Files
OpenRA/OpenRa.Game/SpriteRenderer.cs

65 lines
1.5 KiB
C#

using System;
using System.Collections.Generic;
using System.Text;
using BluntDirectX.Direct3D;
using OpenRa.FileFormats;
using System.Drawing;
namespace OpenRa.Game
{
class SpriteRenderer
{
FvfVertexBuffer<Vertex> vertexBuffer;
IndexBuffer indexBuffer;
Renderer renderer;
const int spritesPerBatch = 1024;
List<Vertex> vertices = new List<Vertex>();
List<ushort> indicies = new List<ushort>();
Sheet currentSheet = null;
int sprites = 0;
public SpriteRenderer(Renderer renderer)
{
this.renderer = renderer;
vertexBuffer = new FvfVertexBuffer<Vertex>(renderer.Device, 4 * spritesPerBatch, Vertex.Format);
indexBuffer = new IndexBuffer(renderer.Device, 6 * spritesPerBatch);
}
public void Flush()
{
if (sprites > 0)
{
renderer.DrawWithShader(ShaderQuality.Low, delegate
{
vertexBuffer.SetData(vertices.ToArray());
indexBuffer.SetData(indicies.ToArray());
renderer.DrawBatch(vertexBuffer, indexBuffer,
new Range<int>(0, vertices.Count),
new Range<int>(0, indicies.Count),
currentSheet.Texture);
});
vertices = new List<Vertex>();
indicies = new List<ushort>();
currentSheet = null;
sprites = 0;
}
}
public void DrawSprite(Sprite s, PointF location)
{
if (s.sheet != currentSheet)
Flush();
currentSheet = s.sheet;
Util.CreateQuad(vertices, indicies, location, s, 0);
if (++sprites >= spritesPerBatch)
Flush();
}
}
}