axiosengine/axios/Engine/Extensions/Texture2D.cs
Nathan Adams e86a1f887c Removing uneeded Game Screen check
Adding SplitFlat that takes in offsets
2012-05-05 23:18:31 -05:00

291 lines
16 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Axios.Engine.Extenions
{
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
/// <summary>
/// Splits a texture into an array of smaller textures of the specified size.
/// </summary>
/// <param name="original">The texture to be split into smaller textures</param>
/// <param name="partWidth">The width of each of the smaller textures that will be contained in the returned array.</param>
/// <param name="partHeight">The height of each of the smaller textures that will be contained in the returned array.</param>
/// <returns>A multidimensional array represting the rows/coulmns in the texture.</returns>
public static Texture2D[,] Split(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[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<Color>(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<Color>(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
/// <summary>
/// Splits a texture into an array of smaller textures of the specified size.
/// </summary>
/// <param name="original">The texture to be split into smaller textures</param>
/// <param name="partWidth">The width of each of the smaller textures that will be contained in the returned array.</param>
/// <param name="partHeight">The height of each of the smaller textures that will be contained in the returned array.</param>
/// <param name="offsetWidth">The width offset whitespace to ignore</param>
/// <param name="offsetHeight">The height offset whitespace to ignore</param>
/// <param name="xCount">The number of textures per row</param>
/// <param name="yCount">The number of texture per column</param>
/// <returns>A multidimensional array represting the rows/coulmns in the texture.</returns>
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<Color>(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<Color>(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
/// <summary>
/// Splits a texture into an array of smaller textures of the specified size.
/// </summary>
/// <param name="original">The texture to be split into smaller textures</param>
/// <param name="partWidth">The width of each of the smaller textures that will be contained in the returned array.</param>
/// <param name="partHeight">The height of each of the smaller textures that will be contained in the returned array.</param>
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<Color>(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<Color>(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
/// <summary>
/// Splits a texture into an array of smaller textures of the specified size.
/// </summary>
/// <param name="original">The texture to be split into smaller textures</param>
/// <param name="partWidth">The width of each of the smaller textures that will be contained in the returned array.</param>
/// <param name="partHeight">The height of each of the smaller textures that will be contained in the returned array.</param>
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<Color>(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<Color>(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
/// <summary>
/// Combines one texture with another
/// </summary>
/// <param name="original">The first texture</param>
/// <param name="texturetoadd">The second texture</param>
/// <param name="loc">The location where to put the texture in reference to the first</param>
/// <returns></returns>
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;
}
}
}