mirror of
https://github.com/Ellpeck/MLEM.git
synced 2024-11-22 20:58:34 +01:00
StaticSpriteBatch refactor that speeds up removal.
Items will now be drawn in an arbitrary order.
This commit is contained in:
parent
eb323bea01
commit
d8517a7492
1 changed files with 52 additions and 45 deletions
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@ -9,6 +9,7 @@ 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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/// 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 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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/// 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.
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/// </summary>
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/// </summary>
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public class StaticSpriteBatch : IDisposable {
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public class StaticSpriteBatch : IDisposable {
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@ -19,13 +20,13 @@ namespace MLEM.Misc {
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/// <summary>
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/// <summary>
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/// The amount of vertices that are currently batched
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/// The amount of vertices that are currently batched
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/// </summary>
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/// </summary>
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public int Vertices => this.vertices.Count;
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public int Vertices => this.items.Count * 4;
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private readonly GraphicsDevice graphicsDevice;
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private readonly GraphicsDevice graphicsDevice;
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private readonly SpriteEffect spriteEffect;
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private readonly SpriteEffect spriteEffect;
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private readonly List<VertexBuffer> vertexBuffers = new List<VertexBuffer>();
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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 readonly ISet<Item> items = new HashSet<Item>();
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private IndexBuffer indices;
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private IndexBuffer indices;
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private Texture2D texture;
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private Texture2D texture;
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private bool batching;
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private bool batching;
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@ -67,22 +68,28 @@ namespace MLEM.Misc {
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this.batchChanged = false;
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this.batchChanged = false;
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// ensure we have enough vertex buffers
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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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var requiredBuffers = (this.items.Count / (float) MaxBatchItems).Ceil();
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while (this.vertexBuffers.Count < requiredBuffers)
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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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this.vertexBuffers.Add(new VertexBuffer(this.graphicsDevice, VertexPositionColorTexture.VertexDeclaration, MaxBatchItems * 4, BufferUsage.WriteOnly));
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// fill vertex buffers
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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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var arrayIndex = 0;
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var totalIndex = 0;
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foreach (var item in this.items) {
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while (totalIndex < this.vertices.Count) {
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Data[dataIndex++] = item.TopLeft;
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var now = Math.Min(this.vertices.Count - totalIndex, Data.Length);
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Data[dataIndex++] = item.TopRight;
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this.vertices.CopyTo(totalIndex, Data, 0, now);
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Data[dataIndex++] = item.BottomLeft;
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this.vertexBuffers[arrayIndex++].SetData(Data);
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Data[dataIndex++] = item.BottomRight;
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totalIndex += now;
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if (dataIndex >= Data.Length) {
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this.vertexBuffers[arrayIndex++].SetData(Data);
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dataIndex = 0;
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}
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}
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}
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if (dataIndex > 0)
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this.vertexBuffers[arrayIndex].SetData(Data);
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// ensure we have enough indices
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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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var maxItems = Math.Min(this.items.Count, MaxBatchItems);
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// each item has 2 triangles which each have 3 indices
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// each item has 2 triangles which each have 3 indices
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if (this.indices == null || this.indices.IndexCount < 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 newIndices = new short[6 * maxItems];
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@ -134,7 +141,7 @@ namespace MLEM.Misc {
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var totalIndex = 0;
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var totalIndex = 0;
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foreach (var buffer in this.vertexBuffers) {
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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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var tris = Math.Min(this.items.Count * 4 - totalIndex, buffer.VertexCount) / 4 * 2;
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if (tris <= 0)
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if (tris <= 0)
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break;
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break;
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this.graphicsDevice.SetVertexBuffer(buffer);
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this.graphicsDevice.SetVertexBuffer(buffer);
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@ -165,8 +172,8 @@ namespace MLEM.Misc {
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/// <param name="scale">A scaling of this sprite.</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="effects">Modificators for drawing. Can be combined.</param>
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/// <param name="layerDepth">A depth of the layer of this sprite.</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="ItemInfo"/> that was created from the added data</returns>
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/// <returns>The <see cref="Item"/> that was created from the added data</returns>
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public ItemInfo Add(Texture2D texture, Vector2 position, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth) {
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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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origin *= scale;
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Vector2 size, texTl, texBr;
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Vector2 size, texTl, texBr;
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@ -210,8 +217,8 @@ namespace MLEM.Misc {
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/// <param name="scale">A scaling of this sprite.</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="effects">Modificators for drawing. Can be combined.</param>
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/// <param name="layerDepth">A depth of the layer of this sprite.</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="ItemInfo"/> that was created from the added data</returns>
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/// <returns>The <see cref="Item"/> that was created from the added data</returns>
