Cherry-picked [ab78991]: Rendering tiled sprites with scaling works correctly now (I think?), added option to edit the offset of structure textures

This commit is contained in:
Joonas Rikkonen
2018-04-17 12:11:48 +03:00
parent 607acb6e8a
commit 9a8f13140e
4 changed files with 192 additions and 113 deletions

View File

@@ -16,7 +16,28 @@ namespace Barotrauma
partial class Structure : MapEntity, IDamageable, IServerSerializable
{
private List<ConvexHull> convexHulls;
protected Vector2 textureScale = Vector2.One;
[Editable, Serialize("1.0, 1.0", true)]
public Vector2 TextureScale
{
get { return textureScale; }
set
{
textureScale = new Vector2(
MathHelper.Clamp(value.X, 0.01f, 10),
MathHelper.Clamp(value.Y, 0.01f, 10));
}
}
protected Vector2 textureOffset = Vector2.Zero;
[Editable, Serialize("0.0, 0.0", true)]
public Vector2 TextureOffset
{
get { return textureOffset; }
set { textureOffset = value; }
}
private void GenerateConvexHull()
{
// If not null and not empty , remove the hulls from the system
@@ -125,24 +146,38 @@ namespace Barotrauma
float depth = prefab.sprite.Depth;
depth -= (ID % 255) * 0.000001f;
Vector2 textureOffset = this.textureOffset;
if (flippedX) textureOffset.X = -textureOffset.X;
if (flippedY) textureOffset.Y = -textureOffset.Y;
if (back && damageEffect == null)
{
if (prefab.BackgroundSprite != null)
{
SpriteEffects oldEffects = prefab.BackgroundSprite.effects;
prefab.BackgroundSprite.effects ^= SpriteEffects;
Point backGroundOffset = new Point(
MathUtils.PositiveModulo((int)-textureOffset.X, prefab.BackgroundSprite.SourceRect.Width),
MathUtils.PositiveModulo((int)-textureOffset.Y, prefab.BackgroundSprite.SourceRect.Height));
prefab.BackgroundSprite.DrawTiled(
spriteBatch,
new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)),
new Vector2(rect.Width, rect.Height),
color: color,
textureScale: TextureScale);
textureScale: TextureScale,
startOffset: backGroundOffset);
prefab.BackgroundSprite.effects = oldEffects;
}
}
SpriteEffects oldEffects = prefab.sprite.effects;
prefab.sprite.effects ^= SpriteEffects;
if (back == prefab.sprite.Depth > 0.5f || editing)
{
SpriteEffects oldEffects = prefab.sprite.effects;
prefab.sprite.effects ^= SpriteEffects;
for (int i = 0; i < sections.Length; i++)
{
if (damageEffect != null)
@@ -163,27 +198,28 @@ namespace Barotrauma
}
}
Point textureOffset = new Point(
(int)(Math.Abs(rect.Location.X - sections[i].rect.Location.X) / textureScale.X),
(int)(Math.Abs(rect.Location.Y - sections[i].rect.Location.Y) / textureScale.Y));
Point sectionOffset = new Point(
Math.Abs(rect.Location.X - sections[i].rect.Location.X),
Math.Abs(rect.Location.Y - sections[i].rect.Location.Y));
if (flippedX && isHorizontal) sectionOffset.X = sections[i].rect.Right - rect.Right;
if (flippedY && !isHorizontal) sectionOffset.Y = (rect.Y - rect.Height) - (sections[i].rect.Y - sections[i].rect.Height);
if (flippedX && isHorizontal)
{
textureOffset.X = rect.Width - textureOffset.X - sections[i].rect.Width;
}
sectionOffset.X += MathUtils.PositiveModulo((int)-textureOffset.X, prefab.sprite.SourceRect.Width);
sectionOffset.Y += MathUtils.PositiveModulo((int)-textureOffset.Y, prefab.sprite.SourceRect.Height);
prefab.sprite.DrawTiled(
spriteBatch,
new Vector2(sections[i].rect.X + drawOffset.X, -(sections[i].rect.Y + drawOffset.Y)),
new Vector2(sections[i].rect.Width, sections[i].rect.Height),
color: color,
startOffset: textureOffset,
color: spriteColor,
startOffset: sectionOffset,
depth: depth,
textureScale: TextureScale);
}
}
prefab.sprite.effects = oldEffects;
prefab.sprite.effects = oldEffects;
}
}
}
}

