using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Axios.Engine.Extensions
{
public enum TextureUnionLocation {
Right,
Bottom,
Top,
Left
}
public static class AxiosExtensions_Texture2D
{
/// http://gamedev.stackexchange.com/questions/11584/xna-splitting-one-large-texture-into-an-array-of-smaller-textures
///
/// Splits a texture into an array of smaller textures of the specified size.
///
/// The texture to be split into smaller textures
/// The width of each of the smaller textures that will be contained in the returned array.
/// The height of each of the smaller textures that will be contained in the returned array.
/// A multidimensional array represting the rows/coulmns in the texture.
public static Texture2D[,] Split(this Texture2D original, int partWidth, int partHeight, out int xCount, out int yCount)
{
// This is buggy, there is an issue where it is out of bounds => r[curryidx, currxidx] = part;
// -- Nathan Adams [adamsna@datanethost.net] - 6/21/2012
yCount = original.Height / partHeight; //+ (partHeight % original.Height == 0 ? 0 : 1);//The number of textures in each horizontal row
xCount = original.Width / partWidth; //+(partWidth % original.Width == 0 ? 0 : 1);//The number of textures in each vertical column
Texture2D[,] r = new Texture2D[yCount,xCount];//Number of parts = (area of original) / (area of each part).
int dataPerPart = partWidth * partHeight;//Number of pixels in each of the split parts
//Get the pixel data from the original texture:
Color[] originalData = new Color[original.Width * original.Height];
original.GetData(originalData);
//int index = 0;
int currxidx = 0;
int curryidx = 0;
for (int y = 0; y < yCount * partHeight; y += partHeight)
{
for (int x = 0; x < xCount * partWidth; x += partWidth)
{
//The texture at coordinate {x, y} from the top-left of the original texture
Texture2D part = new Texture2D(original.GraphicsDevice, partWidth, partHeight);
//The data for part
Color[] partData = new Color[dataPerPart];
//Fill the part data with colors from the original texture
for (int py = 0; py < partHeight; py++)
for (int px = 0; px < partWidth; px++)
{
int partIndex = px + py * partWidth;
//If a part goes outside of the source texture, then fill the overlapping part with Color.Transparent
if (y + py >= original.Height || x + px >= original.Width)
partData[partIndex] = Color.Transparent;
else
partData[partIndex] = originalData[(x + px) + (y + py) * original.Width];
}
//Fill the part with the extracted data
part.SetData(partData);
//Stick the part in the return array:
r[curryidx, currxidx] = part;
curryidx++;
}
curryidx = 0;
curryidx++;
}
//Return the array of parts.
return r;
}
// http://gamedev.stackexchange.com/questions/11584/xna-splitting-one-large-texture-into-an-array-of-smaller-textures
///
/// Splits a texture into an array of smaller textures of the specified size.
///
/// The texture to be split into smaller textures
/// The width of each of the smaller textures that will be contained in the returned array.
/// The height of each of the smaller textures that will be contained in the returned array.
/// The width offset whitespace to ignore
/// The height offset whitespace to ignore
/// The number of textures per row
/// The number of texture per column
/// A multidimensional array represting the rows/coulmns in the texture.
public static Texture2D[,] Split(this Texture2D original, int partWidth, int partHeight, int offsetWidth, int offsetHeight, out int xCount, out int yCount)
{
yCount = original.Height / partHeight; //+ (partHeight % original.Height == 0 ? 0 : 1);//The number of textures in each horizontal row
xCount = original.Width / partWidth; //+(partWidth % original.Width == 0 ? 0 : 1);//The number of textures in each vertical column
//xCount -= (xCount % offsetWidth);
//yCount -= (yCount % offsetHeight);
Texture2D[,] r = new Texture2D[yCount, xCount];//Number of parts = (area of original) / (area of each part).
