Remove build message saying that a content file is still valid and will be skipped. Use OnApply for Effects, instead of an internal PreBindSetParameters. Removed unnecessary dependencies from EffectParameterCollection and EffectTechniqueCollection. Moved Apply from INativeEffect to INativeEffectPass as Apply can only be called on an EffectPass. Added IDisposable to many Native object interfaces. Added an InputLayoutManager so the InputLayouts don't get created on every call. Increased the amount of shared code for the GraphicsDevice between DX10 and DX11. Simplified the amount of stuff the Draw calls do. It's possible to use specific renderPasses when drawing and the drawing methods of the GraphicsDevice don't draw all effectPasses of an effec anymore. Fixed the bug that a DynamicVertexBuffer created a staging buffer when setting Elements for DX10 and DX11, which was unnecessary. Also it didn't create a staging before for normal VertexBuffers which made it not possible to set data there. Implement EffectAnnotations for DX10. Fixed SetRenderTargets for DX11.
678 lines
25 KiB
C#
678 lines
25 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Text;
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using ANX.Framework.NonXNA;
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using ANX.Framework.NonXNA.Development;
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// This file is part of the ANX.Framework created by the
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// "ANX.Framework developer group" and released under the Ms-PL license.
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// For details see: http://anxframework.codeplex.com/license
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namespace ANX.Framework.Graphics
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{
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[PercentageComplete(100)]
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[TestState(TestStateAttribute.TestState.Untested)]
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[Developer("Glatzemann")]
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public class SpriteBatch : GraphicsResource
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{
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private const int InitialBatchSize = 1024;
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#region Private
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private Effect spriteBatchEffect;
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private bool hasBegun;
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private SpriteSortMode currentSortMode;
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private SpriteInfo[] spriteInfos;
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private int currentBatchPosition;
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private DynamicIndexBuffer indexBuffer;
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private VertexPositionColorTexture[] vertices;
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private DynamicVertexBuffer vertexBuffer;
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private BlendState blendState;
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private SamplerState samplerState;
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private DepthStencilState depthStencilState;
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private RasterizerState rasterizerState;
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private Effect effect;
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private Matrix transformMatrix;
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private float lastRotation;
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private Matrix cachedRotationMatrix;
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private int viewportWidth;
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private int viewportHeight;
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private Matrix cachedTransformMatrix;
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private static TextureComparer textureComparer = new TextureComparer();
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private static FrontToBackComparer frontToBackComparer = new FrontToBackComparer();
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private static BackToFrontComparer backToFrontComparer = new BackToFrontComparer();
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#endregion
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#region Constructor
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public SpriteBatch(GraphicsDevice graphicsDevice)
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{
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if (graphicsDevice == null)
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throw new ArgumentNullException("graphicsDevice");
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base.GraphicsDevice = graphicsDevice;
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var renderSystemCreator = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>();
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this.spriteBatchEffect = new Effect(graphicsDevice,
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renderSystemCreator.GetShaderByteCode(NonXNA.PreDefinedShader.SpriteBatch),
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renderSystemCreator.GetStockShaderSourceLanguage);
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this.spriteInfos = new SpriteInfo[InitialBatchSize];
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this.InitializeIndexBuffer(InitialBatchSize);
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this.InitializeVertexBuffer();
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}
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#endregion
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#region Begin
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public void Begin()
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{
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Begin(SpriteSortMode.Texture, null, null, null, null, null);
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}
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public void Begin(SpriteSortMode sortMode, BlendState blendState)
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{
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Begin(sortMode, blendState, null, null, null, null);
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}
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public void Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState,
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DepthStencilState depthStencilState, RasterizerState rasterizerState)
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{
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Begin(sortMode, blendState, samplerState, depthStencilState, rasterizerState, null);
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}
