Render explicit dual terrain tiles

This commit is contained in:
2026-05-08 22:30:18 +02:00
parent 4827eefa9b
commit 1ca65eccf8

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@@ -215,58 +215,93 @@ public sealed partial class MainWindow
{ {
var wallColor = ColorHelper.FromArgb(255, 54, 61, 68); var wallColor = ColorHelper.FromArgb(255, 54, 61, 68);
var floorColor = ColorHelper.FromArgb(255, 31, 36, 40); var floorColor = ColorHelper.FromArgb(255, 31, 36, 40);
var wallMask = c_AllCorners ^ floorMask;
if (floorMask == 0) drawing.FillRectangle(rect, floorColor);
DrawDualTerrainTile(drawing, rect, wallColor, floorColor, GetDualTerrainTileId(wallMask));
}
private static int GetDualTerrainTileId(int wallMask)
{
return wallMask;
}
private static void DrawDualTerrainTile(CanvasDrawingSession drawing, Rect rect, Color wallColor, Color floorColor, int tileId)
{
if (tileId == 0)
return;
if (tileId == c_AllCorners)
{ {
drawing.FillRectangle(rect, wallColor); drawing.FillRectangle(rect, wallColor);
return; return;
} }
if (floorMask == c_AllFloorCorners) switch (tileId)
{ {
drawing.FillRectangle(rect, floorColor); case c_TopLeftCorner:
return; case c_TopRightCorner:
case c_BottomLeftCorner:
case c_BottomRightCorner:
DrawTerrainCorner(drawing, rect, wallColor, tileId);
break;
case c_TopLeftCorner | c_TopRightCorner:
drawing.FillRectangle(new(rect.X, rect.Y, rect.Width, rect.Height / 2), wallColor);
break;
case c_BottomLeftCorner | c_BottomRightCorner:
drawing.FillRectangle(new(rect.X, rect.Y + rect.Height / 2, rect.Width, rect.Height / 2), wallColor);
break;
case c_TopLeftCorner | c_BottomLeftCorner:
drawing.FillRectangle(new(rect.X, rect.Y, rect.Width / 2, rect.Height), wallColor);
break;
case c_TopRightCorner | c_BottomRightCorner:
drawing.FillRectangle(new(rect.X + rect.Width / 2, rect.Y, rect.Width / 2, rect.Height), wallColor);
break;
case c_TopLeftCorner | c_BottomRightCorner:
DrawTerrainCorner(drawing, rect, wallColor, c_TopLeftCorner);
DrawTerrainCorner(drawing, rect, wallColor, c_BottomRightCorner);
break;
case c_TopRightCorner | c_BottomLeftCorner:
DrawTerrainCorner(drawing, rect, wallColor, c_TopRightCorner);
DrawTerrainCorner(drawing, rect, wallColor, c_BottomLeftCorner);
break;
default:
drawing.FillRectangle(rect, wallColor);
DrawTerrainCorner(drawing, rect, floorColor, c_AllCorners ^ tileId);
break;
} }
drawing.FillRectangle(rect, floorColor);
var wallMask = c_AllFloorCorners ^ floorMask;
if ((wallMask & c_TopLeftFloor) != 0)
DrawTerrainCorner(drawing, rect, wallColor, c_TopLeftFloor);
if ((wallMask & c_TopRightFloor) != 0)
DrawTerrainCorner(drawing, rect, wallColor, c_TopRightFloor);
if ((wallMask & c_BottomLeftFloor) != 0)
DrawTerrainCorner(drawing, rect, wallColor, c_BottomLeftFloor);
if ((wallMask & c_BottomRightFloor) != 0)
DrawTerrainCorner(drawing, rect, wallColor, c_BottomRightFloor);
} }
private static void DrawTerrainCorner(CanvasDrawingSession drawing, Rect rect, Color color, int corner) private static void DrawTerrainCorner(CanvasDrawingSession drawing, Rect rect, Color color, int corner)
{ {
var center = new Vector2((float)(rect.X + rect.Width / 2), (float)(rect.Y + rect.Height / 2));
var radiusX = (float)rect.Width / 2; var radiusX = (float)rect.Width / 2;
var radiusY = (float)rect.Height / 2; var radiusY = (float)rect.Height / 2;
var center = corner switch {
c_TopLeftCorner => new Vector2((float)rect.X, (float)rect.Y),
c_TopRightCorner => new Vector2((float)(rect.X + rect.Width), (float)rect.Y),
c_BottomRightCorner => new Vector2((float)(rect.X + rect.Width), (float)(rect.Y + rect.Height)),
