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// #region License
// /*
// Microsoft Public License (Ms-PL)
// MonoGame - Copyright © 2009 The MonoGame Team
//
// All rights reserved.
//
// This license governs use of the accompanying software. If you use the software, you accept this license. If you do not
// accept the license, do not use the software.
//
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning here as under
// U.S. copyright law.
//
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution in the software or derivative works of the contribution in the software.
//
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software,
// your patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the extent
// permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a particular
// purpose and non-infringement.
// */
// #endregion License
//
using System;
using System.Runtime.InteropServices;
using System.Collections.Generic;
using GL11 = OpenTK.Graphics.ES11.GL;
using GL20 = OpenTK.Graphics.ES20.GL;
using ALL11 = OpenTK.Graphics.ES11.All;
using ALL20 = OpenTK.Graphics.ES20.All;
using Microsoft.Xna.Framework;
using System.Text; // just for StringBuilder
namespace Microsoft.Xna.Framework.Graphics
{
internal class SpriteBatcher
{
private const int InitialBatchSize = 256;
private const int InitialVertexArraySize = 256;
List<SpriteBatchItem> _batchItemList;
Queue<SpriteBatchItem> _freeBatchItemQueue;
VertexPosition2ColorTexture[] _vertexArray;
ushort[] _index;
GCHandle _vertexHandle;
GCHandle _indexHandle;
// OpenGL ES2.0 Variables
public int attributePosition = 0;
public int attributeTexCoord = 1;
public int attributeTint = 2;
public SpriteBatcher ()
{
_batchItemList = new List<SpriteBatchItem>(InitialBatchSize);
_freeBatchItemQueue = new Queue<SpriteBatchItem>(InitialBatchSize);
_vertexArray = new VertexPosition2ColorTexture[4*InitialVertexArraySize];
_index = new ushort[6*InitialVertexArraySize];
_vertexHandle = GCHandle.Alloc(_vertexArray,GCHandleType.Pinned);
_indexHandle = GCHandle.Alloc(_index,GCHandleType.Pinned);
for ( int i = 0; i < InitialVertexArraySize; i++ )
{
_index[i*6+0] = (ushort)(i*4);
_index[i*6+1] = (ushort)(i*4+1);
_index[i*6+2] = (ushort)(i*4+2);
_index[i*6+3] = (ushort)(i*4+1);
_index[i*6+4] = (ushort)(i*4+3);
_index[i*6+5] = (ushort)(i*4+2);
}
}
public SpriteBatchItem CreateBatchItem()
{
SpriteBatchItem item;
if ( _freeBatchItemQueue.Count > 0 )
item = _freeBatchItemQueue.Dequeue();
else
item = new SpriteBatchItem();
_batchItemList.Add(item);
return item;
}
int CompareTexture ( SpriteBatchItem a, SpriteBatchItem b )
{
return a.TextureID.CompareTo(b.TextureID);
}
int CompareDepth ( SpriteBatchItem a, SpriteBatchItem b )
{
return a.Depth.CompareTo(b.Depth);
}
int CompareReverseDepth ( SpriteBatchItem a, SpriteBatchItem b )
{
return b.Depth.CompareTo(a.Depth);
}
public void DrawBatchGL20 ( SpriteSortMode sortMode, SamplerState samplerState )
{
// nothing to do
if ( _batchItemList.Count == 0 )
return;
// sort the batch items
switch ( sortMode )
{
case SpriteSortMode.Texture :
_batchItemList.Sort( CompareTexture );
break;
case SpriteSortMode.FrontToBack :
_batchItemList.Sort ( CompareDepth );
break;
case SpriteSortMode.BackToFront :
_batchItemList.Sort ( CompareReverseDepth );
break;
}
GL20.EnableVertexAttribArray(attributePosition);
GL20.EnableVertexAttribArray(attributeTexCoord);
int size = VertexPosition2ColorTexture.GetSize();
GL20.VertexAttribPointer(attributePosition,2,ALL20.Float,false,size,_vertexHandle.AddrOfPinnedObject());
GL20.VertexAttribPointer(attributeTexCoord,2,ALL20.Float,false,size,(IntPtr)((uint)_vertexHandle.AddrOfPinnedObject()+(uint)(sizeof(float)*2+sizeof(uint))));
// setup the vertexArray array
int startIndex = 0;
int index = 0;
int texID = -1;
// store last tint color
Color lastTint = new Color(0.0f,0.0f,0.0f,0.0f);
// make sure the vertexArray has enough space
if ( _batchItemList.Count*4 > _vertexArray.Length )
ExpandVertexArray( _batchItemList.Count );
