wow, it works!
git-svn-id: svn://svn.ijw.co.nz/svn/OpenRa@1190 993157c7-ee19-0410-b2c4-bb4e9862e678
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@@ -13,7 +13,7 @@ namespace OpenRa.Game
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float u0 = (float)(s.origin.X + 0.5f) / (float)s.sheet.bitmap.Width;
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float u1 = (float)(s.origin.X + s.size.Width) / (float)s.sheet.bitmap.Width;
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return (u > 0) ? u1 : u0;// (1 - u) * u0 + u * u1;
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return (u > 0) ? u1 : u0;
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}
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public static float V(SheetRectangle<Sheet> s, float v)
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@@ -21,7 +21,7 @@ namespace OpenRa.Game
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float v0 = (float)(s.origin.Y + 0.5f) / (float)s.sheet.bitmap.Height;
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float v1 = (float)(s.origin.Y + s.size.Height) / (float)s.sheet.bitmap.Height;
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return (v > 0) ? v1 : v0;// return (1 - v) * v0 + v * v1;
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return (v > 0) ? v1 : v0;
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}
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public static Vertex MakeVertex(PointF o, float u, float v, SheetRectangle<Sheet> r)
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@@ -29,7 +29,8 @@ namespace OpenRa.Game
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float x2 = o.X + r.size.Width;
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float y2 = o.Y + r.size.Height;
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return new Vertex(Lerp(o.X, x2, u), Lerp(o.Y, y2, v), 0, U(r, u), V(r, v));
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return new Vertex(Lerp(o.X, x2, u), Lerp(o.Y, y2, v), 0, U(r, u), V(r, v),
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0, 1);
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}
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static float Lerp(float a, float b, float t)
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@@ -54,5 +55,39 @@ namespace OpenRa.Game
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indices.Add((ushort)(offset + 3));
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indices.Add((ushort)(offset + 2));
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}
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public static void CopyIntoChannel(Bitmap bitmap, TextureChannel channel, byte[] src, SheetRectangle<Sheet> s)
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{
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for( int i = 0; i < s.size.Width; i++ )
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for (int j = 0; j < s.size.Height; j++)
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{
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Point p = new Point(s.origin.X + i, s.origin.Y + j);
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byte b = src[i + s.size.Width * j];
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Color original = bitmap.GetPixel(p.X, p.Y);
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bitmap.SetPixel(p.X, p.Y, ReplaceChannel(original, channel, b));
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}
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}
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static Color ReplaceChannel(Color o, TextureChannel channel, byte p)
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{
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switch (channel)
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{
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case TextureChannel.Red: return Color.FromArgb(o.A, p, o.G, o.B);
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case TextureChannel.Green: return Color.FromArgb(o.A, o.R, p, o.B);
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case TextureChannel.Blue: return Color.FromArgb(o.A, o.R, o.G, p);
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case TextureChannel.Alpha: return Color.FromArgb(p, o.R, o.G, o.B);
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default:
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throw new ArgumentException();
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}
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}
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}
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enum TextureChannel
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{
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Red,
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Green,
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Blue,
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Alpha,
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}
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}
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