View File

@@ -109,95 +109,144 @@ namespace Barotrauma
}
}
public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize,
public void DrawTiled(SpriteBatch spriteBatch, Vector2 position, Vector2 targetSize,
Rectangle? rect = null, Color? color = null, Point? startOffset = null, Vector2? textureScale = null, float? depth = null)
{
if (texture == null) return;
// Init optional values, if not provided
if (rect.HasValue)
{
//TODO: this probably shouldn't be modifying the sourceRect of the sprite?
sourceRect = rect.Value;
}
color = color ?? Color.White;
startOffset = startOffset ?? Point.Zero;
//Init optional values
Vector2 drawOffset = startOffset.HasValue ? new Vector2(startOffset.Value.X, startOffset.Value.Y) : Vector2.Zero;
Vector2 scale = textureScale ?? Vector2.One;
Color drawColor = color ?? Color.White;
//which area of the texture to draw
Rectangle texPerspective = sourceRect;
texPerspective.Location += startOffset.Value;
targetSize = targetSize / scale;
//how many times the texture needs to be drawn on the x-axis
int xTiles = (int)Math.Ceiling(targetSize.X / sourceRect.Width);
//how many times the texture needs to be drawn on the y-axis
int yTiles = (int)Math.Ceiling(targetSize.Y / sourceRect.Height);
//wrap texPerspective inside the source rectangle
while (texPerspective.X >= sourceRect.Right)
texPerspective.X = sourceRect.X + (texPerspective.X - sourceRect.Right);
while (texPerspective.Y >= sourceRect.Bottom)
texPerspective.Y = sourceRect.Y + (texPerspective.Y - sourceRect.Bottom);
float top = pos.Y;
texPerspective.Height = (int)Math.Min(Math.Ceiling(targetSize.Y), sourceRect.Height);
for (int y = 0; y < yTiles; y++)
//wrap the drawOffset inside the sourceRect
drawOffset.X = (drawOffset.X / scale.X) % sourceRect.Width;
drawOffset.Y = (drawOffset.Y / scale.Y) % sourceRect.Height;
if (effects.HasFlag(SpriteEffects.FlipHorizontally))
{
float movementY = texPerspective.Height * scale.Y;
texPerspective.Height = Math.Min((int)Math.Ceiling(targetSize.Y - texPerspective.Height * y), texPerspective.Height);
float diff = targetSize.X % (sourceRect.Width * scale.X);
drawOffset.X += (sourceRect.Width * scale.X - diff) / scale.X;
}
if (effects.HasFlag(SpriteEffects.FlipVertically))
{
float diff = targetSize.Y % (sourceRect.Height * scale.Y);
drawOffset.Y += (sourceRect.Height * scale.Y - diff) / scale.Y;
}
//how many times the texture needs to be drawn on the x-axis
int xTiles = (int)Math.Ceiling((targetSize.X + drawOffset.X * scale.X) / (sourceRect.Width * scale.X));
//how many times the texture needs to be drawn on the y-axis
int yTiles = (int)Math.Ceiling((targetSize.Y + drawOffset.Y * scale.Y) / (sourceRect.Height * scale.Y));
float left = pos.X;
texPerspective.Width = Math.Min((int)Math.Ceiling(targetSize.X), sourceRect.Width);
//where the current tile is being drawn;
Vector2 currDrawPosition = position - drawOffset;
//which part of the texture we are currently drawing
Rectangle texPerspective = sourceRect;
for (int x = 0; x < xTiles; x++)
{
texPerspective.X = sourceRect.X;
texPerspective.Width = sourceRect.Width;
texPerspective.Height = sourceRect.Height;
for (int x = 0; x < xTiles; x++)
//offset to the left, draw a partial slice
if (currDrawPosition.X < position.X)
{
float movementX = texPerspective.Width * scale.X;
texPerspective.Width = Math.Min((int)Math.Ceiling(targetSize.X - texPerspective.Width * x), texPerspective.Width);
//the edge of this tile would go over the right edge of the source rectangle,
//we need to wrap back and draw a slice from the left side
if (texPerspective.Right > sourceRect.Right)
float diff = (position.X - currDrawPosition.X);
currDrawPosition.X += diff;
texPerspective.Width -= (int)diff;
if (!effects.HasFlag(SpriteEffects.FlipHorizontally))
{
int diff = texPerspective.Right - sourceRect.Right;
if (effects.HasFlag(SpriteEffects.FlipHorizontally))
{
spriteBatch.Draw(texture,
new Vector2(left, top),