foreach ( SpriteBatchItem item in _batchItemList )
{
//Tint Color
Vector4 vtint = item.Tint.ToVector4();
//vtint /= 255;
//GL20.VertexAttrib4(attributeTint, vtint.X, vtint.Y, vtint.Z, vtint.W);
// if the texture changed, we need to flush and bind the new texture
if ( item.TextureID != texID || item.Tint != lastTint)
{
FlushVertexArrayGL20( startIndex, index );
startIndex = index;
texID = item.TextureID;
lastTint = item.Tint;
GL20.ActiveTexture(ALL20.Texture0);
GL20.BindTexture ( ALL20.Texture2D, texID );
GL20.Uniform1(texID, 0);
GL20.VertexAttrib4(attributeTint,vtint.X, vtint.Y, vtint.Z, vtint.W);
samplerState.Activate();
}
// store the SpriteBatchItem data in our vertexArray
_vertexArray[index++] = item.vertexTL;
_vertexArray[index++] = item.vertexTR;
_vertexArray[index++] = item.vertexBL;
_vertexArray[index++] = item.vertexBR;
_freeBatchItemQueue.Enqueue ( item );
}
// flush the remaining vertexArray data
FlushVertexArrayGL20(startIndex, index);
_batchItemList.Clear();
}
public void DrawBatchGL11 ( SpriteSortMode sortMode, SamplerState samplerState )
{
// nothing to do
if ( _batchItemList.Count == 0 )
return;
// sort the batch items
switch ( sortMode )
{
case SpriteSortMode.Texture :
_batchItemList.Sort( CompareTexture );
break;
case SpriteSortMode.FrontToBack :
_batchItemList.Sort ( CompareDepth );
break;
case SpriteSortMode.BackToFront :
_batchItemList.Sort ( CompareReverseDepth );
break;
}
// make sure an old draw isn't still going on.
// cross fingers, commenting this out!!
//GL.Flush();
int size = sizeof(float)*4+sizeof(uint);
GL11.VertexPointer(2,ALL11.Float,size,_vertexHandle.AddrOfPinnedObject() );
GL11.ColorPointer(4, ALL11.UnsignedByte,size,(IntPtr)((uint)_vertexHandle.AddrOfPinnedObject()+(uint)(sizeof(float)*2)));
GL11.TexCoordPointer(2, ALL11.Float,size,(IntPtr)((uint)_vertexHandle.AddrOfPinnedObject()+(uint)(sizeof(float)*2+sizeof(uint))) );
// setup the vertexArray array
int startIndex = 0;
int index = 0;
int texID = -1;
// make sure the vertexArray has enough space
if ( _batchItemList.Count*4 > _vertexArray.Length )
ExpandVertexArray( _batchItemList.Count );
foreach ( SpriteBatchItem item in _batchItemList )
{
// if the texture changed, we need to flush and bind the new texture
if ( item.TextureID != texID )
{
FlushVertexArrayGL11( startIndex, index );
startIndex = index;
texID = item.TextureID;
GL11.BindTexture ( ALL11.Texture2D, texID );
samplerState.Activate();
}
// store the SpriteBatchItem data in our vertexArray
_vertexArray[index++] = item.vertexTL;
_vertexArray[index++] = item.vertexTR;
_vertexArray[index++] = item.vertexBL;
_vertexArray[index++] = item.vertexBR;
_freeBatchItemQueue.Enqueue ( item );
}
// flush the remaining vertexArray data
FlushVertexArrayGL11(startIndex, index);
_batchItemList.Clear();
}
void ExpandVertexArray( int batchSize )
{
// increase the size of the vertexArray
int newCount = _vertexArray.Length / 4;
while ( batchSize*4 > newCount )
newCount += 128;
_vertexHandle.Free();
_indexHandle.Free();
_vertexArray = new VertexPosition2ColorTexture[4*newCount];
_index = new ushort[6*newCount];
_vertexHandle = GCHandle.Alloc(_vertexArray,GCHandleType.Pinned);
_indexHandle = GCHandle.Alloc(_index,GCHandleType.Pinned);
for ( int i = 0; i < newCount; i++ )
{
_index[i*6+0] = (ushort)(i*4);
_index[i*6+1] = (ushort)(i*4+1);
_index[i*6+2] = (ushort)(i*4+2);
_index[i*6+3] = (ushort)(i*4+1);
_index[i*6+4] = (ushort)(i*4+3);
_index[i*6+5] = (ushort)(i*4+2);
}
}
void FlushVertexArrayGL11 ( int start, int end )
{
// draw stuff
if ( start != end )
GL11.DrawElements ( ALL11.Triangles, (end-start)/2*3, ALL11.UnsignedShort,(IntPtr)((uint)_indexHandle.AddrOfPinnedObject()+(uint)(start/2*3*sizeof(short))) );
}
void FlushVertexArrayGL20 ( int start, int end )
{
// draw stuff
if ( start != end )
GL20.DrawElements ( ALL20.Triangles, (end-start)/2*3, ALL20.UnsignedShort,(IntPtr)((uint)_indexHandle.AddrOfPinnedObject()+(uint)(start/2*3*sizeof(short))) );
}
}
}
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