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␍␊ |