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use vertex and index buffers for StaticSpriteBatch
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758281c845
commit
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1 changed files with 29 additions and 25 deletions
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@ -6,7 +6,7 @@ using MLEM.Extensions;
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namespace MLEM.Misc {
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/// <summary>
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/// A static sprite batch is a variation of <see cref="SpriteBatch"/> that keeps all batched items in memory, allowing for them to be drawn multiple times.
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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="ClearBatch"/> to clear currently batched items, <see cref="BeginBatch"/> to begin batching, <c>Add</c> and its various overloads to add batch items and <see cref="EndBatch"/> to end batching.
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/// To draw the batched items, call <see cref="Draw"/>.
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/// </summary>
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@ -20,9 +20,9 @@ namespace MLEM.Misc {
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private readonly GraphicsDevice graphicsDevice;
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private readonly SpriteEffect spriteEffect;
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private readonly List<VertexPositionColorTexture[]> vertexArrays = new List<VertexPositionColorTexture[]>();
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private readonly List<VertexBuffer> vertexBuffers = new List<VertexBuffer>();
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private readonly List<VertexPositionColorTexture> vertices = new List<VertexPositionColorTexture>();
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private short[] indices;
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private IndexBuffer indices;
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private Texture2D texture;
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private bool batching;
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private bool batchChanged;
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@ -66,28 +66,28 @@ namespace MLEM.Misc {
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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 arrays
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var arraysRequired = (this.vertices.Count / (maxBatchItems * 4F)).Ceil();
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while (this.vertexArrays.Count < arraysRequired)
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this.vertexArrays.Add(new VertexPositionColorTexture[maxBatchItems * 4]);
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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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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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// fill vertex arrays
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// fill vertex buffers
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var arrayIndex = 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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var array = this.vertexArrays[arrayIndex];
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var now = Math.Min(this.vertices.Count - totalIndex, array.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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array[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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totalIndex += now;
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arrayIndex++;
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}
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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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// each item has 2 triangles which each have 3 indices
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if (this.indices == null || this.indices.Length < 6 * maxItems) {
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this.indices = new short[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 index = 0;
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for (var item = 0; item < maxItems; item++) {
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// a square is made up of two triangles
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@ -96,14 +96,16 @@ namespace MLEM.Misc {
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// |/ |
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// 2--3
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// top left triangle (0 -> 1 -> 2)
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this.indices[index++] = (short) (item * 4 + 0);
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this.indices[index++] = (short) (item * 4 + 1);
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this.indices[index++] = (short) (item * 4 + 2);
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newIndices[index++] = (short) (item * 4 + 0);
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newIndices[index++] = (short) (item * 4 + 1);
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newIndices[index++] = (short) (item * 4 + 2);
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// bottom right triangle (1 -> 3 -> 2)
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this.indices[index++] = (short) (item * 4 + 1);
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this.indices[index++] = (short) (item * 4 + 3);
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this.indices[index++] = (short) (item * 4 + 2);
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newIndices[index++] = (short) (item * 4 + 1);
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newIndices[index++] = (short) (item * 4 + 3);
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newIndices[index++] = (short) (item * 4 + 2);
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}
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this.indices = new IndexBuffer(this.graphicsDevice, IndexElementSize.SixteenBits, newIndices.Length, BufferUsage.WriteOnly);
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this.indices.SetData(newIndices);
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}
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}
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@ -139,24 +141,26 @@ namespace MLEM.Misc {
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this.graphicsDevice.SamplerStates[0] = samplerState ?? SamplerState.LinearClamp;
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this.graphicsDevice.DepthStencilState = depthStencilState ?? DepthStencilState.None;
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this.graphicsDevice.RasterizerState = rasterizerState ?? RasterizerState.CullCounterClockwise;
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this.graphicsDevice.Indices = this.indices;
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this.spriteEffect.TransformMatrix = transformMatrix;
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this.spriteEffect.CurrentTechnique.Passes[0].Apply();
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var totalIndex = 0;
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foreach (var array in this.vertexArrays) {
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var tris = Math.Min(this.vertices.Count - totalIndex, array.Length) / 4 * 2;
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foreach (var buffer in this.vertexBuffers) {
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var tris = Math.Min(this.vertices.Count - totalIndex, buffer.VertexCount) / 4 * 2;
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this.graphicsDevice.SetVertexBuffer(buffer);
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if (effect != null) {
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foreach (var pass in effect.CurrentTechnique.Passes) {
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pass.Apply();
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this.graphicsDevice.Textures[0] = this.texture;
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this.graphicsDevice.DrawUserIndexedPrimitives(PrimitiveType.TriangleList, array, 0, array.Length, this.indices, 0, tris, VertexPositionColorTexture.VertexDeclaration);
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this.graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, tris);
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}
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} else {
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this.graphicsDevice.Textures[0] = this.texture;
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this.graphicsDevice.DrawUserIndexedPrimitives(PrimitiveType.TriangleList, array, 0, array.Length, this.indices, 0, tris, VertexPositionColorTexture.VertexDeclaration);
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this.graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, tris);
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}
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totalIndex += array.Length;
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totalIndex += buffer.VertexCount;
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}
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}
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