Added rotation logic to the renderer to enable the use of Interpolated Facings.
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committed by
Matthias Mailänder
parent
e060d6eb05
commit
a1a50d6c98
@@ -20,12 +20,44 @@ namespace OpenRA.Graphics
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// yes, our channel order is nuts.
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static readonly int[] ChannelMasks = { 2, 1, 0, 3 };
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public static void FastCreateQuad(Vertex[] vertices, in float3 o, Sprite r, int2 samplers, float paletteTextureIndex, int nv, in float3 size, in float3 tint, float alpha)
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public static void FastCreateQuad(Vertex[] vertices, in float3 o, Sprite r, int2 samplers, float paletteTextureIndex, int nv,
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in float3 size, in float3 tint, float alpha, float rotation = 0f)
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{
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var b = new float3(o.X + size.X, o.Y, o.Z);
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var c = new float3(o.X + size.X, o.Y + size.Y, o.Z + size.Z);
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var d = new float3(o.X, o.Y + size.Y, o.Z + size.Z);
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FastCreateQuad(vertices, o, b, c, d, r, samplers, paletteTextureIndex, tint, alpha, nv);
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float3 a, b, c, d;
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// Rotate sprite if rotation angle is not equal to 0
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if (rotation != 0f)
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{
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var center = o + 0.5f * size;
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var angleSin = (float)Math.Sin(-rotation);
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var angleCos = (float)Math.Cos(-rotation);
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// Rotated offset for +/- x with +/- y
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var ra = 0.5f * new float3(
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size.X * angleCos - size.Y * angleSin,
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size.X * angleSin + size.Y * angleCos,
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(size.X * angleSin + size.Y * angleCos) * size.Z / size.Y);
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// Rotated offset for +/- x with -/+ y
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var rb = 0.5f * new float3(
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size.X * angleCos + size.Y * angleSin,
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size.X * angleSin - size.Y * angleCos,
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(size.X * angleSin - size.Y * angleCos) * size.Z / size.Y);
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a = center - ra;
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b = center + rb;
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c = center + ra;
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d = center - rb;
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}
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else
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{
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a = o;
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b = new float3(o.X + size.X, o.Y, o.Z);
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c = new float3(o.X + size.X, o.Y + size.Y, o.Z + size.Z);
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d = new float3(o.X, o.Y + size.Y, o.Z + size.Z);
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}
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FastCreateQuad(vertices, a, b, c, d, r, samplers, paletteTextureIndex, tint, alpha, nv);
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}
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public static void FastCreateQuad(Vertex[] vertices,
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@@ -191,6 +223,69 @@ namespace OpenRA.Graphics
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}
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}
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/// <summary>Rotates a quad about its center in the x-y plane.</summary>
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/// <param name="tl">The top left vertex of the quad</param>
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/// <param name="size">A float3 containing the X, Y, and Z lengths of the quad</param>
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/// <param name="rotation">The number of radians to rotate by</param>
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/// <returns>An array of four vertices representing the rotated quad (top-left, top-right, bottom-right, bottom-left)</returns>
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public static float3[] RotateQuad(float3 tl, float3 size, float rotation)
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{
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var center = tl + 0.5f * size;
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var angleSin = (float)Math.Sin(-rotation);
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var angleCos = (float)Math.Cos(-rotation);
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// Rotated offset for +/- x with +/- y
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var ra = 0.5f * new float3(
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size.X * angleCos - size.Y * angleSin,
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size.X * angleSin + size.Y * angleCos,
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(size.X * angleSin + size.Y * angleCos) * size.Z / size.Y);
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// Rotated offset for +/- x with -/+ y
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var rb = 0.5f * new float3(
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size.X * angleCos + size.Y * angleSin,
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size.X * angleSin - size.Y * angleCos,
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(size.X * angleSin - size.Y * angleCos) * size.Z / size.Y);
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return new float3[]
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{
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center - ra,
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center + rb,
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center + ra,
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center - rb
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};
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}
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/// <summary>
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/// Returns the bounds of an object. Used for determining which objects need to be rendered on screen, and which do not.
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/// </summary>
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/// <param name="offset">The top left vertex of the object</param>
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/// <param name="size">A float 3 containing the X, Y, and Z lengths of the object</param>
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/// <param name="rotation">The angle to rotate the object by (use 0f if there is no rotation)</param>
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public static Rectangle BoundingRectangle(float3 offset, float3 size, float rotation)
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{
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if (rotation == 0f)
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return new Rectangle((int)offset.X, (int)offset.Y, (int)size.X, (int)size.Y);
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var rotatedQuad = Util.RotateQuad(offset, size, rotation);
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var minX = rotatedQuad[0].X;
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var maxX = rotatedQuad[0].X;
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var minY = rotatedQuad[0].Y;
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var maxY = rotatedQuad[0].Y;
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for (var i = 1; i < rotatedQuad.Length; i++)
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{
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minX = Math.Min(rotatedQuad[i].X, minX);
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maxX = Math.Max(rotatedQuad[i].X, maxX);
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minY = Math.Min(rotatedQuad[i].Y, minY);
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maxY = Math.Max(rotatedQuad[i].Y, maxY);
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}
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return new Rectangle(
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(int)minX,
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(int)minY,
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(int)Math.Ceiling(maxX) - (int)minX,
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(int)Math.Ceiling(maxY) - (int)minY);
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}
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public static Color PremultiplyAlpha(Color c)
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{
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if (c.A == byte.MaxValue)
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