diff --git a/MLEM/Graphics/StaticSpriteBatch.cs b/MLEM/Graphics/StaticSpriteBatch.cs
index 56ae232..daf437b 100644
--- a/MLEM/Graphics/StaticSpriteBatch.cs
+++ b/MLEM/Graphics/StaticSpriteBatch.cs
@@ -10,7 +10,7 @@ using System.IO;
namespace MLEM.Graphics {
///
- /// A static sprite batch is a variation of that keeps all batched items in a , allowing for them to be drawn multiple times.
+ /// A static sprite batch is a highly optimized variation of that keeps all batched items in a , allowing for them to be drawn multiple times.
/// To add items to a static sprite batch, use to begin batching, to clear currently batched items, Add and its various overloads to add batch items, to remove them again, and to end batching.
/// To draw the batched items, call .
///
@@ -23,7 +23,7 @@ namespace MLEM.Graphics {
///
/// The amount of vertices that are currently batched.
///
- public int Vertices => this.currentItems.Count * 4;
+ public int Vertices => this.itemAmount * 4;
///
/// The amount of vertex buffers that this static sprite batch has.
/// To see the amount of buffers that are actually in use, see .
@@ -43,14 +43,13 @@ namespace MLEM.Graphics {
private readonly SpriteEffect spriteEffect;
private readonly List vertexBuffers = new List();
private readonly List textures = new List();
- private readonly ISet- currentItems = new HashSet
- ();
- private readonly List
- sortedItems = new List
- ();
+ private readonly SortedList> items = new SortedList>();
private IndexBuffer indices;
private bool batching;
private bool batchChanged;
private SpriteSortMode sortMode;
- private Comparer
- comparer;
+ private int itemAmount;
///
/// Creates a new static sprite batch with the given
@@ -74,11 +73,16 @@ namespace MLEM.Graphics {
if (sortMode == SpriteSortMode.Immediate)
throw new ArgumentOutOfRangeException(nameof(sortMode), "Cannot use sprite sort mode Immediate for static batching");
- // update comparer and re-sort our list if our sort mode changed
+ // if the sort mode changed (which should be very rare in practice), we have to re-sort our list
if (this.sortMode != sortMode) {
this.sortMode = sortMode;
- this.comparer = Comparer
- .Create(StaticSpriteBatch.CreateComparison(sortMode));
- this.sortedItems.Sort(this.comparer);
+ if (this.items.Count > 0) {
+ var tempItems = this.items.Values.SelectMany(s => s).ToArray();
+ this.items.Clear();
+ foreach (var item in tempItems)
+ this.AddItemToSet(item);
+ this.batchChanged = true;
+ }
}
this.batching = true;
@@ -104,29 +108,25 @@ namespace MLEM.Graphics {
// fill vertex buffers
var dataIndex = 0;
Texture2D texture = null;
- // we use RemoveAll to iterate safely while being able to remove
- this.sortedItems.RemoveAll(i => {
- // we remove items in here to avoid having to search for them when removing them in Remove
- if (i.Removed)
- return true;
-
- // if the texture changes, we also have to start a new buffer!
- if (dataIndex > 0 && (i.Texture != texture || dataIndex >= StaticSpriteBatch.Data.Length)) {
- this.FillBuffer(this.FilledBuffers++, texture, StaticSpriteBatch.Data);
- dataIndex = 0;
+ foreach (var itemSet in this.items.Values) {
+ foreach (var item in itemSet) {
+ // if the texture changes, we also have to start a new buffer!
+ if (dataIndex > 0 && (item.Texture != texture || dataIndex >= StaticSpriteBatch.Data.Length)) {
+ this.FillBuffer(this.FilledBuffers++, texture, StaticSpriteBatch.Data);
+ dataIndex = 0;
+ }
+ StaticSpriteBatch.Data[dataIndex++] = item.TopLeft;
+ StaticSpriteBatch.Data[dataIndex++] = item.TopRight;
+ StaticSpriteBatch.Data[dataIndex++] = item.BottomLeft;
+ StaticSpriteBatch.Data[dataIndex++] = item.BottomRight;
+ texture = item.Texture;
}
- StaticSpriteBatch.Data[dataIndex++] = i.TopLeft;
- StaticSpriteBatch.Data[dataIndex++] = i.TopRight;
- StaticSpriteBatch.Data[dataIndex++] = i.BottomLeft;
- StaticSpriteBatch.Data[dataIndex++] = i.BottomRight;
- texture = i.Texture;
- return false;
- });
+ }
if (dataIndex > 0)
this.FillBuffer(this.FilledBuffers++, texture, StaticSpriteBatch.Data);
// ensure we have enough indices
- var maxItems = Math.Min(this.currentItems.Count, StaticSpriteBatch.MaxBatchItems);
+ var maxItems = Math.Min(this.itemAmount, StaticSpriteBatch.MaxBatchItems);
// each item has 2 triangles which each have 3 indices
if (this.indices == null || this.indices.IndexCount < 6 * maxItems) {
var newIndices = new short[6 * maxItems];
@@ -150,10 +150,6 @@ namespace MLEM.Graphics {
this.indices = new IndexBuffer(this.graphicsDevice, IndexElementSize.SixteenBits, newIndices.Length, BufferUsage.WriteOnly);
this.indices.SetData(newIndices);
}
-
