1
0
Fork 0
mirror of https://github.com/Ellpeck/MLEM.git synced 2024-04-28 15:19:05 +02:00
MLEM/MLEM/Graphics/StaticSpriteBatch.cs

618 lines
31 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
#if FNA
using MLEM.Extensions;
using System.IO;
#endif
namespace MLEM.Graphics {
/// <summary>
/// A static sprite batch is a highly optimized 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="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.
/// To draw the batched items, call <see cref="Draw"/>.
/// </summary>
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[StaticSpriteBatch.MaxBatchItems * 4];
/// <summary>
/// The amount of vertices that are currently batched.
/// </summary>
public int Vertices => this.itemAmount * 4;
/// <summary>
/// The amount of vertex buffers that this static sprite batch has.
/// To see the amount of buffers that are actually in use, see <see cref="FilledBuffers"/>.
/// </summary>
public int Buffers => this.vertexBuffers.Count;
/// <summary>
/// The amount of textures that this static sprite batch is currently using.
/// </summary>
public int Textures => this.textures.Distinct().Count();
/// <summary>
/// The amount of vertex buffers that are currently filled in this static sprite batch.
/// To see the amount of buffers that are available, see <see cref="Buffers"/>.
/// </summary>
public int FilledBuffers { get; private set; }
private readonly GraphicsDevice graphicsDevice;
private readonly SpriteEffect spriteEffect;
private readonly List<DynamicVertexBuffer> vertexBuffers = new List<DynamicVertexBuffer>();
private readonly List<Texture2D> textures = new List<Texture2D>();
private readonly SortedDictionary<float, ItemSet> items = new SortedDictionary<float, ItemSet>();
private SpriteSortMode sortMode = SpriteSortMode.Texture;
private IndexBuffer indices;
private bool batching;
private bool batchChanged;
private int itemAmount;
/// <summary>
/// Creates a new static sprite batch with the given <see cref="GraphicsDevice"/>
/// </summary>
/// <param name="graphicsDevice">The graphics device to use for rendering</param>
public StaticSpriteBatch(GraphicsDevice graphicsDevice) {
this.graphicsDevice = graphicsDevice;
this.spriteEffect = new SpriteEffect(graphicsDevice);
}
/// <summary>
/// Begins batching.
/// Call this method before calling <c>Add</c> or any of its overloads.
/// </summary>
/// <param name="sortMode">The drawing order for sprite drawing. When <see langword="null"/> is passed, the last used sort mode will be used again. The initial sort mode is <see cref="SpriteSortMode.Texture"/>. Note that <see cref="SpriteSortMode.Immediate"/> is not supported.</param>
/// <exception cref="InvalidOperationException">Thrown if this batch is currently batching already</exception>
/// <exception cref="ArgumentOutOfRangeException">Thrown if the <paramref name="sortMode"/> is <see cref="SpriteSortMode.Immediate"/>, which is not supported.</exception>
public void BeginBatch(SpriteSortMode? sortMode = null) {
if (this.batching)
throw new InvalidOperationException("Already batching");
if (sortMode == SpriteSortMode.Immediate)
throw new ArgumentOutOfRangeException(nameof(sortMode), "Cannot use sprite sort mode Immediate for static batching");
// if the sort mode changed (which should be very rare in practice), we have to re-sort our list
if (sortMode != null && this.sortMode != sortMode) {
this.sortMode = sortMode.Value;
if (this.items.Count > 0) {
var tempItems = this.items.Values.SelectMany(s => s.Items).ToArray();
this.items.Clear();
foreach (var item in tempItems)
this.AddItemToSet(item);
this.batchChanged = true;
}
}
this.batching = true;
}
/// <summary>
/// Ends batching.
/// Call this method after calling <c>Add</c> or any of its overloads the desired number of times to add batched items.
