Glatzemann 972f7121e8 renamed CurrentCreator to DefaultCreator project wide
extended InputSystem selector in WindowsGame sample
fixed some interface issues in XInput InputSystem
added FormatConvert to InputSystem XInput to translate GamePadButtons from XInput to ANX
2011-11-11 15:21:41 +00:00

622 lines
26 KiB
C#

#region Using Statements
using System;
using System.Text;
using System.Collections;
using System.Collections.Generic;
using ANX.Framework.NonXNA;
#endregion // Using Statements
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license.
// If you do not accept the license, do not use the software.
//
// 1.Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
// here as under U.S. copyright law.
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
// or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
// in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
// object code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
// particular purpose and non-infringement.
#endregion // License
namespace ANX.Framework.Graphics
{
public class SpriteBatch : GraphicsResource
{
#region Private Members
private const int InitialBatchSize = 1024;
private Effect spriteBatchEffect;
private bool hasBegun;
private SpriteSortMode currentSortMode;
private SpriteInfo[] spriteInfos;
private int currentBatchPosition;
private IndexBuffer indexBuffer;
private VertexPositionColorTexture[] vertices;
private VertexBuffer vertexBuffer;
private BlendState blendState;
private SamplerState samplerState;
private DepthStencilState depthStencilState;
private RasterizerState rasterizerState;
private Effect effect;
private Matrix transformMatrix;
private float lastRotation;
private Matrix cachedRotationMatrix;
private int viewportWidth;
private int viewportHeight;
private Matrix cachedTransformMatrix;
private static TextureComparer textureComparer = new TextureComparer();
private static FrontToBackComparer frontToBackComparer = new FrontToBackComparer();
private static BackToFrontComparer backToFrontComparer = new BackToFrontComparer();
#endregion // Private Members
public SpriteBatch(GraphicsDevice graphicsDevice)
{
if (graphicsDevice == null)
{
throw new ArgumentNullException("graphicsDevice");
}
base.GraphicsDevice = graphicsDevice;
this.spriteBatchEffect = new Effect(graphicsDevice, AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>().GetShaderByteCode(NonXNA.PreDefinedShader.SpriteBatch));
this.spriteInfos = new SpriteInfo[InitialBatchSize];
this.InitializeIndexBuffer(InitialBatchSize);
this.InitializeVertexBuffer();
}
#region Begin-Method
public void Begin()
{
Begin(SpriteSortMode.Texture, null, null, null, null, null, Matrix.Identity);
}
public void Begin(SpriteSortMode sortMode, BlendState blendState)
{
Begin(sortMode, blendState, null, null, null, null, Matrix.Identity);
}
public void Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState)
{
Begin(sortMode, blendState, samplerState, depthStencilState, rasterizerState, null, Matrix.Identity);
}
public void Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect)
{
Begin(sortMode, blendState, samplerState, depthStencilState, rasterizerState, effect, Matrix.Identity);
}
public void Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)
{
if (this.hasBegun == true)
{
throw new Exception("End() has to be called before a new SpriteBatch can be started with Begin()");
}
hasBegun = true;
this.currentSortMode = sortMode;
this.blendState = blendState;
this.samplerState = samplerState;
this.depthStencilState = depthStencilState;
this.rasterizerState = rasterizerState;
this.effect = effect;
this.transformMatrix = transformMatrix;
}
#endregion // Begin-Method
#region Draw-Method
public void Draw (Texture2D texture, Rectangle destinationRectangle, Color color)
{
Draw(texture, new Vector2(destinationRectangle.X, destinationRectangle.Y), new Vector2(destinationRectangle.Width, destinationRectangle.Height), null, color, Vector2.Zero, 0.0f, 0.0f, Vector2.One, SpriteEffects.None);
}
public void Draw (Texture2D texture, Rectangle destinationRectangle, Nullable<Rectangle> sourceRectangle, Color color)
{
