Esempio n. 1
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        public void AddSprite(ref TRS quad, Vector2i tile_index, ref Matrix3 mat)
        {
            Vector2 x = quad.X;
            Vector2 y = quad.Y;

            TextureInfo.CachedTileData cachedTiledData = this.m_current_texture_info.GetCachedTiledData(ref tile_index);
            this.m_v0 = new Vector4(this.transform_point(ref mat, quad.T), cachedTiledData.UV_00);
            this.m_v1 = new Vector4(this.transform_point(ref mat, quad.T + x), cachedTiledData.UV_10);
            this.m_v2 = new Vector4(this.transform_point(ref mat, quad.T + y), cachedTiledData.UV_01);
            this.m_v3 = new Vector4(this.transform_point(ref mat, quad.T + x + y), cachedTiledData.UV_11);
            this.add_quad();
        }
Esempio n. 2
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        public void AddSprite(ref TRS quad, Vector2i tile_index)
        {
            Vector2 x = quad.X;
            Vector2 y = quad.Y;

            TextureInfo.CachedTileData cachedTiledData = this.m_current_texture_info.GetCachedTiledData(ref tile_index);
            this.m_v0 = new Vector4(quad.T, cachedTiledData.UV_00);
            this.m_v1 = new Vector4(quad.T + x, cachedTiledData.UV_10);
            this.m_v2 = new Vector4(quad.T + y, cachedTiledData.UV_01);
            this.m_v3 = new Vector4(quad.T + x + y, cachedTiledData.UV_11);
            this.add_quad();
        }
Esempio n. 3
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        public void AddSprite(ref TRS quad, ref TRS uv, ref Matrix3 mat)
        {
            Vector2 x  = quad.X;
            Vector2 y  = quad.Y;
            Vector2 x2 = uv.X;
            Vector2 y2 = uv.Y;

            this.m_v0 = new Vector4(this.transform_point(ref mat, quad.T), uv.T);
            this.m_v1 = new Vector4(this.transform_point(ref mat, quad.T + x), uv.T + x2);
            this.m_v2 = new Vector4(this.transform_point(ref mat, quad.T + y), uv.T + y2);
            this.m_v3 = new Vector4(this.transform_point(ref mat, quad.T + x + y), uv.T + x2 + y2);
            this.add_quad();
        }
Esempio n. 4
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        public void AddSprite(ref TRS quad, ref TRS uv)
        {
            Vector2 x  = quad.X;
            Vector2 y  = quad.Y;
            Vector2 x2 = uv.X;
            Vector2 y2 = uv.Y;

            this.m_v0 = new Vector4(quad.T, uv.T);
            this.m_v1 = new Vector4(quad.T + x, uv.T + x2);
            this.m_v2 = new Vector4(quad.T + y, uv.T + y2);
            this.m_v3 = new Vector4(quad.T + x + y, uv.T + x2 + y2);
            this.add_quad();
        }
Esempio n. 5
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        public Bounds2 DrawTextDebug(string str, Vector2 bottom_left_start_pos, float char_height, bool draw = true, SpriteRenderer.ISpriteShader shader = null)
        {
            if (null == shader)
            {
                shader = this.m_default_font_shader;
            }
            float   num     = char_height / (float)EmbeddedDebugFontData.CharSizei.Y;
            Vector2 vector  = new Vector2(-1f, 1f);
            Vector2 vector2 = vector * num;
            TRS     tRS     = default(TRS);

            tRS.R = Math._10;
            tRS.S = EmbeddedDebugFontData.CharSizef * num;
            tRS.T = bottom_left_start_pos;
            Vector2 max = bottom_left_start_pos;
            float   x   = tRS.T.X;

            if (draw)
            {
                this.DefaultFontShader.SetUVTransform(ref Math.UV_TransformFlipV);
                this.BeginSprites(this.m_embedded_font_texture_info, this.DefaultFontShader, str.Length);
            }
            for (int i = 0; i < str.Length; i++)
            {
                if (str[i] == '\n')
                {
                    tRS.T  -= new Vector2(0f, tRS.S.Y + vector2.Y);
                    tRS.T.X = x;
                }
                else
                {
                    if (draw)
                    {
                        int num2 = (int)(str[i] - ' ');
                        if (num2 < 0 || num2 >= EmbeddedDebugFontData.NumChars)
                        {
                            num2 = 31;
                        }
                        this.AddSprite(ref tRS, new Vector2i(num2, 0));
                    }
                    tRS.T += new Vector2(tRS.S.X + vector2.X, 0f);
                    max.X  = FMath.Max(tRS.T.X, max.X);
                    max.Y  = FMath.Min(tRS.T.Y, max.Y);
                }
            }
            if (draw)
            {
                this.EndSprites();
            }
            return(Bounds2.SafeBounds(bottom_left_start_pos + new Vector2(0f, tRS.S.Y), max));
        }
Esempio n. 6
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        public static TRS Tile(Vector2i num_tiles, Vector2i tile_index, TRS source_area)
        {
            Vector2 vector  = num_tiles.Vector2();
            Vector2 vector2 = tile_index.Vector2();
            Vector2 vector3 = source_area.S / vector;
            Vector2 x       = source_area.X;
            Vector2 y       = source_area.Y;

            return(new TRS
            {
                T = source_area.T + vector2 * vector3,
                R = source_area.R,
                S = vector3
            });
        }
Esempio n. 7
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 public void Initialize(Texture2D texture, Vector2i num_tiles, TRS source_area)
 {
     this.Texture      = texture;
     this.TileSizeInUV = source_area.S / num_tiles.Vector2();
     this.NumTiles     = num_tiles;
     this.m_tiles_uvs  = new TextureInfo.CachedTileData[num_tiles.Product()];
     for (int i = 0; i < this.NumTiles.Y; i++)
     {
         for (int j = 0; j < this.NumTiles.X; j++)
         {
             Vector2i tile_index = new Vector2i(j, i);
             TRS      tRS        = TRS.Tile(this.NumTiles, tile_index, source_area);
             int      num        = tile_index.X + tile_index.Y * this.NumTiles.X;
             this.m_tiles_uvs[num] = new TextureInfo.CachedTileData
             {
                 UV_00 = tRS.Point00,
                 UV_10 = tRS.Point10,
                 UV_01 = tRS.Point01,
                 UV_11 = tRS.Point11
             };
         }
     }
 }
Esempio n. 8
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 public TextureInfo(Texture2D texture, Vector2i num_tiles, TRS source_area)
 {
     this.Initialize(texture, num_tiles, source_area);
 }