/// </summary>
/// <exception cref="InvalidOperationException">Thrown if this method is called before <see cref="BeginBatch"/> was called.</exception>
public void EndBatch() {
if (!this.batching)
throw new InvalidOperationException("Not batching");
this.batching = false;
// if we didn't add or remove any batch items, we don't have to recalculate anything
if (!this.batchChanged)
return;
this.batchChanged = false;
this.FilledBuffers = 0;
this.textures.Clear();
// fill vertex buffers
var dataIndex = 0;
Texture2D texture = null;
foreach (var itemSet in this.items.Values) {
foreach (var item in itemSet.Items) {
// 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;
}
}
if (dataIndex > 0)
this.FillBuffer(this.FilledBuffers++, texture, StaticSpriteBatch.Data);
// ensure we have enough indices
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];
var index = 0;
for (var item = 0; item < maxItems; item++) {
// a square is made up of two triangles
// 0--1
// | /|
// |/ |
// 2--3
// top left triangle (0 -> 1 -> 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)
newIndices[index++] = (short) (item * 4 + 1);
newIndices[index++] = (short) (item * 4 + 3);
newIndices[index++] = (short) (item * 4 + 2);
}
this.indices?.Dispose();
this.indices = new IndexBuffer(this.graphicsDevice, IndexElementSize.SixteenBits, newIndices.Length, BufferUsage.WriteOnly);
this.indices.SetData(newIndices);
}
}
/// <summary>
/// Draws this batch's content onto the <see cref="GraphicsDevice"/>'s current render target (or the back buffer) with the given settings.
/// Note that this method should not be called while a regular <see cref="SpriteBatch"/> is currently active.
/// </summary>
/// <param name="blendState">State of the blending. Uses <see cref="BlendState.AlphaBlend"/> if null.</param>
/// <param name="samplerState">State of the sampler. Uses <see cref="SamplerState.LinearClamp"/> if null.</param>
/// <param name="depthStencilState">State of the depth-stencil buffer. Uses <see cref="DepthStencilState.None"/> if null.</param>
/// <param name="rasterizerState">State of the rasterization. Uses <see cref="RasterizerState.CullCounterClockwise"/> if null.</param>
/// <param name="effect">A custom <see cref="Effect"/> to override the default sprite effect. Uses default sprite effect if null.</param>
/// <param name="transformMatrix">An optional matrix used to transform the sprite geometry. Uses <see cref="Matrix.Identity"/> if null.</param>
/// <exception cref="InvalidOperationException">Thrown if this batch is currently batching</exception>
public void Draw(BlendState blendState = null, SamplerState samplerState = null, DepthStencilState depthStencilState = null, RasterizerState rasterizerState = null, Effect effect = null, Matrix? transformMatrix = null) {
if (this.batching)
throw new InvalidOperationException("Cannot draw the batch while batching");
this.graphicsDevice.BlendState = blendState ?? BlendState.AlphaBlend;
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;
for (var i = 0; i < this.FilledBuffers; i++) {
var buffer = this.vertexBuffers[i];
var texture = this.textures[i];
var verts = Math.Min(this.itemAmount * 4 - totalIndex, buffer.VertexCount);
this.graphicsDevice.SetVertexBuffer(buffer);
if (effect != null) {
foreach (var pass in effect.CurrentTechnique.Passes) {
pass.Apply();
this.graphicsDevice.Textures[0] = texture;
this.DrawPrimitives(verts);
}
} else {
this.graphicsDevice.Textures[0] = texture;
this.DrawPrimitives(verts);
}
totalIndex += buffer.VertexCount;
}
}
/// <summary>
/// Adds an item to this batch.
/// Note that this batch needs to currently be batching, meaning <see cref="BeginBatch"/> has to have been called previously.