Draw(texture, new Vector2(destinationRectangle.X, destinationRectangle.Y), new Vector2(destinationRectangle.Width, destinationRectangle.Height), sourceRectangle, color, Vector2.Zero, 0.0f, 0.0f, Vector2.One, SpriteEffects.None);
}
public void Draw(Texture2D texture, Rectangle destinationRectangle, Nullable<Rectangle> sourceRectangle, Color color, Single rotation, Vector2 origin, SpriteEffects effects, Single layerDepth)
{
Draw(texture, new Vector2(destinationRectangle.X, destinationRectangle.Y), new Vector2(destinationRectangle.Width, destinationRectangle.Height), sourceRectangle, color, origin, layerDepth, rotation, Vector2.One, effects);
}
public void Draw(Texture2D texture, Vector2 position, Color color)
{
Draw(texture, position, new Vector2(texture.Width, texture.Height), null, color, Vector2.Zero, 0.0f, 0.0f, Vector2.One, SpriteEffects.None);
}
public void Draw(Texture2D texture, Vector2 position, Nullable<Rectangle> sourceRectangle, Color color)
{
Vector2 size = sourceRectangle.HasValue ? new Vector2(sourceRectangle.Value.Width, sourceRectangle.Value.Height) : new Vector2(texture.Width, texture.Height);
Draw(texture, position, size, sourceRectangle, color, Vector2.Zero, 0.0f, 0.0f, Vector2.One, SpriteEffects.None);
}
public void Draw(Texture2D texture, Vector2 position, Nullable<Rectangle> sourceRectangle, Color color, Single rotation, Vector2 origin, Single scale, SpriteEffects effects, Single layerDepth)
{
Vector2 size = sourceRectangle.HasValue ? new Vector2(sourceRectangle.Value.Width, sourceRectangle.Value.Height) : new Vector2(texture.Width, texture.Height);
Draw(texture, position, size, sourceRectangle, color, origin, layerDepth, rotation, new Vector2(scale), effects);
}
public void Draw(Texture2D texture, Vector2 position, Nullable<Rectangle> sourceRectangle, Color color, Single rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, Single layerDepth)
{
Vector2 size = sourceRectangle.HasValue ? new Vector2(sourceRectangle.Value.Width, sourceRectangle.Value.Height) : new Vector2(texture.Width, texture.Height);
Draw(texture, position, size, sourceRectangle, color, origin, layerDepth, rotation, scale, effects);
}
#endregion // Draw-Method
#region DrawString-Method
public void DrawString(SpriteFont font, String text, Vector2 position, Color color)
{
if (font == null)
{
throw new ArgumentNullException("font");
}
if (text == null)
{
throw new ArgumentNullException("text");
}
font.DrawString(ref text, this, position, color, Vector2.One, Vector2.Zero, 0.0f, 1.0f, SpriteEffects.None);
}
public void DrawString(SpriteFont font, String text, Vector2 position, Color color, Single rotation, Vector2 origin, Single scale, SpriteEffects effects, Single layerDepth)
{
if (font == null)
{
throw new ArgumentNullException("font");
}
if (text == null)
{
throw new ArgumentNullException("text");
}
font.DrawString(ref text, this, position, color, new Vector2(scale), origin, rotation, layerDepth, effects);
}
public void DrawString(SpriteFont font, String text, Vector2 position, Color color, Single rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, Single layerDepth)
{
if (font == null)
{
throw new ArgumentNullException("font");
}
if (text == null)
{
throw new ArgumentNullException("text");
}
font.DrawString(ref text, this, position, color, scale, origin, rotation, layerDepth, effects);
}
public void DrawString (SpriteFont font, StringBuilder text, Vector2 position, Color color)
{
if (font == null)
{
throw new ArgumentNullException("font");
}
if (text == null)
{
throw new ArgumentNullException("text");
}
DrawString(font, text.ToString(), position, color);
}
public void DrawString (SpriteFont font, StringBuilder text, Vector2 position, Color color, Single rotation, Vector2 origin, Single scale, SpriteEffects effects, Single layerDepth)
{
if (font == null)
{
throw new ArgumentNullException("font");
}
if (text == null)
{
throw new ArgumentNullException("text");
}
DrawString(font, text.ToString(), position, color, rotation, origin, scale, effects, layerDepth);
}
public void DrawString (SpriteFont font, StringBuilder text, Vector2 position, Color color, Single rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, Single layerDepth)
