using System.Drawing; using Ijw.DirectX; namespace OpenRa.Game.Graphics { class LineRenderer { Renderer renderer; FvfVertexBuffer vertexBuffer; IndexBuffer indexBuffer; /* kindof a waste of space, but the GPU likes indexing, oh well */ const int linesPerBatch = 1024; Vertex[] vertices = new Vertex[ 2 * linesPerBatch ]; ushort[] indices = new ushort[ 2 * linesPerBatch ]; int lines = 0; int nv = 0, ni = 0; public LineRenderer( Renderer renderer ) { this.renderer = renderer; vertexBuffer = new FvfVertexBuffer( renderer.Device, vertices.Length, Vertex.Format ); indexBuffer = new IndexBuffer( renderer.Device, indices.Length ); } public void Flush() { if( lines > 0 ) { renderer.LineShader.Render( () => { vertexBuffer.SetData( vertices ); indexBuffer.SetData( indices ); renderer.DrawBatch( vertexBuffer, indexBuffer, nv, ni / 2, null, PrimitiveType.LineList ); } ); nv = 0; ni = 0; lines = 0; } } public void DrawLine( float2 start, float2 end, Color startColor, Color endColor ) { indices[ ni++ ] = (ushort)nv; vertices[ nv++ ] = new Vertex( start, new float2( startColor.R / 255.0f, startColor.G / 255.0f ), new float2( startColor.B / 255.0f, startColor.A / 255.0f ) ); indices[ ni++ ] = (ushort)nv; vertices[ nv++ ] = new Vertex( end, new float2( endColor.R / 255.0f, endColor.G / 255.0f ), new float2( endColor.B / 255.0f, endColor.A / 255.0f ) ); if( ++lines >= linesPerBatch ) Flush(); } } }