// Token: 0x06000D4F RID: 3407 RVA: 0x003E2E9C File Offset: 0x003E109C private unsafe void InternalDraw(Texture2D texture, ref Vector4 destination, bool scaleDestination, ref Rectangle?sourceRectangle, ref VertexColors colors, ref Vector2 origin, SpriteEffects effects, float rotation) { if (this._queuedSpriteCount >= this._spriteDataQueue.Length) { Array.Resize <TileBatch.SpriteData>(ref this._spriteDataQueue, this._spriteDataQueue.Length << 1); } fixed(TileBatch.SpriteData *ptr = &this._spriteDataQueue[this._queuedSpriteCount]) { float num = destination.Z; float num2 = destination.W; if (sourceRectangle.HasValue) { Rectangle value = sourceRectangle.Value; ptr->Source.X = (float)value.X; ptr->Source.Y = (float)value.Y; ptr->Source.Z = (float)value.Width; ptr->Source.W = (float)value.Height; if (scaleDestination) { num *= (float)value.Width; num2 *= (float)value.Height; } } else { float num3 = (float)texture.Width; float num4 = (float)texture.Height; ptr->Source.X = 0f; ptr->Source.Y = 0f; ptr->Source.Z = num3; ptr->Source.W = num4; if (scaleDestination) { num *= num3; num2 *= num4; } } ptr->Destination.X = destination.X; ptr->Destination.Y = destination.Y; ptr->Destination.Z = num; ptr->Destination.W = num2; ptr->Origin.X = origin.X; ptr->Origin.Y = origin.Y; ptr->Effects = effects; ptr->Colors = colors; ptr->Rotation = rotation; } if (this._spriteTextures == null || this._spriteTextures.Length != this._spriteDataQueue.Length) { Array.Resize <Texture2D>(ref this._spriteTextures, this._spriteDataQueue.Length); } Texture2D[] arg_1E7_0 = this._spriteTextures; int queuedSpriteCount = this._queuedSpriteCount; this._queuedSpriteCount = queuedSpriteCount + 1; arg_1E7_0[queuedSpriteCount] = texture; }
private unsafe void InternalDraw(Texture2D texture, ref Vector4 destination, bool scaleDestination, ref Rectangle?sourceRectangle, ref VertexColors colors, ref Vector2 origin, SpriteEffects effects, float rotation) { if (this._queuedSpriteCount >= this._spriteDataQueue.Length) { Array.Resize <TileBatch.SpriteData>(ref this._spriteDataQueue, this._spriteDataQueue.Length << 1); fixed(TileBatch.SpriteData *spriteDataPtr = &this._spriteDataQueue[this._queuedSpriteCount]) { float z = destination.Z; float w = destination.W; if (sourceRectangle.HasValue) { Rectangle rectangle = sourceRectangle.Value; spriteDataPtr->Source.X = (float)rectangle.X; spriteDataPtr->Source.Y = (float)rectangle.Y; spriteDataPtr->Source.Z = (float)rectangle.Width; spriteDataPtr->Source.W = (float)rectangle.Height; if (scaleDestination) { z *= (float)rectangle.Width; w *= (float)rectangle.Height; } } else { float width = (float)texture.Width; float height = (float)texture.Height; spriteDataPtr->Source.X = 0.0f; spriteDataPtr->Source.Y = 0.0f; spriteDataPtr->Source.Z = width; spriteDataPtr->Source.W = height; if (scaleDestination) { z *= width; w *= height; } } spriteDataPtr->Destination.X = destination.X; spriteDataPtr->Destination.Y = destination.Y; spriteDataPtr->Destination.Z = z; spriteDataPtr->Destination.W = w; spriteDataPtr->Origin.X = origin.X; spriteDataPtr->Origin.Y = origin.Y; spriteDataPtr->Effects = effects; spriteDataPtr->Colors = colors; spriteDataPtr->Rotation = rotation; } if (this._spriteTextures == null || this._spriteTextures.Length != this._spriteDataQueue.Length) { Array.Resize <Texture2D>(ref this._spriteTextures, this._spriteDataQueue.Length); } Texture2D[] spriteTextures = this._spriteTextures; int queuedSpriteCount = this._queuedSpriteCount; this._queuedSpriteCount = queuedSpriteCount + 1; int index = queuedSpriteCount; Texture2D texture2D = texture; spriteTextures[index] = texture2D; }
