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2 commits

3 changed files with 21 additions and 14 deletions

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@ -13,6 +13,9 @@ Additions
- Added GenericFont SplitStringSeparate which differentiates between existing newline characters and splits due to maximum width - Added GenericFont SplitStringSeparate which differentiates between existing newline characters and splits due to maximum width
- Added StaticSpriteBatch class - Added StaticSpriteBatch class
Improvements
- Exposed Camera's RoundPosition
### MLEM.Ui ### MLEM.Ui
Additions Additions
- Allow specifying a maximum amount of characters for a TextField - Allow specifying a maximum amount of characters for a TextField

View file

@ -58,7 +58,7 @@ namespace MLEM.Cameras {
get { get {
var sc = this.ActualScale; var sc = this.ActualScale;
var pos = -this.Position * sc; var pos = -this.Position * sc;
if (this.roundPosition) if (this.RoundPosition)
pos = pos.FloorCopy(); pos = pos.FloorCopy();
return Matrix.CreateScale(sc, sc, 1) * Matrix.CreateTranslation(new Vector3(pos, 0)); return Matrix.CreateScale(sc, sc, 1) * Matrix.CreateTranslation(new Vector3(pos, 0));
} }
@ -82,9 +82,13 @@ namespace MLEM.Cameras {
/// The viewport of this camera, based on the game's <see cref="GraphicsDevice.Viewport"/> and this camera's <see cref="ActualScale"/> /// The viewport of this camera, based on the game's <see cref="GraphicsDevice.Viewport"/> and this camera's <see cref="ActualScale"/>
/// </summary> /// </summary>
public Vector2 ScaledViewport => new Vector2(this.Viewport.Width, this.Viewport.Height) / this.ActualScale; public Vector2 ScaledViewport => new Vector2(this.Viewport.Width, this.Viewport.Height) / this.ActualScale;
/// <summary>
/// Whether the camera's <see cref="Position"/> should be rounded to full integers when calculating the <see cref="ViewMatrix"/>.
/// If this value is true, the occurence of rendering fragments due to floating point rounding might be reduced.
/// </summary>
public bool RoundPosition;
private Rectangle Viewport => this.graphicsDevice.Viewport.Bounds; private Rectangle Viewport => this.graphicsDevice.Viewport.Bounds;
private readonly bool roundPosition;
private readonly GraphicsDevice graphicsDevice; private readonly GraphicsDevice graphicsDevice;
private float scale = 1; private float scale = 1;
@ -92,11 +96,11 @@ namespace MLEM.Cameras {
/// Creates a new camera. /// Creates a new camera.
/// </summary> /// </summary>
/// <param name="graphicsDevice">The game's graphics device</param> /// <param name="graphicsDevice">The game's graphics device</param>
/// <param name="roundPosition">If this is true, the camera's <see cref="Position"/> and related properties will be rounded to full integers.</param> /// <param name="roundPosition">Whether the camera's <see cref="Position"/> should be rounded to full integers when calculating the <see cref="ViewMatrix"/></param>
public Camera(GraphicsDevice graphicsDevice, bool roundPosition = true) { public Camera(GraphicsDevice graphicsDevice, bool roundPosition = true) {
this.graphicsDevice = graphicsDevice; this.graphicsDevice = graphicsDevice;
this.AutoScaleReferenceSize = this.Viewport.Size; this.AutoScaleReferenceSize = this.Viewport.Size;
this.roundPosition = roundPosition; this.RoundPosition = roundPosition;
} }
/// <summary> /// <summary>

View file

@ -12,6 +12,10 @@ namespace MLEM.Misc {
/// </summary> /// </summary>
public class StaticSpriteBatch : IDisposable { public class StaticSpriteBatch : IDisposable {
// this maximum is limited by indices being a short
private const int MaxBatchItems = short.MaxValue / 6;
private static readonly VertexPositionColorTexture[] Data = new VertexPositionColorTexture[MaxBatchItems * 4];
/// <summary> /// <summary>
/// The amount of vertices that are currently batched /// The amount of vertices that are currently batched
/// </summary> /// </summary>
@ -63,28 +67,24 @@ namespace MLEM.Misc {
return; return;
this.batchChanged = false; this.batchChanged = false;
// this maximum is limited by indices being a short
const int maxBatchItems = short.MaxValue / 6;
// ensure we have enough vertex buffers // ensure we have enough vertex buffers
var requiredBuffers = (this.vertices.Count / (maxBatchItems * 4F)).Ceil(); var requiredBuffers = (this.vertices.Count / (MaxBatchItems * 4F)).Ceil();
while (this.vertexBuffers.Count < requiredBuffers) while (this.vertexBuffers.Count < requiredBuffers)
this.vertexBuffers.Add(new VertexBuffer(this.graphicsDevice, VertexPositionColorTexture.VertexDeclaration, maxBatchItems * 4, BufferUsage.WriteOnly)); this.vertexBuffers.Add(new VertexBuffer(this.graphicsDevice, VertexPositionColorTexture.VertexDeclaration, MaxBatchItems * 4, BufferUsage.WriteOnly));
// fill vertex buffers // fill vertex buffers
var arrayIndex = 0; var arrayIndex = 0;
var totalIndex = 0; var totalIndex = 0;
var data = new VertexPositionColorTexture[maxBatchItems * 4];
while (totalIndex < this.vertices.Count) { while (totalIndex < this.vertices.Count) {
var now = Math.Min(this.vertices.Count - totalIndex, data.Length); var now = Math.Min(this.vertices.Count - totalIndex, Data.Length);
for (var i = 0; i < now; i++) for (var i = 0; i < now; i++)
data[i] = this.vertices[totalIndex + i]; Data[i] = this.vertices[totalIndex + i];
this.vertexBuffers[arrayIndex++].SetData(data); this.vertexBuffers[arrayIndex++].SetData(Data);
totalIndex += now; totalIndex += now;
} }
// ensure we have enough indices // ensure we have enough indices
var maxItems = Math.Min(this.vertices.Count / 4, maxBatchItems); var maxItems = Math.Min(this.vertices.Count / 4, MaxBatchItems);
// each item has 2 triangles which each have 3 indices // each item has 2 triangles which each have 3 indices
if (this.indices == null || this.indices.IndexCount < 6 * maxItems) { if (this.indices == null || this.indices.IndexCount < 6 * maxItems) {
var newIndices = new short[6 * maxItems]; var newIndices = new short[6 * maxItems];