int dataPerPart = partWidth * partHeight;//Number of pixels in each of the split parts
//Get the pixel data from the original texture:
Color[] originalData = new Color[original.Width * original.Height];
original.GetData(originalData);
//int index = 0;
int currxidx = 0;
int curryidx = 0;
for (int y = 0; y < yCount * partHeight; y += (partHeight + offsetHeight))
{
for (int x = 0; x < xCount * partWidth; x += (partWidth + offsetWidth))
{
//The texture at coordinate {x, y} from the top-left of the original texture
Texture2D part = new Texture2D(original.GraphicsDevice, partWidth, partHeight);
//The data for part
Color[] partData = new Color[dataPerPart];
//Fill the part data with colors from the original texture
for (int py = 0; py < partHeight; py++)
for (int px = 0; px < partWidth; px++)
{
int partIndex = px + py * partWidth;
//If a part goes outside of the source texture, then fill the overlapping part with Color.Transparent
if (y + py >= original.Height || x + px >= original.Width)
partData[partIndex] = Color.Transparent;
else
partData[partIndex] = originalData[(x + px) + (y + py) * original.Width];
}
//Fill the part with the extracted data
part.SetData(partData);
//Stick the part in the return array:
r[curryidx, currxidx] = part;
currxidx++;
}
currxidx = 0;
curryidx++;
}
//Return the array of parts.
return r;
}
/// http://gamedev.stackexchange.com/questions/11584/xna-splitting-one-large-texture-into-an-array-of-smaller-textures
///
/// Splits a texture into an array of smaller textures of the specified size.
///
/// The texture to be split into smaller textures
/// The width of each of the smaller textures that will be contained in the returned array.
/// The height of each of the smaller textures that will be contained in the returned array.
public static Texture2D[] SplitFlat(this Texture2D original, int partWidth, int partHeight, out int xCount, out int yCount)
{
yCount = original.Height / partHeight; //+ (partHeight % original.Height == 0 ? 0 : 1);//The number of textures in each horizontal row
xCount = original.Width / partWidth; //+(partWidth % original.Width == 0 ? 0 : 1);//The number of textures in each vertical column
Texture2D[] r = new Texture2D[xCount * yCount];//Number of parts = (area of original) / (area of each part).
int dataPerPart = partWidth * partHeight;//Number of pixels in each of the split parts
//Get the pixel data from the original texture:
Color[] originalData = new Color[original.Width * original.Height];
original.GetData(originalData);
int index = 0;
for (int y = 0; y < yCount * partHeight; y += partHeight)
for (int x = 0; x < xCount * partWidth; x += partWidth)
{
//The texture at coordinate {x, y} from the top-left of the original texture
Texture2D part = new Texture2D(original.GraphicsDevice, partWidth, partHeight);
//The data for part
Color[] partData = new Color[dataPerPart];
//Fill the part data with colors from the original texture
for (int py = 0; py < partHeight; py++)
for (int px = 0; px < partWidth; px++)
{
int partIndex = px + py * partWidth;
//If a part goes outside of the source texture, then fill the overlapping part with Color.Transparent
if (y + py >= original.Height || x + px >= original.Width)
partData[partIndex] = Color.Transparent;
else
partData[partIndex] = originalData[(x + px) + (y + py) * original.Width];
}
//Fill the part with the extracted data
part.SetData(partData);
//Stick the part in the return array:
r[index++] = part;
}
//Return the array of parts.
return r;
}
/// http://gamedev.stackexchange.com/questions/11584/xna-splitting-one-large-texture-into-an-array-of-smaller-textures
///
/// Splits a texture into an array of smaller textures of the specified size.
///
/// The texture to be split into smaller textures
/// The width of each of the smaller textures that will be contained in the returned array.
/// The height of each of the smaller textures that will be contained in the returned array.
public static Texture2D[] SplitFlat(this Texture2D original, int partWidth, int partHeight, int offsetWidth, int offsetHeight, out int xCount, out int yCount)
{
yCount = original.Height / partHeight; //+ (partHeight % original.Height == 0 ? 0 : 1);//The number of textures in each horizontal row
xCount = original.Width / partWidth; //+(partWidth % original.Width == 0 ? 0 : 1);//The number of textures in each vertical column
Texture2D[] r = new Texture2D[xCount * yCount];//Number of parts = (area of original) / (area of each part).