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public void Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState,
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DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect)
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{
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if (hasBegun == true)
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throw new Exception("End() has to be called before a new SpriteBatch can be started with Begin()");
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hasBegun = true;
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this.currentSortMode = sortMode;
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this.blendState = blendState;
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this.samplerState = samplerState;
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this.depthStencilState = depthStencilState;
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this.rasterizerState = rasterizerState;
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this.effect = effect;
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this.transformMatrix = Matrix.Identity;
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}
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public void Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState,
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DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)
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{
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if (hasBegun == true)
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throw new Exception("End() has to be called before a new SpriteBatch can be started with Begin()");
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hasBegun = true;
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this.currentSortMode = sortMode;
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this.blendState = blendState;
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this.samplerState = samplerState;
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this.depthStencilState = depthStencilState;
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this.rasterizerState = rasterizerState;
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this.effect = effect;
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this.transformMatrix = transformMatrix;
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}
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#endregion
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#region Draw
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public void Draw(Texture2D texture, Rectangle destinationRectangle, Color color)
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{
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Draw(texture, new Vector2(destinationRectangle.X, destinationRectangle.Y), new Vector2(destinationRectangle.Width,
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destinationRectangle.Height), null, color, Vector2.Zero, 0f, 0f, Vector2.One, SpriteEffects.None);
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}
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public void Draw(Texture2D texture, Rectangle destinationRectangle, Nullable<Rectangle> sourceRectangle, Color color)
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{
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Draw(texture, new Vector2(destinationRectangle.X, destinationRectangle.Y), new Vector2(destinationRectangle.Width,
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destinationRectangle.Height), sourceRectangle, color, Vector2.Zero, 0f, 0f, Vector2.One, SpriteEffects.None);
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}
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public void Draw(Texture2D texture, Rectangle destinationRectangle, Nullable<Rectangle> sourceRectangle, Color color,
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Single rotation, Vector2 origin, SpriteEffects effects, Single layerDepth)
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{
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Draw(texture, new Vector2(destinationRectangle.X, destinationRectangle.Y), new Vector2(destinationRectangle.Width,
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destinationRectangle.Height), sourceRectangle, color, origin, layerDepth, rotation, Vector2.One, effects);
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}
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public void Draw(Texture2D texture, Vector2 position, Color color)
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{
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Draw(texture, position, new Vector2(texture.Width, texture.Height), null, color, Vector2.Zero, 0f, 0f, Vector2.One,
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SpriteEffects.None);
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}
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public void Draw(Texture2D texture, Vector2 position, Nullable<Rectangle> sourceRectangle, Color color)
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{
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Vector2 size = sourceRectangle.HasValue ?
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new Vector2(sourceRectangle.Value.Width, sourceRectangle.Value.Height) :
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new Vector2(texture.Width, texture.Height);
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Draw(texture, position, size, sourceRectangle, color, Vector2.Zero, 0f, 0f, Vector2.One, SpriteEffects.None);
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}
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public void Draw(Texture2D texture, Vector2 position, Nullable<Rectangle> sourceRectangle, Color color, Single rotation,
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Vector2 origin, Single scale, SpriteEffects effects, Single layerDepth)
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{
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Vector2 size = sourceRectangle.HasValue ?
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new Vector2(sourceRectangle.Value.Width, sourceRectangle.Value.Height) :
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new Vector2(texture.Width, texture.Height);
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Draw(texture, position, size, sourceRectangle, color, origin, layerDepth, rotation, new Vector2(scale), effects);
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}
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public void Draw(Texture2D texture, Vector2 position, Nullable<Rectangle> sourceRectangle, Color color, Single rotation,
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Vector2 origin, Vector2 scale, SpriteEffects effects, Single layerDepth)
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{
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Vector2 size = sourceRectangle.HasValue ?
