Changed Vertex constructors to pass more parameters as plain floats.
This avoids callers having to construct a float2 struct, only to have the Vertex constructor unwrap it into individual components again.
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@@ -77,12 +77,12 @@ namespace OpenRA.Graphics
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Flush();
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vertices[nv++] = new Vertex(start + offset,
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new float2(startColor.R / 255.0f, startColor.G / 255.0f),
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new float2(startColor.B / 255.0f, startColor.A / 255.0f));
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startColor.R / 255.0f, startColor.G / 255.0f,
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startColor.B / 255.0f, startColor.A / 255.0f);
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vertices[nv++] = new Vertex(end + offset,
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new float2(endColor.R / 255.0f, endColor.G / 255.0f),
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new float2(endColor.B / 255.0f, endColor.A / 255.0f));
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endColor.R / 255.0f, endColor.G / 255.0f,
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endColor.B / 255.0f, endColor.A / 255.0f);
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}
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public void FillRect(RectangleF r, Color color)
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@@ -43,17 +43,21 @@ namespace OpenRA.Graphics
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}
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}
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public void FillRect(RectangleF r, Color color)
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public void FillRect(RectangleF rect, Color color)
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{
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Renderer.CurrentBatchRenderer = this;
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if (nv + 4 > Renderer.TempBufferSize)
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Flush();
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vertices[nv] = new Vertex(new float2(r.Left, r.Top), new float2(color.R / 255.0f, color.G / 255.0f), new float2(color.B / 255.0f, color.A / 255.0f));
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vertices[nv + 1] = new Vertex(new float2(r.Right, r.Top), new float2(color.R / 255.0f, color.G / 255.0f), new float2(color.B / 255.0f, color.A / 255.0f));
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vertices[nv + 2] = new Vertex(new float2(r.Right, r.Bottom), new float2(color.R / 255.0f, color.G / 255.0f), new float2(color.B / 255.0f, color.A / 255.0f));
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vertices[nv + 3] = new Vertex(new float2(r.Left, r.Bottom), new float2(color.R / 255.0f, color.G / 255.0f), new float2(color.B / 255.0f, color.A / 255.0f));
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var r = color.R / 255.0f;
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var g = color.G / 255.0f;
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var b = color.B / 255.0f;
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var a = color.A / 255.0f;
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vertices[nv] = new Vertex(new float2(rect.Left, rect.Top), r, g, b, a);
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vertices[nv + 1] = new Vertex(new float2(rect.Right, rect.Top), r, g, b, a);
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vertices[nv + 2] = new Vertex(new float2(rect.Right, rect.Bottom), r, g, b, a);
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vertices[nv + 3] = new Vertex(new float2(rect.Left, rect.Bottom), r, g, b, a);
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nv += 4;
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}
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@@ -21,7 +21,7 @@ namespace OpenRA.Graphics
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public readonly float2 size;
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public readonly float2 offset;
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public readonly float2 fractionalOffset;
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readonly float top, left, bottom, right;
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public readonly float top, left, bottom, right;
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public Sprite(Sheet sheet, Rectangle bounds, TextureChannel channel)
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: this(sheet, bounds, float2.Zero, channel, BlendMode.Alpha) {}
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@@ -45,26 +45,6 @@ namespace OpenRA.Graphics
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right = (float)(bounds.Right) / sheet.Size.Width;
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bottom = (float)(bounds.Bottom) / sheet.Size.Height;
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}
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public float2 TopLeftTextureCoords
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{
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get { return new float2(left, top); }
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}
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public float2 TopRightTextureCoords
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{
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get { return new float2(right, top); }
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}
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public float2 BottomLeftTextureCoords
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{
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get { return new float2(left, bottom); }
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}
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public float2 BottomRightTextureCoords
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{
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get { return new float2(right, bottom); }
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}
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}
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public enum TextureChannel
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@@ -29,12 +29,13 @@ namespace OpenRA.Graphics
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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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var attribP = palette / (float)HardwarePalette.MaxPalettes;
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var attribC = channelSelect[(int)r.channel];
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vertices[nv] = new Vertex(a, r.TopLeftTextureCoords, attrib);
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vertices[nv + 1] = new Vertex(b, r.TopRightTextureCoords, attrib);
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vertices[nv + 2] = new Vertex(c, r.BottomRightTextureCoords, attrib);
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vertices[nv + 3] = new Vertex(d, r.BottomLeftTextureCoords, attrib);
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vertices[nv] = new Vertex(a, r.left, r.top, attribP, attribC);
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vertices[nv + 1] = new Vertex(b, r.right, r.top, attribP, attribC);
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vertices[nv + 2] = new Vertex(c, r.right, r.bottom, attribP, attribC);
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vertices[nv + 3] = new Vertex(d, r.left, r.bottom, attribP, attribC);
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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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@@ -18,18 +18,18 @@ namespace OpenRA.Graphics
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public float x, y, z, u, v;
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public float p, c;
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public Vertex(float2 xy, float2 uv, float2 pc)
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public Vertex(float2 xy, float u, float v, float p, float c)
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{
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this.x = xy.X; this.y = xy.Y; this.z = 0;
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this.u = uv.X; this.v = uv.Y;
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this.p = pc.X; this.c = pc.Y;
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this.u = u; this.v = v;
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this.p = p; this.c = c;
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}
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public Vertex(float[] xyz, float2 uv, float2 pc)
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public Vertex(float[] xyz, float u, float v, float p, float c)
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{
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this.x = xyz[0]; this.y = xyz[1]; this.z = xyz[2];
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this.u = uv.X; this.v = uv.Y;
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this.p = pc.X; this.c = pc.Y;
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this.u = u; this.v = v;
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this.p = p; this.c = c;
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}
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}
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}
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@@ -87,13 +87,14 @@ namespace OpenRA.Graphics
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Util.FastCopyIntoChannel(s, 1, normals);
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s.sheet.CommitData();
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var channels = new float2(channelSelect[(int)s.channel], channelSelect[(int)s.channel + 1]);
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var channelP =channelSelect[(int)s.channel];
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var channelC = channelSelect[(int)s.channel + 1];
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return new Vertex[4]
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{
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new Vertex(coord(0, 0), s.TopLeftTextureCoords, channels),
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new Vertex(coord(su, 0), s.TopRightTextureCoords, channels),
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new Vertex(coord(su, sv), s.BottomRightTextureCoords, channels),
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new Vertex(coord(0, sv), s.BottomLeftTextureCoords, channels)
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new Vertex(coord(0, 0), s.left, s.top, channelP, channelC),
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new Vertex(coord(su, 0),s.right, s.top, channelP, channelC),
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new Vertex(coord(su, sv), s.right, s.bottom, channelP, channelC),
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new Vertex(coord(0, sv), s.left, s.bottom, channelP, channelC)
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};
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}
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