Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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81
OpenRA.Game/Graphics/Sprite.cs
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81
OpenRA.Game/Graphics/Sprite.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using OpenRA.Primitives;
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namespace OpenRA.Graphics
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{
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public class Sprite
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{
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public readonly Rectangle Bounds;
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public readonly Sheet Sheet;
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public readonly BlendMode BlendMode;
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public readonly TextureChannel Channel;
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public readonly float ZRamp;
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public readonly float3 Size;
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public readonly float3 Offset;
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public readonly float Top, Left, Bottom, Right;
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public Sprite(Sheet sheet, Rectangle bounds, TextureChannel channel, float scale = 1)
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: this(sheet, bounds, 0, float2.Zero, channel, BlendMode.Alpha, scale) { }
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public Sprite(Sheet sheet, Rectangle bounds, float zRamp, in float3 offset, TextureChannel channel, BlendMode blendMode = BlendMode.Alpha, float scale = 1f)
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{
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Sheet = sheet;
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Bounds = bounds;
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Offset = offset;
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ZRamp = zRamp;
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Channel = channel;
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Size = scale * new float3(bounds.Size.Width, bounds.Size.Height, bounds.Size.Height * zRamp);
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BlendMode = blendMode;
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// Some GPUs suffer from precision issues when rendering into non 1:1 framebuffers that result
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// in rendering a line of texels that sample outside the sprite rectangle.
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// Insetting the texture coordinates by a small fraction of a pixel avoids this
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// with negligible impact on the 1:1 rendering case.
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const float Inset = 1 / 128f;
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Left = (Math.Min(bounds.Left, bounds.Right) + Inset) / sheet.Size.Width;
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Top = (Math.Min(bounds.Top, bounds.Bottom) + Inset) / sheet.Size.Height;
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Right = (Math.Max(bounds.Left, bounds.Right) - Inset) / sheet.Size.Width;
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Bottom = (Math.Max(bounds.Top, bounds.Bottom) - Inset) / sheet.Size.Height;
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}
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}
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public class SpriteWithSecondaryData : Sprite
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{
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public readonly Sheet SecondarySheet;
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public readonly Rectangle SecondaryBounds;
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public readonly TextureChannel SecondaryChannel;
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public readonly float SecondaryTop, SecondaryLeft, SecondaryBottom, SecondaryRight;
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public SpriteWithSecondaryData(Sprite s, Sheet secondarySheet, Rectangle secondaryBounds, TextureChannel secondaryChannel)
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: base(s.Sheet, s.Bounds, s.ZRamp, s.Offset, s.Channel, s.BlendMode)
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{
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SecondarySheet = secondarySheet;
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SecondaryBounds = secondaryBounds;
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SecondaryChannel = secondaryChannel;
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SecondaryLeft = (float)Math.Min(secondaryBounds.Left, secondaryBounds.Right) / s.Sheet.Size.Width;
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SecondaryTop = (float)Math.Min(secondaryBounds.Top, secondaryBounds.Bottom) / s.Sheet.Size.Height;
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SecondaryRight = (float)Math.Max(secondaryBounds.Left, secondaryBounds.Right) / s.Sheet.Size.Width;
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SecondaryBottom = (float)Math.Max(secondaryBounds.Top, secondaryBounds.Bottom) / s.Sheet.Size.Height;
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}
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}
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public enum TextureChannel : byte
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{
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Red = 0,
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Green = 1,
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Blue = 2,
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Alpha = 3,
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RGBA = 4
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}
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}
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