/// </summary>
/// <param name="texture">A texture.</param>
/// <param name="position">The drawing location on screen.</param>
/// <param name="sourceRectangle">An optional region on the texture which will be rendered. If null - draws full texture.</param>
/// <param name="color">A color mask.</param>
/// <param name="rotation">A rotation of this sprite.</param>
/// <param name="origin">Center of the rotation. 0,0 by default.</param>
/// <param name="scale">A scaling of this sprite.</param>
/// <param name="effects">Modificators for drawing. Can be combined.</param>
/// <param name="layerDepth">A depth of the layer of this sprite.</param>
/// <returns>The <see cref="Item"/> that was created from the added data</returns>
public Item Add(Texture2D texture, Vector2 position, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth) {
origin *= scale;
Vector2 size, texTl, texBr;
if (sourceRectangle.HasValue) {
var src = sourceRectangle.Value;
size.X = src.Width * scale.X;
size.Y = src.Height * scale.Y;
texTl.X = src.X * (1F / texture.Width);
texTl.Y = src.Y * (1F / texture.Height);
texBr.X = (src.X + src.Width) * (1F / texture.Width);
texBr.Y = (src.Y + src.Height) * (1F / texture.Height);
} else {
size.X = texture.Width * scale.X;
size.Y = texture.Height * scale.Y;
texTl = Vector2.Zero;
texBr = Vector2.One;
}
if ((effects & SpriteEffects.FlipVertically) != 0)
(texBr.Y, texTl.Y) = (texTl.Y, texBr.Y);
if ((effects & SpriteEffects.FlipHorizontally) != 0)
(texBr.X, texTl.X) = (texTl.X, texBr.X);
if (rotation == 0) {
return this.Add(texture, position - origin, size, color, texTl, texBr, layerDepth);
} else {
return this.Add(texture, position, -origin, size, (float) Math.Sin(rotation), (float) Math.Cos(rotation), color, texTl, texBr, layerDepth);
}
}
/// <summary>
/// Adds an item to this batch.
/// Note that this batch needs to currently be batching, meaning <see cref="BeginBatch"/> has to have been called previously.
/// </summary>
/// <param name="texture">A texture.</param>
/// <param name="position">The drawing location on screen.</param>
/// <param name="sourceRectangle">An optional region on the texture which will be rendered. If null - draws full texture.</param>
/// <param name="color">A color mask.</param>
/// <param name="rotation">A rotation of this sprite.</param>
/// <param name="origin">Center of the rotation. 0,0 by default.</param>
/// <param name="scale">A scaling of this sprite.</param>
/// <param name="effects">Modificators for drawing. Can be combined.</param>
/// <param name="layerDepth">A depth of the layer of this sprite.</param>
/// <returns>The <see cref="Item"/> that was created from the added data</returns>
public Item Add(Texture2D texture, Vector2 position, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, float scale, SpriteEffects effects, float layerDepth) {
return this.Add(texture, position, sourceRectangle, color, rotation, origin, new Vector2(scale), effects, layerDepth);
}
/// <summary>
/// Adds an item to this batch.
/// Note that this batch needs to currently be batching, meaning <see cref="BeginBatch"/> has to have been called previously.
/// </summary>
/// <param name="texture">A texture.</param>
/// <param name="destinationRectangle">The drawing bounds on screen.</param>
/// <param name="sourceRectangle">An optional region on the texture which will be rendered. If null - draws full texture.</param>
/// <param name="color">A color mask.</param>
/// <param name="rotation">A rotation of this sprite.</param>
/// <param name="origin">Center of the rotation. 0,0 by default.</param>
/// <param name="effects">Modificators for drawing. Can be combined.</param>
/// <param name="layerDepth">A depth of the layer of this sprite.</param>
/// <returns>The <see cref="Item"/> that was created from the added data</returns>
public Item Add(Texture2D texture, Rectangle destinationRectangle, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effects, float layerDepth) {
Vector2 texTl, texBr;
if (sourceRectangle.HasValue) {
var src = sourceRectangle.Value;
texTl.X = src.X * (1F / texture.Width);
texTl.Y = src.Y * (1F / texture.Height);
texBr.X = (src.X + src.Width) * (1F / texture.Width);
texBr.Y = (src.Y + src.Height) * (1F / texture.Height);
origin.X = origin.X * destinationRectangle.Width * (src.Width != 0 ? src.Width : 1F / texture.Width);
origin.Y = origin.Y * destinationRectangle.Height * (src.Height != 0 ? src.Height : 1F / texture.Height);
} else {
texTl = Vector2.Zero;
texBr = Vector2.One;
origin.X = origin.X * destinationRectangle.Width * (1F / texture.Width);
origin.Y = origin.Y * destinationRectangle.Height * (1F / texture.Height);
}
if ((effects & SpriteEffects.FlipVertically) != 0)
(texBr.Y, texTl.Y) = (texTl.Y, texBr.Y);
if ((effects & SpriteEffects.FlipHorizontally) != 0)
(texBr.X, texTl.X) = (texTl.X, texBr.X);
var destSize = new Vector2(destinationRectangle.Width, destinationRectangle.Height);
if (rotation == 0) {
return this.Add(texture, destinationRectangle.Location.ToVector2() - origin, destSize, color, texTl, texBr, layerDepth);
} else {
return this.Add(texture, destinationRectangle.Location.ToVector2(), -origin, destSize, (float) Math.Sin(rotation), (float) Math.Cos(rotation), color, texTl, texBr, layerDepth);
}
}
/// <summary>
/// Adds an item to this batch.
