/
SpriteBatch.cs
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/
SpriteBatch.cs
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// Copyright (c) 2012-2015 Sharpex2D - Kevin Scholz (ThuCommix)
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the 'Software'), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED 'AS IS', WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
using System;
using System.Collections.Generic;
using System.Linq;
namespace Sharpex2D.Framework.Rendering
{
public class SpriteBatch : IComponent
{
private readonly List<DrawOperation> _currentDrawOperations;
internal readonly IRenderer Renderer;
private bool _beginCalled;
private SpriteSortMode _currentSortMode;
private bool _endCalled = true;
private RenderTarget2D _renderTarget;
/// <summary>
/// Initializes a new SpriteBatch class.
/// </summary>
/// <param name="graphicsManager">The GraphicsManager.</param>
public SpriteBatch(GraphicsManager graphicsManager)
{
if (!graphicsManager.IsSupported)
throw new NotSupportedException("The specified GraphicsManager is not supported.");
_currentDrawOperations = new List<DrawOperation>();
Renderer = graphicsManager.Create();
Renderer.Initialize(GameHost.GameInstance);
}
/// <summary>
/// Gets the blend state
/// </summary>
public BlendState BlendState { private set; get; }
/// <summary>
/// Begins the draw operation
/// </summary>
/// <param name="state">The blend state</param>
/// <param name="mode">The sort mode</param>
public void Begin(BlendState state, SpriteSortMode mode = SpriteSortMode.Immediate)
{
if (!_endCalled)
throw new GraphicsException("End must be called before Begin can be called.");
if (BlendState != state)
{
BlendState = state;
Renderer.SetBlendState(state);
}
if (_renderTarget != null)
{
_renderTarget.ReadOnly = true;
}
_currentSortMode = mode;
_beginCalled = true;
}
/// <summary>
/// Ends the draw operation.
/// </summary>
public void End()
{
if (!_beginCalled)
throw new GraphicsException("Begin must be called before End can be called.");
if (_currentSortMode != SpriteSortMode.Immediate)
{
Renderer.DrawTextures(_currentSortMode == SpriteSortMode.Alpha
? (IEnumerable<DrawOperation>) _currentDrawOperations.OrderBy(x => x.Color.A)
: _currentDrawOperations);
_currentDrawOperations.Clear();
}
if (_renderTarget != null)
{
_renderTarget.ReadOnly = false;
}
_endCalled = true;
}
/// <summary>
/// Presents the buffer.
/// </summary>
internal void Present()
{
Renderer.Present();
}
/// <summary>
/// Clears the buffer
/// </summary>
/// <param name="color">The color</param>
public void Clear(Color color)
{
Renderer.Clear(color);
}
/// <summary>
/// Creates a new render target
/// </summary>
/// <param name="width">The width</param>
/// <param name="height">The height</param>
/// <returns>Returns a new render target</returns>
public RenderTarget2D CreateRenderTarget(int width, int height)
{
return new RenderTarget2D(Renderer.CreateRenderTarget(width, height));
}
/// <summary>
/// Resets the render target
/// </summary>
public void ResetRenderTarget()
{
if (!_endCalled)
{
throw new GraphicsException("Unable to switch render target between draw calls.");
}
Renderer.SetDefaultRenderTarget();
if (_renderTarget != null)
{
_renderTarget.ReadOnly = false;
_renderTarget = null;
}
}
/// <summary>
/// Sets the render target
/// </summary>
/// <param name="renderTarget">The render target</param>
public void SetRenderTarget(RenderTarget2D renderTarget)
{
if (!_endCalled)
{
throw new GraphicsException("Unable to switch render target between draw calls.");
}
if (renderTarget == null)
throw new ArgumentNullException();
if (_renderTarget != null)
{
ResetRenderTarget();
}
Renderer.SetRenderTarget(renderTarget.Instance);
_renderTarget = renderTarget;
}
/// <summary>
/// Draws a string.
/// </summary>
/// <param name="text">The Text.</param>
/// <param name="font">The SpriteFont.</param>
/// <param name="position">The Position.</param>
/// <param name="color">The Color.</param>
public void DrawString(string text, SpriteFont font, Vector2 position, Color color)
{
//already buffered since it uses the drawtexture calls internal
font.DrawText(this, text, position, color);
}
/// <summary>
/// Draws a string.
/// </summary>
/// <param name="text">The Text.</param>
/// <param name="font">The SpriteFont.</param>
/// <param name="layoutRectangle">The LayoutRectangle.</param>
/// <param name="format">The TextFormat.</param>
/// <param name="color">The Color.</param>
public void DrawString(string text, SpriteFont font, Rectangle layoutRectangle, TextFormat format, Color color)
{
//already buffered since it uses the drawtexture calls internal
font.DrawText(this, text, layoutRectangle, format, color);
}
/// <summary>
/// Draws a Texture.
/// </summary>
/// <param name="texture">The Texture.</param>
/// <param name="position">The Position.</param>
/// <param name="color">The Color.</param>
public void DrawTexture(Texture2D texture, Vector2 position, Color color)
{
if (_currentSortMode != SpriteSortMode.Immediate)
{
_currentDrawOperations.Add(new DrawOperation(texture.Texture,
new Rectangle(0, 0, texture.Width, texture.Height),
new Rectangle(position.X, position.Y, texture.Width, texture.Height), color));
}
else
{
Renderer.DrawTexture(texture.Texture, position, color);
}
}
/// <summary>
/// Draws a Texture.
