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added depth sorting to StaticSpriteBatch

This commit is contained in:
Ell 2021-11-13 16:42:50 +01:00
parent dd295aca1b
commit 6702efd7fa

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@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Extensions;
@ -9,7 +10,6 @@ namespace MLEM.Misc {
/// A static sprite batch is a variation of <see cref="SpriteBatch"/> that keeps all batched items in a <see cref="VertexBuffer"/>, allowing for them to be drawn multiple times.
/// To add items to a static sprite batch, use <see cref="BeginBatch"/> to begin batching, <see cref="ClearBatch"/> to clear currently batched items, <c>Add</c> and its various overloads to add batch items, <see cref="Remove"/> to remove them again, and <see cref="EndBatch"/> to end batching.
/// To draw the batched items, call <see cref="Draw"/>.
/// Unlike a <see cref="SpriteBatch"/>, items added to a static sprite batch will be drawn in an arbitrary order. If depth sorting is desired, the <see cref="GraphicsDeviceManager"/>'s <see cref="GraphicsDeviceManager.PreferredDepthStencilFormat"/> should be modified to include depth, and a <see cref="DepthStencilState"/> that takes depth into account should be passed to <see cref="Draw"/>.
/// </summary>
public class StaticSpriteBatch : IDisposable {
@ -56,10 +56,14 @@ namespace MLEM.Misc {
/// Ends batching.
/// Call this method after calling <c>Add</c> or any of its overloads the desired number of times to add batched items.
/// </summary>
/// <param name="sortMode">The drawing order for sprite drawing. <see cref="SpriteSortMode.Deferred" /> by default. Note that <see cref="SpriteSortMode.Immediate"/> and <see cref="SpriteSortMode.Texture"/> are not supported.</param>
/// <exception cref="InvalidOperationException">Thrown if this method is called before <see cref="BeginBatch"/> was called</exception>
public void EndBatch() {
/// <exception cref="ArgumentOutOfRangeException">Thrown if the <paramref name="sortMode"/> is <see cref="SpriteSortMode.Immediate"/> or <see cref="SpriteSortMode.Texture"/>, which are not supported</exception>
public void EndBatch(SpriteSortMode sortMode = SpriteSortMode.Deferred) {
if (!this.batching)
throw new InvalidOperationException("Not batching");
if (sortMode == SpriteSortMode.Immediate || sortMode == SpriteSortMode.Texture)
throw new ArgumentOutOfRangeException(nameof(sortMode), "Cannot use sprite sort modes Immediate or Texture for static batching");
this.batching = false;
// if we didn't add or remove any batch items, we don't have to recalculate anything
@ -72,10 +76,18 @@ namespace MLEM.Misc {
while (this.vertexBuffers.Count < requiredBuffers)
this.vertexBuffers.Add(new VertexBuffer(this.graphicsDevice, VertexPositionColorTexture.VertexDeclaration, MaxBatchItems * 4, BufferUsage.WriteOnly));
// order items according to the sort mode
IEnumerable<Item> ordered = this.items;
if (sortMode == SpriteSortMode.BackToFront) {
ordered = ordered.OrderBy(i => -i.Depth);
} else if (sortMode == SpriteSortMode.FrontToBack) {
ordered = ordered.OrderBy(i => i.Depth);
}
// fill vertex buffers
var dataIndex = 0;
var arrayIndex = 0;
foreach (var item in this.items) {
foreach (var item in ordered) {
Data[dataIndex++] = item.TopLeft;
Data[dataIndex++] = item.TopRight;
Data[dataIndex++] = item.BottomLeft;
@ -171,7 +183,7 @@ namespace MLEM.Misc {
/// <param name="origin">Center of the rotation. 0,0 by default.</param>
/// <param name="scale">A scaling of this sprite.</param>
/// <param name="effects">Modificators for drawing. Can be combined.</param>
/// <param name="layerDepth">A depth of the layer of this sprite. See <see cref="StaticSpriteBatch"/> documentation for information on enabling depth support.</param>
/// <param name="layerDepth">A depth of the layer of this sprite.</param>
/// <returns>The <see cref="Item"/> that was created from the added data</returns>
public Item Add(Texture2D texture, Vector2 position, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth) {
origin *= scale;
@ -216,7 +228,7 @@ namespace MLEM.Misc {
/// <param name="origin">Center of the rotation. 0,0 by default.</param>
/// <param name="scale">A scaling of this sprite.</param>
/// <param name="effects">Modificators for drawing. Can be combined.</param>