public void Draw( Texture2D texture, Vector4 destination, Rectangle?sourceRectangle, VertexColors colors) { this.InternalDraw(texture, ref destination, false, ref sourceRectangle, ref colors, ref TileBatch._vector2Zero, SpriteEffects.None, 0.0f); }
private unsafe void InternalDraw(Texture2D texture, Vector4 destination, bool scaleDestination, Rectangle?sourceRectangle, VertexColors colors, Vector2 origin, SpriteEffects effects, float rotation) { if (_queuedSpriteCount >= _spriteDataQueue.Length) { Array.Resize(ref _spriteDataQueue, _spriteDataQueue.Length << 1); } fixed(SpriteData *ptr = &_spriteDataQueue[_queuedSpriteCount]) { float num = destination.Z; float num2 = destination.W; if (sourceRectangle.HasValue) { Rectangle value = sourceRectangle.Value; ptr->Source.X = value.X; ptr->Source.Y = value.Y; ptr->Source.Z = value.Width; ptr->Source.W = value.Height; if (scaleDestination) { num *= (float)value.Width; num2 *= (float)value.Height; } } else { float num3 = texture.Width; float num4 = texture.Height; ptr->Source.X = 0f; ptr->Source.Y = 0f; ptr->Source.Z = num3; ptr->Source.W = num4; if (scaleDestination) { num *= num3; num2 *= num4; } } ptr->Destination.X = destination.X; ptr->Destination.Y = destination.Y; ptr->Destination.Z = num; ptr->Destination.W = num2; ptr->Origin.X = origin.X; ptr->Origin.Y = origin.Y; ptr->Effects = effects; ptr->Colors = colors; ptr->Rotation = rotation; } if (_spriteTextures == null || _spriteTextures.Length != _spriteDataQueue.Length) { Array.Resize(ref _spriteTextures, _spriteDataQueue.Length); } _spriteTextures[_queuedSpriteCount++] = texture; }
public void Draw(Texture2D texture, Vector2 position, VertexColors colors, Vector2 scale) { this.InternalDraw(texture, ref new Vector4() { X = position.X, Y = position.Y, Z = scale.X, W = scale.Y }, true, ref TileBatch._nullRectangle, ref colors, ref TileBatch._vector2Zero, SpriteEffects.None, 0.0f); }
public void Draw(Texture2D texture, Vector2 position, VertexColors colors) { Vector4 destination = default(Vector4); destination.X = position.X; destination.Y = position.Y; destination.Z = 1f; destination.W = 1f; InternalDraw(texture, destination, scaleDestination: true, _nullRectangle, colors, _vector2Zero, SpriteEffects.None, 0f); }
public void Draw(Texture2D texture, Vector2 position, VertexColors colors) { Vector4 vector = default(Vector4); vector.X = position.X; vector.Y = position.Y; vector.Z = 1f; vector.W = 1f; InternalDraw(texture, ref vector, true, ref nullRectangle, ref colors, ref vector2Zero, SpriteEffects.None); }
public void Draw(Texture2D texture, Vector2 position, VertexColors colors, Vector2 scale) { Vector4 destination = (Vector4)null; destination.X = position.X; destination.Y = position.Y; destination.Z = scale.X; destination.W = scale.Y; this.InternalDraw(texture, ref destination, true, ref TileBatch._nullRectangle, ref colors, ref TileBatch._vector2Zero, (SpriteEffects)0, 0.0f); }
// Token: 0x06000D4A RID: 3402 RVA: 0x003E2D0C File Offset: 0x003E0F0C public void Draw(Texture2D texture, Vector2 position, VertexColors colors, Vector2 scale) { Vector4 vector = default(Vector4); vector.X = position.X; vector.Y = position.Y; vector.Z = scale.X; vector.W = scale.Y; this.InternalDraw(texture, ref vector, true, ref TileBatch._nullRectangle, ref colors, ref TileBatch._vector2Zero, SpriteEffects.None, 0f); }
