mirror of
https://github.com/Ellpeck/MLEM.git
synced 2024-11-23 05:08:34 +01:00
don't recreate the VertexPositionColorTexture array every time
This commit is contained in:
parent
b271518956
commit
04dc2bf2d0
1 changed files with 10 additions and 10 deletions
|
@ -12,6 +12,10 @@ namespace MLEM.Misc {
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public class StaticSpriteBatch : IDisposable {
|
public class StaticSpriteBatch : IDisposable {
|
||||||
|
|
||||||
|
// this maximum is limited by indices being a short
|
||||||
|
private const int MaxBatchItems = short.MaxValue / 6;
|
||||||
|
private static readonly VertexPositionColorTexture[] Data = new VertexPositionColorTexture[MaxBatchItems * 4];
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// The amount of vertices that are currently batched
|
/// The amount of vertices that are currently batched
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
@ -63,28 +67,24 @@ namespace MLEM.Misc {
|
||||||
return;
|
return;
|
||||||
this.batchChanged = false;
|
this.batchChanged = false;
|
||||||
|
|
||||||
// this maximum is limited by indices being a short
|
|
||||||
const int maxBatchItems = short.MaxValue / 6;
|
|
||||||
|
|
||||||
// ensure we have enough vertex buffers
|
// ensure we have enough vertex buffers
|
||||||
var requiredBuffers = (this.vertices.Count / (maxBatchItems * 4F)).Ceil();
|
var requiredBuffers = (this.vertices.Count / (MaxBatchItems * 4F)).Ceil();
|
||||||
while (this.vertexBuffers.Count < requiredBuffers)
|
while (this.vertexBuffers.Count < requiredBuffers)
|
||||||
this.vertexBuffers.Add(new VertexBuffer(this.graphicsDevice, VertexPositionColorTexture.VertexDeclaration, maxBatchItems * 4, BufferUsage.WriteOnly));
|
this.vertexBuffers.Add(new VertexBuffer(this.graphicsDevice, VertexPositionColorTexture.VertexDeclaration, MaxBatchItems * 4, BufferUsage.WriteOnly));
|
||||||
|
|
||||||
// fill vertex buffers
|
// fill vertex buffers
|
||||||
var arrayIndex = 0;
|
var arrayIndex = 0;
|
||||||
var totalIndex = 0;
|
var totalIndex = 0;
|
||||||
var data = new VertexPositionColorTexture[maxBatchItems * 4];
|
|
||||||
while (totalIndex < this.vertices.Count) {
|
while (totalIndex < this.vertices.Count) {
|
||||||
var now = Math.Min(this.vertices.Count - totalIndex, data.Length);
|
var now = Math.Min(this.vertices.Count - totalIndex, Data.Length);
|
||||||
for (var i = 0; i < now; i++)
|
for (var i = 0; i < now; i++)
|
||||||
data[i] = this.vertices[totalIndex + i];
|
Data[i] = this.vertices[totalIndex + i];
|
||||||
this.vertexBuffers[arrayIndex++].SetData(data);
|
this.vertexBuffers[arrayIndex++].SetData(Data);
|
||||||
totalIndex += now;
|
totalIndex += now;
|
||||||
}
|
}
|
||||||
|
|
||||||
// ensure we have enough indices
|
// ensure we have enough indices
|
||||||
var maxItems = Math.Min(this.vertices.Count / 4, maxBatchItems);
|
var maxItems = Math.Min(this.vertices.Count / 4, MaxBatchItems);
|
||||||
// each item has 2 triangles which each have 3 indices
|
// each item has 2 triangles which each have 3 indices
|
||||||
if (this.indices == null || this.indices.IndexCount < 6 * maxItems) {
|
if (this.indices == null || this.indices.IndexCount < 6 * maxItems) {
|
||||||
var newIndices = new short[6 * maxItems];
|
var newIndices = new short[6 * maxItems];
|
||||||
|
|
Loading…
Reference in a new issue