private void AddNew(object texture, SpriteVertexLayout.Struct data)
        {
            //Create new segment with initial values
            var newSegment = new SpriteSegment();

            newSegment.Texture = texture;
            newSegment.Sprites.Add(data);
            sprites.Add(newSegment);

            //Create reference for segment in dictionary
            if (!textureSprites.ContainsKey(texture))
            {
                textureSprites.Add(texture, new List <SpriteSegment>());
            }

            textureSprites[texture].Add(newSegment);
            spriteCount++;
            CheckForFullBuffer();
        }
 private void AddIn(SpriteSegment segment, SpriteVertexLayout.Struct data)
 {
     segment.Sprites.Add(data);
     spriteCount++;
     CheckForFullBuffer();
 }
        /// <summary>
        /// Draws a region of a texture on the screen.
        /// </summary>
        /// <param name="texture">The shader resource view of the texture to draw</param>
        /// <param name="position">Position of the center of the texture in the chosen coordinate system</param>
        /// <param name="size">Size of the texture in the chosen coordinate system. The size is specified in the screen's coordinate system.</param>
        /// <param name="center">Specify the texture's center in the chosen coordinate system. The center is specified in the texture's local coordinate system. E.g. for <paramref name="coordinateType"/>=CoordinateType.SNorm, the texture's center is defined by (0, 0).</param>
        /// <param name="rotationAngle">The angle in radians to rotate the texture. Positive values mean counter-clockwise rotation. Rotations can only be applied for relative or absolute coordinates. Consider using the Degrees or Radians helper structs.</param>
        /// <param name="coordinateType">A custom coordinate system in which to draw the texture</param>
        /// <param name="color">The color with which to multiply the texture</param>
        /// <param name="texCoords">Texture coordinates for the top left corner</param>
        /// <param name="texCoordsSize">Size of the region in texture coordinates</param>
        protected internal void Draw(object texture, STRVector position, STRVector size, STRVector center, double rotationAngle, STRVector texCoords, STRVector texCoordsSize, STRColor color, CoordinateType coordinateType)
        {
            if (texture == null)
            {
                return;
            }

            size.X = Math.Abs(size.X);
            size.Y = Math.Abs(size.Y);

            //Difference vectors from the center to the texture edges (in screen coordinates).
            STRVector left, up, right, down;

            if (coordinateType == CoordinateType.UNorm)
            {
                left  = new STRVector(0 - center.X * size.X, 0);
                up    = new STRVector(0, 0 - center.Y * size.Y);
                right = new STRVector((1 - center.X) * size.X, 0);
                down  = new STRVector(0, (1 - center.Y) * size.Y);
            }
            else if (coordinateType == CoordinateType.SNorm)
            {
                left  = new STRVector((-1 - center.X) * size.X / 2, 0);
                up    = new STRVector(0, (1 - center.Y) * size.Y / 2);
                right = new STRVector((1 - center.X) * size.X / 2, 0);
                down  = new STRVector(0, (-1 - center.Y) * size.Y / 2);
            }
            else
            {
                left  = new STRVector(-center.X, 0);
                up    = new STRVector(0, -center.Y);
                right = new STRVector(size.X - center.X, 0);
                down  = new STRVector(0, size.Y - center.Y);
            }

            if (rotationAngle != 0)
            {
                if (coordinateType != CoordinateType.Absolute && coordinateType != CoordinateType.Relative)
                {
                    //Normalized coordinates tend to be skewed when applying rotation
                    throw new ArgumentException("Rotation is only allowed for relative or absolute coordinates", "rotationAngle");
                }
                float sine   = (float)Math.Sin(rotationAngle);
                float cosine = (float)Math.Cos(rotationAngle);
                left  = Rotate(left, sine, cosine);
                right = Rotate(right, sine, cosine);
                up    = Rotate(up, sine, cosine);
                down  = Rotate(down, sine, cosine);
            }

            var data = new SpriteVertexLayout.Struct();

            data.TexCoord     = texCoords;
            data.TexCoordSize = texCoordsSize;
            data.Color        = color.ToArgb();
            data.TopLeft      = ConvertCoordinate(position + up + left, coordinateType);
            data.TopRight     = ConvertCoordinate(position + up + right, coordinateType);
            data.BottomLeft   = ConvertCoordinate(position + down + left, coordinateType);
            data.BottomRight  = ConvertCoordinate(position + down + right, coordinateType);

            if (AllowReorder)
            {
                //Is there already a sprite for this texture?
                if (textureSprites.ContainsKey(texture))
                {
                    //Add the sprite to the last segment for this texture
                    var Segment = textureSprites[texture].Last();
                    AddIn(Segment, data);
                }
                else
                {
                    //Add a new segment for this texture
                    AddNew(texture, data);
                }
            }
            else
            {
                //Add a new segment for this texture
                AddNew(texture, data);
            }
        }