int dataPerPart = partWidth * partHeight;//Number of pixels in each of the split parts
//Get the pixel data from the original texture:
Color[] originalData = new Color[original.Width * original.Height];
original.GetData(originalData);
int index = 0;
for (int y = 0; y < yCount * partHeight; y += (partHeight + offsetHeight))
for (int x = 0; x < xCount * partWidth; x += (partWidth + offsetWidth))
{
//The texture at coordinate {x, y} from the top-left of the original texture
Texture2D part = new Texture2D(original.GraphicsDevice, partWidth, partHeight);
//The data for part
Color[] partData = new Color[dataPerPart];
//Fill the part data with colors from the original texture
for (int py = 0; py < partHeight; py++)
for (int px = 0; px < partWidth; px++)
{
int partIndex = px + py * partWidth;
//If a part goes outside of the source texture, then fill the overlapping part with Color.Transparent
if (y + py >= original.Height || x + px >= original.Width)
partData[partIndex] = Color.Transparent;
else
partData[partIndex] = originalData[(x + px) + (y + py) * original.Width];
}
//Fill the part with the extracted data
part.SetData(partData);
//Stick the part in the return array:
r[index++] = part;
}
//Return the array of parts.
return r;
}
/// http://forums.create.msdn.com/forums/t/79258.aspx
///
/// Combines one texture with another
///
/// The first texture
/// The second texture
/// The location where to put the texture in reference to the first
///
public static Texture2D Union(this Texture2D original, Texture2D texturetoadd, TextureUnionLocation loc)
{
int newWidth = 0;
int newHeight = 0;
if (loc == TextureUnionLocation.Right || loc == TextureUnionLocation.Left)
{
newWidth = original.Width + texturetoadd.Width;
newHeight = original.Height;
}
else if (loc == TextureUnionLocation.Bottom || loc == TextureUnionLocation.Top)
{
newWidth = original.Width;
newHeight = original.Height + texturetoadd.Height;
}
Texture2D r = new Texture2D(original.GraphicsDevice, newWidth, newHeight);
Color[] originaldata = new Color[original.Width * original.Height];
Color[] texturetoadddata = new Color[texturetoadd.Width * texturetoadd.Height];
Color[] newtexturedata = new Color[newHeight * newWidth];
original.GetData(originaldata);
texturetoadd.GetData(texturetoadddata);
if (loc == TextureUnionLocation.Right)
{
r.SetData(0, new Rectangle(0, 0, original.Width, original.Height), originaldata, 0, original.Width * original.Height);
r.SetData(0, new Rectangle(original.Width, 0, texturetoadd.Width, texturetoadd.Height), texturetoadddata, 0, texturetoadd.Width * texturetoadd.Height);
}
else if (loc == TextureUnionLocation.Bottom)
{
r.SetData(0, new Rectangle(0, 0, original.Width, original.Height), originaldata, 0, original.Width * original.Height);
r.SetData(0, new Rectangle(0, original.Height, texturetoadd.Width, texturetoadd.Height), texturetoadddata, 0, texturetoadd.Width * texturetoadd.Height);
}
else if (loc == TextureUnionLocation.Left)
{
r.SetData(0, new Rectangle(0, 0, texturetoadd.Width, texturetoadd.Height), texturetoadddata, 0, texturetoadd.Width * texturetoadd.Height);
r.SetData(0, new Rectangle(texturetoadd.Width, 0, original.Width, original.Height), originaldata, 0, original.Width * original.Height);
}
else if (loc == TextureUnionLocation.Top)
{
r.SetData(0, new Rectangle(0, 0, texturetoadd.Width, texturetoadd.Height), texturetoadddata, 0, texturetoadd.Width * texturetoadd.Height);
r.SetData(0, new Rectangle(0, texturetoadd.Height, original.Width, original.Height), originaldata, 0, original.Width * original.Height);
}
return r;
}
//Create new Texture which is a subsection of original with dimensions of partWidth and partHeight
public static Texture2D Cut(this Texture2D original, int partWidth, int partHeight)
{
Texture2D newTexture = new Texture2D(original.GraphicsDevice, partWidth, partHeight); //Create texture of new area = to subsection area
int pixelCount = partWidth * partHeight; //Number of pixels in the new texture
Color[] originalData = new Color[original.Width * original.Height];
original.GetData(originalData); //Get the pixel data from the original texture
Color[] newData = new Color[pixelCount]; //Create pixel sheet for new texture
for (int y = 0; y < partHeight; y++) //increment from the top-most pixel
{
for (int x = 0; x < partWidth; x++) //increment from the top-most, left-most pixel
{
int colorIndex = x + y * partWidth; //get pixel at {x, y} coordinates
newData[colorIndex] = originalData[(x + y * original.Width)]; //set the color to pixel at original {x, y} coordinates
}
}
newTexture.SetData(newData); //set the color data for the new texture
return newTexture; //return Texture2D object cut from original
}
}
}