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new Vector2(sourceRectangle.Value.Width, sourceRectangle.Value.Height) :
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new Vector2(texture.Width, texture.Height);
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Draw(texture, position, size, sourceRectangle, color, origin, layerDepth, rotation, scale, effects);
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}
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#endregion
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#region DrawOptimizedText
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internal void DrawOptimizedText(Texture2D texture, Vector2 position, ref Rectangle sourceRectangle, ref Color color,
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float rotation, Vector2 scale, SpriteEffects effects, float layerDepth)
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{
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Vector2 size = new Vector2(sourceRectangle.Width, sourceRectangle.Height);
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Draw(texture, position, size, sourceRectangle, color, Vector2.Zero, layerDepth, rotation, scale, effects);
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}
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internal void DrawOptimizedText(Texture2D texture, Vector2 position, ref Rectangle sourceRectangle, ref Color color)
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{
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if (hasBegun == false)
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throw new InvalidOperationException("Begin() must be called before Draw()");
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if (texture == null)
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throw new ArgumentNullException("texture");
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ResizeIfNeeded();
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Vector2 bottomRight;
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bottomRight.X = position.X + sourceRectangle.Width;
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bottomRight.Y = position.Y + sourceRectangle.Height;
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SpriteInfo currentSprite = spriteInfos[currentBatchPosition];
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currentSprite.Corners = new Vector2[]
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{
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position,
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new Vector2(bottomRight.X, position.Y),
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bottomRight,
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new Vector2(position.X, bottomRight.Y)
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};
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currentSprite.Tint = color;
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currentSprite.texture = texture;
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currentSprite.topLeftUV.X = sourceRectangle.X * texture.OneOverWidth;
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currentSprite.topLeftUV.Y = sourceRectangle.Y * texture.OneOverHeight;
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currentSprite.bottomRightUV.X = (sourceRectangle.X + sourceRectangle.Width) * texture.OneOverWidth;
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currentSprite.bottomRightUV.Y = (sourceRectangle.Y + sourceRectangle.Height) * texture.OneOverHeight;
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currentSprite.origin = Vector2.Zero;
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currentSprite.rotation = 0f;
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currentSprite.layerDepth = 1f;
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spriteInfos[currentBatchPosition] = currentSprite;
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currentBatchPosition++;
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if (this.currentSortMode == SpriteSortMode.Immediate)
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{
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BatchRender(0, 1);
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Flush();
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}
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}
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#endregion
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#region DrawString
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public void DrawString(SpriteFont font, String text, Vector2 position, Color color)
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{
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if (font == null)
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throw new ArgumentNullException("font");
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if (text == null)
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throw new ArgumentNullException("text");
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font.DrawString(text, this, position, color);
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}
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public void DrawString(SpriteFont font, StringBuilder text, Vector2 position, Color color)
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{
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if (font == null)
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throw new ArgumentNullException("font");
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if (text == null)
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throw new ArgumentNullException("text");
