public CreateBatchItem ( ) : |
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Résultat |
public void Draw(Texture2D texture, Vector2 position, Nullable <Rectangle> sourceRectangle, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effect, float depth) { if (texture == null) { throw new ArgumentException("texture"); } SpriteBatchItem item = _batcher.CreateBatchItem(); item.Depth = depth; item.TextureID = (int)texture.ID; Rectangle rect; if (sourceRectangle.HasValue) { rect = sourceRectangle.Value; } else { rect = new Rectangle(0, 0, texture.Image.ImageWidth, texture.Image.ImageHeight); } Vector2 texCoordTL = texture.Image.GetTextureCoord(rect.X, rect.Y); Vector2 texCoordBR = texture.Image.GetTextureCoord(rect.X + rect.Width, rect.Y + rect.Height); if ((effect & SpriteEffects.FlipVertically) != 0) { float temp = texCoordBR.Y; texCoordBR.Y = texCoordTL.Y; texCoordTL.Y = temp; } if ((effect & SpriteEffects.FlipHorizontally) != 0) { float temp = texCoordBR.X; texCoordBR.X = texCoordTL.X; texCoordTL.X = temp; } item.Set ( position.X, position.Y, -origin.X * scale.X, -origin.Y * scale.Y, rect.Width * scale.X, rect.Height * scale.Y, (float)Math.Sin(rotation), (float)Math.Cos(rotation), color, texCoordTL, texCoordBR ); }
public void Draw(Texture2D texture, Vector2 position, Nullable <Rectangle> sourceRectangle, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effect, float depth) { if (texture == null) { throw new ArgumentException("texture"); } // texture 0 is the texture beeing draw graphicsDevice.Textures[0] = texture; SpriteBatchItem item = _batcher.CreateBatchItem(); item.Depth = depth; item.TextureID = (int)texture.ID; if (sourceRectangle.HasValue) { tempRect = sourceRectangle.Value; } else { tempRect.X = 0; tempRect.Y = 0; tempRect.Width = texture.Width; tempRect.Height = texture.Height; } if (texture.Image == null) { float texWidthRatio = 1.0f / (float)texture.Width; float texHeightRatio = 1.0f / (float)texture.Height; // We are initially flipped vertically so we need to flip the corners so that // the image is bottom side up to display correctly texCoordTL.X = tempRect.X * texWidthRatio; //texCoordTL.Y = (tempRect.Y + tempRect.Height) * texHeightRatio; texCoordTL.Y = 1.0f - tempRect.Y * texHeightRatio; texCoordBR.X = (tempRect.X + tempRect.Width) * texWidthRatio; //texCoordBR.Y = tempRect.Y * texHeightRatio; texCoordBR.Y = 1.0f - (tempRect.Y + tempRect.Height) * texHeightRatio; } else { texCoordTL.X = texture.Image.GetTextureCoordX(tempRect.X); texCoordTL.Y = texture.Image.GetTextureCoordY(tempRect.Y); texCoordBR.X = texture.Image.GetTextureCoordX(tempRect.X + tempRect.Width); texCoordBR.Y = texture.Image.GetTextureCoordY(tempRect.Y + tempRect.Height); } if ((effect & SpriteEffects.FlipVertically) != 0) { float temp = texCoordBR.Y; texCoordBR.Y = texCoordTL.Y; texCoordTL.Y = temp; } if ((effect & SpriteEffects.FlipHorizontally) != 0) { float temp = texCoordBR.X; texCoordBR.X = texCoordTL.X; texCoordTL.X = temp; } item.Set(position.X, position.Y, -origin.X * scale.X, -origin.Y * scale.Y, tempRect.Width * scale.X, tempRect.Height * scale.Y, (float)Math.Sin(rotation), (float)Math.Cos(rotation), color, texCoordTL, texCoordBR); }
