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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.Collections.Generic;
using System.Diagnostics;
using System.Windows.Forms;
using OpenTK.Graphics.OpenGL;
namespace Microsoft.Xna.Framework.Graphics
{
internal class TextureComparer : IComparer<SpriteBatchRenderItem>
{
public int Compare(SpriteBatchRenderItem r1, SpriteBatchRenderItem r2)
{
if (r1.RenderData.Texture.Image.Name > r2.RenderData.Texture.Image.Name)
{
return -1;
}
if (r1.RenderData.Texture.Image.Name < r2.RenderData.Texture.Image.Name)
{
return 1;
}
return 0;
}
}
internal class BackToFrontComparer : IComparer<SpriteBatchRenderItem>
{
public int Compare(SpriteBatchRenderItem r1, SpriteBatchRenderItem r2)
{
if (r1.RenderData.LayerDepth > r2.RenderData.LayerDepth)
{
return -1;
}
if (r1.RenderData.LayerDepth < r2.RenderData.LayerDepth)
{
return 1;
}
return 0;
}
}
internal class FrontToBackComparer : IComparer<SpriteBatchRenderItem>
{
public int Compare(SpriteBatchRenderItem r1, SpriteBatchRenderItem r2)
{
if (r1.RenderData.LayerDepth > r2.RenderData.LayerDepth)
{
return 1;
}
if (r1.RenderData.LayerDepth < r2.RenderData.LayerDepth)
{
return -1;
}
return 0;
}
}
internal class RenderMode
{
public RenderMode()
{
Rotation = 0.0f;
HorizontalScale = 1.0f;
VerticalScale = 1.0f;
FilterColor = Color.White;
Origin = Vector2.Zero;
LayerDepth = 0.0f;
}
public bool IsCompatible(RenderMode mode)
{
if (FilterColor != mode.FilterColor)
{
return false;
}
return true;
}
public float Rotation {get;set;}
public Color FilterColor {get;set;}
public Vector2 Origin {get;set;}
public bool FlipVertical {get;set;}
public bool FlipHorizontal {get;set;}
public float HorizontalScale {get;set;}
public float VerticalScale {get;set;}
public float LayerDepth {get;set;}
public Texture2D Texture {get;set;}
}
internal class SpriteBatchRenderItem
{
public Vector2 Position {get;set;}
public Vector2[] Vertices {get;set;}
public Vector2[] TextureCoordinates {get;set;}
public RenderMode RenderData {get;set;}
}
internal class GraphicsDevice2D
{
private GraphicsDevice _device;
private readonly List<SpriteBatchRenderItem> _sprites = new List<SpriteBatchRenderItem>();
private SpriteBlendMode _actualBlendMode;
private SpriteSortMode _actualSortMode = SpriteSortMode.Deferred;
public GraphicsDevice2D (GraphicsDevice Device)
{
_device = Device;
}
public void SizeChanged()
{
// Set up OpenGL projection matrix
GL.MatrixMode(MatrixMode.Projection);
GL.LoadIdentity();
GL.Ortho(0, _device.DisplayMode.Width, _device.DisplayMode.Height, 0, -1, 1);
GL.MatrixMode(MatrixMode.Modelview);
GL.Viewport(0, 0, _device.DisplayMode.Width, _device.DisplayMode.Height);
}
public void ApplyScale()
{
GL.Scale(ScaleW, ScaleH, 1);
}
public float ScaleH
{
get
{
//GL.Scale(scaleW, scaleH, 1);
return _device.DisplayMode.Height / _device.mngr.PreferredBackBufferHeight;
}
}
public float ScaleW
{
get
{
return _device.DisplayMode.Width/_device.mngr.PreferredBackBufferWidth;
}
}
public void Initialise2DOpenGL()
{
// Initialize OpenGL states
GL.Disable(EnableCap.DepthTest);
GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode,(int) All.BlendSrc);
GL.EnableClientState(ArrayCap.VertexArray);
_device.ActiveTexture = -1;
GL.Disable(EnableCap.Blend);
}
public void StartSpriteBatch(SpriteBlendMode blendMode, SpriteSortMode sortMode)
{
if (_sprites.Count > 0)
{
throw new InvalidOperationException("SpriteBatch is in incorrect state");
}
_actualBlendMode = blendMode;
_actualSortMode = sortMode;
Initialise2DOpenGL();
// Set the current blend mode
switch (_actualBlendMode)
{
case SpriteBlendMode.Additive :
GL.Enable(EnableCap.Blend);
GL.BlendFunc(BlendingFactorSrc.SrcAlpha,BlendingFactorDest.One);
break;
case SpriteBlendMode.AlphaBlend :
GL.Enable(EnableCap.Blend);
GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
break;
case SpriteBlendMode.PreMultiplied :
GL.Enable(EnableCap.Blend);
GL.BlendFunc(BlendingFactorSrc.One, BlendingFactorDest.OneMinusSrcAlpha);
break;
case SpriteBlendMode.None :
break;
}
}
public void EndSpriteBatch()
{
if (_actualSortMode != SpriteSortMode.Deferred)
{
SortSprites();
}
DrawSprites(_sprites);
_sprites.Clear();
}
private void DrawSprites(List<SpriteBatchRenderItem> spritesToDraw)
{
// Draw the current spritebatch
if (spritesToDraw.Count > 0)
{
List<float> Vertices = new List<float>();
List<float> TextureCoords = new List<float>();
TextureCoords.Capacity = spritesToDraw.Count*4;
Vertices.Capacity = spritesToDraw.Count*4;
RenderMode actualMode = spritesToDraw[0].RenderData;
// Draw sprite vertices
for (int sbi = 0; sbi<spritesToDraw.Count; sbi++)
{
SpriteBatchRenderItem sb = spritesToDraw[sbi];
if ((!actualMode.IsCompatible(sb.RenderData)) || (actualMode.Texture.Image.Name != sb.RenderData.Texture.Image.Name))
{
// Render sprites
_device.RenderSprites(Vector2.Zero,TextureCoords.ToArray(),Vertices.ToArray(),actualMode);
Vertices.Clear();
TextureCoords.Clear();
actualMode = sb.RenderData;
}
// put the vertices in vertex array
AddToFloatList(sb.Vertices,Vertices);
AddToFloatList(sb.TextureCoordinates,TextureCoords);
}
// Render the sprites
_device.RenderSprites(Vector2.Zero,TextureCoords.ToArray(),Vertices.ToArray(),spritesToDraw[spritesToDraw.Count-1].RenderData);
}
}
public void AddToFloatList(Vector2[] vectors, List<float> list)
{
for (int i=0;i<vectors.Length;i++)
{
list.Add(vectors[i].X);
list.Add(vectors[i].Y);
}
}
public void AddToSpriteBuffer(SpriteBatchRenderItem sbItem)
{
_sprites.Add(sbItem);
}
private void SortSprites()
{
if ( _actualSortMode != SpriteSortMode.Immediate )
{
IComparer<SpriteBatchRenderItem> comparer;
switch (_actualSortMode)
{
case SpriteSortMode.Texture:
comparer = new TextureComparer();
break;
case SpriteSortMode.BackToFront:
comparer = new BackToFrontComparer();
break;
case SpriteSortMode.FrontToBack:
comparer = new FrontToBackComparer();
break;
default :
throw new NotImplementedException();
}
_sprites.Sort(comparer);
}
}
}
}
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