/
MonoTileBuffer.cs
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/
MonoTileBuffer.cs
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using System;
using System.Collections.Generic;
using Intersect.Client.Framework.GenericClasses;
using Intersect.Client.Framework.Graphics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Intersect.Client.Classes.MonoGame.Graphics
{
public class MonoTileBuffer : GameTileBuffer
{
private bool disposed;
private IndexBuffer indexBuffer;
private List<short> indices = new List<short>();
private GraphicsDevice mGraphicsDevice;
private bool updatesPending = false;
private VertexBuffer vertexBuffer;
private int vertexCount;
private Dictionary<Tuple<float, float>, int> verticeDict = new Dictionary<Tuple<float, float>, int>();
private List<VertexPositionTexture> vertices = new List<VertexPositionTexture>();
public MonoTileBuffer(GraphicsDevice device)
{
mGraphicsDevice = device;
}
public override bool Supported { get; } = true;
public override GameTexture Texture { get; protected set; }
public override bool AddTile(GameTexture tex, float x, float y, int srcX, int srcY, int srcW, int srcH)
{
var platformTex = tex?.GetTexture();
if (platformTex == null)
{
return false;
}
if (Texture == null)
{
Texture = tex;
}
else if (Texture.GetTexture() != platformTex)
{
return false;
}
if (vertexBuffer != null)
{
return false;
}
var rotated = false;
var pack = tex.GetTexturePackFrame();
if (pack != null)
{
if (pack.Rotated)
{
rotated = true;
var z = srcX;
srcX = pack.Rect.Right - srcY - srcH;
srcY = pack.Rect.Top + z;
z = srcW;
srcW = srcH;
srcH = z;
}
else
{
srcX += pack.Rect.X;
srcY += pack.Rect.Y;
}
}
var texture = (Texture2D) tex.GetTexture();
var textureSizeX = 1f / texture.Width;
var textureSizeY = 1f / texture.Height;
var left = srcX * textureSizeX;
var right = (srcX + srcW) * textureSizeX;
var bottom = (srcY + srcH) * textureSizeY;
var top = srcY * textureSizeY;
verticeDict.Add(new Tuple<float, float>(x, y), vertices.Count);
if (rotated)
{
vertices.Add(new VertexPositionTexture(new Vector3(x, y + srcH, 0), new Vector2(left, top)));
vertices.Add(new VertexPositionTexture(new Vector3(x, y, 0), new Vector2(right, top)));
vertices.Add(new VertexPositionTexture(new Vector3(x + srcW, y + srcH, 0), new Vector2(left, bottom)));
vertices.Add(new VertexPositionTexture(new Vector3(x + srcW, y, 0), new Vector2(right, bottom)));
}
else
{
vertices.Add(new VertexPositionTexture(new Vector3(x, y + srcH, 0), new Vector2(left, bottom)));
vertices.Add(new VertexPositionTexture(new Vector3(x, y, 0), new Vector2(left, top)));
vertices.Add(new VertexPositionTexture(new Vector3(x + srcW, y + srcH, 0), new Vector2(right, bottom)));
vertices.Add(new VertexPositionTexture(new Vector3(x + srcW, y, 0), new Vector2(right, top)));
}
indices.Add((short) vertexCount);
indices.Add((short) (vertexCount + 1));
indices.Add((short) (vertexCount + 2));
indices.Add((short) (vertexCount + 2));
indices.Add((short) (vertexCount + 1));
indices.Add((short) (vertexCount + 3));
vertexCount += 4;
return true;
}
public void Draw(BasicEffect basicEffect, FloatRect view)
{
if (vertexBuffer != null && !disposed)
{
mGraphicsDevice.SetVertexBuffer(vertexBuffer);
mGraphicsDevice.Indices = indexBuffer;
basicEffect.Texture = (Texture2D) Texture.GetTexture();
foreach (var pass in basicEffect.CurrentTechnique.Passes)
{
pass.Apply();
mGraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertexCount / 2);
}
}
}
public override bool SetData()
{
if (vertexBuffer != null && !updatesPending)
{
return false;
}
if (vertices.Count == 0)
{
return true;
}
TileBufferCount++;
if (vertexBuffer == null)
{
vertexBuffer = new VertexBuffer(
mGraphicsDevice, typeof(VertexPositionTexture), vertices.Count, BufferUsage.WriteOnly
);
indexBuffer = new IndexBuffer(mGraphicsDevice, typeof(short), indices.Count, BufferUsage.WriteOnly);
}
vertexBuffer.SetData(vertices.ToArray());
if (!updatesPending)
{
indexBuffer.SetData(indices.ToArray());
}
updatesPending = false;
return true;
}
public override void Dispose()
{
vertexBuffer?.Dispose();
vertexBuffer = null;
indexBuffer?.Dispose();
indexBuffer = null;
TileBufferCount--;
disposed = true;
}
public override bool UpdateTile(GameTexture tex, float x, float y, int srcX, int srcY, int srcW, int srcH)
{
var key = new Tuple<float, float>(x, y);
var vertexIndex = -1;
if (verticeDict.ContainsKey(key))
{
vertexIndex = verticeDict[key];
}
if (vertexIndex == -1)
{
return false;
}
var platformTex = tex?.GetTexture();
if (platformTex == null)
{
return false;
}
if (tex == null)
{
return false;
}
if (tex.GetTexture() != platformTex)
{
return false;
}
if (vertexBuffer == null)
{
return false;
}
var pack = tex.GetTexturePackFrame();
var rotated = false;
if (pack != null)
{
if (pack.Rotated)
{
rotated = true;
var z = srcX;
srcX = pack.Rect.Right - srcY - srcH;
srcY = pack.Rect.Top + z;
z = srcW;
srcW = srcH;
srcH = z;
}
else
{
srcX += pack.Rect.X;
srcY += pack.Rect.Y;
}
}
var texture = (Texture2D) tex.GetTexture();
var textureSizeX = 1f / texture.Width;
var textureSizeY = 1f / texture.Height;
var left = srcX * textureSizeX;
var right = (srcX + srcW) * textureSizeX;
var bottom = (srcY + srcH) * textureSizeY;
var top = srcY * textureSizeY;
if (rotated)
{
vertices[vertexIndex++] = new VertexPositionTexture(
new Vector3(x, y + srcH, 0), new Vector2(left, top)
);
vertices[vertexIndex++] = new VertexPositionTexture(new Vector3(x, y, 0), new Vector2(right, top));
vertices[vertexIndex++] = new VertexPositionTexture(
new Vector3(x + srcW, y + srcH, 0), new Vector2(left, bottom)
);
vertices[vertexIndex] = new VertexPositionTexture(
new Vector3(x + srcW, y, 0), new Vector2(right, bottom)
);
}
else
{
vertices[vertexIndex++] = new VertexPositionTexture(
new Vector3(x, y + srcH, 0), new Vector2(left, bottom)
);
vertices[vertexIndex++] = new VertexPositionTexture(new Vector3(x, y, 0), new Vector2(left, top));
vertices[vertexIndex++] = new VertexPositionTexture(
new Vector3(x + srcW, y + srcH, 0), new Vector2(right, bottom)
);
vertices[vertexIndex] = new VertexPositionTexture(new Vector3(x + srcW, y, 0), new Vector2(right, top));
}
updatesPending = true;
return true;
}
}
}