public void Draw(Texture2D texture, Vector2 position, VertexColors colors, Vector2 scale) { Vector4 destination = default(Vector4); destination.X = position.X; destination.Y = position.Y; destination.Z = scale.X; destination.W = scale.Y; InternalDraw(texture, ref destination, true, ref nullRectangle, ref colors, ref vector2Zero, SpriteEffects.None); }
private unsafe void InternalDraw(Texture2D texture, ref Vector4 destination, bool scaleDestination, ref Rectangle?sourceRectangle, ref VertexColors colors, ref Vector2 origin, SpriteEffects effects) { if (queuedSpriteCount >= spriteDataQueue.Length) { Array.Resize <SpriteData>(ref spriteDataQueue, spriteDataQueue.Length << 1); fixed(SpriteData *ptr = &spriteDataQueue[queuedSpriteCount]) { float num = destination.Z; float num2 = destination.W; if (sourceRectangle.HasValue) { Rectangle value = sourceRectangle.Value; ptr->Source.X = (float)value.X; ptr->Source.Y = (float)value.Y; ptr->Source.Z = (float)value.Width; ptr->Source.W = (float)value.Height; if (scaleDestination) { num *= (float)value.Width; num2 *= (float)value.Height; } } else { float num3 = (float)texture.Width; float num4 = (float)texture.Height; ptr->Source.X = 0f; ptr->Source.Y = 0f; ptr->Source.Z = num3; ptr->Source.W = num4; if (scaleDestination) { num *= num3; num2 *= num4; } } ptr->Destination.X = destination.X; ptr->Destination.Y = destination.Y; ptr->Destination.Z = num; ptr->Destination.W = num2; ptr->Origin.X = origin.X; ptr->Origin.Y = origin.Y; ptr->Effects = effects; ptr->Colors = colors; } if (spriteTextures == null || spriteTextures.Length != spriteDataQueue.Length) { Array.Resize <Texture2D>(ref spriteTextures, spriteDataQueue.Length); } spriteTextures[queuedSpriteCount++] = texture; }
public void Draw( Texture2D texture, Vector4 destination, Rectangle?sourceRectangle, VertexColors colors, Vector2 origin, SpriteEffects effects, float rotation) { this.InternalDraw(texture, ref destination, false, ref sourceRectangle, ref colors, ref origin, effects, rotation); }
public void Draw(Texture2D texture, Vector2 position, VertexColors colors) { Vector4 v4 = new Vector4() { X = position.X, Y = position.Y, Z = 1f, W = 1f }; this.InternalDraw(texture, ref v4, true, ref TileBatch._nullRectangle, ref colors, ref TileBatch._vector2Zero, SpriteEffects.None, 0.0f); }
public void Draw( Texture2D texture, Rectangle destinationRectangle, Rectangle?sourceRectangle, VertexColors colors) { this.InternalDraw(texture, ref new Vector4() { X = (float)destinationRectangle.X, Y = (float)destinationRectangle.Y, Z = (float)destinationRectangle.Width, W = (float)destinationRectangle.Height }, false, ref sourceRectangle, ref colors, ref TileBatch._vector2Zero, SpriteEffects.None, 0.0f); }
public void Draw( Texture2D texture, Vector2 position, Rectangle?sourceRectangle, VertexColors colors, Vector2 origin, float scale, SpriteEffects effects) { this.InternalDraw(texture, ref new Vector4() { X = position.X, Y = position.Y, Z = scale, W = scale }, true, ref sourceRectangle, ref colors, ref origin, effects, 0.0f); }