/// Note that this batch needs to currently be batching, meaning <see cref="BeginBatch"/> has to have been called previously.
/// </summary>
/// <param name="texture">A texture.</param>
/// <param name="position">The drawing location on screen.</param>
/// <param name="sourceRectangle">An optional region on the texture which will be rendered. If null - draws full texture.</param>
/// <param name="color">A color mask.</param>
/// <returns>The <see cref="Item"/> that was created from the added data</returns>
public Item Add(Texture2D texture, Vector2 position, Rectangle? sourceRectangle, Color color) {
return this.Add(texture, position, sourceRectangle, color, 0, Vector2.Zero, 1, SpriteEffects.None, 0);
}
/// <summary>
/// Adds an item to this batch.
/// Note that this batch needs to currently be batching, meaning <see cref="BeginBatch"/> has to have been called previously.
/// </summary>
/// <param name="texture">A texture.</param>
/// <param name="destinationRectangle">The drawing bounds on screen.</param>
/// <param name="sourceRectangle">An optional region on the texture which will be rendered. If null - draws full texture.</param>
/// <param name="color">A color mask.</param>
/// <returns>The <see cref="Item"/> that was created from the added data</returns>
public Item Add(Texture2D texture, Rectangle destinationRectangle, Rectangle? sourceRectangle, Color color) {
return this.Add(texture, destinationRectangle, sourceRectangle, color, 0, Vector2.Zero, SpriteEffects.None, 0);
}
/// <summary>
/// Adds an item to this batch.
/// Note that this batch needs to currently be batching, meaning <see cref="BeginBatch"/> has to have been called previously.
/// </summary>
/// <param name="texture">A texture.</param>
/// <param name="position">The drawing location on screen.</param>
/// <param name="color">A color mask.</param>
/// <returns>The <see cref="Item"/> that was created from the added data</returns>
public Item Add(Texture2D texture, Vector2 position, Color color) {
return this.Add(texture, position, null, color);
}
/// <summary>
/// Adds an item to this batch.
/// Note that this batch needs to currently be batching, meaning <see cref="BeginBatch"/> has to have been called previously.
/// </summary>
/// <param name="texture">A texture.</param>
/// <param name="destinationRectangle">The drawing bounds on screen.</param>
/// <param name="color">A color mask.</param>
/// <returns>The <see cref="Item"/> that was created from the added data</returns>
public Item Add(Texture2D texture, Rectangle destinationRectangle, Color color) {
return this.Add(texture, destinationRectangle, null, color);
}
/// <summary>
/// Adds an item to this batch.
/// Note that this batch needs to currently be batching, meaning <see cref="BeginBatch"/> has to have been called previously.
/// </summary>
/// <param name="item">The item to add.</param>
/// <returns>The added <paramref name="item"/>, for chaining.</returns>
public Item Add(Item item) {
if (!this.batching)
throw new InvalidOperationException("Not batching");
this.AddItemToSet(item);
this.itemAmount++;
this.batchChanged = true;
return item;
}
/// <summary>
/// Removes the given item from this batch.
