コード例 #1
0
	public Sprite2DBatch( GraphicsContext graphics, int maxSpriteCount )
	{
		int maxVertexCount = maxSpriteCount * 4 ;
		int maxIndexCount = maxSpriteCount * 6 ;

		graphicsContext = graphics ;
		#if !RESIZE_VERTEX_BUFFER
		vertexBuffer = new VertexBuffer( maxVertexCount, maxIndexCount, vertexFormats ) ;
		spriteCapacity = maxSpriteCount ;
		#endif // RESIZE_VERTEX_BUFFER
		vertexData = new Vertex[ maxVertexCount ] ;
		indexData = new ushort[ maxIndexCount ] ;

		spriteList = new Sprite2D[ maxSpriteCount ] ;
		sortedList = new Sprite2D[ maxSpriteCount ] ;
			
		#if ENABLE_SIN_TABLE
		if ( sinTable == null ) {
			sinTable = new float[ 4096 ] ;
			for ( int i = 0 ; i < 4096 ; i ++ ) {
				sinTable[ i ] = FMath.Sin( i * ( FMath.PI / 2048.0f ) ) ;
			}
		}
		#endif // ENABLE_SIN_TABLE
	}
コード例 #2
0
        public Sprite2DBatch(GraphicsContext graphics, int maxSpriteCount)
        {
            int maxVertexCount = maxSpriteCount * 4;
            int maxIndexCount  = maxSpriteCount * 6;

            graphicsContext = graphics;
                #if !RESIZE_VERTEX_BUFFER
            vertexBuffer   = new VertexBuffer(maxVertexCount, maxIndexCount, vertexFormats);
            spriteCapacity = maxSpriteCount;
                #endif // RESIZE_VERTEX_BUFFER
            vertexData = new Vertex[maxVertexCount];
            indexData  = new ushort[maxIndexCount];

            spriteList = new Sprite2D[maxSpriteCount];
            sortedList = new Sprite2D[maxSpriteCount];

                #if ENABLE_SIN_TABLE
            if (sinTable == null)
            {
                sinTable = new float[4096];
                for (int i = 0; i < 4096; i++)
                {
                    sinTable[i] = FMath.Sin(i * (FMath.PI / 2048.0f));
                }
            }
                #endif // ENABLE_SIN_TABLE
        }
コード例 #3
0
        internal void AddToSortedList(Sprite2D sprite)
        {
            int index = FindSortedList(sprite);

            if (index >= 0 && sortedList[index].sortKey == sprite.sortKey)
            {
                var head = sortedList[index];
                var tail = head.sortPrev;
                head.sortPrev   = sprite;
                tail.sortNext   = sprite;
                sprite.sortPrev = tail;
                sprite.sortNext = head;
            }
            else
            {
                int count = (sortedCount++) - (++index);
                if (count > 0)
                {
                    Array.Copy(sortedList, index, sortedList, index + 1, count);
                }
                sortedList[index] = sprite;
                sprite.sortPrev   = sprite;
                sprite.sortNext   = sprite;
            }
            sprite.indexID      = -1;
            needUpdateIndexData = true;
        }
コード例 #4
0
        //  Subroutines

        internal void AddToSpriteList(Sprite2D sprite)
        {
            sprite.spriteID           = spriteCount;
            sprite.vertexID           = vertexCount;
            spriteList[spriteCount++] = sprite;
            needUpdateVertexData      = true;
        }
コード例 #5
0
	public void AddSprite( Sprite2D sprite )
	{
		AddToSpriteList( sprite ) ;
		AddToSortedList( sprite ) ;
		sprite.batch = this ;
		vertexCount += 4 ;
		indexCount += 6 ;
	}
コード例 #6
0
	public void RemoveSprite( Sprite2D sprite )
	{
		RemoveFromSpriteList( sprite ) ;
		RemoveFromSortedList( sprite ) ;
		sprite.batch = null ;
		vertexCount -= 4 ;
		indexCount -= 6 ;
	}
コード例 #7
0
 public void AddSprite(Sprite2D sprite)
 {
     AddToSpriteList(sprite);
     AddToSortedList(sprite);
     sprite.batch = this;
     vertexCount += 4;
     indexCount  += 6;
 }
コード例 #8
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 public void RemoveSprite(Sprite2D sprite)
 {
     RemoveFromSpriteList(sprite);
     RemoveFromSortedList(sprite);
     sprite.batch = null;
     vertexCount -= 4;
     indexCount  -= 6;
 }
コード例 #9
0
ファイル: Scene2dTex.cs プロジェクト: hatano0x06/Coroppoxus
        public void InitSprite(Sprite2D s)
        {
            s.Position.X = -100;
            s.Position.Y = -100;
            s.Direction  = 0;
            s.Size       = new Vector2(spriteSize, spriteSize);
            s.Center     = new Vector2(0.5f, 0.5f);
            s.UVOffset   = new Vector2(1, 1) * 0.25f;
            s.UVSize     = new Vector2(0.25f, 0.25f);
            s.Color      = new Rgba(255, 255, 255, 255);

