rectangle renderer now has correct corner calculations; switched to vertex buffer for primitive batch. still wip.
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@ -13,15 +13,19 @@ namespace RecrownedAthenaeum.Render
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{
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VertexPositionColor[] vertices;
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int bufferPosition;
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int maxVertices;
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VertexBuffer vertexBuffer;
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BasicEffect basicEffect;
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PrimitiveType primitiveType;
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int verticesPerPrimitive;
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/// <summary>
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/// Sets the vertices per primitive. Default is dependent on the primitive type. Lists will generally satisfy the amount of vertices they need, while strips should be set or it will all be interconnected.
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/// </summary>
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public int verticesPerPrimitive;
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GraphicsDevice graphicsDevice;
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bool began;
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bool disposed;
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bool changed;
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Camera3D camera;
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/// <summary>
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@ -36,8 +40,8 @@ namespace RecrownedAthenaeum.Render
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this.camera = camera ?? (Configuration.Camera2D);
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basicEffect = new BasicEffect(this.graphicsDevice);
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basicEffect.VertexColorEnabled = true;
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vertices = new VertexPositionColor[verticesPerBatch+1];
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maxVertices = verticesPerBatch;
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vertices = new VertexPositionColor[verticesPerBatch];
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vertexBuffer = new VertexBuffer(this.graphicsDevice, typeof(VertexPositionColor), verticesPerBatch, BufferUsage.WriteOnly);
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}
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/// <summary>
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@ -56,11 +60,9 @@ namespace RecrownedAthenaeum.Render
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case PrimitiveType.TriangleList: verticesPerPrimitive = 3; break;
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default: verticesPerPrimitive = 1; break;
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}
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basicEffect.World = camera.worldMatrix;
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basicEffect.View = camera.ViewMatrix;
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basicEffect.Projection = camera.projectionMatrix;
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basicEffect.CurrentTechnique.Passes[0].Apply();
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began = true;
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}
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@ -82,20 +84,24 @@ namespace RecrownedAthenaeum.Render
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/// <param name="color">The color of that vertex.</param>
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public void AddVertex(Vector2 vertex, Color color)
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{
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changed = true;
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if (!began) throw new InvalidOperationException("Begin needs to be called before adding vertex.");
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if (disposed) throw new ObjectDisposedException(this.GetType().Name);
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if (primitiveType != PrimitiveType.LineStrip && primitiveType != PrimitiveType.TriangleStrip)
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{
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if (bufferPosition + verticesPerPrimitive > maxVertices && (bufferPosition % maxVertices == 0))
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if (bufferPosition + verticesPerPrimitive >= vertices.Length)
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{
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Flush();
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}
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else
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{
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throw new InvalidOperationException("Buffer size doesn't match with primitive type.");
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if ((bufferPosition % vertices.Length == 0))
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{
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Flush();
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}
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else
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{
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throw new InvalidOperationException("Buffer size doesn't match with primitive type.");
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}
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}
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}
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else if (bufferPosition + verticesPerPrimitive > maxVertices)
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else if (bufferPosition + verticesPerPrimitive > vertices.Length)
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{
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throw new InvalidOperationException("Buffer size isn't large enough.");
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}
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@ -109,10 +115,20 @@ namespace RecrownedAthenaeum.Render
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/// </summary>
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public void Flush()
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{
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if (changed)
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{
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changed = false;
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vertexBuffer.SetData(vertices);
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}
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graphicsDevice.SetVertexBuffer(vertexBuffer);
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if (!began) throw new InvalidOperationException("Begin needs to be called before flushing.");
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if (disposed) throw new ObjectDisposedException(this.GetType().Name);
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if (bufferPosition == 0) return;
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graphicsDevice.DrawUserPrimitives(primitiveType, vertices, 0, bufferPosition / verticesPerPrimitive);
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foreach (EffectPass effectPass in basicEffect.CurrentTechnique.Passes)
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{
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effectPass.Apply();
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graphicsDevice.DrawPrimitives(primitiveType, 0, bufferPosition/verticesPerPrimitive);
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}
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bufferPosition = 0;
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}
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@ -64,12 +64,12 @@ namespace RecrownedAthenaeum.Render
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Vector2[] corners = new Vector2[4];
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double topRightAngleFromOrig = Math.Atan((double)height / width);
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corners[0] = new Vector2(x, y);
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corners[1] = new Vector2(x + (float)Math.Cos(rotation) * width, y + (float)Math.Sin(rotation) * width);
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double topRightAngleFromOrig = Math.Atan(height / (double)width);
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float origDiagonalHypotenuse = (float)Math.Sqrt(width * width * height * height);
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float origDiagonalHypotenuse = (float)Math.Sqrt((width * width) + (height * height));
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corners[2] = new Vector2(x + (float)Math.Cos(topRightAngleFromOrig + rotation) * origDiagonalHypotenuse, y + (float)Math.Sin(topRightAngleFromOrig + rotation) * origDiagonalHypotenuse);
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corners[3] = new Vector2(x + (float)Math.Cos(rotation + (Math.PI / 4f)) * height, y + (float)Math.Sin(rotation) * height);
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corners[3] = new Vector2(x - (float)(Math.Cos((Math.PI / 2f) - rotation) * height), y + (float)(Math.Sin((Math.PI / 2f) - rotation) * height));
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if (filled)
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{
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