mirror of
https://github.com/Ellpeck/MLEM.git
synced 2024-11-22 20:58:34 +01:00
use vertex and index buffers for StaticSpriteBatch
This commit is contained in:
parent
758281c845
commit
6f04b30591
1 changed files with 29 additions and 25 deletions
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue