Inheritance: IDisposable
Example #1
0
        private void RenderDrawGroup(_2DDrawGroup group)
        {
            var effect = this.Effect;

            effect.Parameters["pixelTexture"].SetValue(group.Pixel);
            if (group.Depth != null)
            {
                effect.Parameters["depthTexture"].SetValue(group.Depth);
            }
            if (group.Mask != null)
            {
                effect.Parameters["maskTexture"].SetValue(group.Mask);
            }

            effect.CurrentTechnique = group.Technique;
            EffectPassCollection passes = group.Technique.Passes;

            for (int i = 0; i < passes.Count; i++)
            {
                EffectPass pass = passes[i];
                pass.Apply();
                if (group.VertBuf != null)
                {
                    Device.SetVertexBuffer(group.VertBuf);
                    Device.Indices = group.IndexBuf;
                    Device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, group.Primitives);
                }
                else
                {
                    Device.DrawUserIndexedPrimitives <_2DSpriteVertex>(
                        PrimitiveType.TriangleList, group.Vertices, 0, group.Vertices.Length,
                        group.Indices, 0, group.Indices.Length / 3);
                }
            }
        }
Example #2
0
        private void RenderDrawGroup(_2DDrawGroup group)
        {
            var effect = this.Effect;

            effect.pixelTexture = group.Pixel;
            if (group.Depth != null)
            {
                effect.depthTexture = group.Depth;
            }
            if (group.Mask != null)
            {
                effect.maskTexture = group.Mask;
            }

            effect.SetTechnique(group.Technique);
            EffectPassCollection passes = effect.CurrentTechnique.Passes;

            EffectPass pass = passes[Math.Min(passes.Count - 1, WorldConfig.Current.DirPassOffset)];

            pass.Apply();
            if (group.VertBuf != null)
            {
                Device.SetVertexBuffer(group.VertBuf);
                Device.Indices = group.IndexBuf;
                Device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, group.Primitives);
            }
            else
            {
                Device.DrawUserIndexedPrimitives <_2DSpriteVertex>(
                    PrimitiveType.TriangleList, group.Vertices, 0, group.Vertices.Length,
                    group.Indices, 0, group.Indices.Length / 3);
            }
        }
Example #3
0
        private void RenderSpriteList(List <_2DSprite> sprites, Effect effect, EffectTechnique technique, List <_2DDrawGroup> cache)
        {
            if (sprites.Count == 0)
            {
                return;
            }

            /** Group by texture **/
            var groupByTexture = GroupByTexture(sprites);

            foreach (var group in groupByTexture)
            {
                var numSprites = group.Sprites.Count;
                var texture    = group.Pixel;

                /** Build vertex data **/
                var vertices    = new _2DSpriteVertex[4 * numSprites];
                var indices     = new short[6 * numSprites];
                var indexCount  = 0;
                var vertexCount = 0;

                foreach (var sprite in group.Sprites)
                {
                    //TODO: We want to pre-generate the sprite vertices, to reduce CPU usage.
                    //To do this they'll need to be scrolled by the gpu, all updates to sprite state
                    //will need to regenerate the _2DSpriteVertices, etc.

                    var srcRectangle = sprite.SrcRect;
                    var dstRectangle = sprite.AbsoluteDestRect;

                    indices[indexCount++] = (short)(vertexCount + 0);
                    indices[indexCount++] = (short)(vertexCount + 1);
                    indices[indexCount++] = (short)(vertexCount + 3);
                    indices[indexCount++] = (short)(vertexCount + 1);
                    indices[indexCount++] = (short)(vertexCount + 2);
                    indices[indexCount++] = (short)(vertexCount + 3);
                    // add the new vertices

                    var left  = sprite.FlipHorizontally ? srcRectangle.Right : srcRectangle.Left;
                    var right = sprite.FlipHorizontally ? srcRectangle.Left : srcRectangle.Right;
                    var top   = sprite.FlipVertically ? srcRectangle.Bottom : srcRectangle.Top;
                    var bot   = sprite.FlipVertically ? srcRectangle.Top : srcRectangle.Bottom;

                    vertices[vertexCount++] = new _2DSpriteVertex(
                        new Vector3(dstRectangle.Left, dstRectangle.Top, 0)
                        , GetUV(texture, left, top), sprite.AbsoluteWorldPosition, (Single)sprite.ObjectID, sprite.Room);
                    vertices[vertexCount++] = new _2DSpriteVertex(
                        new Vector3(dstRectangle.Right, dstRectangle.Top, 0)
                        , GetUV(texture, right, top), sprite.AbsoluteWorldPosition, (Single)sprite.ObjectID, sprite.Room);
                    vertices[vertexCount++] = new _2DSpriteVertex(
                        new Vector3(dstRectangle.Right, dstRectangle.Bottom, 0)
                        , GetUV(texture, right, bot), sprite.AbsoluteWorldPosition, (Single)sprite.ObjectID, sprite.Room);
                    vertices[vertexCount++] = new _2DSpriteVertex(
                        new Vector3(dstRectangle.Left, dstRectangle.Bottom, 0)
                        , GetUV(texture, left, bot), sprite.AbsoluteWorldPosition, (Single)sprite.ObjectID, sprite.Room);
                }