            s.UpdateAll();
        }
コード例 #10
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        internal void UpdateIndexData()
        {
            if (!needUpdateIndexData)
            {
                return;
            }
            needUpdateIndexData = false;

            int indexID = 0;
            Sprite2DMaterial material = null;
            Sprite2D         draw     = null;

            drawList  = null;
            drawCount = 0;
            for (int i = 0; i < sortedCount; i++)
            {
                var head   = sortedList[i];
                var sprite = head;
                if (material != sprite.Material)
                {
                    material = sprite.Material;
                    if (draw == null)
                    {
                        drawList = sprite;
                    }
                    if (draw != null)
                    {
                        draw.drawNext = sprite;
                    }
                    sprite.drawNext = null;
                    draw            = sprite;
                    drawCount++;
                }
                do
                {
                    if (sprite.indexID != indexID)
                    {
                        sprite.indexID         = indexID;
                        indexData[indexID + 0] = (ushort)(sprite.vertexID + 0);
                        indexData[indexID + 1] = (ushort)(sprite.vertexID + 1);
                        indexData[indexID + 2] = (ushort)(sprite.vertexID + 2);
                        indexData[indexID + 3] = (ushort)(sprite.vertexID + 2);
                        indexData[indexID + 4] = (ushort)(sprite.vertexID + 1);
                        indexData[indexID + 5] = (ushort)(sprite.vertexID + 3);
                    }
                    indexID += 6;
                    sprite   = sprite.sortNext;
                } while (sprite != head);
            }
            vertexBuffer.SetIndices(indexData, 0, 0, indexCount);
        }
コード例 #11
0
        internal void RemoveFromSpriteList(Sprite2D sprite)
        {
            var tail = spriteList[--spriteCount];

            if (sprite != tail)
            {
                spriteList[sprite.spriteID] = tail;
                for (int i = 0; i < 4; i++)
                {
                    vertexData[sprite.vertexID + i] = vertexData[tail.vertexID + i];
                }
                tail.spriteID = sprite.spriteID;
                tail.vertexID = sprite.vertexID;
            }
            needUpdateVertexData = true;
        }
コード例 #12
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        internal int FindSortedList(Sprite2D sprite)
        {
            int lower = -1;
            int upper = sortedCount;

            while (lower + 1 < upper)
            {
                int middle = (lower + upper) / 2;
                if (sortedList[middle].sortKey > sprite.sortKey)
                {
                    upper = middle;
                }
                else
                {
                    lower = middle;
                }
            }
            return(lower);
        }
コード例 #13
0
ファイル: Scene2dTex.cs プロジェクト: hatano0x06/Coroppoxus
 public void SetSpriteCount(int count)
 {
     count = Math.Min(Math.Max(count, 1), sprites.Length);
     if (count > spriteCount)
     {
         for (int i = spriteCount; i < count; i++)
         {
             sprites[i] = new Sprite2D(batch, material, 0);
             InitSprite(sprites[i]);
         }
     }
     else
     {
         for (int i = count; i < spriteCount; i++)
         {
             batch.RemoveSprite(sprites[i]);
         }
     }
     spriteCount = count;
 }
コード例 #14
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        internal void RemoveFromSortedList(Sprite2D sprite)
        {
            int index = FindSortedList(sprite);

