Support rendering sprites into non-rectangular quads.
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@@ -81,6 +81,21 @@ namespace OpenRA.Graphics
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DrawSprite(s, location, 0, size);
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}
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public void DrawSprite(Sprite s, float2 a, float2 b, float2 c, float2 d)
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{
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Renderer.CurrentBatchRenderer = this;
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if (s.sheet != currentSheet)
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Flush();
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if (nv + 4 > Renderer.TempBufferSize)
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Flush();
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currentSheet = s.sheet;
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Util.FastCreateQuad(vertices, a, b, c, d, s, 0, nv);
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nv += 4;
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}
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public void DrawVertexBuffer(IVertexBuffer<Vertex> buffer, int start, int length, PrimitiveType type, Sheet sheet)
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{
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shader.SetTexture("DiffuseTexture", sheet.Texture);
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@@ -18,17 +18,21 @@ namespace OpenRA.Graphics
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static float[] channelSelect = { 0.75f, 0.25f, -0.25f, -0.75f };
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public static void FastCreateQuad(Vertex[] vertices, float2 o, Sprite r, int palette, int nv, float2 size)
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{
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var b = new float2(o.X + size.X, o.Y);
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var c = new float2(o.X + size.X, o.Y + size.Y);
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var d = new float2(o.X, o.Y + size.Y);
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FastCreateQuad(vertices, o, b, c, d, r, palette, nv);
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}
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public static void FastCreateQuad(Vertex[] vertices, float2 a, float2 b, float2 c, float2 d, Sprite r, int palette, int nv)
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{
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var attrib = new float2(palette / (float)HardwarePalette.MaxPalettes, channelSelect[(int)r.channel]);
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vertices[nv] = new Vertex(o,
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r.FastMapTextureCoords(0), attrib);
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vertices[nv + 1] = new Vertex(new float2(o.X + size.X, o.Y),
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r.FastMapTextureCoords(1), attrib);
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vertices[nv + 2] = new Vertex(new float2(o.X + size.X, o.Y + size.Y),
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r.FastMapTextureCoords(3), attrib);
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vertices[nv + 3] = new Vertex(new float2(o.X, o.Y + size.Y),
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r.FastMapTextureCoords(2), attrib);
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vertices[nv] = new Vertex(a, r.FastMapTextureCoords(0), attrib);
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vertices[nv + 1] = new Vertex(b, r.FastMapTextureCoords(1), attrib);
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vertices[nv + 2] = new Vertex(c, r.FastMapTextureCoords(3), attrib);
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vertices[nv + 3] = new Vertex(d, r.FastMapTextureCoords(2), attrib);
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}
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static readonly int[] channelMasks = { 2, 1, 0, 3 }; // yes, our channel order is nuts.
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