Support rendering sprites into non-rectangular quads.

This commit is contained in:
Paul Chote
2013-06-13 05:07:47 +12:00
parent 7a71f87d9f
commit 2215f74959
2 changed files with 27 additions and 8 deletions

View File

@@ -81,6 +81,21 @@ namespace OpenRA.Graphics
DrawSprite(s, location, 0, size); DrawSprite(s, location, 0, size);
} }
public void DrawSprite(Sprite s, float2 a, float2 b, float2 c, float2 d)
{
Renderer.CurrentBatchRenderer = this;
if (s.sheet != currentSheet)
Flush();
if (nv + 4 > Renderer.TempBufferSize)
Flush();
currentSheet = s.sheet;
Util.FastCreateQuad(vertices, a, b, c, d, s, 0, nv);
nv += 4;
}
public void DrawVertexBuffer(IVertexBuffer<Vertex> buffer, int start, int length, PrimitiveType type, Sheet sheet) public void DrawVertexBuffer(IVertexBuffer<Vertex> buffer, int start, int length, PrimitiveType type, Sheet sheet)
{ {
shader.SetTexture("DiffuseTexture", sheet.Texture); shader.SetTexture("DiffuseTexture", sheet.Texture);

View File

@@ -18,17 +18,21 @@ namespace OpenRA.Graphics
static float[] channelSelect = { 0.75f, 0.25f, -0.25f, -0.75f }; static float[] channelSelect = { 0.75f, 0.25f, -0.25f, -0.75f };
public static void FastCreateQuad(Vertex[] vertices, float2 o, Sprite r, int palette, int nv, float2 size) public static void FastCreateQuad(Vertex[] vertices, float2 o, Sprite r, int palette, int nv, float2 size)
{
var b = new float2(o.X + size.X, o.Y);
var c = new float2(o.X + size.X, o.Y + size.Y);
var d = new float2(o.X, o.Y + size.Y);
FastCreateQuad(vertices, o, b, c, d, r, palette, nv);
}
public static void FastCreateQuad(Vertex[] vertices, float2 a, float2 b, float2 c, float2 d, Sprite r, int palette, int nv)
{ {
var attrib = new float2(palette / (float)HardwarePalette.MaxPalettes, channelSelect[(int)r.channel]); var attrib = new float2(palette / (float)HardwarePalette.MaxPalettes, channelSelect[(int)r.channel]);
vertices[nv] = new Vertex(o, vertices[nv] = new Vertex(a, r.FastMapTextureCoords(0), attrib);
r.FastMapTextureCoords(0), attrib); vertices[nv + 1] = new Vertex(b, r.FastMapTextureCoords(1), attrib);
vertices[nv + 1] = new Vertex(new float2(o.X + size.X, o.Y), vertices[nv + 2] = new Vertex(c, r.FastMapTextureCoords(3), attrib);
r.FastMapTextureCoords(1), attrib); vertices[nv + 3] = new Vertex(d, r.FastMapTextureCoords(2), attrib);
vertices[nv + 2] = new Vertex(new float2(o.X + size.X, o.Y + size.Y),
r.FastMapTextureCoords(3), attrib);
vertices[nv + 3] = new Vertex(new float2(o.X, o.Y + size.Y),
r.FastMapTextureCoords(2), attrib);
} }
static readonly int[] channelMasks = { 2, 1, 0, 3 }; // yes, our channel order is nuts. static readonly int[] channelMasks = { 2, 1, 0, 3 }; // yes, our channel order is nuts.