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font.DrawString(text.ToString(), this, position, color);
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}
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public void DrawString(SpriteFont font, String text, Vector2 position, Color color, Single rotation, Vector2 origin,
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Single scale, SpriteEffects effects, Single layerDepth)
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{
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if (font == null)
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throw new ArgumentNullException("font");
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if (text == null)
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throw new ArgumentNullException("text");
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font.DrawString(text, this, position, color, new Vector2(scale), origin, rotation, layerDepth, effects);
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}
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public void DrawString(SpriteFont font, String text, Vector2 position, Color color, Single rotation, Vector2 origin,
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Vector2 scale, SpriteEffects effects, Single layerDepth)
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{
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if (font == null)
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throw new ArgumentNullException("font");
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if (text == null)
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throw new ArgumentNullException("text");
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font.DrawString(text, this, position, color, scale, origin, rotation, layerDepth, effects);
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}
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public void DrawString(SpriteFont font, StringBuilder text, Vector2 position, Color color, Single rotation,
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Vector2 origin, Single scale, SpriteEffects effects, Single layerDepth)
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{
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if (font == null)
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throw new ArgumentNullException("font");
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if (text == null)
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throw new ArgumentNullException("text");
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font.DrawString(text.ToString(), this, position, color, new Vector2(scale), origin, rotation, layerDepth, effects);
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}
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public void DrawString(SpriteFont font, StringBuilder text, Vector2 position, Color color, Single rotation,
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Vector2 origin, Vector2 scale, SpriteEffects effects, Single layerDepth)
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{
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if (font == null)
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throw new ArgumentNullException("font");
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if (text == null)
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throw new ArgumentNullException("text");
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font.DrawString(text.ToString(), this, position, color, scale, origin, rotation, layerDepth, effects);
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}
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#endregion
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#region End
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public void End()
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{
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if (hasBegun == false)
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throw new Exception("Begin() has to be called before End()");
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hasBegun = false;
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if (this.currentSortMode != SpriteSortMode.Immediate)
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{
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if (currentBatchPosition > 0)
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{
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if (this.currentSortMode == SpriteSortMode.Texture)
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Array.Sort<SpriteInfo>(spriteInfos, 0, currentBatchPosition, textureComparer);
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else if (this.currentSortMode == SpriteSortMode.BackToFront)
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Array.Sort<SpriteInfo>(spriteInfos, 0, currentBatchPosition, backToFrontComparer);
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else if (this.currentSortMode == SpriteSortMode.FrontToBack)
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Array.Sort<SpriteInfo>(spriteInfos, 0, currentBatchPosition, frontToBackComparer);
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int startOffset = 0;
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Texture2D lastTexture = spriteInfos[0].texture;
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for (int i = 0; i <= currentBatchPosition; i++)
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{
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if (lastTexture != spriteInfos[i].texture || i == currentBatchPosition)
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{
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BatchRender(startOffset, i - startOffset);
