101 lines
3.7 KiB
C#
101 lines
3.7 KiB
C#
// MonoGame - Copyright (C) The MonoGame Team
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// This file is subject to the terms and conditions defined in
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// file 'LICENSE.txt', which is part of this source code package.
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using System;
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namespace Microsoft.Xna.Framework.Graphics
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{
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internal class SpriteBatchItem : IComparable<SpriteBatchItem>
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{
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public Texture2D Texture;
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public SpriteBatch.EffectWithParams Effect;
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public float SortKey;
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public VertexPositionColorTexture vertexTL;
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public VertexPositionColorTexture vertexTR;
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public VertexPositionColorTexture vertexBL;
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public VertexPositionColorTexture vertexBR;
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public SpriteBatchItem ()
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{
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vertexTL = new VertexPositionColorTexture();
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vertexTR = new VertexPositionColorTexture();
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vertexBL = new VertexPositionColorTexture();
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vertexBR = new VertexPositionColorTexture();
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}
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public void Set ( float x, float y, float dx, float dy, float w, float h, float sin, float cos, Color color, Vector2 texCoordTL, Vector2 texCoordBR, float depth )
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{
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// TODO, Should we be just assigning the Depth Value to Z?
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// According to http://blogs.msdn.com/b/shawnhar/archive/2011/01/12/spritebatch-billboards-in-a-3d-world.aspx
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// We do.
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vertexTL.Position.X = x+dx*cos-dy*sin;
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vertexTL.Position.Y = y+dx*sin+dy*cos;
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vertexTL.Position.Z = depth;
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vertexTL.Color = color;
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vertexTL.TextureCoordinate.X = texCoordTL.X;
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vertexTL.TextureCoordinate.Y = texCoordTL.Y;
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vertexTR.Position.X = x+(dx+w)*cos-dy*sin;
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vertexTR.Position.Y = y+(dx+w)*sin+dy*cos;
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vertexTR.Position.Z = depth;
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vertexTR.Color = color;
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vertexTR.TextureCoordinate.X = texCoordBR.X;
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vertexTR.TextureCoordinate.Y = texCoordTL.Y;
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vertexBL.Position.X = x+dx*cos-(dy+h)*sin;
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vertexBL.Position.Y = y+dx*sin+(dy+h)*cos;
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vertexBL.Position.Z = depth;
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vertexBL.Color = color;
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vertexBL.TextureCoordinate.X = texCoordTL.X;
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vertexBL.TextureCoordinate.Y = texCoordBR.Y;
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vertexBR.Position.X = x+(dx+w)*cos-(dy+h)*sin;
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vertexBR.Position.Y = y+(dx+w)*sin+(dy+h)*cos;
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vertexBR.Position.Z = depth;
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vertexBR.Color = color;
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vertexBR.TextureCoordinate.X = texCoordBR.X;
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vertexBR.TextureCoordinate.Y = texCoordBR.Y;
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}
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public void Set(float x, float y, float w, float h, Color color, Vector2 texCoordTL, Vector2 texCoordBR, float depth)
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{
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vertexTL.Position.X = x;
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vertexTL.Position.Y = y;
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vertexTL.Position.Z = depth;
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vertexTL.Color = color;
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vertexTL.TextureCoordinate.X = texCoordTL.X;
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vertexTL.TextureCoordinate.Y = texCoordTL.Y;
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vertexTR.Position.X = x + w;
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vertexTR.Position.Y = y;
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vertexTR.Position.Z = depth;
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vertexTR.Color = color;
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vertexTR.TextureCoordinate.X = texCoordBR.X;
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vertexTR.TextureCoordinate.Y = texCoordTL.Y;
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vertexBL.Position.X = x;
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vertexBL.Position.Y = y + h;
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vertexBL.Position.Z = depth;
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vertexBL.Color = color;
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vertexBL.TextureCoordinate.X = texCoordTL.X;
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vertexBL.TextureCoordinate.Y = texCoordBR.Y;
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vertexBR.Position.X = x + w;
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vertexBR.Position.Y = y + h;
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vertexBR.Position.Z = depth;
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vertexBR.Color = color;
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vertexBR.TextureCoordinate.X = texCoordBR.X;
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vertexBR.TextureCoordinate.Y = texCoordBR.Y;
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}
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#region Implement IComparable
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public int CompareTo(SpriteBatchItem other)
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{
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return SortKey.CompareTo(other.SortKey);
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}
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#endregion
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}
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}
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