public void Draw(Texture2D texture, Vector2 position, Rectangle?sourceRectangle, VertexColors colors, Vector2 origin, float scale, SpriteEffects effects) { Vector4 destination = default(Vector4); destination.X = position.X; destination.Y = position.Y; destination.Z = scale; destination.W = scale; InternalDraw(texture, ref destination, true, ref sourceRectangle, ref colors, ref origin, effects); }
public void Draw(Texture2D texture, Vector2 position, Rectangle?sourceRectangle, VertexColors colors, Vector2 origin, float scale, SpriteEffects effects) { Vector4 destination = (Vector4)null; destination.X = position.X; destination.Y = position.Y; destination.Z = (__Null)(double)scale; destination.W = (__Null)(double)scale; this.InternalDraw(texture, ref destination, true, ref sourceRectangle, ref colors, ref origin, effects, 0.0f); }
public void Draw(Texture2D texture, Vector4 destination, VertexColors colors) { this.InternalDraw(texture, ref destination, false, ref TileBatch._nullRectangle, ref colors, ref TileBatch._vector2Zero, (SpriteEffects)0, 0.0f); }
public void Draw(Texture2D texture, Rectangle destinationRectangle, Rectangle?sourceRectangle, VertexColors colors) { Vector4 destination = (Vector4)null; destination.X = (__Null)(double)(float)destinationRectangle.X; destination.Y = (__Null)(double)(float)destinationRectangle.Y; destination.Z = (__Null)(double)(float)destinationRectangle.Width; destination.W = (__Null)(double)(float)destinationRectangle.Height; this.InternalDraw(texture, ref destination, false, ref sourceRectangle, ref colors, ref TileBatch._vector2Zero, (SpriteEffects)0, 0.0f); }
public void Draw(Texture2D texture, Rectangle destinationRectangle, Rectangle?sourceRectangle, VertexColors colors) { Vector4 vector = default(Vector4); vector.X = (float)destinationRectangle.X; vector.Y = (float)destinationRectangle.Y; vector.Z = (float)destinationRectangle.Width; vector.W = (float)destinationRectangle.Height; InternalDraw(texture, ref vector, false, ref sourceRectangle, ref colors, ref vector2Zero, SpriteEffects.None); }
public void Draw(Texture2D texture, Vector2 position, VertexColors colors, Vector2 scale) { Vector4 vector = default(Vector4); vector.X = position.X; vector.Y = position.Y; vector.Z = scale.X; vector.W = scale.Y; InternalDraw(texture, ref vector, true, ref nullRectangle, ref colors, ref vector2Zero, SpriteEffects.None); }
public void Draw(Texture2D texture, Vector4 destination, Rectangle?sourceRectangle, VertexColors colors) { InternalDraw(texture, destination, scaleDestination: false, sourceRectangle, colors, _vector2Zero, SpriteEffects.None, 0f); }
public void Draw(Texture2D texture, Vector4 destination, Rectangle?sourceRectangle, VertexColors colors, Vector2 origin, SpriteEffects effects, float rotation) { InternalDraw(texture, destination, scaleDestination: false, sourceRectangle, colors, origin, effects, rotation); }
public void Draw(Texture2D texture, Vector2 position, VertexColors colors) { Vector4 vector = default(Vector4); vector.X = position.X; vector.Y = position.Y; vector.Z = 1f; vector.W = 1f; this.InternalDraw(texture, ref vector, true, ref TileBatch.nullRectangle, ref colors, ref TileBatch.vector2Zero, SpriteEffects.None); }