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startOffset = i;
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}
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lastTexture = spriteInfos[i].texture;
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}
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}
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}
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Flush();
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}
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#endregion
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#region ResizeIfNeeded
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private void ResizeIfNeeded()
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{
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if (currentBatchPosition >= spriteInfos.Length)
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{
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int newSize = spriteInfos.Length * 2;
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Array.Resize<SpriteInfo>(ref spriteInfos, newSize);
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InitializeIndexBuffer(newSize);
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}
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}
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#endregion
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#region Draw
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private void Draw(Texture2D texture, Vector2 topLeft, Vector2 destinationSize, Rectangle? sourceRectangle,
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Color tint, Vector2 origin, float layerDepth, float rotation, Vector2 scale, SpriteEffects effects)
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{
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if (hasBegun == false)
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throw new InvalidOperationException("Begin() must be called before Draw()");
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if (texture == null)
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throw new ArgumentNullException("texture");
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ResizeIfNeeded();
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Vector2 bottomRight = new Vector2(topLeft.X + (destinationSize.X * scale.X),
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topLeft.Y + (destinationSize.Y * scale.Y));
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SpriteInfo currentSprite = spriteInfos[currentBatchPosition];
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currentSprite.Corners = new Vector2[]
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{
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topLeft,
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new Vector2(bottomRight.X, topLeft.Y),
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bottomRight,
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new Vector2(topLeft.X, bottomRight.Y)
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};
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currentSprite.Tint = tint;
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currentSprite.texture = texture;
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if (sourceRectangle.HasValue)
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{
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currentSprite.topLeftUV.X = sourceRectangle.Value.X * texture.OneOverWidth;
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currentSprite.topLeftUV.Y = sourceRectangle.Value.Y * texture.OneOverHeight;
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currentSprite.bottomRightUV.X = (sourceRectangle.Value.X + sourceRectangle.Value.Width) * texture.OneOverWidth;
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currentSprite.bottomRightUV.Y = (sourceRectangle.Value.Y + sourceRectangle.Value.Height) * texture.OneOverHeight;
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}
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else
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{
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currentSprite.topLeftUV = Vector2.Zero;
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currentSprite.bottomRightUV = Vector2.One;
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}
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if ((effects & SpriteEffects.FlipHorizontally) == SpriteEffects.FlipHorizontally)
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{
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float tempY = currentSprite.bottomRightUV.Y;
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currentSprite.bottomRightUV.Y = currentSprite.topLeftUV.Y;
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currentSprite.topLeftUV.Y = tempY;
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}
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if ((effects & SpriteEffects.FlipVertically) == SpriteEffects.FlipVertically)
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{
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float tempX = currentSprite.bottomRightUV.X;
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currentSprite.bottomRightUV.X = currentSprite.topLeftUV.X;
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currentSprite.topLeftUV.X = tempX;
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}
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if (rotation != 0f)
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{
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if (lastRotation != rotation || cachedRotationMatrix == null)
