minimap: add support for sprite scaling to SpriteRenderer/Graphics.Util

This commit is contained in:
Chris Forbes
2010-01-05 13:51:51 +13:00
parent 512e56aec7
commit dc7c6d5cd6
3 changed files with 12 additions and 7 deletions

View File

@@ -55,12 +55,17 @@ namespace OpenRa.Game.Graphics
} }
public void DrawSprite(Sprite s, float2 location, PaletteType palette) public void DrawSprite(Sprite s, float2 location, PaletteType palette)
{
DrawSprite(s, location, palette, s.size);
}
public void DrawSprite(Sprite s, float2 location, PaletteType palette, float2 size)
{ {
if (s.sheet != currentSheet) if (s.sheet != currentSheet)
Flush(); Flush();
currentSheet = s.sheet; currentSheet = s.sheet;
Util.FastCreateQuad(vertices, indices, location.ToInt2(), s, (int) palette, nv, ni); Util.FastCreateQuad(vertices, indices, location.ToInt2(), s, (int)palette, nv, ni, size);
nv += 4; ni += 6; nv += 4; ni += 6;
if (++sprites >= spritesPerBatch) if (++sprites >= spritesPerBatch)
Flush(); Flush();

View File

@@ -34,7 +34,7 @@ namespace OpenRa.Game.Graphics
for( int i = map.XOffset ; i < map.XOffset + map.Width; i++ ) for( int i = map.XOffset ; i < map.XOffset + map.Width; i++ )
{ {
Sprite tile = tileMapping[map.MapTiles[i, j]]; Sprite tile = tileMapping[map.MapTiles[i, j]];
Util.FastCreateQuad(vertices, indices, Game.CellSize * new float2(i, j), tile, 0, nv, ni); Util.FastCreateQuad(vertices, indices, Game.CellSize * new float2(i, j), tile, 0, nv, ni, tile.size);
nv += 4; nv += 4;
ni += 6; ni += 6;
} }

View File

@@ -57,14 +57,14 @@ namespace OpenRa.Game.Graphics
static float[] channelSelect = { 0.75f, 0.25f, -0.25f, -0.75f }; static float[] channelSelect = { 0.75f, 0.25f, -0.25f, -0.75f };
public static void FastCreateQuad(Vertex[] vertices, ushort[] indices, float2 o, Sprite r, int palette, int nv, int ni) public static void FastCreateQuad(Vertex[] vertices, ushort[] indices, float2 o, Sprite r, int palette, int nv, int ni, float2 size)
{ {
float2 attrib = new float2(palette / 16.0f, channelSelect[(int)r.channel]); float2 attrib = new float2(palette / 16.0f, channelSelect[(int)r.channel]);
vertices[nv] = new Vertex(KLerp(o, r.size, 0), r.FastMapTextureCoords(0), attrib); vertices[nv] = new Vertex(KLerp(o, size, 0), r.FastMapTextureCoords(0), attrib);
vertices[nv + 1] = new Vertex(KLerp(o, r.size, 1), r.FastMapTextureCoords(1), attrib); vertices[nv + 1] = new Vertex(KLerp(o, size, 1), r.FastMapTextureCoords(1), attrib);
vertices[nv + 2] = new Vertex(KLerp(o, r.size, 2), r.FastMapTextureCoords(2), attrib); vertices[nv + 2] = new Vertex(KLerp(o, size, 2), r.FastMapTextureCoords(2), attrib);
vertices[nv + 3] = new Vertex(KLerp(o, r.size, 3), r.FastMapTextureCoords(3), attrib); vertices[nv + 3] = new Vertex(KLerp(o, size, 3), r.FastMapTextureCoords(3), attrib);
indices[ni] = (ushort)(nv); indices[ni] = (ushort)(nv);
indices[ni + 1] = indices[ni + 3] = (ushort)(nv + 1); indices[ni + 1] = indices[ni + 3] = (ushort)(nv + 1);