{
if (font == null)
{
throw new ArgumentNullException("font");
}
if (text == null)
{
throw new ArgumentNullException("text");
}
DrawString(font, text.ToString(), position, color, rotation, origin, scale, effects, layerDepth);
}
#endregion // DrawString-Method
public void End()
{
if (hasBegun == false)
{
throw new Exception("Begin() has to be called before End()");
}
hasBegun = false;
if (this.currentSortMode != SpriteSortMode.Immediate)
{
if (this.currentSortMode == SpriteSortMode.Texture)
{
Array.Sort<SpriteInfo>(spriteInfos, 0, currentBatchPosition, textureComparer);
}
else if (this.currentSortMode == SpriteSortMode.BackToFront)
{
Array.Sort<SpriteInfo>(spriteInfos, 0, currentBatchPosition, backToFrontComparer);
}
else if (this.currentSortMode == SpriteSortMode.FrontToBack)
{
Array.Sort<SpriteInfo>(spriteInfos, 0, currentBatchPosition, frontToBackComparer);
}
int startOffset = 0;
Texture2D lastTexture = null;
for (int i = 0; i <= currentBatchPosition; i++)
{
if ((lastTexture != null && lastTexture != spriteInfos[i].texture) || i == currentBatchPosition - 1)
{
BatchRender(startOffset, i - startOffset);
startOffset = i;
}
lastTexture = spriteInfos[i].texture;
}
}
Flush();
}
private void Draw(Texture2D texture, Vector2 topLeft, Vector2 destinationSize, Rectangle? sourceRectangle, Color tint, Vector2 origin, float layerDepth, float rotation, Vector2 scale, SpriteEffects effects)
{
if (!hasBegun)
{
throw new InvalidOperationException("Begin() must be called before Draw()");
}
if (texture == null)
{
throw new ArgumentNullException("texture");
}
if (currentBatchPosition >= spriteInfos.Length)
{
int newSize = spriteInfos.Length * 2;
Array.Resize<SpriteInfo>(ref spriteInfos, newSize);
InitializeIndexBuffer(newSize);
}
Vector2 bottomRight = topLeft + (destinationSize * scale);
spriteInfos[currentBatchPosition].Corners = new Vector2[] { topLeft, new Vector2(bottomRight.X, topLeft.Y), bottomRight, new Vector2(topLeft.X, bottomRight.Y) };
spriteInfos[currentBatchPosition].Tint = tint;
spriteInfos[currentBatchPosition].texture = texture;
if (sourceRectangle.HasValue)
{
spriteInfos[currentBatchPosition].topLeftUV = new Vector2(sourceRectangle.Value.X / (float)texture.Width, sourceRectangle.Value.Y / (float)texture.Height);
spriteInfos[currentBatchPosition].bottomRightUV = new Vector2((sourceRectangle.Value.X + sourceRectangle.Value.Width) / (float)texture.Width, (sourceRectangle.Value.Y + sourceRectangle.Value.Height) / (float)texture.Height);
}
else
{
spriteInfos[currentBatchPosition].topLeftUV = Vector2.Zero;
spriteInfos[currentBatchPosition].bottomRightUV = Vector2.One;
}
if ((effects & SpriteEffects.FlipHorizontally) == SpriteEffects.FlipHorizontally)
{
float tempY = spriteInfos[currentBatchPosition].bottomRightUV.Y;
spriteInfos[currentBatchPosition].bottomRightUV.Y = spriteInfos[currentBatchPosition].topLeftUV.Y;
spriteInfos[currentBatchPosition].topLeftUV.Y = tempY;
}
if ((effects & SpriteEffects.FlipVertically) == SpriteEffects.FlipVertically)
{
float tempX = spriteInfos[currentBatchPosition].bottomRightUV.X;
spriteInfos[currentBatchPosition].bottomRightUV.X = spriteInfos[currentBatchPosition].topLeftUV.X;
spriteInfos[currentBatchPosition].topLeftUV.X = tempX;
}
if (rotation != 0f)
{
if (lastRotation != rotation || cachedRotationMatrix == null)
{
this.cachedRotationMatrix = Matrix.CreateRotationZ(rotation);
this.lastRotation = rotation;
}
Vector2 transformVector;
Vector2 result;
for (int i = 0; i < 4; i++)
{
transformVector = spriteInfos[currentBatchPosition].Corners[i] - topLeft - origin;
Vector2.Transform(ref transformVector, ref this.cachedRotationMatrix, out result);
spriteInfos[currentBatchPosition].Corners[i] = result + topLeft + origin;
}
}
spriteInfos[currentBatchPosition].origin = origin;
spriteInfos[currentBatchPosition].rotation = rotation;
spriteInfos[currentBatchPosition].layerDepth = layerDepth;
currentBatchPosition++;
if (this.currentSortMode == SpriteSortMode.Immediate)
{
BatchRender(0, 1);
Flush();
}
}
private void BatchRender(int offset, int count)
{
int vertexCount = count * 4;
