103 lines
3.1 KiB
C#
103 lines
3.1 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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namespace Kav
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{
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public class MeshSprite
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{
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private static readonly int PixelScale = 40;
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private static readonly short[] Indices = new short[]
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{
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0,
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1,
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2,
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1,
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3,
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2
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};
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public IndexBuffer IndexBuffer { get; }
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public VertexBuffer VertexBuffer { get; }
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public Texture2D Texture { get; }
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public Texture2D Normal { get; }
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public SpriteBillboardConstraint BillboardConstraint { get; }
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public MeshSprite(
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GraphicsDevice graphicsDevice,
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Texture2D texture,
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SpriteBillboardConstraint billboardConstraint
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) {
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Texture = texture;
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Normal = null;
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BillboardConstraint = billboardConstraint;
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IndexBuffer = new IndexBuffer(
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graphicsDevice,
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IndexElementSize.SixteenBits,
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6,
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BufferUsage.WriteOnly
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);
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IndexBuffer.SetData(Indices);
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VertexBuffer = new VertexBuffer(
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graphicsDevice,
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typeof(VertexPositionNormalTexture),
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4,
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BufferUsage.WriteOnly
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);
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VertexBuffer.SetData(GenerateVertexArray(Texture));
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}
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public MeshSprite(
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GraphicsDevice graphicsDevice,
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Texture2D texture,
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Texture2D normal,
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SpriteBillboardConstraint billboardConstraint
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) {
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Texture = texture;
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Normal = normal;
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BillboardConstraint = billboardConstraint;
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IndexBuffer = new IndexBuffer(
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graphicsDevice,
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IndexElementSize.SixteenBits,
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6,
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BufferUsage.WriteOnly
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);
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IndexBuffer.SetData(Indices);
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VertexBuffer = new VertexBuffer(
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graphicsDevice,
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typeof(VertexPositionNormalTexture),
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4,
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BufferUsage.WriteOnly
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);
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VertexBuffer.SetData(GenerateVertexArray(Texture));
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}
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private static VertexPositionNormalTexture[] GenerateVertexArray(Texture2D texture)
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{
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VertexPositionNormalTexture[] result = new VertexPositionNormalTexture[4];
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result[0].Position = new Vector3(-texture.Width / 2, texture.Height / 2, 0) / PixelScale;
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result[0].Normal = new Vector3(0, 0, -1);
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result[0].TextureCoordinate = new Vector2(0, 0);
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result[1].Position = new Vector3(texture.Width / 2, texture.Height / 2, 0) / PixelScale;
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result[1].Normal = new Vector3(0, 0, -1);
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result[1].TextureCoordinate = new Vector2(1, 0);
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result[2].Position = new Vector3(-texture.Width / 2, -texture.Height / 2, 0) / PixelScale;
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result[2].Normal = new Vector3(0, 0, -1);
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result[2].TextureCoordinate = new Vector2(0, 1);
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result[3].Position = new Vector3(texture.Width / 2, -texture.Height / 2, 0) / PixelScale;
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result[3].Normal = new Vector3(0, 0, -1);
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result[3].TextureCoordinate = new Vector2(1, 1);
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return result;
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}
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}
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}
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