private unsafe void InternalDraw(Texture2D texture, ref Vector4 destination, bool scaleDestination, ref Rectangle? sourceRectangle, ref VertexColors colors, ref Vector2 origin, SpriteEffects effects) { if (this.queuedSpriteCount >= this.spriteDataQueue.Length) { Array.Resize<TileBatch.SpriteData>(ref this.spriteDataQueue, this.spriteDataQueue.Length << 1); } fixed (TileBatch.SpriteData* ptr = &this.spriteDataQueue[this.queuedSpriteCount]) { float num = destination.Z; float num2 = destination.W; if (sourceRectangle.HasValue) { Rectangle value = sourceRectangle.Value; ptr->Source.X = (float)value.X; ptr->Source.Y = (float)value.Y; ptr->Source.Z = (float)value.Width; ptr->Source.W = (float)value.Height; if (scaleDestination) { num *= (float)value.Width; num2 *= (float)value.Height; } } else { float num3 = (float)texture.Width; float num4 = (float)texture.Height; ptr->Source.X = 0f; ptr->Source.Y = 0f; ptr->Source.Z = num3; ptr->Source.W = num4; if (scaleDestination) { num *= num3; num2 *= num4; } } ptr->Destination.X = destination.X; ptr->Destination.Y = destination.Y; ptr->Destination.Z = num; ptr->Destination.W = num2; ptr->Origin.X = origin.X; ptr->Origin.Y = origin.Y; ptr->Effects = effects; ptr->Colors = colors; } if (this.spriteTextures == null || this.spriteTextures.Length != this.spriteDataQueue.Length) { Array.Resize<Texture2D>(ref this.spriteTextures, this.spriteDataQueue.Length); } this.spriteTextures[this.queuedSpriteCount++] = texture; }
public void Draw(Texture2D texture, Rectangle destinationRectangle, Rectangle? sourceRectangle, VertexColors colors) { Vector4 vector = default(Vector4); vector.X = (float)destinationRectangle.X; vector.Y = (float)destinationRectangle.Y; vector.Z = (float)destinationRectangle.Width; vector.W = (float)destinationRectangle.Height; this.InternalDraw(texture, ref vector, false, ref sourceRectangle, ref colors, ref TileBatch.vector2Zero, SpriteEffects.None); }
public void Draw(Texture2D texture, Vector4 destination, VertexColors colors) { this.InternalDraw(texture, ref destination, false, ref TileBatch.nullRectangle, ref colors, ref TileBatch.vector2Zero, SpriteEffects.None); }
public void Draw(Texture2D texture, Rectangle destinationRectangle, Rectangle?sourceRectangle, VertexColors colors) { Vector4 destination = default(Vector4); destination.X = destinationRectangle.X; destination.Y = destinationRectangle.Y; destination.Z = destinationRectangle.Width; destination.W = destinationRectangle.Height; InternalDraw(texture, ref destination, false, ref sourceRectangle, ref colors, ref vector2Zero, SpriteEffects.None); }
public void Draw(Texture2D texture, Vector4 destination, VertexColors colors) { InternalDraw(texture, ref destination, false, ref nullRectangle, ref colors, ref vector2Zero, SpriteEffects.None); }
public static void GetColor4Slice_New(int centerX, int centerY, out VertexColors vertices, Color centerColor, float scale = 1f) { int num = centerX - Lighting.firstTileX + Lighting.offScreenTiles; int num2 = centerY - Lighting.firstTileY + Lighting.offScreenTiles; if (num <= 0 || num2 <= 0 || num >= Main.screenWidth / 16 + Lighting.offScreenTiles * 2 + 10 - 1 || num2 >= Main.screenHeight / 16 + Lighting.offScreenTiles * 2 - 1) { vertices.BottomLeftColor = Color.Black; vertices.BottomRightColor = Color.Black; vertices.TopLeftColor = Color.Black; vertices.TopRightColor = Color.Black; return; } float num3 = (float)centerColor.R / 255f; float num4 = (float)centerColor.G / 255f; float num5 = (float)centerColor.B / 255f; Lighting.LightingState lightingState = Lighting.states[num][num2 - 1]; Lighting.LightingState lightingState2 = Lighting.states[num][num2 + 1]; Lighting.LightingState lightingState3 = Lighting.states[num - 1][num2]; Lighting.LightingState lightingState4 = Lighting.states[num + 1][num2]; Lighting.LightingState lightingState5 = Lighting.states[num - 1][num2 - 1]; Lighting.LightingState lightingState6 = Lighting.states[num + 1][num2 - 1]; Lighting.LightingState lightingState7 = Lighting.states[num - 1][num2 + 1]; Lighting.LightingState lightingState8 = Lighting.states[num + 1][num2 + 1]; float num6 = Lighting.brightness * scale * 255f * 0.25f; float num7 = (lightingState.r + lightingState5.r + lightingState3.r + num3) * num6; float num8 = (lightingState.g + lightingState5.g + lightingState3.g + num4) * num6; float num9 = (lightingState.b + lightingState5.b + lightingState3.b + num5) * num6; if (num7 > 255f) { num7 = 255f; } if (num8 > 255f) { num8 = 255f; } if (num9 > 255f) { num9 = 255f; } vertices.TopLeftColor = new Color((int)((byte)num7), (int)((byte)num8), (int)((byte)num9), 255); num7 = (lightingState.r + lightingState6.r + lightingState4.r + num3) * num6; num8 = (lightingState.g + lightingState6.g + lightingState4.g + num4) * num6; num9 = (lightingState.b + lightingState6.b + lightingState4.b + num5) * num6; if (num7 > 255f) { num7 = 255f; } if (num8 > 255f) { num8 = 255f; } if (num9 > 255f) { num9 = 255f; } vertices.TopRightColor = new Color((int)((byte)num7), (int)((byte)num8), (int)((byte)num9), 255); num7 = (lightingState2.r + lightingState7.r + lightingState3.r + num3) * num6; num8 = (lightingState2.g + lightingState7.g + lightingState3.g + num4) * num6; num9 = (lightingState2.b + lightingState7.b + lightingState3.b + num5) * num6; if (num7 > 255f) { num7 = 255f; } if (num8 > 255f) { num8 = 255f; } if (num9 > 255f) { num9 = 255f; } vertices.BottomLeftColor = new Color((int)((byte)num7), (int)((byte)num8), (int)((byte)num9), 255); num7 = (lightingState2.r + lightingState8.r + lightingState4.r + num3) * num6; num8 = (lightingState2.g + lightingState8.g + lightingState4.g + num4) * num6; num9 = (lightingState2.b + lightingState8.b + lightingState4.b + num5) * num6; if (num7 > 255f) { num7 = 255f; } if (num8 > 255f) { num8 = 255f; } if (num9 > 255f) { num9 = 255f; } vertices.BottomRightColor = new Color((int)((byte)num7), (int)((byte)num8), (int)((byte)num9), 255); }
public void Draw(Texture2D texture, Vector2 position, Rectangle? sourceRectangle, VertexColors colors, Vector2 origin, float scale, SpriteEffects effects) { Vector4 vector = default(Vector4); vector.X = position.X; vector.Y = position.Y; vector.Z = scale; vector.W = scale; this.InternalDraw(texture, ref vector, true, ref sourceRectangle, ref colors, ref origin, effects); }
public static void GetColor4Slice_New(int centerX, int centerY, out VertexColors vertices, Color centerColor, float scale = 1f) { int index1 = centerX - Lighting.firstTileX + Lighting.offScreenTiles; int index2 = centerY - Lighting.firstTileY + Lighting.offScreenTiles; if (index1 <= 0 || index2 <= 0 || (index1 >= Main.screenWidth / 16 + Lighting.offScreenTiles * 2 + 10 - 1 || index2 >= Main.screenHeight / 16 + Lighting.offScreenTiles * 2 - 1)) { vertices.BottomLeftColor = Color.Black; vertices.BottomRightColor = Color.Black; vertices.TopLeftColor = Color.Black; vertices.TopRightColor = Color.Black; } else { float num1 = (float)centerColor.R / (float)byte.MaxValue; float num2 = (float)centerColor.G / (float)byte.MaxValue; float num3 = (float)centerColor.B / (float)byte.MaxValue; Lighting.LightingState lightingState1 = Lighting.states[index1][index2 - 1]; Lighting.LightingState