/// <param name="layerDepth">A depth of the layer of this sprite. See <see cref="StaticSpriteBatch"/> documentation for information on enabling depth support.</param>
/// <param name="layerDepth">A depth of the layer of this sprite.</param>
/// <returns>The <see cref="Item"/> that was created from the added data</returns>
public Item Add(Texture2D texture, Vector2 position, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, float scale, SpriteEffects effects, float layerDepth) {
return this.Add(texture, position, sourceRectangle, color, rotation, origin, new Vector2(scale), effects, layerDepth);
@ -233,7 +245,7 @@ namespace MLEM.Misc {
/// <param name="rotation">A rotation of this sprite.</param>
/// <param name="origin">Center of the rotation. 0,0 by default.</param>
/// <param name="effects">Modificators for drawing. Can be combined.</param>
/// <param name="layerDepth">A depth of the layer of this sprite. See <see cref="StaticSpriteBatch"/> documentation for information on enabling depth support.</param>
/// <param name="layerDepth">A depth of the layer of this sprite.</param>
/// <returns>The <see cref="Item"/> that was created from the added data</returns>
public Item Add(Texture2D texture, Rectangle destinationRectangle, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effects, float layerDepth) {
Vector2 texTl, texBr;
@ -354,7 +366,7 @@ namespace MLEM.Misc {
}
private Item Add(Texture2D texture, Vector2 pos, Vector2 offset, Vector2 size, float sin, float cos, Color color, Vector2 texTl, Vector2 texBr, float depth) {
return this.Add(texture,
return this.Add(texture, depth,
new VertexPositionColorTexture(new Vector3(pos.X + offset.X * cos - offset.Y * sin, pos.Y + offset.X * sin + offset.Y * cos, depth), color, texTl),
new VertexPositionColorTexture(new Vector3(pos.X + (offset.X + size.X) * cos - offset.Y * sin, pos.Y + (offset.X + size.X) + offset.Y * cos, depth), color, new Vector2(texBr.X, texTl.Y)),
new VertexPositionColorTexture(new Vector3(pos.X + offset.X * cos - (offset.Y + size.Y) * sin, pos.Y + offset.X * sin + (offset.Y + size.Y) * cos, depth), color, new Vector2(texTl.X, texBr.Y)),
@ -362,19 +374,19 @@ namespace MLEM.Misc {
}
private Item Add(Texture2D texture, Vector2 pos, Vector2 size, Color color, Vector2 texTl, Vector2 texBr, float depth) {
return this.Add(texture,
return this.Add(texture, depth,
new VertexPositionColorTexture(new Vector3(pos, depth), color, texTl),
new VertexPositionColorTexture(new Vector3(pos.X + size.X, pos.Y, depth), color, new Vector2(texBr.X, texTl.Y)),
new VertexPositionColorTexture(new Vector3(pos.X, pos.Y + size.Y, depth), color, new Vector2(texTl.X, texBr.Y)),
new VertexPositionColorTexture(new Vector3(pos.X + size.X, pos.Y + size.Y, depth), color, texBr));
}
private Item Add(Texture2D texture, VertexPositionColorTexture tl, VertexPositionColorTexture tr, VertexPositionColorTexture bl, VertexPositionColorTexture br) {
private Item Add(Texture2D texture, float depth, VertexPositionColorTexture tl, VertexPositionColorTexture tr, VertexPositionColorTexture bl, VertexPositionColorTexture br) {
if (!this.batching)
throw new InvalidOperationException("Not batching");
if (this.texture != null && this.texture != texture)
throw new ArgumentException("Cannot use multiple textures in one batch");
var item = new Item(tl, tr, bl, br);
throw new ArgumentException("Cannot use multiple textures in one batch", nameof(texture));
var item = new Item(tl, tr, bl, br, depth);
this.items.Add(item);
this.texture = texture;
this.batchChanged = true;
@ -391,12 +403,14 @@ namespace MLEM.Misc {
internal readonly VertexPositionColorTexture TopRight;
internal readonly VertexPositionColorTexture BottomLeft;
internal readonly VertexPositionColorTexture BottomRight;
internal readonly float Depth;
internal Item(VertexPositionColorTexture topLeft, VertexPositionColorTexture topRight, VertexPositionColorTexture bottomLeft, VertexPositionColorTexture bottomRight) {
internal Item(VertexPositionColorTexture topLeft, VertexPositionColorTexture topRight, VertexPositionColorTexture bottomLeft, VertexPositionColorTexture bottomRight, float depth) {
this.TopLeft = topLeft;
this.TopRight = topRight;
this.BottomLeft = bottomLeft;
this.BottomRight = bottomRight;
this.Depth = depth;
}
}