Beispiel #1
0
        public Atlas(string def, string alt1, string alt2, string alt3, string alt4,
                     string txa, int z_order, float scale_coefficient_ = 1)
        {
            textures[0] = Textures.loadTexture(def, z_order);
            textures[1] = Textures.loadTexture(alt1, z_order, false);
            textures[2] = Textures.loadTexture(alt2, z_order, false);
            textures[3] = Textures.loadTexture(alt3, z_order, false);
            textures[4] = Textures.loadTexture(alt4, z_order, false);
            texture     = textures[0];

            active_texture = 0;
            max_textures   = 5;

            texture.z_order = z_order;
            for (int i = 0; i < max_textures; ++i)
            {
                textures[i].z_order = z_order;
            }

            scale_coefficient = scale_coefficient_;

            BinReader tr = new BinReader(Path.Combine(Application.streamingAssetsPath, txa));

            if (txa.EndsWith(txa_extension))
            {
                readTxa(tr);
            }
            else if (txa.EndsWith(fnt_extension))
            {
                readFnt(tr);
            }
        }
Beispiel #2
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        public void addSprite(GHTexture texture, Vector2 position, float angle,
                              Vector2 size, Bounds uv, Vector4 color, Vector2 center)
        {
            if (angle == 0 && center == Vector2.zero)
            {
                addSprite(texture,
                          position + new Vector2(-size.x, -size.y), position + new Vector2(size.x, -size.y),
                          position + new Vector2(size.x, size.y), position + new Vector2(-size.x, size.y),
                          uv, color);
            }
            else
            {
                matrix = Matrix.Identity(matrix);
                matrix = Matrix.Translation(matrix, -center);
                matrix = Matrix.Scale(matrix, size * 2);
                matrix = Matrix.Rotate(matrix, angle);
                matrix = Matrix.Translation(matrix, position);

                addSprite(texture, new Vector2(matrix[0, 2], matrix[1, 2]),
                          new Vector2(matrix[0, 0] + matrix[0, 2], matrix[1, 0] + matrix[1, 2]),
                          new Vector2(matrix[0, 0] + matrix[0, 1] + matrix[0, 2],
                                      matrix[1, 0] + matrix[1, 1] + matrix[1, 2]),
                          new Vector2(matrix[0, 1] + matrix[0, 2], matrix[1, 1] + matrix[1, 2]),
                          uv, color);
            }
        }
Beispiel #3
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        public Atlas(string png, int z_order, float scale_coefficient_ = 1)
        {
            textures[0] = Textures.loadTexture(png, z_order);
            texture     = textures[0];

            active_texture = 0;
            max_textures   = 1;

            texture.z_order = z_order;
            for (int i = 0; i < max_textures; ++i)
            {
                textures[i].z_order = z_order;
            }

            Texture2D t = texture.texture();

            scale_coefficient = scale_coefficient_;
            n_sprites         = 1;

            sprites = new AtlasSprite[1];

            sprites[0].bounds          = new Bounds(new Vector2(0.0f, 1.0f), new Vector2(1.0f, 0.0f));
            sprites[0].bounds.uv_index = 0;
            sprites[0].center          = new Vector2(0.5f, 0.5f);
            sprites[0].size            = new Vector2(t.width, t.height);
        }
Beispiel #4
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        public static void draw()
        {
            if (reset_scene)
            {
                //Resources.UnloadUnusedAssets();
                reset_scene = false;
            }

            if (wipe_textures)
            {
                GHTexture.freeLRU();
                //Resources.UnloadUnusedAssets();
                System.GC.Collect();
                wipe_textures = false;

                return;
            }

            if (textures.stage_drdog_noon == null)
            {
                textures.loadTheRest();
            }
            background.draw();

            top_state.draw();

            renderer.blit();
            renderer.clearScene();
        }
Beispiel #5
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 public void addSprite(GHTexture texture, Vector2 position, Vector2 size,
                       Bounds uv, Vector4 color, float amp, bool outline)
 {
     addSprite(texture,
               position + new Vector2(-size.x, -size.y), position + new Vector2(size.x, -size.y),
               position + new Vector2(size.x, size.y), position + new Vector2(-size.x, size.y),
               uv, color, 0, amp, outline);
 }
Beispiel #6
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 public GHTexture(GHTexture to_clone)
 {
     hud          = to_clone.hud;
     scissored    = to_clone.hud;
     texture2d    = to_clone.texture2d;
     last_touched = to_clone.last_touched;
     filename     = to_clone.filename;
     mipmap       = to_clone.mipmap;
     pf           = to_clone.pf;
 }
Beispiel #7
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        public static GHTexture loadTexture(string name, int z_order, bool upd = true)
        {
            var result = new GHTexture("" + name, false);

            if (upd)
            {
                AppMain.renderer.addTexture(result, z_order);
            }

            return(result);
        }
Beispiel #8
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        public Atlas(string png, Vector2 sprite_size, int z_order)
        {
            textures[0] = Textures.loadTexture(png, z_order);
            texture     = textures[0];

            active_texture = 0;
            max_textures   = 1;

            texture.z_order = z_order;
            for (int n = 0; n < max_textures; ++n)
            {
                textures[n].z_order = z_order;
            }

