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using System;
namespace Microsoft.Xna.Framework.Graphics
{
internal class SpriteBatchItem
{
public int TextureID;
public float Depth;
public VertexPosition2ColorTexture vertexTL;
public VertexPosition2ColorTexture vertexTR;
public VertexPosition2ColorTexture vertexBL;
public VertexPosition2ColorTexture vertexBR;
// Tint Color
public Color Tint;
public SpriteBatchItem ()
{
vertexTL = new VertexPosition2ColorTexture();
vertexTR = new VertexPosition2ColorTexture();
vertexBL = new VertexPosition2ColorTexture();
vertexBR = new VertexPosition2ColorTexture();
}
public void Set ( float x, float y, float w, float h, Color color, Vector2 texCoordTL, Vector2 texCoordBR )
{
this.Tint = color;
vertexTL.Position.X = x;
vertexTL.Position.Y = y;
vertexTL.Color = color.GLPackedValue;
vertexTL.TextureCoordinate.X = texCoordTL.X;
vertexTL.TextureCoordinate.Y = texCoordTL.Y;
vertexTR.Position.X = x+w;
vertexTR.Position.Y = y;
vertexTR.Color = color.GLPackedValue;
vertexTR.TextureCoordinate.X = texCoordBR.X;
vertexTR.TextureCoordinate.Y = texCoordTL.Y;
vertexBL.Position.X = x;
vertexBL.Position.Y = y+h;
vertexBL.Color = color.GLPackedValue;
vertexBL.TextureCoordinate.X = texCoordTL.X;
vertexBL.TextureCoordinate.Y = texCoordBR.Y;
vertexBR.Position.X = x+w;
vertexBR.Position.Y = y+h;
vertexBR.Color = color.GLPackedValue;
vertexBR.TextureCoordinate.X = texCoordBR.X;
vertexBR.TextureCoordinate.Y = texCoordBR.Y;
}
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 )
{
this.Tint = color;
vertexTL.Position.X = x+dx*cos-dy*sin;
vertexTL.Position.Y = y+dx*sin+dy*cos;
vertexTL.Color = color.GLPackedValue;
vertexTL.TextureCoordinate.X = texCoordTL.X;
vertexTL.TextureCoordinate.Y = texCoordTL.Y;
vertexTR.Position.X = x+(dx+w)*cos-dy*sin;
vertexTR.Position.Y = y+(dx+w)*sin+dy*cos;
vertexTR.Color = color.GLPackedValue;
vertexTR.TextureCoordinate.X = texCoordBR.X;
vertexTR.TextureCoordinate.Y = texCoordTL.Y;
vertexBL.Position.X = x+dx*cos-(dy+h)*sin;
vertexBL.Position.Y = y+dx*sin+(dy+h)*cos;
vertexBL.Color = color.GLPackedValue;
vertexBL.TextureCoordinate.X = texCoordTL.X;
vertexBL.TextureCoordinate.Y = texCoordBR.Y;
vertexBR.Position.X = x+(dx+w)*cos-(dy+h)*sin;
vertexBR.Position.Y = y+(dx+w)*sin+(dy+h)*cos;
vertexBR.Color = color.GLPackedValue;
vertexBR.TextureCoordinate.X = texCoordBR.X;
vertexBR.TextureCoordinate.Y = texCoordBR.Y;
}
}
}
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