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
@@ -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;
}
}
}
}