private void RecreateTexturedBackground(ref TileMapLayer layer) { int w = layer.LayoutWidth; int h = layer.Layout.Length / w; cachedTexturedBackgroundAnimated = false; Texture renderTarget; if (cachedTexturedBackground != null) { renderTarget = cachedTexturedBackground.Res; } else { renderTarget = new Texture(w * 32, h * 32, TextureSizeMode.NonPowerOfTwo, TextureMagFilter.Linear, TextureMinFilter.Linear, TextureWrapMode.Repeat, TextureWrapMode.Repeat); switch (layer.BackgroundStyle) { case BackgroundStyle.Sky: default: texturedBackgroundShader = ContentResolver.Current.RequestShader("TexturedBackground"); break; case BackgroundStyle.Circle: texturedBackgroundShader = ContentResolver.Current.RequestShader("TexturedBackgroundCircle"); break; } } using (DrawDevice device = new DrawDevice()) { device.VisibilityMask = VisibilityFlag.AllFlags; device.RenderMode = RenderMatrix.ScreenSpace; device.Target = new RenderTarget(AAQuality.Off, false, renderTarget); device.TargetSize = new Vector2(w * 32, h * 32); device.ViewportRect = new Rect(device.TargetSize); device.PrepareForDrawcalls(); Material material = null; Texture texture = null; // Reserve the required space for vertex data in our locally cached buffer int neededVertices = 4 * w * h; VertexC1P3T2[] vertexData = new VertexC1P3T2[neededVertices]; int vertexBaseIndex = 0; for (int x = 0; x < w; x++) { for (int y = 0; y < h; y++) { LayerTile tile = layer.Layout[x + y * layer.LayoutWidth]; Point2 offset; bool isFlippedX, isFlippedY; if (tile.IsAnimated) { if (tile.TileID < animatedTiles.Count) { offset = animatedTiles[tile.TileID].CurrentTile.MaterialOffset; isFlippedX = (animatedTiles[tile.TileID].CurrentTile.IsFlippedX != tile.IsFlippedX); isFlippedY = (animatedTiles[tile.TileID].CurrentTile.IsFlippedY != tile.IsFlippedY); cachedTexturedBackgroundAnimated = true; } else { continue; } } else { offset = tile.MaterialOffset; isFlippedX = tile.IsFlippedX; isFlippedY = tile.IsFlippedY; } if (material != tile.Material) { // Submit all the vertices as one draw batch device.AddVertices( material, VertexMode.Quads, vertexData, 0, vertexBaseIndex); vertexBaseIndex = 0; material = tile.Material.Res; texture = material.MainTexture.Res; } Rect uvRect = new Rect( offset.X * texture.UVRatio.X / texture.ContentWidth, offset.Y * texture.UVRatio.Y / texture.ContentHeight, tileset.TileSize * texture.UVRatio.X / texture.ContentWidth, tileset.TileSize * texture.UVRatio.Y / texture.ContentHeight ); if (isFlippedX) { uvRect.X += uvRect.W; uvRect.W *= -1; } if (isFlippedY) { uvRect.Y += uvRect.H; uvRect.H *= -1; } Vector3 renderPos = new Vector3(x * 32, y * 32, 0); float scale = 1.0f; device.PreprocessCoords(ref renderPos, ref scale); renderPos.X = MathF.Round(renderPos.X); renderPos.Y = MathF.Round(renderPos.Y); if (MathF.RoundToInt(device.TargetSize.X) != (MathF.RoundToInt(device.TargetSize.X) / 2) * 2) { renderPos.X += 0.5f; } if (MathF.RoundToInt(device.TargetSize.Y) != (MathF.RoundToInt(device.TargetSize.Y) / 2) * 2) { renderPos.Y += 0.5f; } Vector2 tileXStep = new Vector2(32, 0); Vector2 tileYStep = new Vector2(0, 32); vertexData[vertexBaseIndex + 0].Pos.X = renderPos.X; vertexData[vertexBaseIndex + 0].Pos.Y = renderPos.Y; vertexData[vertexBaseIndex + 0].Pos.Z = renderPos.Z; vertexData[vertexBaseIndex + 0].TexCoord.X = uvRect.X; vertexData[vertexBaseIndex + 0].TexCoord.Y = uvRect.Y; vertexData[vertexBaseIndex + 0].Color = ColorRgba.White; vertexData[vertexBaseIndex + 1].Pos.X = renderPos.X + tileYStep.X; vertexData[vertexBaseIndex + 1].Pos.Y = renderPos.Y + tileYStep.Y; vertexData[vertexBaseIndex + 1].Pos.Z = renderPos.Z; vertexData[vertexBaseIndex + 1].TexCoord.X = uvRect.X; vertexData[vertexBaseIndex + 1].TexCoord.Y = uvRect.Y + uvRect.H; vertexData[vertexBaseIndex + 1].Color = ColorRgba.White; vertexData[vertexBaseIndex + 2].Pos.X = renderPos.X + tileXStep.X + tileYStep.X; vertexData[vertexBaseIndex + 2].Pos.Y = renderPos.Y + tileXStep.Y + tileYStep.Y; vertexData[vertexBaseIndex + 2].Pos.Z = renderPos.Z; vertexData[vertexBaseIndex + 2].TexCoord.X = uvRect.X + uvRect.W; vertexData[vertexBaseIndex + 2].TexCoord.Y = uvRect.Y + uvRect.H; vertexData[vertexBaseIndex + 2].Color = ColorRgba.White; vertexData[vertexBaseIndex + 3].Pos.X = renderPos.X + tileXStep.X; vertexData[vertexBaseIndex + 3].Pos.Y = renderPos.Y + tileXStep.Y; vertexData[vertexBaseIndex + 3].Pos.Z = renderPos.Z; vertexData[vertexBaseIndex + 3].TexCoord.X = uvRect.X + uvRect.W; vertexData[vertexBaseIndex + 3].TexCoord.Y = uvRect.Y; vertexData[vertexBaseIndex + 3].Color = ColorRgba.White; vertexBaseIndex += 4; } } device.AddVertices( material, VertexMode.Quads, vertexData, 0, vertexBaseIndex); device.Render(); } cachedTexturedBackground = renderTarget; }