Fix depth offsets for sprite with non-zero ZRamp.

Bibs and other effects that should be drawn at ground level
can now simply define ZRamp: 1, Offset: <X>,<Y>,1, avoiding the
need to account for the Y offset or internal sprite offsets.
This commit is contained in:
Paul Chote
2021-07-24 23:39:08 +01:00
committed by reaperrr
parent 27f9f35efb
commit be3412ee74
9 changed files with 73 additions and 99 deletions

View File

@@ -288,11 +288,18 @@ namespace OpenRA.Mods.Common.Graphics
};
var subSrc = GetSpriteSrc(modData, tileSet, sequence, animation, sub.Key, sd);
var subSprites = cache[subSrc, subGetUsedFrames].Select(
s => s != null ? new Sprite(s.Sheet,
FlipRectangle(s.Bounds, subFlipX, subFlipY), ZRamp,
new float3(subFlipX ? -s.Offset.X : s.Offset.X, subFlipY ? -s.Offset.Y : s.Offset.Y, s.Offset.Z) + subOffset + offset,
s.Channel, blendMode) : null).ToList();
var subSprites = cache[subSrc, subGetUsedFrames].Select(s =>
{
if (s == null)
return null;
var bounds = FlipRectangle(s.Bounds, subFlipX, subFlipY);
var dx = subOffset.X + offset.X + (subFlipX ? -s.Offset.X : s.Offset.X);
var dy = subOffset.Y + offset.Y + (subFlipY ? -s.Offset.Y : s.Offset.Y);
var dz = subOffset.Z + offset.Z + s.Offset.Z + ZRamp * dy;
return new Sprite(s.Sheet, bounds, ZRamp, new float3(dx, dy, dz), s.Channel, blendMode);
}).ToList();
var frames = subFrames != null ? subFrames.Skip(subStart).Take(subLength).ToArray() : Exts.MakeArray(subLength, i => subStart + i);
combined = combined.Concat(frames.Select(i => subSprites[i]));
@@ -306,11 +313,18 @@ namespace OpenRA.Mods.Common.Graphics
// Apply offset to each sprite in the sequence
// Different sequences may apply different offsets to the same frame
var src = GetSpriteSrc(modData, tileSet, sequence, animation, info.Value, d);
sprites = cache[src, getUsedFrames].Select(
s => s != null ? new Sprite(s.Sheet,
FlipRectangle(s.Bounds, flipX, flipY), ZRamp,
new float3(flipX ? -s.Offset.X : s.Offset.X, flipY ? -s.Offset.Y : s.Offset.Y, s.Offset.Z) + offset,
s.Channel, blendMode) : null).ToArray();
sprites = cache[src, getUsedFrames].Select(s =>
{
if (s == null)
return null;
var bounds = FlipRectangle(s.Bounds, flipX, flipY);
var dx = offset.X + (flipX ? -s.Offset.X : s.Offset.X);
var dy = offset.Y + (flipY ? -s.Offset.Y : s.Offset.Y);
var dz = offset.Z + s.Offset.Z + ZRamp * dy;
return new Sprite(s.Sheet, bounds, ZRamp, new float3(dx, dy, dz), s.Channel, blendMode);
}).ToArray();
}
alpha = LoadField(d, "Alpha", (float[])null);