if (this.vertices == null)
{
this.vertices = new VertexPositionColorTexture[vertexCount];
}
else if (this.vertices.Length < vertexCount)
{
Array.Resize<VertexPositionColorTexture>(ref this.vertices, vertexCount);
}
int vertexPos = 0;
for (int i = offset; i < offset + count; i++)
{
SpriteInfo currentSprite = this.spriteInfos[i];
this.vertices[vertexPos + 0] = new VertexPositionColorTexture()
{
Position = new Vector3(currentSprite.Corners[0], currentSprite.layerDepth),
Color = currentSprite.Tint,
TextureCoordinate = currentSprite.topLeftUV
};
this.vertices[vertexPos + 1] = new VertexPositionColorTexture()
{
Position = new Vector3(currentSprite.Corners[1], currentSprite.layerDepth),
Color = currentSprite.Tint,
TextureCoordinate = new Vector2(currentSprite.bottomRightUV.X, currentSprite.topLeftUV.Y)
};
this.vertices[vertexPos + 2] = new VertexPositionColorTexture()
{
Position = new Vector3(currentSprite.Corners[2], currentSprite.layerDepth),
Color = currentSprite.Tint,
TextureCoordinate = currentSprite.bottomRightUV
};
this.vertices[vertexPos + 3] = new VertexPositionColorTexture()
{
Position = new Vector3(currentSprite.Corners[3], currentSprite.layerDepth),
Color = currentSprite.Tint,
TextureCoordinate = new Vector2(currentSprite.topLeftUV.X, currentSprite.bottomRightUV.Y)
};
vertexPos += 4;
}
this.vertexBuffer.SetData<VertexPositionColorTexture>(this.vertices, 0, vertexCount);
SetRenderStates();
spriteBatchEffect.Parameters["Texture"].SetValue(this.spriteInfos[offset].texture);
GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertexCount, 0, count * 2);
}
private void Flush()
{
currentBatchPosition = 0;
}
private void InitializeIndexBuffer(int size)
{
int indexCount = size * 6;
if (this.indexBuffer == null)
{
this.indexBuffer = new IndexBuffer(this.GraphicsDevice, IndexElementSize.SixteenBits, indexCount, BufferUsage.WriteOnly);
}
short[] indices = new short[indexCount];
int baseIndex;
int baseArrayIndex;
for (int i = 0; i < InitialBatchSize; i++)
{
baseIndex = i * 4;
baseArrayIndex = baseIndex + i + i;
indices[baseArrayIndex + 0] = (short)(baseIndex + 0);
indices[baseArrayIndex + 1] = (short)(baseIndex + 1);
indices[baseArrayIndex + 2] = (short)(baseIndex + 2);
indices[baseArrayIndex + 3] = (short)(baseIndex + 0);
indices[baseArrayIndex + 4] = (short)(baseIndex + 2);
indices[baseArrayIndex + 5] = (short)(baseIndex + 3);
}
this.indexBuffer.SetData<short>(indices);
}
private void InitializeVertexBuffer()
{
if (this.vertexBuffer == null)
{
this.vertexBuffer = new VertexBuffer(this.GraphicsDevice, typeof(VertexPositionColorTexture), InitialBatchSize * 4, BufferUsage.WriteOnly);
}
}
private void SetRenderStates()
{
GraphicsDevice.BlendState = this.blendState != null ? this.blendState : BlendState.AlphaBlend;
GraphicsDevice.DepthStencilState = this.depthStencilState != null ? this.depthStencilState : DepthStencilState.None;
GraphicsDevice.RasterizerState = this.rasterizerState != null ? this.rasterizerState : RasterizerState.CullCounterClockwise;
GraphicsDevice.SamplerStates[0] = this.samplerState != null ? this.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 : 0f),
M22 = 2f * (this.viewportHeight > 0 ? -1f / (float)this.viewportHeight : 0f),
M33 = 1f,
M44 = 1f,
M41 = -1f,
M42 = 1f
};
cachedTransformMatrix.M41 -= cachedTransformMatrix.M11;
cachedTransformMatrix.M42 -= cachedTransformMatrix.M22;
}
this.spriteBatchEffect.Parameters["MatrixTransform"].SetValue(this.transformMatrix * cachedTransformMatrix);
spriteBatchEffect.NativeEffect.Apply(GraphicsDevice);
GraphicsDevice.Indices = this.indexBuffer;
GraphicsDevice.SetVertexBuffer(this.vertexBuffer);
}
public override void Dispose()
{
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;
}
}
protected override void Dispose(Boolean disposeManaged)
{
throw new NotImplementedException();
}
private class TextureComparer : IComparer<SpriteInfo>
{
public int Compare(SpriteInfo x, SpriteInfo y)
{
if (x.texture.GetHashCode() > y.texture.GetHashCode())
{
return -1;
}
else if (x.texture.GetHashCode() < y.texture.GetHashCode())
{
return 1;
}
return 0;
}
}
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;
}
}
}
}