new Rectangle(sourceRect.X, texPerspective.Y, diff, texPerspective.Height),
color.Value, rotation, Vector2.Zero, scale, effects, depth ?? this.depth);
texPerspective.Width -= diff;
left += diff;
}
else
{
texPerspective.Width -= diff;
spriteBatch.Draw(texture,
new Vector2(left + texPerspective.Width * scale.X, top),
new Rectangle(sourceRect.X, texPerspective.Y, diff, texPerspective.Height),
color.Value, rotation, Vector2.Zero, scale, effects, depth ?? this.depth);
}
texPerspective.X += (int)diff;
}
else if (texPerspective.Bottom > sourceRect.Bottom)
{
//TODO: make this work correctly on vertically flipped sprites
int diff = texPerspective.Bottom - sourceRect.Bottom;
texPerspective.Height -= diff;
spriteBatch.Draw(texture,
new Vector2(left, top + texPerspective.Height * scale.Y),
new Rectangle(texPerspective.X, sourceRect.Y, texPerspective.Width, diff),
color.Value, rotation, Vector2.Zero, scale, effects, depth ?? this.depth);
}
spriteBatch.Draw(texture, new Vector2(left, top), texPerspective,
color.Value, rotation, Vector2.Zero, scale, effects, depth ?? this.depth);
if (texPerspective.X + movementX >= sourceRect.Right && x < xTiles - 1) texPerspective.X = sourceRect.X;
left += movementX;
}
if (texPerspective.Y + movementY >= sourceRect.Bottom && y < yTiles - 1) texPerspective.Y = sourceRect.Y;
top += movementY;
//drawing an offset flipped sprite, need to draw an extra slice to the left side
if (currDrawPosition.X > position.X && x == 0)
{
if (effects.HasFlag(SpriteEffects.FlipHorizontally))
{
int sliceWidth = (int)((currDrawPosition.X - position.X) * scale.X);
Vector2 slicePos = currDrawPosition;
slicePos.X = position.X;
Rectangle sliceRect = texPerspective;
sliceRect.X = SourceRect.X;
sliceRect.Width = (int)(sliceWidth / scale.X);
if (effects.HasFlag(SpriteEffects.FlipVertically))
{
slicePos.Y += size.Y;
}
spriteBatch.Draw(texture, slicePos, sliceRect, drawColor, rotation, Vector2.Zero, scale, effects, depth ?? this.depth);
currDrawPosition.X = slicePos.X + sliceWidth;
}
}
//make sure the rightmost tiles don't go over the right side
if (x == xTiles - 1)
{
int diff = (int)(((currDrawPosition.X + texPerspective.Width * scale.X) - (position.X + targetSize.X)) / scale.X);
texPerspective.Width -= diff;
if (effects.HasFlag(SpriteEffects.FlipHorizontally))
{
texPerspective.X += diff;
}
}
currDrawPosition.Y = position.Y - drawOffset.Y;
for (int y = 0; y < yTiles; y++)
{
texPerspective.Y = sourceRect.Y;
texPerspective.Height = sourceRect.Height;
//offset above the top, draw a partial slice
if (currDrawPosition.Y < position.Y)
{
float diff = (position.Y - currDrawPosition.Y);
currDrawPosition.Y += diff;
texPerspective.Height -= (int)diff;
if (!effects.HasFlag(SpriteEffects.FlipVertically))
{
texPerspective.Y += (int)diff;
}
}
//drawing an offset flipped sprite, need to draw an extra slice to the top
if (currDrawPosition.Y > position.Y && y == 0)
{
if (effects.HasFlag(SpriteEffects.FlipVertically))
{
int sliceHeight = (int)((currDrawPosition.Y - position.Y) * scale.Y);
Vector2 slicePos = currDrawPosition;
slicePos.Y = position.Y;
Rectangle sliceRect = texPerspective;
sliceRect.Y = SourceRect.Y;
sliceRect.Height = (int)(sliceHeight / scale.Y);
spriteBatch.Draw(texture, slicePos, sliceRect, drawColor, rotation, Vector2.Zero, scale, effects, depth ?? this.depth);
currDrawPosition.Y = slicePos.Y + sliceHeight;
}
}
//make sure the bottommost tiles don't go over the bottom
if (y == yTiles - 1)
{
int diff = (int)(((currDrawPosition.Y + texPerspective.Height * scale.Y) - (position.Y + targetSize.Y)) / scale.Y);
texPerspective.Height -= diff;
if (effects.HasFlag(SpriteEffects.FlipVertically))
{
texPerspective.Y += diff;
}
}
spriteBatch.Draw(texture, currDrawPosition,
texPerspective, drawColor, rotation, Vector2.Zero, scale, effects, depth ?? this.depth);
currDrawPosition.Y += texPerspective.Height * scale.Y;
}
currDrawPosition.X += texPerspective.Width * scale.X;
}
}

