Fixed wall sections being rendered incorrectly if texture scale is changed, fixed gaps between tiles due to the width/height of the tile being rounded down as a result of texture scaling
This commit is contained in:
@@ -164,8 +164,8 @@ namespace Barotrauma
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}
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}
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Point textureOffset = new Point(
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Point textureOffset = new Point(
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Math.Abs(rect.Location.X - sections[i].rect.Location.X),
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(int)(Math.Abs(rect.Location.X - sections[i].rect.Location.X) / textureScale.X),
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Math.Abs(rect.Location.Y - sections[i].rect.Location.Y));
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(int)(Math.Abs(rect.Location.Y - sections[i].rect.Location.Y) / textureScale.Y));
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if (flippedX && isHorizontal)
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if (flippedX && isHorizontal)
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{
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{
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@@ -116,12 +116,14 @@ namespace Barotrauma
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// Init optional values, if not provided
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// Init optional values, if not provided
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if (rect.HasValue)
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if (rect.HasValue)
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{
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{
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//TODO: this probably shouldn't be modifying the sourceRect of the sprite?
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sourceRect = rect.Value;
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sourceRect = rect.Value;
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}
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}
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color = color ?? Color.White;
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color = color ?? Color.White;
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startOffset = startOffset ?? Point.Zero;
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startOffset = startOffset ?? Point.Zero;
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Vector2 scale = textureScale ?? Vector2.One;
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Vector2 scale = textureScale ?? Vector2.One;
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//which area of the texture to draw
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Rectangle texPerspective = sourceRect;
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Rectangle texPerspective = sourceRect;
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texPerspective.Location += startOffset.Value;
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texPerspective.Location += startOffset.Value;
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targetSize = targetSize / scale;
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targetSize = targetSize / scale;
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@@ -131,28 +133,30 @@ namespace Barotrauma
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//how many times the texture needs to be drawn on the y-axis
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//how many times the texture needs to be drawn on the y-axis
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int yTiles = (int)Math.Ceiling(targetSize.Y / sourceRect.Height);
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int yTiles = (int)Math.Ceiling(targetSize.Y / sourceRect.Height);
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// ??
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//wrap texPerspective inside the source rectangle
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while (texPerspective.X >= sourceRect.Right)
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while (texPerspective.X >= sourceRect.Right)
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texPerspective.X = sourceRect.X + (texPerspective.X - sourceRect.Right);
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texPerspective.X = sourceRect.X + (texPerspective.X - sourceRect.Right);
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while (texPerspective.Y >= sourceRect.Bottom)
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while (texPerspective.Y >= sourceRect.Bottom)
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texPerspective.Y = sourceRect.Y + (texPerspective.Y - sourceRect.Bottom);
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texPerspective.Y = sourceRect.Y + (texPerspective.Y - sourceRect.Bottom);
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float top = pos.Y;
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float top = pos.Y;
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texPerspective.Height = (int)Math.Min(targetSize.Y, sourceRect.Height);
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texPerspective.Height = (int)Math.Min(Math.Ceiling(targetSize.Y), sourceRect.Height);
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for (int y = 0; y < yTiles; y++)
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for (int y = 0; y < yTiles; y++)
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{
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{
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float movementY = texPerspective.Height * scale.Y;
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float movementY = texPerspective.Height * scale.Y;
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texPerspective.Height = Math.Min((int)(targetSize.Y - texPerspective.Height * y), texPerspective.Height);
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texPerspective.Height = Math.Min((int)Math.Ceiling(targetSize.Y - texPerspective.Height * y), texPerspective.Height);
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float left = pos.X;
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float left = pos.X;
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texPerspective.Width = (int)Math.Min(targetSize.X, sourceRect.Width);
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texPerspective.Width = Math.Min((int)Math.Ceiling(targetSize.X), sourceRect.Width);
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for (int x = 0; x < xTiles; x++)
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for (int x = 0; x < xTiles; x++)
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{
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{
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float movementX = texPerspective.Width * scale.X;
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float movementX = texPerspective.Width * scale.X;
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texPerspective.Width = Math.Min((int)(targetSize.X - texPerspective.Width * x), texPerspective.Width);
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texPerspective.Width = Math.Min((int)Math.Ceiling(targetSize.X - texPerspective.Width * x), texPerspective.Width);
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//the edge of this tile would go over the right edge of the source rectangle,
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//we need to wrap back and draw a slice from the left side
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if (texPerspective.Right > sourceRect.Right)
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if (texPerspective.Right > sourceRect.Right)
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{
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{
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int diff = texPerspective.Right - sourceRect.Right;
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int diff = texPerspective.Right - sourceRect.Right;
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@@ -170,28 +174,29 @@ namespace Barotrauma
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{
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{
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texPerspective.Width -= diff;
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texPerspective.Width -= diff;
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spriteBatch.Draw(texture,
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spriteBatch.Draw(texture,
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new Vector2(left + texPerspective.Width, top),
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new Vector2(left + texPerspective.Width * scale.X, top),
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new Rectangle(sourceRect.X, texPerspective.Y, (int)diff, texPerspective.Height),
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new Rectangle(sourceRect.X, texPerspective.Y, diff, texPerspective.Height),
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color.Value, rotation, Vector2.Zero, scale, effects, depth ?? this.depth);
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color.Value, rotation, Vector2.Zero, scale, effects, depth ?? this.depth);
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}
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}
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}
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}
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else if (texPerspective.Bottom > sourceRect.Bottom)
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else if (texPerspective.Bottom > sourceRect.Bottom)
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{
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{
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//TODO: make this work correctly on vertically flipped sprites
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int diff = texPerspective.Bottom - sourceRect.Bottom;
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int diff = texPerspective.Bottom - sourceRect.Bottom;
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texPerspective.Height -= diff;
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texPerspective.Height -= diff;
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spriteBatch.Draw(texture,
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spriteBatch.Draw(texture,
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new Vector2(left, top + texPerspective.Height),
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new Vector2(left, top + texPerspective.Height * scale.Y),
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new Rectangle(texPerspective.X, sourceRect.Y, texPerspective.Width, diff),
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new Rectangle(texPerspective.X, sourceRect.Y, texPerspective.Width, diff),
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color.Value, rotation, Vector2.Zero, scale, effects, depth ?? this.depth);
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color.Value, rotation, Vector2.Zero, scale, effects, depth ?? this.depth);
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}
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}
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spriteBatch.Draw(texture, new Vector2(left, top), texPerspective, color.Value, rotation, Vector2.Zero, scale, effects, depth ?? this.depth);
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spriteBatch.Draw(texture, new Vector2(left, top), texPerspective,
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color.Value, rotation, Vector2.Zero, scale, effects, depth ?? this.depth);
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if (texPerspective.X + movementX >= sourceRect.Right) texPerspective.X = sourceRect.X;
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if (texPerspective.X + movementX >= sourceRect.Right && x < xTiles - 1) texPerspective.X = sourceRect.X;
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left += movementX;
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left += movementX;
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}
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}
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if (texPerspective.Y + movementY >= sourceRect.Bottom && y < yTiles - 1) texPerspective.Y = sourceRect.Y;
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if (texPerspective.Y + movementY >= sourceRect.Bottom) texPerspective.Y = sourceRect.Y;
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top += movementY;
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top += movementY;
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}
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}
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}
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}
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