- // sanity check, this shouldn't be able to happen
- if (this.currentItems.Count != this.sortedItems.Count)
- throw new InvalidOperationException("Current and sorted items have mismatched sizes");
}
///
@@ -184,7 +180,7 @@ namespace MLEM.Graphics {
for (var i = 0; i < this.FilledBuffers; i++) {
var buffer = this.vertexBuffers[i];
var texture = this.textures[i];
- var verts = Math.Min(this.currentItems.Count * 4 - totalIndex, buffer.VertexCount);
+ var verts = Math.Min(this.itemAmount * 4 - totalIndex, buffer.VertexCount);
this.graphicsDevice.SetVertexBuffer(buffer);
if (effect != null) {
@@ -368,10 +364,12 @@ namespace MLEM.Graphics {
public bool Remove(Item item) {
if (!this.batching)
throw new InvalidOperationException("Not batching");
- if (!item.Removed && this.currentItems.Remove(item)) {
+ var key = item.GetSortKey(this.sortMode);
+ if (this.items.TryGetValue(key, out var itemSet) && itemSet.Remove(item)) {
+ if (itemSet.Count <= 0)
+ this.items.Remove(key);
+ this.itemAmount--;
this.batchChanged = true;
- // this item will only actually get removed from sortedItems in EndBatch for performance
- item.Removed = true;
return true;
}
return false;
@@ -385,10 +383,10 @@ namespace MLEM.Graphics {
public void ClearBatch() {
if (!this.batching)
throw new InvalidOperationException("Not batching");
- this.currentItems.Clear();
- this.sortedItems.Clear();
+ this.items.Clear();
this.textures.Clear();
this.FilledBuffers = 0;
+ this.itemAmount = 0;
this.batchChanged = true;
}
@@ -441,10 +439,8 @@ namespace MLEM.Graphics {
if (!this.batching)
throw new InvalidOperationException("Not batching");
var item = new Item(texture, depth, tl, tr, bl, br);
- this.currentItems.Add(item);
- // add item in a sorted fashion
- var pos = this.sortedItems.BinarySearch(item, this.comparer);
- this.sortedItems.Insert(pos >= 0 ? pos : ~pos, item);
+ this.AddItemToSet(item);
+ this.itemAmount++;
this.batchChanged = true;
return item;
}
@@ -464,17 +460,13 @@ namespace MLEM.Graphics {
#endif
}
- private static Comparison
- CreateComparison(SpriteSortMode sortMode) {
- switch (sortMode) {
- case SpriteSortMode.Texture:
- return (i1, i2) => i1.TextureHash.CompareTo(i2.TextureHash);
- case SpriteSortMode.BackToFront:
- return (i1, i2) => i2.Depth.CompareTo(i1.Depth);
- case SpriteSortMode.FrontToBack:
- return (i1, i2) => i1.Depth.CompareTo(i2.Depth);
- default:
- return (i1, i2) => 0;
+ private void AddItemToSet(Item item) {
+ var sortKey = item.GetSortKey(this.sortMode);
+ if (!this.items.TryGetValue(sortKey, out var itemSet)) {
+ itemSet = new HashSet
- ();
+ this.items.Add(sortKey, itemSet);
}
+ itemSet.Add(item);
}
///
@@ -484,17 +476,14 @@ namespace MLEM.Graphics {
public class Item {
internal readonly Texture2D Texture;
- internal readonly int TextureHash;
internal readonly float Depth;
internal readonly VertexPositionColorTexture TopLeft;
internal readonly VertexPositionColorTexture TopRight;
internal readonly VertexPositionColorTexture BottomLeft;
internal readonly VertexPositionColorTexture BottomRight;
- internal bool Removed;
internal Item(Texture2D texture, float depth, VertexPositionColorTexture topLeft, VertexPositionColorTexture topRight, VertexPositionColorTexture bottomLeft, VertexPositionColorTexture bottomRight) {
this.Texture = texture;
- this.TextureHash = texture.GetHashCode();
this.Depth = depth;
this.TopLeft = topLeft;
this.TopRight = topRight;
@@ -502,6 +491,19 @@ namespace MLEM.Graphics {
this.BottomRight = bottomRight;
}
+ internal float GetSortKey(SpriteSortMode sortMode) {
+ switch (sortMode) {
+ case SpriteSortMode.Texture:
+ return this.Texture.GetHashCode();
+ case SpriteSortMode.BackToFront:
+ return -this.Depth;
+ case SpriteSortMode.FrontToBack:
+ return this.Depth;
+ default:
+ return 0;
+ }
+ }
+
}
#if FNA
diff --git a/Sandbox/GameImpl.cs b/Sandbox/GameImpl.cs
index c062eb0..f8e79c3 100644
--- a/Sandbox/GameImpl.cs
+++ b/Sandbox/GameImpl.cs
@@ -355,13 +355,15 @@ public class GameImpl : MlemGame {
this.UiSystem.Add("WidthTest", widthPanel);
var batch = new StaticSpriteBatch(this.GraphicsDevice);
- batch.BeginBatch(SpriteSortMode.FrontToBack);
+ batch.BeginBatch(SpriteSortMode.Deferred);
var depth = 0F;
var items = new List();
foreach (var r in atlas.Regions)
items.Add(batch.Add(r, new Vector2(50 + r.GetHashCode() % 200, 50), ColorHelper.FromHexRgb(r.GetHashCode()), 0, Vector2.Zero, 1, SpriteEffects.None, depth += 0.0001F));
batch.Remove(items[5]);
batch.EndBatch();
+ batch.BeginBatch(SpriteSortMode.BackToFront);
+ batch.EndBatch();
this.OnDraw += (_, _) => batch.Draw(null, SamplerState.PointClamp, null, null, null, Matrix.CreateScale(3));
}