Files
OpenRA/OpenRa.Game/Graphics/SpriteRenderer.cs
2009-12-29 20:15:11 +13:00

70 lines
1.7 KiB
C#

using Ijw.DirectX;
namespace OpenRa.Game.Graphics
{
class SpriteRenderer
{
FvfVertexBuffer<Vertex> vertexBuffer;
IndexBuffer indexBuffer;
Renderer renderer;
Shader shader;
const int spritesPerBatch = 1024;
Vertex[] vertices = new Vertex[4 * spritesPerBatch];
ushort[] indices = new ushort[6 * spritesPerBatch];
Sheet currentSheet = null;
int sprites = 0;
ShaderQuality quality;
int nv = 0, ni = 0;
public SpriteRenderer(Renderer renderer, bool allowAlpha, Shader shader)
{
this.renderer = renderer;
this.shader = shader;
vertexBuffer = new FvfVertexBuffer<Vertex>(renderer.Device, vertices.Length, Vertex.Format);
indexBuffer = new IndexBuffer(renderer.Device, indices.Length);
quality = allowAlpha ? ShaderQuality.High : ShaderQuality.Low;
}
public SpriteRenderer(Renderer renderer, bool allowAlpha)
: this(renderer, allowAlpha, renderer.SpriteShader) { }
public void Flush()
{
if (sprites > 0)
{
shader.Quality = quality;
shader.Render(() =>
{
vertexBuffer.SetData(vertices);
indexBuffer.SetData(indices);
renderer.DrawBatch(vertexBuffer, indexBuffer,
new Range<int>(0, nv),
new Range<int>(0, ni),
currentSheet.Texture, PrimitiveType.TriangleList,
shader);
});
nv = 0; ni = 0;
currentSheet = null;
sprites = 0;
}
}
public void DrawSprite(Sprite s, float2 location, PaletteType palette)
{
if (s.sheet != currentSheet)
Flush();
currentSheet = s.sheet;
Util.FastCreateQuad(vertices, indices, location.ToInt2(), s, (int) palette, nv, ni);
nv += 4; ni += 6;
if (++sprites >= spritesPerBatch)
Flush();
}
}
}