#include "spritebatch-dx.hpp" #include "device-dx.hpp" #include "blendstate-dx.hpp" #include "samplerstate-dx.hpp" #include "rasterizerstate-dx.hpp" #include "../common/color.hpp" #include "texture-dx.hpp" #include "../common/vectors.hpp" #include "../common/rectangle.hpp" #include "../graphics/viewport.hpp" using DxSpriteBatch = DirectX::SpriteBatch; using DxSpriteSortMode = DirectX::SpriteSortMode; using DxMatrix = DirectX::FXMMATRIX; using DxSpriteEffects = DirectX::SpriteEffects; using DirectX::XMFLOAT2; using DirectX::FXMVECTOR; using DirectX::XMVECTORF32; using DirectX::GXMVECTOR; namespace xna { SpriteBatch::SpriteBatch(GraphicsDevice& device) { _dxspriteBatch = New(device._context); Viewport(device.Viewport()); } void SpriteBatch::Begin(SpriteSortMode sortMode, BlendState* blendState, SamplerState* samplerState, RasterizerState* rasterizerState, Matrix const& transformMatrix) { if (!_dxspriteBatch) return; DxSpriteSortMode sort; ConvertSpriteSort(sortMode, sort); const auto& t = transformMatrix; DxMatrix matrix = DxMatrix( t.M11, t.M12, t.M13, t.M14, t.M21, t.M22, t.M23, t.M24, t.M31, t.M32, t.M33, t.M34, t.M41, t.M42, t.M43, t.M44); _dxspriteBatch->Begin( sort, blendState ? blendState->_blendState : nullptr, samplerState ? samplerState->_samplerState : nullptr, nullptr, rasterizerState ? rasterizerState->_rasterizerState : nullptr, nullptr, matrix ); } void SpriteBatch::End() { if (!_dxspriteBatch) return; _dxspriteBatch->End(); } void SpriteBatch::Draw(Texture2D& texture, Vector2 const& position, Color const& color) { if (!_dxspriteBatch) return; if (!texture._textureView) return; auto _position = XMFLOAT2(position.X, position.Y); const auto v4 = color.ToVector4(); XMVECTORF32 _color = { { { v4.X, v4.Y, v4.Z, v4.W } } }; _dxspriteBatch->Draw( texture._textureView, _position, _color ); } void SpriteBatch::Draw(Texture2D& texture, Vector2 const& position, Rectangle const* sourceRectangle, Color const& color) { if (!_dxspriteBatch) return; if (!texture._textureView) return; auto _position = XMFLOAT2(position.X, position.Y); const auto v4 = color.ToVector4(); XMVECTORF32 _color = { { { v4.X, v4.Y, v4.Z, v4.W } } }; RECT _sourceRect{}; if (sourceRectangle) { _sourceRect.top = sourceRectangle->Y; _sourceRect.left = sourceRectangle->X; _sourceRect.right = sourceRectangle->X + sourceRectangle->Width; _sourceRect.bottom = sourceRectangle->Y + sourceRectangle->Height; }; _dxspriteBatch->Draw( texture._textureView, _position, sourceRectangle ? &_sourceRect : nullptr, _color); } void SpriteBatch::Draw(Texture2D& texture, Vector2 const& position, Rectangle const* sourceRectangle, Color const& color, float rotation, Vector2 const& origin, float scale, SpriteEffects effects, float layerDepth) { if (!_dxspriteBatch) return; if (!texture._textureView) return; auto _position = XMFLOAT2(position.X, position.Y); auto _origin = XMFLOAT2(origin.X, origin.Y); const auto v4 = color.ToVector4(); XMVECTORF32 _color = { { { v4.X, v4.Y, v4.Z, v4.W } } }; RECT _sourceRect{}; if (sourceRectangle) { _sourceRect.top = sourceRectangle->Y; _sourceRect.left = sourceRectangle->X; _sourceRect.right = sourceRectangle->X + sourceRectangle->Width; _sourceRect.bottom = sourceRectangle->Y + sourceRectangle->Height; }; DxSpriteEffects _effects = static_cast(effects); _dxspriteBatch->Draw( texture._textureView, _position, sourceRectangle ? &_sourceRect : nullptr, _color, rotation, _origin, scale, _effects, layerDepth); } void SpriteBatch::Draw(Texture2D& texture, Vector2 const& position, Rectangle const* sourceRectangle, Color const& color, float rotation, Vector2 const& origin, Vector2 const& scale, SpriteEffects effects, float layerDepth) { if (!