c_BottomLeftCorner => new Vector2((float)rect.X, (float)(rect.Y + rect.Height)),
_ => new Vector2((float)(rect.X + rect.Width / 2), (float)(rect.Y + rect.Height / 2))
};
var start = corner switch { var start = corner switch {
c_TopLeftFloor => new Vector2(center.X, (float)rect.Y), c_TopLeftCorner => new Vector2(center.X + radiusX, center.Y),
c_TopRightFloor => new Vector2((float)(rect.X + rect.Width), center.Y), c_TopRightCorner => new Vector2(center.X, center.Y + radiusY),
c_BottomRightFloor => new Vector2(center.X, (float)(rect.Y + rect.Height)), c_BottomRightCorner => new Vector2(center.X - radiusX, center.Y),
c_BottomLeftFloor => new Vector2((float)rect.X, center.Y), c_BottomLeftCorner => new Vector2(center.X, center.Y - radiusY),
_ => center _ => center
}; };
var end = corner switch { var end = corner switch {
c_TopLeftFloor => new Vector2((float)rect.X, center.Y), c_TopLeftCorner => new Vector2(center.X, center.Y + radiusY),
c_TopRightFloor => new Vector2(center.X, (float)rect.Y), c_TopRightCorner => new Vector2(center.X - radiusX, center.Y),
c_BottomRightFloor => new Vector2((float)(rect.X + rect.Width), center.Y), c_BottomRightCorner => new Vector2(center.X, center.Y - radiusY),
c_BottomLeftFloor => new Vector2(center.X, (float)(rect.Y + rect.Height)), c_BottomLeftCorner => new Vector2(center.X + radiusX, center.Y),
_ => center _ => center
}; };
using var builder = new CanvasPathBuilder(drawing); using var builder = new CanvasPathBuilder(drawing);
builder.BeginFigure(center); builder.BeginFigure(center);
builder.AddLine(start); builder.AddLine(start);
builder.AddArc(end, radiusX, radiusY, 0, CanvasSweepDirection.CounterClockwise, CanvasArcSize.Small); builder.AddArc(end, radiusX, radiusY, 0, CanvasSweepDirection.Clockwise, CanvasArcSize.Small);
builder.EndFigure(CanvasFigureLoop.Closed); builder.EndFigure(CanvasFigureLoop.Closed);
using var geometry = CanvasGeometry.CreatePath(builder); using var geometry = CanvasGeometry.CreatePath(builder);
@@ -277,16 +312,16 @@ public sealed partial class MainWindow
{ {
var mask = 0; var mask = 0;
if (GetTerrainOrWall(x - 1, y - 1) == ECellTerrain.Floor) if (GetTerrainOrWall(x - 1, y - 1) == ECellTerrain.Floor)
mask |= c_TopLeftFloor; mask |= c_TopLeftCorner;
if (GetTerrainOrWall(x, y - 1) == ECellTerrain.Floor) if (GetTerrainOrWall(x, y - 1) == ECellTerrain.Floor)
mask |= c_TopRightFloor; mask |= c_TopRightCorner;
if (GetTerrainOrWall(x - 1, y) == ECellTerrain.Floor) if (GetTerrainOrWall(x - 1, y) == ECellTerrain.Floor)
mask |= c_BottomLeftFloor; mask |= c_BottomLeftCorner;
if (GetTerrainOrWall(x, y) == ECellTerrain.Floor) if (GetTerrainOrWall(x, y) == ECellTerrain.Floor)
mask |= c_BottomRightFloor; mask |= c_BottomRightCorner;
return mask; return mask;
} }
@@ -451,11 +486,11 @@ public sealed partial class MainWindow
} }
private readonly SimulationEngine m_Simulation = new(); private readonly SimulationEngine m_Simulation = new();
private const int c_TopLeftFloor = 1; private const int c_TopLeftCorner = 1;
private const int c_TopRightFloor = 2; private const int c_TopRightCorner = 2;
private const int c_BottomLeftFloor = 4; private const int c_BottomLeftCorner = 4;
private const int c_BottomRightFloor = 8; private const int c_BottomRightCorner = 8;
private const int c_AllFloorCorners = c_TopLeftFloor | c_TopRightFloor | c_BottomLeftFloor | c_BottomRightFloor; private const int c_AllCorners = c_TopLeftCorner | c_TopRightCorner | c_BottomLeftCorner | c_BottomRightCorner;
private StorageFile? m_CurrentFile; private StorageFile? m_CurrentFile;
private LevelState m_Level; private LevelState m_Level;
private bool m_Painting; private bool m_Painting;