            Texture2D t = texture.texture();

            Vector2 dimensions = new Vector2(t.width / sprite_size.x, t.height / sprite_size.y);

            n_sprites = (int)System.Math.Ceiling(dimensions.x) * (int)System.Math.Ceiling(dimensions.y);
            sprites   = new AtlasSprite[n_sprites];

            Vector2 size = new Vector2(1.0f / dimensions.x, 1.0f / dimensions.y);

            int i = 0;

            for (int y = 0; y < dimensions.y; ++y)
            {
                for (int x = 0; x < dimensions.x; ++x)
                {
                    sprites[i].center = new Vector2(0.5f, 0.5f);
                    sprites[i].size   = sprite_size;
                    sprites[i].bounds = new Bounds(new Vector2(size.x * x * 1.0f, 1.0f - size.y * y * 1.0f),
                                                   new Vector2(size.x * ((x + 1) * 1.0f), 1.0f - size.y * ((y + 1) * 1.0f)));
                    sprites[i].bounds.uv_index = i;
                    i++;
                }
            }
        }
Beispiel #9
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        public MeshInfoPair addTexture(GHTexture texture, int z_order)
        {
            MeshInfoPair m;

            if (meshinfos.ContainsKey(texture))
            {
                m = meshinfos[texture];

                /* NOTE(shane): this is required for pallet swapped assets */
                if (texture.flag_z_order_reattach)
                {
                    texture.flag_z_order_reattach = false;
                    texture_order[z_order]        = texture;
                }
            }
            else
            {
                m = new MeshInfoPair();
                meshinfos[texture]     = m;
                texture_order[z_order] = texture;
            }

            return(m);
        }
Beispiel #10
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 public void switchTexture(int set)
 {
     active_texture = Mathf.Clamp(set, 0, max_textures - 1);
     texture        = textures[active_texture];
     texture.flag_z_order_reattach = true;
 }
Beispiel #11
0
        public void addSprite(GHTexture texture, Vector2 tl, Vector2 tr, Vector2 br,
                              Vector2 bl, Bounds uv, Vector4 color,
                              int stamp = 0, float amp = 0.0f, bool outline = false)
        {
            if (color.w == 0)
            {
                return;
            }

            texture.touch();

            float z = -10 - texture.z_order;

            MeshInfoPair mp = addTexture(texture, texture.z_order);
            MeshInfo     m  = outline ? mp.m[1] : mp.m[0]; // outline is m[1], normal is m[0]

            m.material = texture.material;                 // this is a ref not a copy but that's okay

            float highlight_amt = 0;

            if (amp >= 1)
            {
                highlight_amt = color.x - 0.5f;
                color         = Vector4.one;
            }

            // technically, topleft and sizes should not be vertex attributes, but uniforms.
            // however, the materialpropertyblock thingie doesn't seem to be working properly for some reason,
            // and this is pre-scissor so hey
            m.topleft.Add(tl);
            m.topleft.Add(tl);
            m.topleft.Add(tl);
            m.topleft.Add(tl);

            Vector2 sizes = br - tl;

            m.sizes.Add(sizes);
            m.sizes.Add(sizes);
            m.sizes.Add(sizes);
            m.sizes.Add(sizes);

            if (texture.scissored)
            {
                doScissor(ref uv, ref tl, ref tr, ref br, ref bl, ref color);
            }

            m.vertices.Add(new Vector3(tl.x, tl.y, z));
            m.vertices.Add(new Vector3(tr.x, tr.y, z));
            m.vertices.Add(new Vector3(br.x, br.y, z));
            m.vertices.Add(new Vector3(bl.x, bl.y, z));

            m.uvs.Add(uv.Point00);
            m.uvs.Add(uv.Point10);
            m.uvs.Add(uv.Point11);
            m.uvs.Add(uv.Point01);

            m.colors.Add(color);
            m.colors.Add(color);
            m.colors.Add(color);
            m.colors.Add(color);

            m.indices.Add(m.index);
            m.indices.Add(m.index + 2);
            m.indices.Add(m.index + 1);
            m.indices.Add(m.index);
            m.indices.Add(m.index + 3);
            m.indices.Add(m.index + 2);

            m.index += 4;

            // add highlight polygon to replicate amplification
            if (amp >= 1)
            {
                addSprite(AppMain.textures.highlight.texture, tl, tr, br, bl,
                          new Bounds(new Vector2(0, 0), new Vector2(1, 1)),
                          new Vector4(1, 1, 1, highlight_amt), stamp, 0, outline);
            }
        }