            if (sortedList[index] == sprite)
            {
                sortedList[index] = sprite.sortNext;
                if (sprite.sortNext == sprite)
                {
                    int count = (--sortedCount) - index;
                    if (count > 0)
                    {
                        Array.Copy(sortedList, index + 1, sortedList, index, count);
                    }
                }
            }
            sprite.sortPrev.sortNext = sprite.sortNext;
            sprite.sortNext.sortPrev = sprite.sortPrev;
            needUpdateIndexData      = true;
        }
コード例 #15
0
ファイル: Scene2dTex.cs プロジェクト: hatano0x06/Coroppoxus
        public void InitSprite( Sprite2D s )
        {
            s.Position.X = -100 ;
            s.Position.Y = -100 ;
            s.Direction = 0;
            s.Size = new Vector2( spriteSize, spriteSize ) ;
            s.Center = new Vector2( 0.5f, 0.5f ) ;
            s.UVOffset = new Vector2( 1, 1 ) * 0.25f ;
            s.UVSize = new Vector2( 0.25f, 0.25f ) ;
            s.Color = new Rgba( 255, 255, 255, 255 ) ;

            s.UpdateAll() ;
        }
コード例 #16
0
	internal int FindSortedList( Sprite2D sprite )
	{
		int lower = -1 ;
		int upper = sortedCount ;
		while ( lower + 1 < upper ) {
			int middle = ( lower + upper ) / 2 ;
			if ( sortedList[ middle ].sortKey > sprite.sortKey ) {
				upper = middle ;
			} else {
				lower = middle ;
			}
		}
		return lower ;
	}
コード例 #17
0
	internal void RemoveFromSortedList( Sprite2D sprite )
	{
		int index = FindSortedList( sprite ) ;
		if ( sortedList[ index ] == sprite ) {
			sortedList[ index ] = sprite.sortNext ;
			if ( sprite.sortNext == sprite ) {
				int count = ( -- sortedCount ) - index ;
				if ( count > 0 ) Array.Copy( sortedList, index + 1, sortedList, index, count ) ;
			}
		}
		sprite.sortPrev.sortNext = sprite.sortNext ;
		sprite.sortNext.sortPrev = sprite.sortPrev ;
		needUpdateIndexData = true ;
	}
コード例 #18
0
	internal void AddToSortedList( Sprite2D sprite )
	{
		int index = FindSortedList( sprite ) ;
		if ( index >= 0 && sortedList[ index ].sortKey == sprite.sortKey ) {
			var head = sortedList[ index ] ;
			var tail = head.sortPrev ;
			head.sortPrev = sprite ;
			tail.sortNext = sprite ;
			sprite.sortPrev = tail ;
			sprite.sortNext = head ;
		} else {
			int count = ( sortedCount ++ ) - ( ++ index ) ;
			if ( count > 0 ) Array.Copy( sortedList, index, sortedList, index + 1, count ) ;
			sortedList[ index ] = sprite ;
			sprite.sortPrev = sprite ;
			sprite.sortNext = sprite ;
		}
		sprite.indexID = -1 ;
		needUpdateIndexData = true ;
	}
コード例 #19
0
	internal void RemoveFromSpriteList( Sprite2D sprite )
	{
		var tail = spriteList[ -- spriteCount ] ;
		if ( sprite != tail ) {
			spriteList[ sprite.spriteID ] = tail ;
			for ( int i = 0 ; i < 4 ; i ++ ) {
				vertexData[ sprite.vertexID + i ] = vertexData[ tail.vertexID + i ] ;
			}
			tail.spriteID = sprite.spriteID ;
			tail.vertexID = sprite.vertexID ;
		}
		needUpdateVertexData = true ;
	}
コード例 #20
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	//  Subroutines

	internal void AddToSpriteList( Sprite2D sprite )
	{
		sprite.spriteID = spriteCount ;
		sprite.vertexID = vertexCount ;
		spriteList[ spriteCount ++ ] = sprite ;
		needUpdateVertexData = true ;
	}
コード例 #21
0
ファイル: Scene2dTex.cs プロジェクト: hatano0x06/Coroppoxus
 public void SetSpriteCount( int count )
 {
     count = Math.Min( Math.Max( count, 1 ), sprites.Length ) ;
     if ( count > spriteCount ) {
         for ( int i = spriteCount ; i < count ; i ++ ) {
             sprites[ i ] = new Sprite2D( batch, material, 0 ) ;
             InitSprite( sprites[ i ] ) ;
         }
     } else {
         for ( int i = count ; i < spriteCount ; i ++ ) {
             batch.RemoveSprite( sprites[ i ] ) ;
         }
     }
     spriteCount = count ;
 }