                VertexBuffer vb = null;
                IndexBuffer  ib = null;

                var count = indices.Length / 3;
                if (count > 50) //completely arbitrary number, but seems to keep things fast. dont gen if it isn't "worth it".
                {
                    vb = new VertexBuffer(Device, typeof(_2DSpriteVertex), vertices.Length, BufferUsage.WriteOnly);
                    vb.SetData(vertices);
                    ib = new IndexBuffer(Device, IndexElementSize.SixteenBits, indices.Length, BufferUsage.WriteOnly);
                    ib.SetData(indices);
                    vertices = null;
                    indices  = null;
                }

                var dg = new _2DDrawGroup()
                {
                    Pixel = group.Pixel,
                    Depth = group.Depth,
                    Mask  = group.Mask,

                    VertBuf    = vb,
                    IndexBuf   = ib,
                    Vertices   = vertices,
                    Indices    = indices,
                    Primitives = count,
                    Technique  = technique
                };

                if (cache != null)
                {
                    cache.Add(dg);
                }
                else
                {
                    RenderDrawGroup(dg);
                    dg.Dispose();
                }
            }
        }
Example #4
0
        private void RenderSpriteList(List <_2DSprite> sprites, Effect effect, EffectTechnique technique, List <_2DDrawGroup> cache)
        {
            if (sprites.Count == 0)
            {
                return;
            }

            /** Group by texture **/
            var groupByTexture = GroupByTexture(sprites);

            foreach (var group in groupByTexture)
            {
                var numSprites = group.Sprites.Count;
                var texture    = group.Pixel;

                /** Build vertex data **/
                var vertices    = new _2DSpriteVertex[4 * numSprites];
                var indices     = new short[6 * numSprites];
                var indexCount  = 0;
                var vertexCount = 0;

                foreach (var sprite in group.Sprites)
                {
                    //TODO: We want to pre-generate the sprite vertices, to reduce CPU usage.
                    //To do this they'll need to be scrolled by the gpu, all updates to sprite state
                    //will need to regenerate the _2DSpriteVertices, etc.

                    var srcRectangle = sprite.SrcRect;
                    var dstRectangle = sprite.AbsoluteDestRect;

                    indices[indexCount++] = (short)(vertexCount + 0);
                    indices[indexCount++] = (short)(vertexCount + 1);
                    indices[indexCount++] = (short)(vertexCount + 3);
                    indices[indexCount++] = (short)(vertexCount + 1);
                    indices[indexCount++] = (short)(vertexCount + 2);
                    indices[indexCount++] = (short)(vertexCount + 3);
                    // add the new vertices

                    var left  = sprite.FlipHorizontally ? srcRectangle.Right : srcRectangle.Left;
                    var right = sprite.FlipHorizontally ? srcRectangle.Left : srcRectangle.Right;
                    var top   = sprite.FlipVertically ? srcRectangle.Bottom : srcRectangle.Top;
                    var bot   = sprite.FlipVertically ? srcRectangle.Top : srcRectangle.Bottom;

                    vertices[vertexCount++] = new _2DSpriteVertex(
                        new Vector3(dstRectangle.Left, dstRectangle.Top, 0)
                        , GetUV(texture, left, top), sprite.AbsoluteWorldPosition, (Single)sprite.ObjectID, sprite.Room);
                    vertices[vertexCount++] = new _2DSpriteVertex(
                        new Vector3(dstRectangle.Right, dstRectangle.Top, 0)
                        , GetUV(texture, right, top), sprite.AbsoluteWorldPosition, (Single)sprite.ObjectID, sprite.Room);
                    vertices[vertexCount++] = new _2DSpriteVertex(
                        new Vector3(dstRectangle.Right, dstRectangle.Bottom, 0)
                        , GetUV(texture, right, bot), sprite.AbsoluteWorldPosition, (Single)sprite.ObjectID, sprite.Room);
                    vertices[vertexCount++] = new _2DSpriteVertex(
                        new Vector3(dstRectangle.Left, dstRectangle.Bottom, 0)
                        , GetUV(texture, left, bot), sprite.AbsoluteWorldPosition, (Single)sprite.ObjectID, sprite.Room);
                }

                var dg = new _2DDrawGroup()
                {
                    Pixel = group.Pixel,
                    Depth = group.Depth,
                    Mask  = group.Mask,

                    Vertices  = vertices,
                    Indices   = indices,
                    Technique = technique
                };

                if (cache != null)
                {
                    cache.Add(dg);
                }
                else
                {
                    RenderDrawGroup(dg);
                }
            }
        }