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public ItemInfo Add(Texture2D texture, Vector2 position, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, float scale, SpriteEffects effects, float layerDepth) {
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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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return this.Add(texture, position, sourceRectangle, color, rotation, origin, new Vector2(scale), effects, layerDepth);
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}
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}
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@ -227,8 +234,8 @@ 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="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="effects">Modificators for drawing. Can be combined.</param>
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/// <param name="layerDepth">A depth of the layer of this sprite.</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="ItemInfo"/> that was created from the added data</returns>
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/// <returns>The <see cref="Item"/> that was created from the added data</returns>
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public ItemInfo Add(Texture2D texture, Rectangle destinationRectangle, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effects, float layerDepth) {
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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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Vector2 texTl, texBr;
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if (sourceRectangle.HasValue) {
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if (sourceRectangle.HasValue) {
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var src = sourceRectangle.Value;
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var src = sourceRectangle.Value;
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@ -265,8 +272,8 @@ namespace MLEM.Misc {
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/// <param name="position">The drawing location on screen.</param>
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/// <param name="position">The drawing location on screen.</param>
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/// <param name="sourceRectangle">An optional region on the texture which will be rendered. If null - draws full texture.</param>
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/// <param name="sourceRectangle">An optional region on the texture which will be rendered. If null - draws full texture.</param>
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/// <param name="color">A color mask.</param>
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/// <param name="color">A color mask.</param>
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/// <returns>The <see cref="ItemInfo"/> that was created from the added data</returns>
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/// <returns>The <see cref="Item"/> that was created from the added data</returns>
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public ItemInfo Add(Texture2D texture, Vector2 position, Rectangle? sourceRectangle, Color color) {
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public Item Add(Texture2D texture, Vector2 position, Rectangle? sourceRectangle, Color color) {
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return this.Add(texture, position, sourceRectangle, color, 0, Vector2.Zero, 1, SpriteEffects.None, 0);
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return this.Add(texture, position, sourceRectangle, color, 0, Vector2.Zero, 1, SpriteEffects.None, 0);
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}
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}
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@ -278,8 +285,8 @@ namespace MLEM.Misc {
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/// <param name="destinationRectangle">The drawing bounds on screen.</param>
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/// <param name="destinationRectangle">The drawing bounds on screen.</param>
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/// <param name="sourceRectangle">An optional region on the texture which will be rendered. If null - draws full texture.</param>
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/// <param name="sourceRectangle">An optional region on the texture which will be rendered. If null - draws full texture.</param>
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/// <param name="color">A color mask.</param>
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/// <param name="color">A color mask.</param>
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/// <returns>The <see cref="ItemInfo"/> that was created from the added data</returns>
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/// <returns>The <see cref="Item"/> that was created from the added data</returns>
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public ItemInfo Add(Texture2D texture, Rectangle destinationRectangle, Rectangle? sourceRectangle, Color color) {
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public Item Add(Texture2D texture, Rectangle destinationRectangle, Rectangle? sourceRectangle, Color color) {
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return this.Add(texture, destinationRectangle, sourceRectangle, color, 0, Vector2.Zero, SpriteEffects.None, 0);
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return this.Add(texture, destinationRectangle, sourceRectangle, color, 0, Vector2.Zero, SpriteEffects.None, 0);
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}
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}
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@ -290,8 +297,8 @@ namespace MLEM.Misc {
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/// <param name="texture">A texture.</param>
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/// <param name="texture">A texture.</param>
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/// <param name="position">The drawing location on screen.</param>
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/// <param name="position">The drawing location on screen.</param>
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/// <param name="color">A color mask.</param>
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/// <param name="color">A color mask.</param>
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/// <returns>The <see cref="ItemInfo"/> that was created from the added data</returns>
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/// <returns>The <see cref="Item"/> that was created from the added data</returns>
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public ItemInfo Add(Texture2D texture, Vector2 position, Color color) {
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public Item Add(Texture2D texture, Vector2 position, Color color) {
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return this.Add(texture, position, null, color);
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return this.Add(texture, position, null, color);
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}
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}
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@ -302,8 +309,8 @@ namespace MLEM.Misc {
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/// <param name="texture">A texture.</param>
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/// <param name="texture">A texture.</param>
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/// <param name="destinationRectangle">The drawing bounds on screen.</param>
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/// <param name="destinationRectangle">The drawing bounds on screen.</param>
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/// <param name="color">A color mask.</param>
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/// <param name="color">A color mask.</param>
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/// <returns>The <see cref="ItemInfo"/> that was created from the added data</returns>
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/// <returns>The <see cref="Item"/> that was created from the added data</returns>
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public ItemInfo Add(Texture2D texture, Rectangle destinationRectangle, Color color) {
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public Item Add(Texture2D texture, Rectangle destinationRectangle, Color color) {
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return this.Add(texture, destinationRectangle, null, color);
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return this.Add(texture, destinationRectangle, null, color);
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}
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}
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@ -314,12 +321,10 @@ namespace MLEM.Misc {
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/// <param name="item">The item to remove</param>
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/// <param name="item">The item to remove</param>
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/// <returns>Whether the item was successfully removed</returns>