/// Note that this batch needs to currently be batching, meaning <see cref="BeginBatch"/> has to have been called previously.
/// </summary>
/// <param name="item">The item to remove</param>
/// <returns>Whether the item was successfully removed</returns>
/// <exception cref="InvalidOperationException">Thrown if this method is called before <see cref="BeginBatch"/> was called</exception>
public bool Remove(Item item) {
if (!this.batching)
throw new InvalidOperationException("Not batching");
var key = item.GetSortKey(this.sortMode);
if (this.items.TryGetValue(key, out var itemSet) && itemSet.Remove(item)) {
if (itemSet.IsEmpty)
this.items.Remove(key);
this.itemAmount--;
this.batchChanged = true;
return true;
}
return false;
}
/// <summary>
/// Clears the batch, removing all currently batched vertices.
/// After this operation, <see cref="Vertices"/> will return 0.
/// </summary>
/// <exception cref="InvalidOperationException">Thrown if this method is called before <see cref="BeginBatch"/> was called</exception>
public void ClearBatch() {
if (!this.batching)
throw new InvalidOperationException("Not batching");
this.items.Clear();
this.textures.Clear();
this.FilledBuffers = 0;
this.itemAmount = 0;
this.batchChanged = true;
}
/// <summary>Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.</summary>
public void Dispose() {
this.spriteEffect.Dispose();
this.indices?.Dispose();
foreach (var buffer in this.vertexBuffers)
buffer.Dispose();
}
private Item Add(Texture2D texture, Vector2 pos, Vector2 offset, Vector2 size, float sin, float cos, Color color, Vector2 texTl, Vector2 texBr, float depth) {
return this.Add(texture, depth,
new VertexPositionColorTexture(new Vector3(
pos.X + offset.X * cos - offset.Y * sin,
pos.Y + offset.X * sin + offset.Y * cos, depth),
color, texTl),
new VertexPositionColorTexture(new Vector3(
pos.X + (offset.X + size.X) * cos - offset.Y * sin,
pos.Y + (offset.X + size.X) * sin + offset.Y * cos, depth),
color, new Vector2(texBr.X, texTl.Y)),
new VertexPositionColorTexture(new Vector3(
pos.X + offset.X * cos - (offset.Y + size.Y) * sin,
pos.Y + offset.X * sin + (offset.Y + size.Y) * cos, depth),
color, new Vector2(texTl.X, texBr.Y)),
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));
}
private Item Add(Texture2D texture, Vector2 pos, Vector2 size, Color color, Vector2 texTl, Vector2 texBr, float depth) {
return this.Add(texture, depth,
new VertexPositionColorTexture(
new Vector3(pos, depth),
color, texTl),
new VertexPositionColorTexture(
new Vector3(pos.X + size.X, pos.Y, depth),
color, new Vector2(texBr.X, texTl.Y)),
new VertexPositionColorTexture(
new Vector3(pos.X, pos.Y + size.Y, depth),
color, new Vector2(texTl.X, texBr.Y)),
new VertexPositionColorTexture(
new Vector3(pos.X + size.X, pos.Y + size.Y, depth),
color, texBr));
}
private Item Add(Texture2D texture, float depth, VertexPositionColorTexture tl, VertexPositionColorTexture tr, VertexPositionColorTexture bl, VertexPositionColorTexture br) {
return this.Add(new Item(texture, depth, tl, tr, bl, br));
}
private void FillBuffer(int index, Texture2D texture, VertexPositionColorTexture[] data) {
if (this.vertexBuffers.Count <= index)
this.vertexBuffers.Add(new DynamicVertexBuffer(this.graphicsDevice, VertexPositionColorTexture.VertexDeclaration, StaticSpriteBatch.MaxBatchItems * 4, BufferUsage.WriteOnly));
this.vertexBuffers[index].SetData(data, 0, data.Length, SetDataOptions.Discard);
this.textures.Insert(index, texture);
}
private void DrawPrimitives(int vertices) {
#if FNA
this.graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices, 0, vertices / 4 * 2);
#else
this.graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices / 4 * 2);
#endif
}
private void AddItemToSet(Item item) {
var sortKey = item.GetSortKey(this.sortMode);
if (!this.items.TryGetValue(sortKey, out var itemSet)) {
itemSet = new ItemSet();
this.items.Add(sortKey, itemSet);
}
itemSet.Add(item);
}
/// <summary>
/// A struct that represents an item added to a <see cref="StaticSpriteBatch"/> using <c>Add</c> or any of its overloads.
