Beispiel #1
0
        /// <summary>
        /// (Internal) Updates the VBO data for a given tile.
        /// </summary>
        /// <param name="x">Tile X INDEX (not position) in the VBO</param>
        /// <param name="y">Tile Y INDEX (not position) in the VBO</param>
        /// <param name="xPos">Tile X POSITION (not index) on the screen</param>
        /// <param name="yPos">Tile Y POSITION (not index) on the screen</param>
        /// <param name="tile">Tile index</param>
        /// <param name="color">Tile color</param>
        /// <param name="tilemap">Tilemap from which to load the tile</param>
        /// <param name="vfx">Special shader VFX to use for this tile</param>
        internal void UpdateTileData(int x, int y, float xPos, float yPos, int tile, RGBColor color, int tilemap = 0, TileVFX vfx = TileVFX.None)
        {
            if ((x < 0) || (y < 0) || (x >= Columns) || (y >= Rows))
            {
                return;                                                      // Tile index is out of bounds
            }
            int index = y * Columns + x;

            int tileY = tile / Renderer.TilemapCount.Width;
            int tileX = tile - tileY * Renderer.TilemapCount.Width;

            float[] vertexData = new float[FLOATS_PER_VERTEX * 4];

            Color4 color4 = color.ToColor4();

            for (int i = 0; i < 4; i++)
            {
                Array.Copy(
                    new float[]
                {
                    xPos + TILE_CORNERS[i].X,
                    yPos + TILE_CORNERS[i].Y,
                    color4.R, color4.G, color4.B,
                    (tileX + TILE_CORNERS[i].X) * Renderer.TileUV.Width,
                    (tileY + TILE_CORNERS[i].Y) * Renderer.TileUV.Height,
                    tilemap, (float)vfx
                },
                    0, vertexData, FLOATS_PER_VERTEX * i, FLOATS_PER_VERTEX);
            }

            GL.BindBuffer(BufferTarget.ArrayBuffer, Handle);
            GL.BufferSubData(BufferTarget.ArrayBuffer, (IntPtr)(index * BYTES_PER_TILE), BYTES_PER_TILE, vertexData);
        }