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using System;
using System.Runtime.CompilerServices;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace MonoGame.Extended.Graphics.Geometry
{
public class GeometryBuilder2D : GeometryBuilder<VertexPositionColorTexture, ushort>
{
public GeometryBuilder2D(int maximumVerticesCount, int maximumIndicesCount)
: base(maximumVerticesCount, maximumIndicesCount)
{
}
public void BuildSprite(int indexOffset, ref Matrix2 transformMatrix, Texture2D texture,
ref Rectangle sourceRectangle,
Color? color = null, FlipFlags flags = FlipFlags.None, float depth = 0)
{
if (texture == null)
throw new ArgumentNullException(nameof(texture));
var texelLeft = 0f;
var texelTop = 0f;
var texelRight = 1f;
var texelBottom = 1f;
if (sourceRectangle.Width > 0)
{
texelLeft = (float)sourceRectangle.X / texture.Width;
texelTop = (float)sourceRectangle.Y / texture.Height;
texelRight = (sourceRectangle.X + sourceRectangle.Width) / (float)texture.Width;
texelBottom = (sourceRectangle.Y + sourceRectangle.Height) / (float)texture.Height;
}
else
{
sourceRectangle.Width = texture.Width;
sourceRectangle.Height = texture.Height;
}
var color1 = color ?? Color.White;
var vertices = Vertices;
transformMatrix.Transform(0, 0, ref vertices[0].Position);
vertices[0].Position.Z = depth;
vertices[0].Color = color1;
vertices[0].TextureCoordinate.X = texelLeft;
vertices[0].TextureCoordinate.Y = texelTop;
transformMatrix.Transform(sourceRectangle.Width, 0, ref vertices[1].Position);
vertices[1].Position.Z = depth;
vertices[1].Color = color1;
vertices[1].TextureCoordinate.X = texelRight;
vertices[1].TextureCoordinate.Y = texelTop;
transformMatrix.Transform(0, sourceRectangle.Height, ref vertices[2].Position);
vertices[2].Position.Z = depth;
vertices[2].Color = color1;
vertices[2].TextureCoordinate.X = texelLeft;
vertices[2].TextureCoordinate.Y = texelBottom;
transformMatrix.Transform(sourceRectangle.Width, sourceRectangle.Height, ref vertices[3].Position);
vertices[3].Position.Z = depth;
vertices[3].Color = color1;
vertices[3].TextureCoordinate.X = texelRight;
vertices[3].TextureCoordinate.Y = texelBottom;
var flipDiagonally = (flags & FlipFlags.FlipDiagonally) != 0;
var flipHorizontally = (flags & FlipFlags.FlipHorizontally) != 0;
var flipVertically = (flags & FlipFlags.FlipVertically) != 0;
if (flipDiagonally)
{
FloatHelper.Swap(ref vertices[1].TextureCoordinate.X, ref vertices[2].TextureCoordinate.X);
FloatHelper.Swap(ref vertices[1].TextureCoordinate.Y, ref vertices[2].TextureCoordinate.Y);
}
if (flipHorizontally)
if (flipDiagonally)
{
FloatHelper.Swap(ref vertices[0].TextureCoordinate.Y, ref vertices[1].TextureCoordinate.Y);
FloatHelper.Swap(ref vertices[2].TextureCoordinate.Y, ref vertices[3].TextureCoordinate.Y);
}
else
{
FloatHelper.Swap(ref vertices[0].TextureCoordinate.X, ref vertices[1].TextureCoordinate.X);
FloatHelper.Swap(ref vertices[2].TextureCoordinate.X, ref vertices[3].TextureCoordinate.X);
}
if (flipVertically)
if (flipDiagonally)
{
FloatHelper.Swap(ref vertices[0].TextureCoordinate.X, ref vertices[2].TextureCoordinate.X);
FloatHelper.Swap(ref vertices[1].TextureCoordinate.X, ref vertices[3].TextureCoordinate.X);
}
else
{
FloatHelper.Swap(ref vertices[0].TextureCoordinate.Y, ref vertices[2].TextureCoordinate.Y);
FloatHelper.Swap(ref vertices[1].TextureCoordinate.Y, ref vertices[3].TextureCoordinate.Y);
}
VertexCount = 4;
AddQuadrilateralIndices(indexOffset);
IndexCount = 6;
PrimitivesCount = 2;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void AddQuadrilateralIndices(int indexOffset)
{
Indices[0] = (ushort)(0 + indexOffset);
Indices[1] = (ushort)(1 + indexOffset);
Indices[2] = (ushort)(2 + indexOffset);
Indices[3] = (ushort)(1 + indexOffset);
Indices[4] = (ushort)(3 + indexOffset);
Indices[5] = (ushort)(2 + indexOffset);
}
}
}
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