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/// <returns>Whether the item was successfully removed</returns>
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/// <exception cref="InvalidOperationException">Thrown if this method is called before <see cref="BeginBatch"/> was called</exception>
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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 bool Remove(ItemInfo item) {
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public bool Remove(Item item) {
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if (!this.batching)
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if (!this.batching)
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throw new InvalidOperationException("Not batching");
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throw new InvalidOperationException("Not batching");
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var firstIndex = this.vertices.IndexOf(item.First);
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if (this.items.Remove(item)) {
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if (firstIndex >= 0 && firstIndex + item.Count <= this.vertices.Count) {
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this.vertices.RemoveRange(firstIndex, item.Count);
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this.batchChanged = true;
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this.batchChanged = true;
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return true;
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return true;
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}
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}
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@ -334,7 +339,7 @@ namespace MLEM.Misc {
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public void ClearBatch() {
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public void ClearBatch() {
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if (!this.batching)
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if (!this.batching)
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throw new InvalidOperationException("Not batching");
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throw new InvalidOperationException("Not batching");
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this.vertices.Clear();
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this.items.Clear();
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this.texture = null;
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this.texture = null;
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this.batchChanged = true;
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this.batchChanged = true;
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}
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}
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@ -348,7 +353,7 @@ namespace MLEM.Misc {
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GC.SuppressFinalize(this);
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GC.SuppressFinalize(this);
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}
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}
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private ItemInfo 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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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,
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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 * 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 + 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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@ -356,7 +361,7 @@ namespace MLEM.Misc {
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new VertexPositionColorTexture(new Vector3(pos.X + (offset.X + size.X) * cos - (offset.Y + size.Y) * sin, pos.Y + (offset.X + size.X) * sin + (offset.Y + size.Y) * cos, depth), color, texBr));
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new VertexPositionColorTexture(new Vector3(pos.X + (offset.X + size.X) * cos - (offset.Y + size.Y) * sin, pos.Y + (offset.X + size.X) * sin + (offset.Y + size.Y) * cos, depth), color, texBr));
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}
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}
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private ItemInfo Add(Texture2D texture, Vector2 pos, Vector2 size, Color color, Vector2 texTl, Vector2 texBr, float depth) {
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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,
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new VertexPositionColorTexture(new Vector3(pos, depth), color, texTl),
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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 + size.X, pos.Y, depth), color, new Vector2(texBr.X, texTl.Y)),
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new VertexPositionColorTexture(new Vector3(pos.X + size.X, pos.Y + size.Y, depth), color, texBr));
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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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}
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private ItemInfo Add(Texture2D texture, VertexPositionColorTexture tl, VertexPositionColorTexture tr, VertexPositionColorTexture bl, VertexPositionColorTexture br) {
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private Item Add(Texture2D texture, VertexPositionColorTexture tl, VertexPositionColorTexture tr, VertexPositionColorTexture bl, VertexPositionColorTexture br) {
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if (!this.batching)
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if (!this.batching)
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throw new InvalidOperationException("Not 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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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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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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this.items.Add(item);
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this.texture = texture;
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this.texture = texture;
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this.vertices.Add(tl);
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this.vertices.Add(tr);
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this.vertices.Add(bl);
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this.vertices.Add(br);
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this.batchChanged = true;
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this.batchChanged = true;
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return new ItemInfo(tl, 4);
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return item;
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}
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}
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/// <summary>
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/// <summary>
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/// A struct that represents an item added to a <see cref="StaticSpriteBatch"/> using <c>Add</c> or any of its overloads.
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/// A struct that represents an item added to a <see cref="StaticSpriteBatch"/> using <c>Add</c> or any of its overloads.
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/// A returned <see cref="ItemInfo"/> can be removed using <see cref="Remove"/>.
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/// An item returned after adding can be removed using <see cref="Remove"/>.
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/// </summary>
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/// </summary>
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public readonly struct ItemInfo {
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public class Item {
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internal readonly VertexPositionColorTexture First;
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internal readonly VertexPositionColorTexture TopLeft;
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internal readonly int Count;
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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 ItemInfo(VertexPositionColorTexture first, int count) {
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internal Item(VertexPositionColorTexture topLeft, VertexPositionColorTexture topRight, VertexPositionColorTexture bottomLeft, VertexPositionColorTexture bottomRight) {
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this.First = first;
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this.TopLeft = topLeft;
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this.Count = count;
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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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}
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}
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}
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}
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