/// </summary>
/// <param name="texture">The Texture.</param>
/// <param name="position">The Position.</param>
public void DrawTexture(Texture2D texture, Vector2 position)
{
if (_currentSortMode != SpriteSortMode.Immediate)
{
_currentDrawOperations.Add(new DrawOperation(texture.Texture,
new Rectangle(0, 0, texture.Width, texture.Height),
new Rectangle(position.X, position.Y, texture.Width, texture.Height), Color.White));
}
else
{
DrawTexture(texture, position, Color.White);
}
}
/// <summary>
/// Draws a Texture.
/// </summary>
/// <param name="texture">The Texture.</param>
/// <param name="rectangle">The Rectangle.</param>
/// <param name="color">The Color.</param>
public void DrawTexture(Texture2D texture, Rectangle rectangle, Color color)
{
if (_currentSortMode != SpriteSortMode.Immediate)
{
_currentDrawOperations.Add(new DrawOperation(texture.Texture,
new Rectangle(0, 0, texture.Width, texture.Height),
rectangle, color));
}
else
{
Renderer.DrawTexture(texture.Texture, rectangle, color);
}
}
/// <summary>
/// Draws a Texture.
/// </summary>
/// <param name="texture">The Texture.</param>
/// <param name="rectangle">The Rectangle.</param>
public void DrawTexture(Texture2D texture, Rectangle rectangle)
{
if (_currentSortMode != SpriteSortMode.Immediate)
{
_currentDrawOperations.Add(new DrawOperation(texture.Texture,
new Rectangle(0, 0, texture.Width, texture.Height),
rectangle, Color.White));
}
else
{
DrawTexture(texture, rectangle, Color.White);
}
}
/// <summary>
/// Draws a Texture.
/// </summary>
/// <param name="spriteSheet">The SpriteSheet.</param>
/// <param name="position">The Position.</param>
/// <param name="color">The Color.</param>
public void DrawTexture(SpriteSheet spriteSheet, Vector2 position, Color color)
{
if (_currentSortMode != SpriteSortMode.Immediate)
{
_currentDrawOperations.Add(new DrawOperation(spriteSheet.Texture2D.Texture,
spriteSheet.Rectangle,
new Rectangle(position.X, position.Y, spriteSheet.Rectangle.Width, spriteSheet.Rectangle.Height),
color));
}
else
{
Renderer.DrawTexture(spriteSheet.Texture2D.Texture, spriteSheet, position, color);
}
}
/// <summary>
/// Draws a Texture.
/// </summary>
/// <param name="spriteSheet">The SpriteSheet.</param>
/// <param name="position">The Position.</param>
public void DrawTexture(SpriteSheet spriteSheet, Vector2 position)
{
if (_currentSortMode != SpriteSortMode.Immediate)
{
_currentDrawOperations.Add(new DrawOperation(spriteSheet.Texture2D.Texture,
spriteSheet.Rectangle,
new Rectangle(position.X, position.Y, spriteSheet.Rectangle.Width, spriteSheet.Rectangle.Height),
Color.White));
}
else
{
DrawTexture(spriteSheet, position, Color.White);
}
}
/// <summary>
/// Draws a Texture.
/// </summary>
/// <param name="spriteSheet">The SpriteSheet.</param>
/// <param name="rectangle">The Rectangle.</param>
/// <param name="color">The Color.</param>
public void DrawTexture(SpriteSheet spriteSheet, Rectangle rectangle, Color color)
{
if (_currentSortMode != SpriteSortMode.Immediate)
{
_currentDrawOperations.Add(new DrawOperation(spriteSheet.Texture2D.Texture,
spriteSheet.Rectangle, rectangle, color));
}
else
{
Renderer.DrawTexture(spriteSheet.Texture2D.Texture, spriteSheet, rectangle, color);
}
}
/// <summary>
/// Draws a Texture.
/// </summary>
/// <param name="spriteSheet">The SpriteSheet.</param>
/// <param name="rectangle">The Rectangle.</param>
public void DrawTexture(SpriteSheet spriteSheet, Rectangle rectangle)
{
if (_currentSortMode != SpriteSortMode.Immediate)
{
_currentDrawOperations.Add(new DrawOperation(spriteSheet.Texture2D.Texture,
spriteSheet.Rectangle, rectangle, Color.White));
}
else
{
DrawTexture(spriteSheet, rectangle, Color.White);
}
}
/// <summary>
/// Draws a Texture.
/// </summary>
/// <param name="texture">The Texture.</param>
/// <param name="source">The SourceRectangle.</param>
/// <param name="destination">The DestinationRectangle.</param>
/// <param name="color">The Color.</param>
public void DrawTexture(Texture2D texture, Rectangle source, Rectangle destination, Color color)
{
if (_currentSortMode != SpriteSortMode.Immediate)
{
_currentDrawOperations.Add(new DrawOperation(texture.Texture,
source, destination, color));
}
else
{
Renderer.DrawTexture(texture.Texture, source, destination, color);
}
}
/// <summary>
/// Draws a Texture.
/// </summary>
/// <param name="texture">The Texture.</param>
/// <param name="source">The SourceRectangle.</param>
/// <param name="destination">The DestinationRectangle.</param>
public void DrawTexture(Texture2D texture, Rectangle source, Rectangle destination)
{
if (_currentSortMode != SpriteSortMode.Immediate)
{
_currentDrawOperations.Add(new DrawOperation(texture.Texture,
source, destination, Color.White));
}
else
{
DrawTexture(texture, source, destination, Color.White);
}
}
/// <summary>
/// Sets the Transform.
/// </summary>
/// <param name="matrix">The Matrix.</param>
public void SetTransform(Matrix matrix)
{
Renderer.SetTransform(matrix);
}
/// <summary>
/// Resets the Transform.
/// </summary>
public void ResetTransform()
{
Renderer.ResetTransform();
}
}
}