View File

@@ -57,6 +57,7 @@ namespace Barotrauma
private SpriteEffects SpriteEffects = SpriteEffects.None;
private bool flippedX;
private bool flippedY;
//sections of the wall that are supposed to be rendered
public WallSection[] sections
@@ -154,21 +155,7 @@ namespace Barotrauma
get { return spriteColor; }
set { spriteColor = value; }
}
protected Vector2 textureScale = Vector2.One;
[Editable, Serialize("1.0, 1.0", true)]
public Vector2 TextureScale
{
get { return textureScale; }
set
{
var v = value;
v.X = MathHelper.Clamp(v.X, 0.01f, 10);
v.Y = MathHelper.Clamp(v.Y, 0.01f, 10);
textureScale = v;
}
}
public override Rectangle Rect
{
get
@@ -848,9 +835,7 @@ namespace Barotrauma
newBody.Friction = 0.5f;
newBody.OnCollision += OnWallCollision;
newBody.CollisionCategories = Physics.CollisionWall;
newBody.CollisionCategories = (prefab.Platform) ? Physics.CollisionPlatform : Physics.CollisionWall;
newBody.UserData = this;
bodies.Add(newBody);
@@ -894,8 +879,12 @@ namespace Barotrauma
CreateStairBodies();
}
CreateSections();
if (HasBody)
{
CreateSections();
UpdateSections();
}
}
public static void Load(XElement element, Submarine submarine)

View File

@@ -16,6 +16,11 @@ namespace Barotrauma
static class MathUtils
{
public static int PositiveModulo(int i, int n)
{
return (i % n + n) % n;
}
public static Vector2 SmoothStep(Vector2 v1, Vector2 v2, float amount)
{
return new Vector2(