Vector3 translation, Vector2 scale, float rotation)
{
float sin = 0.0f;
float cos = 1.0f;
if (rotation != 0.0f)
{
sin = Math.Sin(rotation);
cos = Math.Cos(rotation);
}
return .(cos * scale.X, -sin * scale.Y, 0, translation.X,
sin * scale.X, cos * scale.Y, 0, translation.Y,
0 , 0 , 1, translation.Z,
0 , 0 , 0, 1);
}
// Primitives
// Quad
// Colored Quad
public static void DrawQuad(Vector2 position, Vector2 size, float rotation, ColorRGBA color)
{
@@ -648,33 +666,64 @@ namespace GlitchyEngine.Renderer
DrawQuad(transform, s_whiteTexture, color);
}
// Quad Subtexture
[Inline]
private static Vector4 CalculateSubTexcoords(Vector4 texCoords, Vector4 innerTexcoords)
{
Vector4 uv = texCoords;
uv.XY += innerTexcoords.XY * uv.ZW;
uv.ZW *= innerTexcoords.ZW;
return uv;
}
// Subtex only
public static void DrawQuad(Vector2 position, Vector2 size, float rotation, SubTexture2D texture, ColorRGBA color = .White)
{
DrawQuad(Vector3(position, 0.0f), size, rotation, texture.Texture, .White, texture.TexCoords);
}
public static void DrawQuad(Vector3 position, Vector2 size, float rotation, SubTexture2D texture, ColorRGBA color = .White)
{
DrawQuad(position, size, rotation, texture.Texture, .White, texture.TexCoords);
}
public static void DrawQuad(Matrix transform, SubTexture2D texture, ColorRGBA color = .White)
{
DrawQuad(transform, texture.Texture, .White, texture.TexCoords);
}
// Subtex + Texcoords
public static void DrawQuad(Vector2 position, Vector2 size, float rotation, SubTexture2D subtexture, ColorRGBA color = .White, Vector4 uvTransform = .(0, 0, 1, 1))
{
Vector4 uv = CalculateSubTexcoords(subtexture.TexCoords, uvTransform);
DrawQuad(Vector3(position, 0.0f), size, rotation, subtexture.Texture, .White, uv);
}
public static void DrawQuad(Vector3 position, Vector2 size, float rotation, SubTexture2D subtexture, ColorRGBA color = .White, Vector4 uvTransform = .(0, 0, 1, 1))
{
Vector4 uv = CalculateSubTexcoords(subtexture.TexCoords, uvTransform);
DrawQuad(position, size, rotation, subtexture.Texture, .White, uv);
}
public static void DrawQuad(Matrix transform, SubTexture2D subtexture, ColorRGBA color = .White, Vector4 uvTransform = .(0, 0, 1, 1))
{
Vector4 uv = CalculateSubTexcoords(subtexture.TexCoords, uvTransform);
DrawQuad(transform, subtexture.Texture, .White, uv);
}
// Textured Quad
public static void DrawQuad(Vector2 position, Vector2 size, float rotation, Texture2D texture, ColorRGBA color = .White, Vector4 uvTransform = .(0, 0, 1, 1))
{
DrawQuad(Vector3(position, 0.0f), size, rotation, texture, color, uvTransform);
}
public static void DrawQuadPivotCorner(Vector2 position, Vector2 size, float rotation, Texture2D texture, ColorRGBA color = .White, Vector4 uvTransform = .(0, 0, 1, 1))
{
DrawQuadPivotCorner(Vector3(position, 0.0f), size, rotation, texture, color, uvTransform);
}
/// A specialized function that calculates the 2D transform matrix
private static Matrix Calculate2DTransform(Vector3 translation, Vector2 scale, float rotation)
{
float sin = 0.0f;
float cos = 1.0f;
if (rotation != 0.0f)
{
sin = Math.Sin(rotation);
cos = Math.Cos(rotation);
}
return .(cos * scale.X, -sin * scale.Y, 0, translation.X,
sin * scale.X, cos * scale.Y, 0, translation.Y,
0 , 0 , 1, translation.Z,
0 , 0 , 0, 1);
}
public static void DrawQuad(Vector3 position, Vector2 size, float rotation, Texture2D texture, ColorRGBA color = .White, Vector4 uvTransform = .(0, 0, 1, 1))
{
@@ -699,6 +748,13 @@ namespace GlitchyEngine.Renderer
}
}
// Textured quad pivot
public static void DrawQuadPivotCorner(Vector2 position, Vector2 size, float rotation, Texture2D texture, ColorRGBA color = .White, Vector4 uvTransform = .(0, 0, 1, 1))
{
DrawQuadPivotCorner(Vector3(position, 0.0f), size, rotation, texture, color, uvTransform);
}
public static void DrawQuadPivotCorner(Vector3 position, Vector2 size, float rotation, Texture2D texture, ColorRGBA color = .White, Vector4 uvTransform = .(0, 0, 1, 1))
{
DrawQuad(position + Vector3(size.X / 2, size.Y / -2, 0), size, rotation, texture, color, uvTransform);
+41
View File
@@ -0,0 +1,41 @@
using GlitchyEngine.Core;
using GlitchyEngine.Math;
namespace GlitchyEngine.Renderer
{
class SubTexture2D : RefCounter
{
protected Texture2D _texture ~ _.ReleaseRef();
protected Vector4 _texCoords;
public Texture2D Texture => _texture;
public Vector4 TexCoords => _texCoords;
public this(Texture2D texture) : this(_texture, .(0, 0, 1, 1)) { }
public this(Texture2D texture, Int2 topLeft, Int2 size) :
this(texture,
{
Vector2 texSize = Vector2(texture.Width, texture.Height);
Vector4 texCoords = Vector4((Vector2)topLeft, (Vector2)size) / texSize.XYXY;
texCoords
}) { }
public this(Texture2D texture, Vector2 topLeft, Vector2 size) : this(texture, Vector4(topLeft, size)) { }
public this(Texture2D texture, Vector4 texCoords)
{
_texture = texture..AddRef();
_texCoords = texCoords;
}
public static SubTexture2D CreateFromGrid(Texture2D texture, Vector2 coords, Vector2 gridSize, Vector2 spriteSize = .One)
{
Vector2 textureSize = .(texture.Width, texture.Height);
Vector4 uv = .(coords * gridSize, gridSize * spriteSize) / textureSize.XYXY;
return new SubTexture2D(texture, uv);
}
}
}
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After

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@@ -0,0 +1,14 @@
###############################################################################
RPG pack: base by Kenney Vleugels (www.kenney.nl)
------------------------------
License (CC0)
http://creativecommons.org/publicdomain/zero/1.0/
You may use these graphics in personal and commercial projects.