/// An item returned after adding can be removed using <see cref="Remove"/>.
/// </summary>
public class Item {
internal readonly Texture2D Texture;
internal readonly float Depth;
internal readonly VertexPositionColorTexture TopLeft;
internal readonly VertexPositionColorTexture TopRight;
internal readonly VertexPositionColorTexture BottomLeft;
internal readonly VertexPositionColorTexture BottomRight;
internal Item(Texture2D texture, float depth, VertexPositionColorTexture topLeft, VertexPositionColorTexture topRight, VertexPositionColorTexture bottomLeft, VertexPositionColorTexture bottomRight) {
this.Texture = texture;
this.Depth = depth;
this.TopLeft = topLeft;
this.TopRight = topRight;
this.BottomLeft = bottomLeft;
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;
}
}
}
private class ItemSet {
public IEnumerable<Item> Items {
get {
if (this.items != null)
return this.items;
if (this.single != null)
return Enumerable.Repeat(this.single, 1);
return Enumerable.Empty<Item>();
}
}
public bool IsEmpty => this.items == null && this.single == null;
private HashSet<Item> items;
private Item single;
public void Add(Item item) {
if (this.items != null) {
this.items.Add(item);
} else if (this.single != null) {
this.items = new HashSet<Item>();
this.items.Add(this.single);
this.items.Add(item);
this.single = null;
} else {
this.single = item;
}
}
public bool Remove(Item item) {
if (this.items != null && this.items.Remove(item)) {
if (this.items.Count <= 1) {
this.single = this.items.Single();
this.items = null;
}
return true;
} else if (this.single == item) {
this.single = null;
return true;
} else {
return false;
}
}
}
#if FNA
private class SpriteEffect : Effect {
private EffectParameter matrixParam;
private Viewport lastViewport;
private Matrix projection;
public Matrix? TransformMatrix { get; set; }
public SpriteEffect(GraphicsDevice device) : base(device, SpriteEffect.LoadEffectCode()) {
this.CacheEffectParameters();
}
private SpriteEffect(SpriteEffect cloneSource) : base(cloneSource) {
this.CacheEffectParameters();
}
public override Effect Clone() {
return new SpriteEffect(this);
}
private void CacheEffectParameters() {
this.matrixParam = this.Parameters["MatrixTransform"];
}
protected override void OnApply() {
var vp = this.GraphicsDevice.Viewport;
if (vp.Width != this.lastViewport.Width || vp.Height != this.lastViewport.Height) {
Matrix.CreateOrthographicOffCenter(0, vp.Width, vp.Height, 0, 0, -1, out this.projection);
this.projection.M41 += -0.5f * this.projection.M11;
this.projection.M42 += -0.5f * this.projection.M22;
this.lastViewport = vp;
}
if (this.TransformMatrix.HasValue) {
this.matrixParam.SetValue(this.TransformMatrix.GetValueOrDefault() * this.projection);
} else {
this.matrixParam.SetValue(this.projection);
}
}
private static byte[] LoadEffectCode() {
using (var stream = typeof(Effect).Assembly.GetManifestResourceStream("Microsoft.Xna.Framework.Graphics.Effect.Resources.SpriteEffect.fxb")) {
using (var memory = new MemoryStream()) {
stream.CopyTo(memory);
return memory.ToArray();
}
}
}
}
#endif
}
}