minimap: add support for sprite scaling to SpriteRenderer/Graphics.Util
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@@ -55,12 +55,17 @@ namespace OpenRa.Game.Graphics
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}
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public void DrawSprite(Sprite s, float2 location, PaletteType palette)
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{
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DrawSprite(s, location, palette, s.size);
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}
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public void DrawSprite(Sprite s, float2 location, PaletteType palette, float2 size)
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{
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if (s.sheet != currentSheet)
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Flush();
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currentSheet = s.sheet;
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Util.FastCreateQuad(vertices, indices, location.ToInt2(), s, (int) palette, nv, ni);
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Util.FastCreateQuad(vertices, indices, location.ToInt2(), s, (int)palette, nv, ni, size);
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nv += 4; ni += 6;
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if (++sprites >= spritesPerBatch)
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Flush();
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@@ -34,7 +34,7 @@ namespace OpenRa.Game.Graphics
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for( int i = map.XOffset ; i < map.XOffset + map.Width; i++ )
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{
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Sprite tile = tileMapping[map.MapTiles[i, j]];
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Util.FastCreateQuad(vertices, indices, Game.CellSize * new float2(i, j), tile, 0, nv, ni);
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Util.FastCreateQuad(vertices, indices, Game.CellSize * new float2(i, j), tile, 0, nv, ni, tile.size);
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nv += 4;
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ni += 6;
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}
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@@ -57,14 +57,14 @@ namespace OpenRa.Game.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, ushort[] indices, float2 o, Sprite r, int palette, int nv, int ni)
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public static void FastCreateQuad(Vertex[] vertices, ushort[] indices, float2 o, Sprite r, int palette, int nv, int ni, float2 size)
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{
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float2 attrib = new float2(palette / 16.0f, channelSelect[(int)r.channel]);
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vertices[nv] = new Vertex(KLerp(o, r.size, 0), r.FastMapTextureCoords(0), attrib);
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vertices[nv + 1] = new Vertex(KLerp(o, r.size, 1), r.FastMapTextureCoords(1), attrib);
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vertices[nv + 2] = new Vertex(KLerp(o, r.size, 2), r.FastMapTextureCoords(2), attrib);
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vertices[nv + 3] = new Vertex(KLerp(o, r.size, 3), r.FastMapTextureCoords(3), attrib);
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vertices[nv] = new Vertex(KLerp(o, size, 0), r.FastMapTextureCoords(0), attrib);
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vertices[nv + 1] = new Vertex(KLerp(o, size, 1), r.FastMapTextureCoords(1), attrib);
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vertices[nv + 2] = new Vertex(KLerp(o, size, 2), r.FastMapTextureCoords(2), attrib);
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vertices[nv + 3] = new Vertex(KLerp(o, size, 3), r.FastMapTextureCoords(3), attrib);
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indices[ni] = (ushort)(nv);
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indices[ni + 1] = indices[ni + 3] = (ushort)(nv + 1);
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