示例#1
0
        Vertex[] GenerateSlicePlane(int su, int sv, Func <int, int, VxlElement> first, Func <int, int, VxlElement> second, Func <int, int, float[]> coord)
        {
            var colors  = new byte[su * sv];
            var normals = new byte[su * sv];

            var c = 0;

            for (var v = 0; v < sv; v++)
            {
                for (var u = 0; u < su; u++)
                {
                    var voxel = first(u, v) ?? second(u, v);
                    colors[c]  = voxel == null ? (byte)0 : voxel.Color;
                    normals[c] = voxel == null ? (byte)0 : voxel.Normal;
                    c++;
                }
            }

            Sprite s = sheetBuilder.Allocate(new Size(su, sv));

            Util.FastCopyIntoChannel(s, 0, colors);
            Util.FastCopyIntoChannel(s, 1, normals);
            s.sheet.CommitData();

            var channels = new float2(channelSelect[(int)s.channel], channelSelect[(int)s.channel + 1]);

            return(new Vertex[4]
            {
                new Vertex(coord(0, 0), s.FastMapTextureCoords(0), channels),
                new Vertex(coord(su, 0), s.FastMapTextureCoords(1), channels),
                new Vertex(coord(su, sv), s.FastMapTextureCoords(3), channels),
                new Vertex(coord(0, sv), s.FastMapTextureCoords(2), channels)
            });
        }
示例#2
0
        public static void FastCreateQuad(Vertex[] vertices, float2 a, float2 b, float2 c, float2 d, Sprite r, int palette, int nv)
        {
            var attrib = new float2(palette / (float)HardwarePalette.MaxPalettes, channelSelect[(int)r.channel]);

            vertices[nv]     = new Vertex(a, r.FastMapTextureCoords(0), attrib);
            vertices[nv + 1] = new Vertex(b, r.FastMapTextureCoords(1), attrib);
            vertices[nv + 2] = new Vertex(c, r.FastMapTextureCoords(3), attrib);
            vertices[nv + 3] = new Vertex(d, r.FastMapTextureCoords(2), attrib);
        }
示例#3
0
文件: Util.cs 项目: Berzeger/OpenRA
		public static void FastCreateQuad(Vertex[] vertices, float2 a, float2 b, float2 c, float2 d, Sprite r, int palette, int nv)
		{
			var attrib = new float2(palette / (float)HardwarePalette.MaxPalettes, channelSelect[(int)r.channel]);

			vertices[nv] = new Vertex(a, r.FastMapTextureCoords(0), attrib);
			vertices[nv + 1] = new Vertex(b, r.FastMapTextureCoords(1), attrib);
			vertices[nv + 2] = new Vertex(c, r.FastMapTextureCoords(3), attrib);
			vertices[nv + 3] = new Vertex(d, r.FastMapTextureCoords(2), attrib);
		}
示例#4
0
        public static void FastCreateQuad(Vertex[] vertices, float2 o, Sprite r, int palette, int nv, float2 size)
        {
            var attrib = new float2(palette / (float)HardwarePalette.MaxPalettes, channelSelect[(int)r.channel]);

            vertices[nv] = new Vertex(o,
                                      r.FastMapTextureCoords(0), attrib);
            vertices[nv + 1] = new Vertex(new float2(o.X + size.X, o.Y),
                                          r.FastMapTextureCoords(1), attrib);
            vertices[nv + 2] = new Vertex(new float2(o.X + size.X, o.Y + size.Y),
                                          r.FastMapTextureCoords(3), attrib);
            vertices[nv + 3] = new Vertex(new float2(o.X, o.Y + size.Y),
                                          r.FastMapTextureCoords(2), attrib);
        }
示例#5
0
        public static void FastCreateQuad(Vertex[] vertices, float2 o, Sprite r, int palette, int nv, float2 size)
        {
            var attrib = new float2(palette / (float)HardwarePalette.MaxPalettes, channelSelect[(int)r.channel]);

            vertices[nv] = new Vertex(o,
                r.FastMapTextureCoords(0), attrib);
            vertices[nv + 1] = new Vertex(new float2(o.X + size.X, o.Y),
                r.FastMapTextureCoords(1), attrib);
            vertices[nv + 2] = new Vertex(new float2(o.X + size.X, o.Y + size.Y),
                r.FastMapTextureCoords(3), attrib);
            vertices[nv + 3] = new Vertex(new float2(o.X, o.Y + size.Y),
                r.FastMapTextureCoords(2), attrib);
        }