mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-09-03 18:47:10 +02:00
* Added documentation to Clyde on the sprite rendering calls. * Added a rotation debug entity. * Non-directional RSIs and raw textures are now rotated properly. * Directional RSIs and Sprite Smoothing work. * Remove the Directional flag usages. * Supports layers with different numbers of directions. * Fixes window rendering.
105 lines
5.6 KiB
C#
105 lines
5.6 KiB
C#
using Robust.Shared.Maths;
|
|
|
|
namespace Robust.Client.Graphics
|
|
{
|
|
public abstract class DrawingHandleWorld : DrawingHandleBase
|
|
{
|
|
private const int Ppm = EyeManager.PixelsPerMeter;
|
|
|
|
/// <summary>
|
|
/// Draws an untextured colored rectangle to the world.The coordinate system is right handed.
|
|
/// Make sure to set <see cref="DrawingHandleBase.SetTransform"/>
|
|
/// to set the model matrix if needed.
|
|
/// </summary>
|
|
/// <param name="rect">The four vertices of the quad in object space (or world if the transform is identity.).</param>
|
|
/// <param name="color">Color of the rectangle.</param>
|
|
/// <param name="filled">Is it filled with color, or just the border lines?</param>
|
|
public abstract void DrawRect(Box2 rect, Color color, bool filled = true);
|
|
|
|
/// <summary>
|
|
/// Draws an untextured colored rectangle to the world.The coordinate system is right handed.
|
|
/// Make sure to set <see cref="DrawingHandleBase.SetTransform"/>
|
|
/// to set the model matrix if needed.
|
|
/// </summary>
|
|
/// <param name="rect">The four vertices of the quad in object space (or world if the transform is identity.).
|
|
/// The rotation of the rectangle is applied before the transform matrix.</param>
|
|
/// <param name="color">Color of the rectangle.</param>
|
|
/// <param name="filled">Is it filled with color, or just the border lines?</param>
|
|
public abstract void DrawRect(in Box2Rotated rect, Color color, bool filled = true);
|
|
|
|
/// <summary>
|
|
/// Draws a sprite to the world. The coordinate system is right handed.
|
|
/// Make sure to set <see cref="DrawingHandleBase.SetTransform"/>
|
|
/// to set the model matrix if needed.
|
|
/// </summary>
|
|
/// <param name="texture">Texture to draw.</param>
|
|
/// <param name="quad">The four vertices of the quad in object space (or world if the transform is identity.).</param>
|
|
/// <param name="modulate">A color to multiply the texture by when shading.</param>
|
|
/// <param name="subRegion">The four corners of the texture sub region in px.</param>
|
|
public abstract void DrawTextureRectRegion(Texture texture, Box2 quad,
|
|
Color? modulate = null, UIBox2? subRegion = null);
|
|
|
|
/// <summary>
|
|
/// Draws a sprite to the world. The coordinate system is right handed.
|
|
/// Make sure to set <see cref="DrawingHandleBase.SetTransform"/>
|
|
/// to set the model matrix if needed.
|
|
/// </summary>
|
|
/// <param name="texture">Texture to draw.</param>
|
|
/// <param name="quad">The four vertices of the quad in object space (or world if the transform is identity.).
|
|
/// The rotation of the rectangle is applied before the transform matrix.</param>
|
|
/// <param name="modulate">A color to multiply the texture by when shading.</param>
|
|
/// <param name="subRegion">The four corners of the texture sub region in px.</param>
|
|
public abstract void DrawTextureRectRegion(Texture texture, in Box2Rotated quad,
|
|
Color? modulate = null, UIBox2? subRegion = null);
|
|
|
|
/// <summary>
|
|
/// Draws a full texture sprite to the world. The coordinate system is right handed.
|
|
/// Make sure to set <see cref="DrawingHandleBase.SetTransform"/>
|
|
/// to set the model matrix if needed.
|
|
/// </summary>
|
|
/// <param name="texture">Texture to draw.</param>
|
|
/// <param name="position">The coordinates of the quad in object space (or world if the transform is identity.).</param>
|
|
/// <param name="modulate">A color to multiply the texture by when shading.</param>
|
|
/// <remarks>
|
|
/// The sprite will have it's local dimensions calculated so that it has <see cref="EyeManager.PixelsPerMeter"/> texels per meter in the world.
|
|
/// </remarks>
|
|
public void DrawTexture(Texture texture, Vector2 position, Color? modulate = null)
|
|
{
|
|
CheckDisposed();
|
|
|
|
DrawTextureRect(texture, Box2.FromDimensions(position, texture.Size / (float) Ppm), modulate);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Draws a full texture sprite to the world. The coordinate system is right handed.
|
|
/// Make sure to set <see cref="DrawingHandleBase.SetTransform"/>
|
|
/// to set the model matrix if needed.
|
|
/// </summary>
|
|
/// <param name="texture">Texture to draw.</param>
|
|
/// <param name="quad">The four vertices of the quad in object space (or world if the transform is identity.).</param>
|
|
/// <param name="modulate">A color to multiply the texture by when shading.</param>
|
|
public void DrawTextureRect(Texture texture, Box2 quad, Color? modulate = null)
|
|
{
|
|
CheckDisposed();
|
|
|
|
DrawTextureRectRegion(texture, quad, modulate);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Draws a full texture sprite to the world. The coordinate system is right handed.
|
|
/// Make sure to set <see cref="DrawingHandleBase.SetTransform"/>
|
|
/// to set the model matrix if needed.
|
|
/// </summary>
|
|
/// <param name="texture">Texture to draw.</param>
|
|
/// <param name="quad">The four vertices of the quad in object space (or world if the transform is identity.).
|
|
/// The rotation of the rectangle is applied before the transform matrix.</param>
|
|
/// <param name="modulate">A color to multiply the texture by when shading.</param>
|
|
public void DrawTextureRect(Texture texture, in Box2Rotated quad, Color? modulate = null)
|
|
{
|
|
CheckDisposed();
|
|
|
|
DrawTextureRectRegion(texture, in quad, modulate);
|
|
}
|
|
}
|
|
}
|