Credit (Kenney or www.kenney.nl) would be nice but is not mandatory.
###############################################################################
+23 -17
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@@ -27,8 +27,6 @@ namespace Sandbox
OrthographicCameraController cameraController ~ delete _;
// Font fonty ~ _.ReleaseRef();
ColorRGBA _squareColor0 = ColorRGBA.CornflowerBlue;
ColorRGBA _squareColor1 = {
ColorRGBA color = ColorRGBA.White - _squareColor0;
@@ -37,6 +35,10 @@ namespace Sandbox
DepthStencilState _depthStencilState ~ _.ReleaseRef();
Texture2D _spriteSheet ~ _.ReleaseRef();
SubTexture2D _treeSprite ~ _.ReleaseRef();
SubTexture2D _barrelSprite ~ _.ReleaseRef();
[AllowAppend]
public this() : base("Example")
{
@@ -64,16 +66,6 @@ namespace Sandbox
blendDesc.RenderTarget[0] = .(true, .SourceAlpha, .InvertedSourceAlpha, .Add, .SourceAlpha, .InvertedSourceAlpha, .Add, .All);
_alphaBlendState = new BlendState(blendDesc);
/*fonty = new Font("C:\\Windows\\Fonts\\arial.ttf", 64, true, 'A', 16);
var japanese = new Font("C:\\Windows\\Fonts\\YuGothM.ttc", 64, true, '\0', 1);
var emojis = new Font("C:\\Windows\\Fonts\\seguiemj.ttf", 64, true, '😂' - 10, 1);
var mathstuff = new Font("C:\\Windows\\Fonts\\cambria.ttc", 64, true, 'α', 1);
var cascadiaCode = new Font("C:\\Windows\\Fonts\\CascadiaCode.ttf", 64, true, 'A', 1);
fonty.Fallback = japanese..ReleaseRefNoDelete();
japanese.Fallback = emojis..ReleaseRefNoDelete();
emojis.Fallback = mathstuff..ReleaseRefNoDelete();
mathstuff.Fallback = cascadiaCode..ReleaseRefNoDelete();*/
_textureViewer = new TextureViewer();
cameraController = new OrthographicCameraController(_context.SwapChain.AspectRatio);
@@ -83,9 +75,14 @@ namespace Sandbox
DepthEnabled = false
};
_depthStencilState = new DepthStencilState(dssDesc);
}
String text = new .() ~ delete _;
_spriteSheet = new Texture2D("content/Rpg/textures/spritesheet.png");
_spriteSheet.SamplerState = SamplerStateManager.PointClamp;
_treeSprite = SubTexture2D.CreateFromGrid(_spriteSheet, Vector2(5, 10), Vector2(128), .(1, 2));
_barrelSprite = SubTexture2D.CreateFromGrid(_spriteSheet, Vector2(9, 11), Vector2(128));
}
public override void Update(GameTime gameTime)
{
@@ -102,12 +99,13 @@ namespace Sandbox
RenderCommand.SetViewport(_context.SwapChain.BackbufferViewport);
Renderer2D.Stats.Reset();
Renderer2D.BeginScene(cameraController.Camera, .BackToFront);
RenderCommand.SetBlendState(_alphaBlendState);
RenderCommand.SetDepthStencilState(_depthStencilState);
#if FALSE
Renderer2D.BeginScene(cameraController.Camera, .BackToFront);
float rotation = (float)gameTime.TotalTime.TotalSeconds;
Renderer2D.DrawQuad(Vector3(0, 0, 1), Vector2(20), 0, _checkerTexture, .White, .(0, 0, 10, 10));
@@ -140,6 +138,14 @@ namespace Sandbox
//FontRenderer.DrawText(prepared, 0, 0);
//prepared.ReleaseRef();
Renderer2D.EndScene();
#endif
Renderer2D.BeginScene(cameraController.Camera, .BackToFront);
Renderer2D.DrawQuad(Vector3(0, 0, 1), Vector2(1, 2), 0, _treeSprite);
Renderer2D.DrawQuad(Vector3(1, 0, 1), Vector2(1, 1), 0, _barrelSprite);
Renderer2D.EndScene();
}