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use vertex and index buffers for StaticSpriteBatch

This commit is contained in:
Ell 2021-10-18 01:22:22 +02:00
parent 758281c845
commit 6f04b30591

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@ -6,7 +6,7 @@ using MLEM.Extensions;
namespace MLEM.Misc {
/// <summary>
/// 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.
/// 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="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.
/// To draw the batched items, call <see cref="Draw"/>.
/// </summary>
@ -20,9 +20,9 @@ namespace MLEM.Misc {
private readonly GraphicsDevice graphicsDevice;
private readonly SpriteEffect spriteEffect;
private readonly List<VertexPositionColorTexture[]> vertexArrays = new List<VertexPositionColorTexture[]>();
private readonly List<VertexBuffer> vertexBuffers = new List<VertexBuffer>();
private readonly List<VertexPositionColorTexture> vertices = new List<VertexPositionColorTexture>();
private short[] indices;
private IndexBuffer indices;
private Texture2D texture;
private bool batching;
private bool batchChanged;
@ -66,28 +66,28 @@ namespace MLEM.Misc {
// this maximum is limited by indices being a short
const int maxBatchItems = short.MaxValue / 6;
// ensure we have enough vertex arrays
var arraysRequired = (this.vertices.Count / (maxBatchItems * 4F)).Ceil();
while (this.vertexArrays.Count < arraysRequired)
this.vertexArrays.Add(new VertexPositionColorTexture[maxBatchItems * 4]);
// ensure we have enough vertex buffers
var requiredBuffers = (this.vertices.Count / (maxBatchItems * 4F)).Ceil();
while (this.vertexBuffers.Count < requiredBuffers)
this.vertexBuffers.Add(new VertexBuffer(this.graphicsDevice, VertexPositionColorTexture.VertexDeclaration, maxBatchItems * 4, BufferUsage.WriteOnly));
// fill vertex arrays
// fill vertex buffers
var arrayIndex = 0;
var totalIndex = 0;
var data = new VertexPositionColorTexture[maxBatchItems * 4];
while (totalIndex < this.vertices.Count) {
var array = this.vertexArrays[arrayIndex];
var now = Math.Min(this.vertices.Count - totalIndex, array.Length);
var now = Math.Min(this.vertices.Count - totalIndex, data.Length);
for (var i = 0; i < now; i++)
array[i] = this.vertices[totalIndex + i];
data[i] = this.vertices[totalIndex + i];
this.vertexBuffers[arrayIndex++].SetData(data);
totalIndex += now;
arrayIndex++;
}
// ensure we have enough indices
var maxItems = Math.Min(this.vertices.Count / 4, maxBatchItems);
// each item has 2 triangles which each have 3 indices
if (this.indices == null || this.indices.Length < 6 * maxItems) {
this.indices = new short[6 * maxItems];
if (this.indices == null || this.indices.IndexCount < 6 * maxItems) {
var newIndices = new short[6 * maxItems];
var index = 0;
for (var item = 0; item < maxItems; item++) {
// a square is made up of two triangles
@ -96,14 +96,16 @@ namespace MLEM.Misc {
// |/ |
// 2--3
// top left triangle (0 -> 1 -> 2)
this.indices[index++] = (short) (item * 4 + 0);
this.indices[index++] = (short) (item * 4 + 1);
this.indices[index++] = (short) (item * 4 + 2);
newIndices[index++] = (short) (item * 4 + 0);
newIndices[index++] = (short) (item * 4 + 1);
newIndices[index++] = (short) (item * 4 + 2);
// bottom right triangle (1 -> 3 -> 2)
this.indices[index++] = (short) (item * 4 + 1);
this.indices[index++] = (short) (item * 4 + 3);
this.indices[index++] = (short) (item * 4 + 2);
newIndices[index++] = (short) (item * 4 + 1);
newIndices[index++] = (short) (item * 4 + 3);
newIndices[index++] = (short) (item * 4 + 2);
}
this.indices = new IndexBuffer(this.graphicsDevice, IndexElementSize.SixteenBits, newIndices.Length, BufferUsage.WriteOnly);
this.indices.SetData(newIndices);
}
}
@ -139,24 +141,26 @@ namespace MLEM.Misc {
this.graphicsDevice.SamplerStates[0] = samplerState ?? SamplerState.LinearClamp;
this.graphicsDevice.DepthStencilState = depthStencilState ?? DepthStencilState.None;
this.graphicsDevice.RasterizerState = rasterizerState ?? RasterizerState.CullCounterClockwise;
this.graphicsDevice.Indices = this.indices;
this.spriteEffect.TransformMatrix = transformMatrix;
this.spriteEffect.CurrentTechnique.Passes[0].Apply();
var totalIndex = 0;
foreach (var array in this.vertexArrays) {
var tris = Math.Min(this.vertices.Count - totalIndex, array.Length) / 4 * 2;
foreach (var buffer in this.vertexBuffers) {
var tris = Math.Min(this.vertices.Count - totalIndex, buffer.VertexCount) / 4 * 2;
this.graphicsDevice.SetVertexBuffer(buffer);
if (effect != null) {
foreach (var pass in effect.CurrentTechnique.Passes) {
pass.Apply();
this.graphicsDevice.Textures[0] = this.texture;
this.graphicsDevice.DrawUserIndexedPrimitives(PrimitiveType.TriangleList, array, 0, array.Length, this.indices, 0, tris, VertexPositionColorTexture.VertexDeclaration);
this.graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, tris);
}
} else {
this.graphicsDevice.Textures[0] = this.texture;
this.graphicsDevice.DrawUserIndexedPrimitives(PrimitiveType.TriangleList, array, 0, array.Length, this.indices, 0, tris, VertexPositionColorTexture.VertexDeclaration);
this.graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, tris);
}
totalIndex += array.Length;
totalIndex += buffer.VertexCount;
}
}