internal void DrawInternal( Texture2D texture, Vector4 destinationRectangle, Rectangle?sourceRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effect, float depth, bool autoFlush ) { SpriteBatchItem item = _batcher.CreateBatchItem(); item.Depth = depth; item.Texture = texture; if (sourceRectangle.HasValue) { _tempRect = sourceRectangle.Value; } else { _tempRect.X = 0; _tempRect.Y = 0; _tempRect.Width = texture.Width; _tempRect.Height = texture.Height; } _texCoordTL.X = _tempRect.X / (float)texture.Width; _texCoordTL.Y = _tempRect.Y / (float)texture.Height; _texCoordBR.X = (_tempRect.X + _tempRect.Width) / (float)texture.Width; _texCoordBR.Y = (_tempRect.Y + _tempRect.Height) / (float)texture.Height; if ((effect & SpriteEffects.FlipVertically) != 0) { float temp = _texCoordBR.Y; _texCoordBR.Y = _texCoordTL.Y; _texCoordTL.Y = temp; } if ((effect & SpriteEffects.FlipHorizontally) != 0) { float temp = _texCoordBR.X; _texCoordBR.X = _texCoordTL.X; _texCoordTL.X = temp; } item.Set( destinationRectangle.X, destinationRectangle.Y, -origin.X, -origin.Y, destinationRectangle.Z, destinationRectangle.W, (float)Math.Sin(rotation), (float)Math.Cos(rotation), color, _texCoordTL, _texCoordBR ); if (autoFlush) { FlushIfNeeded(); } }
internal void DrawInternal(Texture2D texture, Vector4 destinationRectangle, Rectangle?sourceRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effect, float depth, bool autoFlush) { var item = _batcher.CreateBatchItem(); item.Depth = depth; item.Texture = texture; int iTexWidth = texture.width; int iTexHeight = texture.height; float fTexWidth = iTexWidth; float fTexHeight = iTexHeight; if (sourceRectangle.HasValue) { _tempRect = sourceRectangle.Value; } else { _tempRect.X = 0; _tempRect.Y = 0; _tempRect.Width = iTexWidth; _tempRect.Height = iTexHeight; } _texCoordTL.X = _tempRect.X / fTexWidth; _texCoordTL.Y = _tempRect.Y / fTexHeight; _texCoordBR.X = (_tempRect.X + _tempRect.Width) / fTexWidth; _texCoordBR.Y = (_tempRect.Y + _tempRect.Height) / fTexHeight; if ((effect & SpriteEffects.FlipVertically) != 0) { var temp2 = _texCoordBR.Y; _texCoordBR.Y = _texCoordTL.Y; _texCoordTL.Y = temp2; } if ((effect & SpriteEffects.FlipHorizontally) != 0) { var temp = _texCoordBR.X; _texCoordBR.X = _texCoordTL.X; _texCoordTL.X = temp; } item.Set(destinationRectangle.X, destinationRectangle.Y, -origin.X, -origin.Y, destinationRectangle.Z, destinationRectangle.W, (float)Math.Sin(rotation), (float)Math.Cos(rotation), color, _texCoordTL, _texCoordBR); /*logCount++; * if(logCount > 300) * { * logCount = 0; * Console.WriteLine("Rotation: " + rotation); * Console.WriteLine("item set input: destinationRectangle: " + destinationRectangle.ToString() + " origin: " + origin.ToString() + * " sin: " + (float)Math.Sin(rotation) + " cos: " + (float)Math.Cos(rotation) + " _texCoordTL: " + _texCoordTL.ToString() + " _texCoordBR: " + _texCoordBR); * }*/ if (autoFlush) { FlushIfNeeded(); } }
internal void DrawInternal(Texture2D texture, Vector4 destinationRectangle, Rectangle?sourceRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effect, float depth, bool autoFlush) { var item = _batcher.CreateBatchItem(); item.Texture = texture; // set SortKey based on SpriteSortMode. switch (_sortMode) { // Comparison of Texture objects. case SpriteSortMode.Texture: item.SortKey = texture.SortingKey; break; // Comparison of Depth case SpriteSortMode.FrontToBack: item.SortKey = depth; break; // Comparison of Depth in reverse case SpriteSortMode.BackToFront: item.SortKey = -depth; break; } if (sourceRectangle.HasValue) { _tempRect = sourceRectangle.Value; _texCoordTL.X = _tempRect.X / (float)texture.Width; _texCoordTL.Y = _tempRect.Y / (float)texture.Height; _texCoordBR.X = (_tempRect.X + _tempRect.Width) / (float)texture.Width; _texCoordBR.Y = (_tempRect.Y + _tempRect.Height) / (float)texture.Height; } else { _texCoordTL.X = 0f; _texCoordTL.Y = 0f; _texCoordBR.X = 1f; _texCoordBR.Y = 1f; } if ((effect & SpriteEffects.FlipVertically) != 0) { var temp = _texCoordBR.Y; _texCoordBR.Y = _texCoordTL.Y; _texCoordTL.Y = temp; } if ((effect & SpriteEffects.FlipHorizontally) != 0) { var temp = _texCoordBR.X; _texCoordBR.X = _texCoordTL.X; _texCoordTL.X = temp; } if (rotation == 0f) { item.Set(destinationRectangle.X - origin.X, destinationRectangle.Y - origin.Y, destinationRectangle.Z, destinationRectangle.W, color, _texCoordTL, _texCoordBR, depth); } else { item.Set(destinationRectangle.X, destinationRectangle.Y, -origin.X, -origin.Y, destinationRectangle.Z, destinationRectangle.W, (float)Math.Sin(rotation), (float)Math.Cos(rotation), color, _texCoordTL, _texCoordBR, depth); } if (autoFlush) { FlushIfNeeded(); } }
/// <summary> /// Submit a sprite for drawing in the current batch. /// </summary> /// <param name="texture">A texture.</param> /// <param name="position">The drawing location on screen.</param> /// <param name="sourceRectangle">An optional region on the texture which will be rendered. If null - draws full texture.</param> /// <param name="color">A color mask.</param> /// <param name="rotation">A rotation of this sprite.</param> /// <param name="origin">Center of the rotation. 0,0 by default.</param> /// <param name="scale">A scaling of this sprite.</param> /// <param name="effects">Modificators for drawing. Can be combined.</param> /// <param name="layerDepth">A depth of the layer of this sprite.</param> public void Draw(Texture2D texture, Vector2 position, Rectangle?sourceRectangle, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth) { CheckValid(texture); var item = _batcher.CreateBatchItem(); item.Texture = texture; // set SortKey based on SpriteSortMode. switch (_sortMode) { // Comparison of Texture objects. case SpriteSortMode.Texture: item.SortKey = texture.SortingKey; break; // Comparison of Depth case SpriteSortMode.FrontToBack: item.SortKey = layerDepth; break; // Comparison of Depth in reverse case SpriteSortMode.BackToFront: item.SortKey = -layerDepth; break; } origin = origin * scale; float w, h; if (sourceRectangle.HasValue) { var srcRect = sourceRectangle.GetValueOrDefault(); w = srcRect.Width * scale.X; h = srcRect.Height * scale.Y; _texCoordTL.X = srcRect.X * texture.TexelWidth; _texCoordTL.Y = srcRect.Y * texture.TexelHeight; _texCoordBR.X = (srcRect.X + srcRect.Width) * texture.TexelWidth; _texCoordBR.Y = (srcRect.Y + srcRect.Height) * texture.TexelHeight; } else { w = texture.Width * scale.X; h = texture.Height * scale.Y; _texCoordTL = Vector2.Zero; _texCoordBR = Vector2.One; } if ((effects & SpriteEffects.FlipVertically) != 0) { var temp = _texCoordBR.Y; _texCoordBR.Y = _texCoordTL.Y; _texCoordTL.Y = temp; } if ((effects & SpriteEffects.FlipHorizontally) != 0) { var temp = _texCoordBR.X; _texCoordBR.X = _texCoordTL.X; _texCoordTL.X = temp; } if (rotation == 0f) { item.Set(position.X - origin.X, position.Y - origin.Y, w, h, color, _texCoordTL, _texCoordBR, layerDepth); } else { item.Set(position.X, position.Y, -origin.X, -origin.Y, w, h, (float)Math.Sin(rotation), (float)Math.Cos(rotation), color, _texCoordTL, _texCoordBR, layerDepth); } FlushIfNeeded(); }