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