Esempio n. 1
0
        protected BatchBase(GraphicsDevice device, Shaders.EffectBytecode defaultEffectByteCode, ResourceBufferInfo resourceBufferInfo, VertexDeclaration vertexDeclaration, int indexSize = sizeof(short))
        {
            if (resourceBufferInfo == null)
            {
                throw new ArgumentNullException("resourceBufferInfo");
            }
            if (vertexDeclaration == null)
            {
                throw new ArgumentNullException("vertexDeclaration");
            }

            GraphicsDevice = device;
            DefaultEffect  = new Effect(device, defaultEffectByteCode)
            {
                Name = "BatchDefaultEffect"
            };

            drawsQueue   = new ElementInfo[resourceBufferInfo.BatchCapacity];
            drawTextures = new DrawTextures[resourceBufferInfo.BatchCapacity];

            TextureComparer     = new TextureIdComparer();
            BackToFrontComparer = new SpriteBackToFrontComparer();
            FrontToBackComparer = new SpriteFrontToBackComparer();

            // set the vertex layout and size
            indexStructSize        = indexSize;
            this.vertexDeclaration = vertexDeclaration;
            vertexStructSize       = vertexDeclaration.CalculateSize();

            parameters = new ParameterCollection();

            // Creates the vertex buffer (shared by within a device context).
            ResourceContext = GraphicsDevice.GetOrCreateSharedData(GraphicsDeviceSharedDataType.PerContext, resourceBufferInfo.ResourceKey, () => new DeviceResourceContext(GraphicsDevice, DefaultEffect, vertexDeclaration, resourceBufferInfo, indexStructSize));
        }
Esempio n. 2
0
        protected BatchBase(GraphicsDevice device, EffectBytecode defaultEffectByteCode, EffectBytecode defaultEffectByteCodeSRgb, ResourceBufferInfo resourceBufferInfo, VertexDeclaration vertexDeclaration, int indexSize = sizeof(short))
        {
            if (defaultEffectByteCode == null)
            {
                throw new ArgumentNullException(nameof(defaultEffectByteCode));
            }
            if (defaultEffectByteCodeSRgb == null)
            {
                throw new ArgumentNullException(nameof(defaultEffectByteCodeSRgb));
            }
            if (resourceBufferInfo == null)
            {
                throw new ArgumentNullException("resourceBufferInfo");
            }
            if (vertexDeclaration == null)
            {
                throw new ArgumentNullException("vertexDeclaration");
            }

            graphicsDevice  = device;
            mutablePipeline = new MutablePipelineState(device);
            // TODO GRAPHICS REFACTOR Should we initialize FX lazily?
            DefaultEffect = new EffectInstance(new Effect(device, defaultEffectByteCode)
            {
                Name = "BatchDefaultEffect"
            });
            DefaultEffectSRgb = new EffectInstance(new Effect(device, defaultEffectByteCodeSRgb)
            {
                Name = "BatchDefaultEffectSRgb"
            });

            drawsQueue   = new ElementInfo[resourceBufferInfo.BatchCapacity];
            drawTextures = new Texture[resourceBufferInfo.BatchCapacity];

            TextureComparer     = new TextureIdComparer();
            BackToFrontComparer = new SpriteBackToFrontComparer();
            FrontToBackComparer = new SpriteFrontToBackComparer();

            // set the vertex layout and size
            indexStructSize  = indexSize;
            vertexStructSize = vertexDeclaration.CalculateSize();

            // Creates the vertex buffer (shared by within a device context).
            ResourceContext = graphicsDevice.GetOrCreateSharedData(GraphicsDeviceSharedDataType.PerContext, resourceBufferInfo.ResourceKey, d => new DeviceResourceContext(graphicsDevice, vertexDeclaration, resourceBufferInfo));
        }