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SpriteRenderProcessor.cs
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SpriteRenderProcessor.cs
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// Copyright (c) Xenko contributors (https://xenko.com) and Silicon Studio Corp. (https://www.siliconstudio.co.jp)
// Distributed under the MIT license. See the LICENSE.md file in the project root for more information.
using System;
using Xenko.Core.Mathematics;
using Xenko.Engine;
namespace Xenko.Rendering.Sprites
{
/// <summary>
/// The processor in charge of updating and drawing the entities having sprite components.
/// </summary>
internal class SpriteRenderProcessor : EntityProcessor<SpriteComponent, SpriteRenderProcessor.SpriteInfo>, IEntityComponentRenderProcessor
{
public VisibilityGroup VisibilityGroup { get; set; }
/// <summary>
/// Initializes a new instance of the <see cref="SpriteRenderProcessor"/> class.
/// </summary>
public SpriteRenderProcessor()
: base(typeof(TransformComponent))
{
}
public override void Draw(RenderContext gameTime)
{
foreach (var spriteStateKeyPair in ComponentDatas)
{
var spriteComponent = spriteStateKeyPair.Key;
var renderSprite = spriteStateKeyPair.Value.RenderSprite;
var currentSprite = spriteComponent.CurrentSprite;
renderSprite.Enabled = spriteComponent.Enabled;
if (renderSprite.Enabled)
{
renderSprite.WorldMatrix = spriteComponent.Entity.Transform.WorldMatrix;
renderSprite.RotationEulerZ = spriteComponent.Entity.Transform.RotationEulerXYZ.Z;
renderSprite.RenderGroup = spriteComponent.RenderGroup;
renderSprite.Sprite = currentSprite;
renderSprite.SpriteType = spriteComponent.SpriteType;
renderSprite.IgnoreDepth = spriteComponent.IgnoreDepth;
renderSprite.Sampler = spriteComponent.Sampler;
renderSprite.BlendMode = spriteComponent.BlendMode;
renderSprite.Swizzle = spriteComponent.Swizzle;
renderSprite.IsAlphaCutoff = spriteComponent.IsAlphaCutoff;
renderSprite.PremultipliedAlpha = spriteComponent.PremultipliedAlpha;
// Use intensity for RGB part
renderSprite.Color = spriteComponent.Color * spriteComponent.Intensity;
renderSprite.Color.A = spriteComponent.Color.A;
renderSprite.CalculateBoundingBox();
}
// TODO Should we allow adding RenderSprite without a CurrentSprite instead? (if yes, need some improvement in RenderSystem)
var isActive = (currentSprite != null) && renderSprite.Enabled;
if (spriteStateKeyPair.Value.Active != isActive)
{
spriteStateKeyPair.Value.Active = isActive;
if (isActive)
VisibilityGroup.RenderObjects.Add(renderSprite);
else
VisibilityGroup.RenderObjects.Remove(renderSprite);
}
}
}
protected override void OnEntityComponentRemoved(Entity entity, SpriteComponent component, SpriteInfo data)
{
VisibilityGroup.RenderObjects.Remove(data.RenderSprite);
}
protected override SpriteInfo GenerateComponentData(Entity entity, SpriteComponent spriteComponent)
{
return new SpriteInfo { RenderSprite = new RenderSprite { Source = spriteComponent } };
}
protected override bool IsAssociatedDataValid(Entity entity, SpriteComponent spriteComponent, SpriteInfo associatedData)
{
return associatedData.RenderSprite.Source == spriteComponent;
}
public class SpriteInfo
{
public bool Active;
public RenderSprite RenderSprite;
}
}
}