Allow sequences to define depth offsets via sprites.
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@@ -52,7 +52,9 @@ namespace OpenRA.Graphics
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float3 ScreenPosition(WorldRenderer wr)
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{
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var xy = wr.ScreenPxPosition(pos) + wr.ScreenPxOffset(offset) - (0.5f * scale * sprite.Size.XY).ToInt2();
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return new float3(xy, wr.ScreenZPosition(pos, 0) - 0.5f * scale * sprite.Size.Z);
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// HACK: The z offset needs to be applied somewhere, but this probably is the wrong place.
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return new float3(xy, sprite.Offset.Z + wr.ScreenZPosition(pos, 0) - 0.5f * scale * sprite.Size.Z);
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}
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public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
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@@ -161,7 +161,7 @@ namespace OpenRA.Mods.Common.Graphics
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// Allow per-sprite offset, flipping, start, and length
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var subStart = LoadField(sd, "Start", 0);
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var subOffset = LoadField(sd, "Offset", float2.Zero);
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var subOffset = LoadField(sd, "Offset", float3.Zero);
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var subFlipX = LoadField(sd, "FlipX", false);
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var subFlipY = LoadField(sd, "FlipY", false);
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@@ -169,7 +169,7 @@ namespace OpenRA.Mods.Common.Graphics
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var subSprites = cache[subSrc].Select(
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s => new Sprite(s.Sheet,
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FlipRectangle(s.Bounds, subFlipX, subFlipY), ZRamp,
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new float2(subFlipX ? -s.Offset.X : s.Offset.X, subFlipY ? -s.Offset.Y : s.Offset.Y) + subOffset + offset,
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new float3(subFlipX ? -s.Offset.X : s.Offset.X, subFlipY ? -s.Offset.Y : s.Offset.Y, s.Offset.Z) + subOffset + offset,
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s.Channel, blendMode));
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var subLength = 0;
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@@ -192,10 +192,47 @@ namespace OpenRA.Mods.Common.Graphics
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sprites = cache[src].Select(
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s => new Sprite(s.Sheet,
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FlipRectangle(s.Bounds, flipX, flipY), ZRamp,
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new float2(flipX ? -s.Offset.X : s.Offset.X, flipY ? -s.Offset.Y : s.Offset.Y) + offset,
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new float3(flipX ? -s.Offset.X : s.Offset.X, flipY ? -s.Offset.Y : s.Offset.Y, s.Offset.Z) + offset,
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s.Channel, blendMode)).ToArray();
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}
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var depthSprite = LoadField<string>(d, "DepthSprite", null);
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if (!string.IsNullOrEmpty(depthSprite))
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{
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var depthSpriteFrame = LoadField(d, "DepthSpriteFrame", 0);
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var depthOffset = LoadField(d, "DepthSpriteOffset", float2.Zero);
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var depthSprites = cache.AllCached(depthSprite)
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.Select(s => s[depthSpriteFrame]);
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sprites = sprites.Select(s =>
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{
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// The depth sprite must live on the same sheet as the main sprite
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var ds = depthSprites.FirstOrDefault(dss => dss.Sheet == s.Sheet);
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if (ds == null)
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{
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// The sequence has probably overflowed onto a new sheet.
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// Allocating a new depth sprite on this sheet will almost certainly work
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ds = cache.Reload(depthSprite)[depthSpriteFrame];
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depthSprites = cache.AllCached(depthSprite)
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.Select(ss => ss[depthSpriteFrame]);
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// If that doesn't work then we may be referencing a cached sprite from an earlier sheet
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// TODO: We could try and reallocate the main sprite, but that requires more complicated code and a perf hit
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// We'll only cross that bridge if this becomes a problem in reality
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if (ds.Sheet != s.Sheet)
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throw new SheetOverflowException("Cross-sheet depth sprite reference: {0}.{1}: {2}");
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}
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var cw = (ds.Bounds.Left + ds.Bounds.Right) / 2 + (int)(s.Offset.X + depthOffset.X);
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var ch = (ds.Bounds.Top + ds.Bounds.Bottom) / 2 + (int)(s.Offset.Y + depthOffset.Y);
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var w = s.Bounds.Width / 2;
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var h = s.Bounds.Height / 2;
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var r = Rectangle.FromLTRB(cw - w, ch - h, cw + w, ch + h);
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return new SpriteWithSecondaryData(s, r, ds.Channel);
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}).ToArray();
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}
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MiniYaml length;
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if (d.TryGetValue("Length", out length) && length.Value == "*")
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Length = sprites.Length - Start;
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BIN
mods/ts/bits/isodepth.shp
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BIN
mods/ts/bits/isodepth.shp
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