_dxspriteBatch) return; if (!texture._textureView) return; auto _position = XMFLOAT2(position.X, position.Y); auto _origin = XMFLOAT2(origin.X, origin.Y); const auto v4 = color.ToVector4(); XMVECTORF32 _color = { { { v4.X, v4.Y, v4.Z, v4.W } } }; RECT _sourceRect{}; if (sourceRectangle) { _sourceRect.top = sourceRectangle->Y; _sourceRect.left = sourceRectangle->X; _sourceRect.right = sourceRectangle->X + sourceRectangle->Width; _sourceRect.bottom = sourceRectangle->Y + sourceRectangle->Height; }; DxSpriteEffects _effects = static_cast(effects); const XMFLOAT2 _scale = { scale.X, scale.Y }; _dxspriteBatch->Draw( texture._textureView, _position, sourceRectangle ? &_sourceRect : nullptr, _color, rotation, _origin, _scale, _effects, layerDepth); } void SpriteBatch::Draw(Texture2D& texture, Rectangle const& destinationRectangle, Color const& color) { if (!_dxspriteBatch) return; if (!texture._textureView) return; RECT _destinationRect{}; _destinationRect.left = destinationRectangle.X; _destinationRect.top = destinationRectangle.Y; _destinationRect.right = destinationRectangle.X + destinationRectangle.Width; _destinationRect.bottom = destinationRectangle.Y + destinationRectangle.Height; const auto v4 = color.ToVector4(); XMVECTORF32 _color = { { { v4.X, v4.Y, v4.Z, v4.W } } }; _dxspriteBatch->Draw(texture._textureView, _destinationRect, _color); } void SpriteBatch::Draw(Texture2D& texture, Rectangle const& destinationRectangle, Rectangle const* sourceRectangle, Color const& color) { if (!_dxspriteBatch) return; if (!texture._textureView) return; RECT _destinationRect{}; _destinationRect.left = destinationRectangle.X; _destinationRect.top = destinationRectangle.Y; _destinationRect.right = destinationRectangle.X + destinationRectangle.Width; _destinationRect.bottom = destinationRectangle.Y + destinationRectangle.Height; const auto v4 = color.ToVector4(); XMVECTORF32 _color = { { { v4.X, v4.Y, v4.Z, v4.W } } }; RECT _sourceRect{}; if (sourceRectangle) { _sourceRect.top = sourceRectangle->Y; _sourceRect.left = sourceRectangle->X; _sourceRect.right = sourceRectangle->X + sourceRectangle->Width; _sourceRect.bottom = sourceRectangle->Y + sourceRectangle->Height; }; _dxspriteBatch->Draw(texture._textureView, _destinationRect, sourceRectangle ? &_sourceRect : nullptr, _color); } void SpriteBatch::Draw(Texture2D& texture, Rectangle const& destinationRectangle, Rectangle const* sourceRectangle, Color const& color, float rotation, Vector2 const& origin, SpriteEffects effects, float layerDepth) { if (!_dxspriteBatch) return; if (!texture._textureView) return; RECT _destinationRect{}; _destinationRect.left = destinationRectangle.X; _destinationRect.top = destinationRectangle.Y; _destinationRect.right = destinationRectangle.X + destinationRectangle.Width; _destinationRect.bottom = destinationRectangle.Y + destinationRectangle.Height; const auto v4 = color.ToVector4(); XMVECTORF32 _color = { { { v4.X, v4.Y, v4.Z, v4.W } } }; RECT _sourceRect{}; if (sourceRectangle) { _sourceRect.top = sourceRectangle->Y; _sourceRect.left = sourceRectangle->X; _sourceRect.right = sourceRectangle->X + sourceRectangle->Width; _sourceRect.bottom = sourceRectangle->Y + sourceRectangle->Height; }; auto _origin = XMFLOAT2(origin.X, origin.Y); DxSpriteEffects _effects = static_cast(effects); _dxspriteBatch->Draw( texture._textureView, _destinationRect, sourceRectangle ? &_sourceRect : nullptr, _color, rotation, _origin, _effects, layerDepth); } void SpriteBatch::Viewport(xna::Viewport const& value) { if (!_dxspriteBatch) return; D3D11_VIEWPORT _view{}; _view.TopLeftX = value.X; _view.TopLeftY = value.Y; _view.Width = value.Width; _view.Height = value.Height; _view.MinDepth = value.MinDetph; _view.MaxDepth = value.MaxDepth; _dxspriteBatch->SetViewport(_view); } }