mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Subtextures
This commit is contained in:
@@ -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)
|
||||
{
|
||||
@@ -648,34 +666,65 @@ 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))
|
||||
{
|
||||
Matrix transform = Calculate2DTransform(position, size, rotation);
|
||||
@@ -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);
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 372 KiB |
@@ -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.
|
||||
|
||||
###############################################################################
|
||||
@@ -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)
|
||||
{
|
||||
@@ -103,11 +100,12 @@ namespace Sandbox
|
||||
|
||||
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();
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user