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https://github.com/Ellpeck/MLEM.git
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added depth sorting to StaticSpriteBatch
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parent
dd295aca1b
commit
6702efd7fa
1 changed files with 26 additions and 12 deletions
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@ -1,5 +1,6 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using MLEM.Extensions;
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@ -9,7 +10,6 @@ namespace MLEM.Misc {
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/// 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.
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/// 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.
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/// To draw the batched items, call <see cref="Draw"/>.
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/// 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"/>.
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/// </summary>
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public class StaticSpriteBatch : IDisposable {
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@ -56,10 +56,14 @@ namespace MLEM.Misc {
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/// Ends batching.
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/// Call this method after calling <c>Add</c> or any of its overloads the desired number of times to add batched items.
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/// </summary>
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/// <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>
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/// <exception cref="InvalidOperationException">Thrown if this method is called before <see cref="BeginBatch"/> was called</exception>
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public void EndBatch() {
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/// <exception cref="ArgumentOutOfRangeException">Thrown if the <paramref name="sortMode"/> is <see cref="SpriteSortMode.Immediate"/> or <see cref="SpriteSortMode.Texture"/>, which are not supported</exception>
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public void EndBatch(SpriteSortMode sortMode = SpriteSortMode.Deferred) {
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if (!this.batching)
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throw new InvalidOperationException("Not batching");
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if (sortMode == SpriteSortMode.Immediate || sortMode == SpriteSortMode.Texture)
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throw new ArgumentOutOfRangeException(nameof(sortMode), "Cannot use sprite sort modes Immediate or Texture for static batching");
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this.batching = false;
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// if we didn't add or remove any batch items, we don't have to recalculate anything
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@ -72,10 +76,18 @@ namespace MLEM.Misc {
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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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// order items according to the sort mode
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IEnumerable<Item> ordered = this.items;
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if (sortMode == SpriteSortMode.BackToFront) {
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ordered = ordered.OrderBy(i => -i.Depth);
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} else if (sortMode == SpriteSortMode.FrontToBack) {
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ordered = ordered.OrderBy(i => i.Depth);
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}
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// fill vertex buffers
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var dataIndex = 0;
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var arrayIndex = 0;
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foreach (var item in this.items) {
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foreach (var item in ordered) {
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Data[dataIndex++] = item.TopLeft;
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Data[dataIndex++] = item.TopRight;
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Data[dataIndex++] = item.BottomLeft;
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@ -171,7 +183,7 @@ namespace MLEM.Misc {
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/// <param name="origin">Center of the rotation. 0,0 by default.</param>
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/// <param name="scale">A scaling of this sprite.</param>
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/// <param name="effects">Modificators for drawing. Can be combined.</param>
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/// <param name="layerDepth">A depth of the layer of this sprite. See <see cref="StaticSpriteBatch"/> documentation for information on enabling depth support.</param>
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/// <param name="layerDepth">A depth of the layer of this sprite.</param>
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/// <returns>The <see cref="Item"/> that was created from the added data</returns>
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public Item Add(Texture2D texture, Vector2 position, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth) {
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origin *= scale;
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@ -216,7 +228,7 @@ namespace MLEM.Misc {
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/// <param name="origin">Center of the rotation. 0,0 by default.</param>
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/// <param name="scale">A scaling of this sprite.</param>
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/// <param name="effects">Modificators for drawing. Can be combined.</param>
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/// <param name="layerDepth">A depth of the layer of this sprite. See <see cref="StaticSpriteBatch"/> documentation for information on enabling depth support.</param>
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/// <param name="layerDepth">A depth of the layer of this sprite.</param>
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/// <returns>The <see cref="Item"/> that was created from the added data</returns>
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public Item Add(Texture2D texture, Vector2 position, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, float scale, SpriteEffects effects, float layerDepth) {
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return this.Add(texture, position, sourceRectangle, color, rotation, origin, new Vector2(scale), effects, layerDepth);
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@ -233,7 +245,7 @@ namespace MLEM.Misc {
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/// <param name="rotation">A rotation of this sprite.</param>
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/// <param name="origin">Center of the rotation. 0,0 by default.</param>
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/// <param name="effects">Modificators for drawing. Can be combined.</param>
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/// <param name="layerDepth">A depth of the layer of this sprite. See <see cref="StaticSpriteBatch"/> documentation for information on enabling depth support.</param>
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/// <param name="layerDepth">A depth of the layer of this sprite.</param>
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/// <returns>The <see cref="Item"/> that was created from the added data</returns>
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public Item Add(Texture2D texture, Rectangle destinationRectangle, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effects, float layerDepth) {
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Vector2 texTl, texBr;
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@ -354,7 +366,7 @@ namespace MLEM.Misc {
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}
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private Item Add(Texture2D texture, Vector2 pos, Vector2 offset, Vector2 size, float sin, float cos, Color color, Vector2 texTl, Vector2 texBr, float depth) {
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return this.Add(texture,
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return this.Add(texture, depth,
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new VertexPositionColorTexture(new Vector3(pos.X + offset.X * cos - offset.Y * sin, pos.Y + offset.X * sin + offset.Y * cos, depth), color, texTl),
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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)),
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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)),
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@ -362,19 +374,19 @@ namespace MLEM.Misc {
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}
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private Item Add(Texture2D texture, Vector2 pos, Vector2 size, Color color, Vector2 texTl, Vector2 texBr, float depth) {
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return this.Add(texture,
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return this.Add(texture, depth,
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new VertexPositionColorTexture(new Vector3(pos, depth), color, texTl),
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new VertexPositionColorTexture(new Vector3(pos.X + size.X, pos.Y, depth), color, new Vector2(texBr.X, texTl.Y)),
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new VertexPositionColorTexture(new Vector3(pos.X, pos.Y + size.Y, depth), color, new Vector2(texTl.X, texBr.Y)),
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new VertexPositionColorTexture(new Vector3(pos.X + size.X, pos.Y + size.Y, depth), color, texBr));
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}
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private Item Add(Texture2D texture, VertexPositionColorTexture tl, VertexPositionColorTexture tr, VertexPositionColorTexture bl, VertexPositionColorTexture br) {
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private Item Add(Texture2D texture, float depth, VertexPositionColorTexture tl, VertexPositionColorTexture tr, VertexPositionColorTexture bl, VertexPositionColorTexture br) {
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if (!this.batching)
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throw new InvalidOperationException("Not batching");
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if (this.texture != null && this.texture != texture)
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throw new ArgumentException("Cannot use multiple textures in one batch");
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var item = new Item(tl, tr, bl, br);
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throw new ArgumentException("Cannot use multiple textures in one batch", nameof(texture));
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var item = new Item(tl, tr, bl, br, depth);
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this.items.Add(item);
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this.texture = texture;
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this.batchChanged = true;
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@ -391,12 +403,14 @@ namespace MLEM.Misc {
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internal readonly VertexPositionColorTexture TopRight;
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internal readonly VertexPositionColorTexture BottomLeft;
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internal readonly VertexPositionColorTexture BottomRight;
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internal readonly float Depth;
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internal Item(VertexPositionColorTexture topLeft, VertexPositionColorTexture topRight, VertexPositionColorTexture bottomLeft, VertexPositionColorTexture bottomRight) {
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internal Item(VertexPositionColorTexture topLeft, VertexPositionColorTexture topRight, VertexPositionColorTexture bottomLeft, VertexPositionColorTexture bottomRight, float depth) {
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this.TopLeft = topLeft;
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this.TopRight = topRight;
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this.BottomLeft = bottomLeft;
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this.BottomRight = bottomRight;
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this.Depth = depth;
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}
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}
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