コード例 #1
0
            //private HashSet<string> crap = new HashSet<string>();
            private void setBatchState(DrawItem item)
            {
                //if (materialState != null && materialState.textureName == item.material.textureName)
                //    materialState = item.material;

                endBatchState();


                //if (!crap.Add(item.material.textureName))
                //    materialState = item.material;

                materialState = item.material;
                var blendState      = item.material.BlendState;
                var depthState      = item.material.DepthStencilState;
                var rasterizerState = item.applyScissor ? item.material.ScissorRasterizerState : item.material.RasterizerState;
                var samplerState    = item.material.SamplerState;

                if (item.applyScissor)
                {
                    batch.GraphicsDevice.ScissorRectangle = item.scissorRect;
                    applyingScissor = true;
                }

                batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, depthState, rasterizerState, materialState.effect, currentMatrix);
            }
コード例 #2
0
            internal void DrawInternal(Material material,
                                       Vector2 position,
                                       Vector2 scale,
                                       AxisAlignedBox sourceRectangle,
                                       Color color,
                                       float rotation,
                                       Vector2 origin,
                                       SpriteEffects effect,
                                       float depth)
            {
                var item = new DrawItem();

                item.material = material ?? Root.instance.resources.defaultMaterial;
                //item.texture = texture ?? Root.instance.resources.basewhite;
                item.position        = position;
                item.scale           = scale;
                item.sourceRectangle = sourceRectangle;
                item.color           = color;
                item.rotation        = rotation;
                item.origin          = origin;
                item.effect          = effect;
                item.depth           = depth;
                item.applyScissor    = Root.instance.graphics.scissorEnabled;
                item.scissorRect     = Root.instance.graphics.scissorRect;

                minDepth = Math.Min(item.depth, minDepth);
                maxDepth = Math.Max(item.depth, maxDepth);

                switch (sortMode)
                {
                case RenderQueueSortMode.Material:
                    item.key = item.material.id;
                    break;

                case RenderQueueSortMode.ReverseOrder:
                case RenderQueueSortMode.PreserverOrder:
                    item.key = renderableIndex;
                    break;
                }

                if (renderableItems.Length == renderableIndex)
                {
                    Array.Resize(ref renderableItems, renderableItems.Length * 2 / 2);
                    //var tempItems = new DrawItem[(renderableItems.Length * 3) / 2];
                    //Array.Copy(renderableItems, tempItems, renderableItems.Length);
                    //renderableItems = tempItems;
                }

                renderableItems[renderableIndex++] = item;
            }
コード例 #3
0
 private void updateBatchState(DrawItem item)
 {
     if (materialState == null)
     {
         setBatchState(item);
     }
     else if (materialState != item.material)
     {
         setBatchState(item);
     }
     else if (item.applyScissor != applyingScissor)
     {
         setBatchState(item);
     }
     else if (item.applyScissor && applyingScissor && item.scissorRect != batch.GraphicsDevice.ScissorRectangle)
     {
         setBatchState(item);
     }
     else if ((spritesSubmittedThisBatch % 2048) == 0)
     {
         setBatchState(item);
     }
 }