Example #1
0
        internal static void Push()
        {
            if (spritesDrawn == 0)
            {
                return;
            }
            else if (spritesDrawn == -1)
            {
                spritesDrawn = 0;
                return;
            }

            Display.context.PixelShader.SetShaderResource(0, lastTexture.ressource);
            //Display.context.Rasterizer.SetScissorRectangles(lastRectangle);

            while (vertices.Seek())
            {
                int newVar = verticesLastPosition + vertices.GetItemsCount();
                if (newVar >= vertexBufferSize)
                {
                    DataStream stream;
                    Display.context.MapSubresource(vertexBuffer, MapMode.WriteDiscard, MapFlags.None, out stream);
                    stream.WriteRange(vertices.Get());
                    Display.context.UnmapSubresource(vertexBuffer, 0);
                    Display.context.DrawIndexed(spritesDrawn * 6, 0, 0);

                    verticesLastCount    = spritesDrawn;
                    verticesLastPosition = vertices.GetItemsCount();
                }
                else
                {
                    DataStream stream;
                    Display.context.MapSubresource(vertexBuffer, MapMode.WriteNoOverwrite, MapFlags.None, out stream);
                    stream.Position = verticesLastPosition * Vertex2D.SizeInBytes;
                    stream.WriteRange(vertices.Get(), 0, vertices.GetItemsCount());
                    Display.context.UnmapSubresource(vertexBuffer, 0);
                    Display.context.DrawIndexed(spritesDrawn * 6, 0, verticesLastPosition);
                    verticesLastCount    += spritesDrawn;
                    verticesLastPosition += vertices.GetItemsCount();
                }
            }
            vertices.Clear();
            spritesDrawn = 0;
        }
Example #2
0
        public void Render()
        {
            if (vertices.Count > 0)
            {
                ShaderManager.Apply("VS_Debug");
                ShaderManager.Apply("PS_Debug");

                GraphicsManager.SetBlendState(DeviceStates.blendStateTrans);
                GraphicsManager.SetDepthState(DeviceStates.depthWriteOff);
                GraphicsManager.SetPrimitiveTopology(SharpDX.Direct3D.PrimitiveTopology.TriangleList);

                Display.context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertexBuffer, VertexColor.SizeInBytes, 0));

                while (vertices.Seek())
                {
                    DataStream stream;
                    Display.context.MapSubresource(vertexBuffer, MapMode.WriteDiscard, MapFlags.None, out stream);
                    stream.WriteRange(vertices.Get());
                    Display.context.UnmapSubresource(vertexBuffer, 0);
                    Display.context.Draw(vertices.GetItemsCount(), 0);
                }
                vertices.Clear();
            }
        }