lightingState2 = Lighting.states[index1][index2 + 1]; Lighting.LightingState lightingState3 = Lighting.states[index1 - 1][index2]; Lighting.LightingState lightingState4 = Lighting.states[index1 + 1][index2]; Lighting.LightingState lightingState5 = Lighting.states[index1 - 1][index2 - 1]; Lighting.LightingState lightingState6 = Lighting.states[index1 + 1][index2 - 1]; Lighting.LightingState lightingState7 = Lighting.states[index1 - 1][index2 + 1]; Lighting.LightingState lightingState8 = Lighting.states[index1 + 1][index2 + 1]; float num4 = (float)((double)Lighting.brightness * (double)scale * (double)byte.MaxValue * 0.25); float num5 = (lightingState1.r + lightingState5.r + lightingState3.r + num1) * num4; float num6 = (lightingState1.g + lightingState5.g + lightingState3.g + num2) * num4; float num7 = (lightingState1.b + lightingState5.b + lightingState3.b + num3) * num4; if ((double)num5 > (double)byte.MaxValue) num5 = (float)byte.MaxValue; if ((double)num6 > (double)byte.MaxValue) num6 = (float)byte.MaxValue; if ((double)num7 > (double)byte.MaxValue) num7 = (float)byte.MaxValue; vertices.TopLeftColor = new Color((int)(byte)num5, (int)(byte)num6, (int)(byte)num7, (int)byte.MaxValue); float num8 = (lightingState1.r + lightingState6.r + lightingState4.r + num1) * num4; float num9 = (lightingState1.g + lightingState6.g + lightingState4.g + num2) * num4; float num10 = (lightingState1.b + lightingState6.b + lightingState4.b + num3) * num4; if ((double)num8 > (double)byte.MaxValue) num8 = (float)byte.MaxValue; if ((double)num9 > (double)byte.MaxValue) num9 = (float)byte.MaxValue; if ((double)num10 > (double)byte.MaxValue) num10 = (float)byte.MaxValue; vertices.TopRightColor = new Color((int)(byte)num8, (int)(byte)num9, (int)(byte)num10, (int)byte.MaxValue); float num11 = (lightingState2.r + lightingState7.r + lightingState3.r + num1) * num4; float num12 = (lightingState2.g + lightingState7.g + lightingState3.g + num2) * num4; float num13 = (lightingState2.b + lightingState7.b + lightingState3.b + num3) * num4; if ((double)num11 > (double)byte.MaxValue) num11 = (float)byte.MaxValue; if ((double)num12 > (double)byte.MaxValue) num12 = (float)byte.MaxValue; if ((double)num13 > (double)byte.MaxValue) num13 = (float)byte.MaxValue; vertices.BottomLeftColor = new Color((int)(byte)num11, (int)(byte)num12, (int)(byte)num13, (int)byte.MaxValue); float num14 = (lightingState2.r + lightingState8.r + lightingState4.r + num1) * num4; float num15 = (lightingState2.g + lightingState8.g + lightingState4.g + num2) * num4; float num16 = (lightingState2.b + lightingState8.b + lightingState4.b + num3) * num4; if ((double)num14 > (double)byte.MaxValue) num14 = (float)byte.MaxValue; if ((double)num15 > (double)byte.MaxValue) num15 = (float)byte.MaxValue; if ((double)num16 > (double)byte.MaxValue) num16 = (float)byte.MaxValue; vertices.BottomRightColor = new Color((int)(byte)num14, (int)(byte)num15, (int)(byte)num16, (int)byte.MaxValue); } }
// Token: 0x06000D48 RID: 3400 RVA: 0x003E2C88 File Offset: 0x003E0E88 public void Draw(Texture2D texture, Vector2 position, Rectangle?sourceRectangle, VertexColors colors, Vector2 origin, float scale, SpriteEffects effects) { Vector4 vector = default(Vector4); vector.X = position.X; vector.Y = position.Y; vector.Z = scale; vector.W = scale; this.InternalDraw(texture, ref vector, true, ref sourceRectangle, ref colors, ref origin, effects, 0f); }