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use SortedDictionary for StaticSpriteBatch
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parent
856d67b6cf
commit
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2 changed files with 13 additions and 4 deletions
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@ -43,7 +43,7 @@ namespace MLEM.Graphics {
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private readonly SpriteEffect spriteEffect;
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private readonly List<DynamicVertexBuffer> vertexBuffers = new List<DynamicVertexBuffer>();
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private readonly List<Texture2D> textures = new List<Texture2D>();
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private readonly SortedList<float, ISet<Item>> items = new SortedList<float, ISet<Item>>();
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private readonly SortedDictionary<float, ISet<Item>> items = new SortedDictionary<float, ISet<Item>>();
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private IndexBuffer indices;
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private bool batching;
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@ -355,15 +355,24 @@ public class GameImpl : MlemGame {
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this.UiSystem.Add("WidthTest", widthPanel);
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var batch = new StaticSpriteBatch(this.GraphicsDevice);
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batch.BeginBatch(SpriteSortMode.Deferred);
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batch.BeginBatch();
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var depth = 0F;
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var items = new List<StaticSpriteBatch.Item>();
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foreach (var r in atlas.Regions)
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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));
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batch.Remove(items[5]);
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batch.EndBatch();
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batch.BeginBatch(SpriteSortMode.BackToFront);
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batch.EndBatch();
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var sortMode = SpriteSortMode.Deferred;
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this.OnUpdate += (_, _) => {
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if (MlemGame.Input.IsPressed(Keys.S)) {
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do {
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sortMode = (SpriteSortMode) (((int) sortMode + 1) % 5);
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} while (sortMode == SpriteSortMode.Immediate);
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Console.WriteLine(sortMode);
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batch.BeginBatch(sortMode);
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batch.EndBatch();
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}
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};
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this.OnDraw += (_, _) => batch.Draw(null, SamplerState.PointClamp, null, null, null, Matrix.CreateScale(3));
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}
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