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{
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this.cachedRotationMatrix = Matrix.CreateRotationZ(rotation);
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this.lastRotation = rotation;
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}
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Vector2 transformVector;
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Vector2 result;
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float offsetX = topLeft.X + origin.X;
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float offsetY = topLeft.Y + origin.Y;
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for (int i = 0; i < 4; i++)
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{
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transformVector.X = currentSprite.Corners[i].X - offsetX;
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transformVector.Y = currentSprite.Corners[i].Y - offsetY;
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Vector2.Transform(ref transformVector, ref this.cachedRotationMatrix, out result);
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currentSprite.Corners[i].X = result.X + offsetX;
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currentSprite.Corners[i].Y = result.Y + offsetY;
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}
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}
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currentSprite.origin = origin;
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currentSprite.rotation = rotation;
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currentSprite.layerDepth = layerDepth;
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spriteInfos[currentBatchPosition] = currentSprite;
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currentBatchPosition++;
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if (this.currentSortMode == SpriteSortMode.Immediate)
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{
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BatchRender(0, 1);
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Flush();
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}
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}
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#endregion
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#region BatchRender
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private void BatchRender(int offset, int count)
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{
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int vertexCount = count * 4;
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if (this.vertices == null)
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this.vertices = new VertexPositionColorTexture[vertexCount];
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else if (this.vertices.Length < vertexCount)
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Array.Resize<VertexPositionColorTexture>(ref this.vertices, vertexCount);
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int vertexPos = 0;
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for (int i = offset; i < offset + count; i++)
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{
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SpriteInfo currentSprite = this.spriteInfos[i];
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vertices[vertexPos].Position = new Vector3(currentSprite.Corners[0], currentSprite.layerDepth);
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vertices[vertexPos].Color = currentSprite.Tint;
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vertices[vertexPos].TextureCoordinate = currentSprite.topLeftUV;
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vertexPos++;
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vertices[vertexPos].Position = new Vector3(currentSprite.Corners[1], currentSprite.layerDepth);
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vertices[vertexPos].Color = currentSprite.Tint;
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vertices[vertexPos].TextureCoordinate = new Vector2(currentSprite.bottomRightUV.X, currentSprite.topLeftUV.Y);
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vertexPos++;
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vertices[vertexPos].Position = new Vector3(currentSprite.Corners[2], currentSprite.layerDepth);
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vertices[vertexPos].Color = currentSprite.Tint;
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vertices[vertexPos].TextureCoordinate = currentSprite.bottomRightUV;
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vertexPos++;
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vertices[vertexPos].Position = new Vector3(currentSprite.Corners[3], currentSprite.layerDepth);
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vertices[vertexPos].Color = currentSprite.Tint;
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vertices[vertexPos].TextureCoordinate = new Vector2(currentSprite.topLeftUV.X, currentSprite.bottomRightUV.Y);
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vertexPos++;
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}
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this.vertexBuffer.SetData<VertexPositionColorTexture>(this.vertices, 0, vertexCount);
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SetRenderStates(offset);
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GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertexCount, 0, count * 2);
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}
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#endregion
