示例#1
0
 public void ResetSproc()
 {
     sproc.SetTexture("Palette", currentPaletteTexture);
     sproc.SetViewportParams(lastResolution, 0f, 0f, 1f, int2.Zero);
     SpriteRenderer.shader.SetTexture("Palette", currentPaletteTexture);
     SpriteRenderer.SetViewportParams(lastResolution, 0f, 0f, 1f, int2.Zero);
     WorldSpriteRenderer.shader.SetTexture("Palette", currentPaletteTexture);
     WorldSpriteRenderer.SetViewportParams(lastResolution, depthScale, depthOffset, lastZoom, lastScroll);
     FontSpriteRenderer.SetViewportParams(lastResolution, 0f, 0f, 1f, int2.Zero);
 }
示例#2
0
        public void SetPalette(HardwarePalette palette)
        {
            if (palette.Texture == currentPaletteTexture)
            {
                return;
            }

            Flush();
            currentPaletteTexture = palette.Texture;

            SpriteRenderer.SetPalette(currentPaletteTexture);
            FontSpriteRenderer.SetPalette(currentPaletteTexture);
            WorldSpriteRenderer.SetPalette(currentPaletteTexture);
            WorldModelRenderer.SetPalette(currentPaletteTexture);
            sproc.SetTexture("Palette", currentPaletteTexture);
        }
示例#3
0
        public void SetViewportParams(int2 scroll, float zoom)
        {
            // PERF: Calling SetViewportParams on each renderer is slow. Only call it when things change.
            var resolutionChanged = lastResolution != Resolution;

            if (resolutionChanged)
            {
                lastResolution = Resolution;
                SpriteRenderer.SetViewportParams(lastResolution, 0f, 0f, 1f, int2.Zero);
                ImguiSpriteRenderer.SetViewportParams(lastResolution, 0f, 0f, 1f, int2.Zero);
                FontSpriteRenderer.SetViewportParams(lastResolution, 0f, 0f, 1f, int2.Zero);
                sproc.SetViewportParams(lastResolution, 0f, 0f, 1f, int2.Zero);
            }

            // If zoom evaluates as different due to floating point weirdness that's OK, setting the parameters again is harmless.
            if (resolutionChanged || lastScroll != scroll || lastZoom != zoom)
            {
                lastScroll = scroll;
                lastZoom   = zoom;
                WorldSpriteRenderer.SetViewportParams(lastResolution, depthScale, depthOffset, zoom, scroll);
                WorldModelRenderer.SetViewportParams(lastResolution, zoom, scroll);
            }
        }