Blocks atlas is auto-assembling now

This commit is contained in:
MihailRis
2023-11-22 01:53:48 +03:00
parent ea5c117652
commit fb8d220cca
41 changed files with 622 additions and 75 deletions
+20 -12
View File
@@ -288,6 +288,10 @@ void Batch2D::sprite(Sprite* sprite) {
sprite->color);
}
void Batch2D::sprite(float x, float y, float w, float h, const UVRegion& region, vec4 tint){
rect(x, y, w, h, region.u1, region.v1, region.u2-region.u1, region.v2-region.v1, tint.r, tint.g, tint.b, tint.a);
}
void Batch2D::sprite(float x, float y, float w, float h, int atlasRes, int index, vec4 tint){
float scale = 1.0f / (float)atlasRes;
float u = (index % atlasRes) * scale;
@@ -295,12 +299,16 @@ void Batch2D::sprite(float x, float y, float w, float h, int atlasRes, int index
rect(x, y, w, h, u, v, scale, scale, tint.r, tint.g, tint.b, tint.a);
}
void Batch2D::blockSprite(float x, float y, float w, float h, int atlasRes, int index[6], vec4 tint){
float scale = 1.0f / (float)atlasRes;
float uu = (index[3] % atlasRes) * scale;
float vu = 1.0f - ((index[3] / atlasRes) * scale) - scale;
float uf = (index[0] % atlasRes) * scale;
float vf = 1.0f - ((index[0] / atlasRes) * scale) - scale;
void Batch2D::blockSprite(float x, float y, float w, float h, const UVRegion regions[], vec4 tint){
// TODO: rewrite it
float uu = (regions[3].u1);
float vu = (regions[3].v1);
float uf = (regions[0].u1);
float vf = (regions[0].v1);
float scalex = regions[3].u2-regions[3].u1;
float scaley = regions[3].v2-regions[3].v1;
if (this->index + 18*VERTEX_SIZE >= capacity)
render();
@@ -317,13 +325,13 @@ void Batch2D::blockSprite(float x, float y, float w, float h, int atlasRes, int
vec2(ox-sx, y+(h*0.75f))};
vec2 uvpoints[8] = {vec2(uu, vu),
vec2(uu+scale, vu),
vec2(uu+scale, vu+scale),
vec2(uu, vu+scale),
vec2(uu+scalex, vu),
vec2(uu+scalex, vu+scalex),
vec2(uu, vu+scalex),
vec2(uf, vf),
vec2(uf+scale, vf),
vec2(uf+scale, vf+scale),
vec2(uf, vf+scale)};
vec2(uf+scaley, vf),
vec2(uf+scaley, vf+scaley),
vec2(uf, vf+scaley)};
vertex(points[0], uvpoints[3], tint.r, tint.g, tint.b, tint.a);
vertex(points[1], uvpoints[0], tint.r, tint.g, tint.b, tint.a);