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#region Flush
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private void Flush()
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{
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currentBatchPosition = 0;
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}
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#endregion
|
|
|
|
#region InitializeIndexBuffer
|
|
private void InitializeIndexBuffer(int size)
|
|
{
|
|
int indexCount = size * 6;
|
|
|
|
if (this.indexBuffer == null)
|
|
{
|
|
this.indexBuffer = new DynamicIndexBuffer(this.GraphicsDevice, IndexElementSize.SixteenBits, indexCount,
|
|
BufferUsage.WriteOnly);
|
|
this.indexBuffer.ContentLost += new EventHandler<EventArgs>(indexBuffer_ContentLost);
|
|
}
|
|
|
|
SetIndexData(indexCount);
|
|
}
|
|
#endregion
|
|
|
|
#region indexBuffer_ContentLost
|
|
private void indexBuffer_ContentLost(object sender, EventArgs e)
|
|
{
|
|
if (this.indexBuffer != null)
|
|
{
|
|
this.indexBuffer.ContentLost -= indexBuffer_ContentLost;
|
|
this.indexBuffer.Dispose();
|
|
this.indexBuffer = null;
|
|
}
|
|
|
|
InitializeIndexBuffer(InitialBatchSize);
|
|
}
|
|
#endregion
|
|
|
|
#region SetIndexData
|
|
private void SetIndexData(int indexCount)
|
|
{
|
|
var indices = new ushort[indexCount];
|
|
|
|
int baseIndex;
|
|
int baseArrayIndex;
|
|
for (int i = 0; i < InitialBatchSize; i++)
|
|
{
|
|
baseIndex = i * 4;
|
|
baseArrayIndex = baseIndex + i + i;
|
|
|
|
indices[baseArrayIndex] = (ushort)baseIndex;
|
|
indices[baseArrayIndex + 1] = (ushort)(baseIndex + 1);
|
|
indices[baseArrayIndex + 2] = (ushort)(baseIndex + 2);
|
|
indices[baseArrayIndex + 3] = (ushort)baseIndex;
|
|
indices[baseArrayIndex + 4] = (ushort)(baseIndex + 2);
|
|
indices[baseArrayIndex + 5] = (ushort)(baseIndex + 3);
|
|
}
|
|
|
|
this.indexBuffer.SetData<ushort>(indices);
|
|
}
|
|
#endregion
|
|
|
|
#region InitializeVertexBuffer
|
|
private void InitializeVertexBuffer()
|
|
{
|
|
if (this.vertexBuffer == null)
|
|
{
|
|
this.vertexBuffer = new DynamicVertexBuffer(this.GraphicsDevice, typeof(VertexPositionColorTexture),
|
|
InitialBatchSize * 4, BufferUsage.WriteOnly);
|
|
this.vertexBuffer.ContentLost += vertexBuffer_ContentLost;
|
|
}
|
|
}
|
|
#endregion
|
|
|
|
#region vertexBuffer_ContentLost
|
|
private void vertexBuffer_ContentLost(object sender, EventArgs e)
|
|
{
|
|
this.currentBatchPosition = 0;
|
|
|
|
if (this.vertexBuffer != null)
|
|
{
|
|
this.vertexBuffer.ContentLost -= vertexBuffer_ContentLost;
|
|
this.vertexBuffer.Dispose();
|
|
this.vertexBuffer = null;
|
|
}
|
|
|
|
InitializeVertexBuffer();
|
|
}
|
|
#endregion
|
|
|
|
#region SetRenderStates
|
|
private void SetRenderStates(int offset)
|
|
{
|
|
GraphicsDevice.BlendState = blendState != null ? blendState : BlendState.AlphaBlend;
|
|
GraphicsDevice.DepthStencilState = depthStencilState != null ? depthStencilState : DepthStencilState.None;
|
|
GraphicsDevice.RasterizerState = rasterizerState != null ? rasterizerState : RasterizerState.CullCounterClockwise;
|
|
GraphicsDevice.SamplerStates[0] = samplerState != null ? samplerState : SamplerState.LinearClamp;
|
|
|
|
if (cachedTransformMatrix == null || GraphicsDevice.Viewport.Width != viewportWidth ||
|
|
GraphicsDevice.Viewport.Height != viewportHeight)
|
|
{
|
|
this.viewportWidth = GraphicsDevice.Viewport.Width;
|
|
this.viewportHeight = GraphicsDevice.Viewport.Height;
|
|
|
|
cachedTransformMatrix = new Matrix()
|
|
{
|
|
M11 = 2f * (this.viewportWidth > 0 ? 1f / ((float)this.viewportWidth - 1f) : 0f),
|
|
M22 = 2f * (this.viewportHeight > 0 ? -1f / ((float)this.viewportHeight - 1f) : 0f),
|
|
M33 = 1f,
|
|
M44 = 1f,
|
|
M41 = -1f,
|
|
M42 = 1f
|
|
};
|
|
|
|
cachedTransformMatrix.M41 -= cachedTransformMatrix.M11;
|
|
cachedTransformMatrix.M42 -= cachedTransformMatrix.M22;
|
|
}
|
|
|
|
Matrix result;
|
|
Matrix.Multiply(ref transformMatrix, ref cachedTransformMatrix, out result);
|
|
this.spriteBatchEffect.Parameters["MatrixTransform"].SetValue(result);
|
|
spriteBatchEffect.Parameters["Texture"].SetValue(this.spriteInfos[offset].texture);
|
|
spriteBatchEffect.CurrentTechnique.Passes[0].Apply();
|
|
|
|
GraphicsDevice.Indices = this.indexBuffer;
|
|
GraphicsDevice.SetVertexBuffer(this.vertexBuffer);
|
|
}
|
|
#endregion
|
|
|
|
#region Dispose
|
|
|
|
protected override void Dispose(bool disposeManaged)
|
|
{
|
|
if (disposeManaged)
|
|
{
|
|
if (this.spriteBatchEffect != null)
|
|
{
|
|
this.spriteBatchEffect.Dispose();
|
|
this.spriteBatchEffect = null;
|
|
}
|
|
|
|
if (this.indexBuffer != null)
|
|
{
|
|
this.indexBuffer.Dispose();
|
|
this.indexBuffer = null;
|
|
}
|
|
|
|
if (this.vertexBuffer != null)
|
|
{
|
|
this.vertexBuffer.Dispose();
|
|
this.vertexBuffer = null;
|
|
}
|
|
}
|
|
|
|
base.Dispose(disposeManaged);
|
|
}
|
|
#endregion
|
|
|
|
private class TextureComparer : IComparer<SpriteInfo>
|
|
{
|
|
public int Compare(SpriteInfo x, SpriteInfo y)
|
|
{
|
|
int hash1 = x.texture.GetHashCode();
|
|
int hash2 = y.texture.GetHashCode();
|
|
if (hash1 > hash2)
|
|
return -1;
|
|
else if (hash1 < hash2)
|
|
return 1;
|
|
|
|
return y.layerDepth.CompareTo(x.layerDepth);
|
|
}
|
|
}
|
|
|
|
private class FrontToBackComparer : IComparer<SpriteInfo>
|
|
{
|
|
public int Compare(SpriteInfo x, SpriteInfo y)
|
|
{
|
|
if (x.layerDepth > y.layerDepth)
|
|
return 1;
|
|
else if (x.layerDepth < y.layerDepth)
|
|
return -1;
|
|
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
private class BackToFrontComparer : IComparer<SpriteInfo>
|
|
{
|
|
public int Compare(SpriteInfo x, SpriteInfo y)
|
|
{
|
|
if (x.layerDepth > y.layerDepth)
|
|
return -1;
|
|
else if (x.layerDepth < y.layerDepth)
|
|
return 1;
|
|
|
|
return 0;
|
|
}
|
|
}
|
|
}
|
|
}
|