Esempio n. 1
0
            void BlitInternal(int i0, int i1, int i2, Vector2[] verts, Vector2[] uv, PlotDelegate plotDelegate)
            {
                SortIndex(i0, i1, i2, verts, out i0, out i1, out i2);
                var v0  = verts[i0];
                var v1  = verts[i1];
                var v2  = verts[i2];
                var uv0 = uv[i0];
                var uv1 = uv[i1];
                var uv2 = uv[i2];

                if (v0.y == v1.y)
                {
                    BlitTriangle(v0, v1, v2, uv0, uv1, uv2, plotDelegate);
                }
                else if (v1.y == v2.y)
                {
                    BlitTriangle(v1, v2, v0, uv1, uv2, uv0, plotDelegate);
                }
                else
                {
                    var y   = v1.y;
                    var x   = v0.x - (v0.y - y) / (v0.y - v2.y) * (v0.x - v2.x);
                    var v3  = new Vector2(x, y);
                    var uv3 = uv2 + (uv1 - uv2) * (v3 - v2).magnitude / (v0 - v2).magnitude;
                    BlitTriangle(v1, v3, v0, uv1, uv3, uv0, plotDelegate);
                    BlitTriangle(v1, v3, v2, uv1, uv3, uv2, plotDelegate);
                }
            }
Esempio n. 2
0
            void BlitHorizontalLine(int x0, int x1, int y, Vector2 uv0, Vector2 uv1, PlotDelegate plotDelegate)
            {
                if (x0 > x1)
                {
                    MUtils.Swap(ref x0, ref x1);
                }
                float   xx0, yy0;
                Vector2 newUv = Vector2.zero;

                for (int x = x0; x <= x1; ++x)
                {
                    ToWorldSpace(x, y, out xx0, out yy0);
                    plotDelegate(new Vector2(xx0, yy0), newUv);
                }
            }
Esempio n. 3
0
            public void Blit(SpriteRenderer spr, PlotDelegate plotDelegate)
            {
                var sp = spr.sprite;

                var verts = sp.vertices;

                ToBlitSpace(verts, spr.transform);


                // bounds
                var uv = sp.uv;

                // blit each triangle
                var tris = sp.triangles;

                for (int i = 0; i < tris.Length; i += 3)
                {
                    var i0 = tris[i + 0];
                    var i1 = tris[i + 1];
                    var i2 = tris[i + 2];
                    BlitInternal(i0, i1, i2, verts, uv, plotDelegate);
                }
            }
Esempio n. 4
0
            /*
             *         . v0
             *        / \
             * v1 /___\ v2
             *
             */
            void BlitUpperTriangle(Vector2 v0, Vector2 v1, Vector2 v2, Vector2 uv0, Vector2 uv1, Vector2 uv2, PlotDelegate plotDelegate)
            {
                if (v1.x > v2.x)
                {
                    MUtils.Swap(ref v1, ref v2);
                }

                var L1 = new RasterizedLine(v1, v0);
                var i1 = L1.CreatePixelIterator();
                int y0 = int.MinValue;
                int x0;
                int x1;

                float dx = v2.x - v0.x;
                float dy = v0.y - v2.y;

                Vector2 newUv0 = Vector2.zero;
                Vector3 newUv1 = Vector2.zero;

                if (dy != 0)
                {
                    while (NextY(i1, y0, out x0, out y0))
                    {
                        x1 = Mathf.RoundToInt(v2.x - dx * (y0 - v2.y) / dy);
                        BlitHorizontalLine(x0, x1, y0, newUv0, newUv1, plotDelegate);
                    }
                }
            }
Esempio n. 5
0
 public static void Rasterize(this SpriteRenderer spr, Target target, PlotDelegate plotDelegate)
 {
     target.Blit(spr, plotDelegate);
 }
Esempio n. 6
0
            /*
             *      v0  ----  v1
             \  /
             \/
             \               v2
             */
            void BlitTriangle(Vector2 v0, Vector2 v1, Vector2 v2, Vector2 uv0, Vector2 uv1, Vector2 uv2, PlotDelegate plotDelegate)
            {
                if (v0.x > v1.x)
                {
                    MUtils.Swap(ref v0, ref v1);
                }

                var L1 = new RasterizedLine(v0, v2);
                var L2 = new RasterizedLine(v1, v2);
                var i1 = L1.CreatePixelIterator();
                var i2 = L2.CreatePixelIterator();

                Vector2 newUv0 = Vector2.zero;
                Vector3 newUv1 = Vector2.zero;

                var pList1 = ArrayPool <RasterizedLine.Pixel> .Get();

                var pList2 = ArrayPool <RasterizedLine.Pixel> .Get();

                CacheYOnChanged(i1, pList1);
                CacheYOnChanged(i2, pList2);

                if (CheckSequence(pList1, pList2))
                {
                    for (int i = 0; i < pList1.length; ++i)
                    {
                        var a = pList1[i];
                        var b = pList2[i];
                        BlitHorizontalLine(a.x, b.x, a.y, newUv0, newUv1, plotDelegate);
                    }
                }
                else
                {
                    for (int i = 0; i < pList1.length; ++i)
                    {
                        var a = pList1[i];
                        var b = pList2[-i - 1];
                        BlitHorizontalLine(a.x, b.x, a.y, newUv0, newUv1, plotDelegate);
                    }
                }
                ArrayPool <RasterizedLine.Pixel> .Release(pList1);

                ArrayPool <RasterizedLine.Pixel> .Release(pList2);
            }