Ejemplo n.º 1
0
        public void End(Effect effect)
        {
            if (Batches.Count == 0)
            {
                return;
            }



            if (sortMode != SpriteBatch.SpriteSortMode.Immediate && sortMode != SpriteBatch.SpriteSortMode.Deffered)
            {
                Batches.Sort((x, y) =>
                {
                    int first = y.sortingKey.CompareTo(x.sortingKey);
                    return(first);
                });
            }


            //Array.Sort (Batches, 0, Batches.Count);
            Texture currentTexture = Batches.First().texture;
            int     batchStart = 0, batchCount = 0;

            ushort bufferIndex  = 0;
            ushort indicesIndex = 0;

            foreach (BatchItem item in Batches)
            {
                if (item.texture != currentTexture || batchCount == MAX_BATCH)
                {
                    Flush(effect, currentTexture, batchStart, batchCount);
                    currentTexture = item.texture;
                    batchStart     = batchCount = 0;
                    indicesIndex   = bufferIndex = 0;
                }

                indexData[indicesIndex++] = (ushort)(bufferIndex + 0);
                indexData[indicesIndex++] = (ushort)(bufferIndex + 1);
                indexData[indicesIndex++] = (ushort)(bufferIndex + 2);

                indexData[indicesIndex++] = (ushort)(bufferIndex + 1);
                indexData[indicesIndex++] = (ushort)(bufferIndex + 3);
                indexData[indicesIndex++] = (ushort)(bufferIndex + 2);

                vertexData[bufferIndex++] = new VertexPositionColorTexture(item.positions[0], item.color, item.texTopLeft);
                vertexData[bufferIndex++] = new VertexPositionColorTexture(item.positions[1], item.color, new Vector2(item.texBottomRight.X, item.texTopLeft.Y));
                vertexData[bufferIndex++] = new VertexPositionColorTexture(item.positions[2], item.color, new Vector2(item.texTopLeft.X, item.texBottomRight.Y));
                vertexData[bufferIndex++] = new VertexPositionColorTexture(item.positions[3], item.color, item.texBottomRight);
                batchCount++;
            }
            if (batchCount > 0)
            {
                Flush(effect, currentTexture, batchStart, batchCount);
            }
        }