v0.13.0.11
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace Barotrauma
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{
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public class SpriteRecorder : ISpriteBatch, IDisposable
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{
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private struct Command
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{
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public readonly Texture2D Texture;
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public readonly VertexPositionColorTexture VertexBL;
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public readonly VertexPositionColorTexture VertexBR;
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public readonly VertexPositionColorTexture VertexTL;
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public readonly VertexPositionColorTexture VertexTR;
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public readonly float Depth;
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public readonly Vector2 Min;
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public readonly Vector2 Max;
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public readonly int Index;
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public bool Overlaps(Command other)
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{
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return
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Min.X <= other.Max.X && Max.X >= other.Min.X &&
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Min.Y <= other.Max.Y && Max.Y >= other.Min.Y;
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}
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public Command(
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Texture2D texture,
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Vector2 pos,
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Rectangle srcRect,
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Color color,
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float rotation,
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Vector2 origin,
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Vector2 scale,
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SpriteEffects effects,
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float depth,
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int index)
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{
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int srcRectLeft = srcRect.Left;
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int srcRectRight = srcRect.Right;
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int srcRectTop = srcRect.Top;
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int srcRectBottom = srcRect.Bottom;
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if (effects.HasFlag(SpriteEffects.FlipHorizontally))
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{
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var temp = srcRectRight;
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srcRectRight = srcRectLeft;
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srcRectLeft = temp;
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}
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if (effects.HasFlag(SpriteEffects.FlipVertically))
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{
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var temp = srcRectBottom;
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srcRectBottom = srcRectTop;
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srcRectTop = temp;
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}
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rotation = MathHelper.ToRadians(rotation);
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float sin = (float)Math.Sin(rotation);
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float cos = (float)Math.Cos(rotation);
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var size = srcRect.Size.ToVector2() * scale;
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Vector2 wAdd = new Vector2(size.X * cos, size.X * sin);
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Vector2 hAdd = new Vector2(-size.Y * sin, size.Y * cos);
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pos.X -= origin.X * scale.X * cos - origin.Y * scale.Y * sin;
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pos.Y -= origin.Y * scale.Y * cos + origin.X * scale.X * sin;
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Texture = texture;
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Depth = depth;
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VertexTL.Color = color;
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VertexTR.Color = color;
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VertexBL.Color = color;
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VertexBR.Color = color;
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VertexTL.Position = new Vector3(pos.X, pos.Y, 0f);
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VertexTR.Position = new Vector3(pos.X + wAdd.X, pos.Y + wAdd.Y, 0f);
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VertexBL.Position = new Vector3(pos.X + hAdd.X, pos.Y + hAdd.Y, 0f);
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VertexBR.Position = new Vector3(pos.X + wAdd.X + hAdd.X, pos.Y + wAdd.Y + hAdd.Y, 0f);
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Min = new Vector2(
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MathUtils.Min
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(
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VertexTL.Position.X,
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VertexTR.Position.X,
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VertexBL.Position.X,
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VertexBR.Position.X
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),
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MathUtils.Min
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(
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VertexTL.Position.Y,
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VertexTR.Position.Y,
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VertexBL.Position.Y,
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VertexBR.Position.Y
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));
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Max = new Vector2(
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MathUtils.Max
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(
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VertexTL.Position.X,
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VertexTR.Position.X,
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VertexBL.Position.X,
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VertexBR.Position.X
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),
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MathUtils.Max
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(
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VertexTL.Position.Y,
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VertexTR.Position.Y,
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VertexBL.Position.Y,
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VertexBR.Position.Y
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));
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VertexTL.TextureCoordinate = new Vector2((float)srcRectLeft / (float)texture.Width, (float)srcRectTop / (float)texture.Height);
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VertexTR.TextureCoordinate = new Vector2((float)srcRectRight / (float)texture.Width, (float)srcRectTop / (float)texture.Height);
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VertexBL.TextureCoordinate = new Vector2((float)srcRectLeft / (float)texture.Width, (float)srcRectBottom / (float)texture.Height);
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VertexBR.TextureCoordinate = new Vector2((float)srcRectRight / (float)texture.Width, (float)srcRectBottom / (float)texture.Height);
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Index = index;
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}
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}
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private struct RecordedBuffer
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{
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public readonly Texture2D Texture;
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public readonly VertexBuffer VertexBuffer;
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public readonly int PolyCount;
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public RecordedBuffer(List<Command> commandList, int startIndex, int count)
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{
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Texture = commandList[startIndex].Texture;
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VertexBuffer = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, count * 4, BufferUsage.WriteOnly);
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VertexPositionColorTexture[] vertices = new VertexPositionColorTexture[count * 4];
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for (int i = 0; i < count; i++)
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{
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vertices[(i * 4) + 0] = commandList[startIndex + i].VertexBL;
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vertices[(i * 4) + 1] = commandList[startIndex + i].VertexBR;
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vertices[(i * 4) + 2] = commandList[startIndex + i].VertexTL;
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vertices[(i * 4) + 3] = commandList[startIndex + i].VertexTR;
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}
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VertexBuffer.SetData(vertices);
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PolyCount = count * 2;
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}
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}
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public static BasicEffect BasicEffect = null;
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private List<RecordedBuffer> recordedBuffers = new List<RecordedBuffer>();
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private List<Command> commandList = new List<Command>();
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private SpriteSortMode currentSortMode;
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private IndexBuffer indexBuffer = null;
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private int maxSpriteCount = 0;
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public volatile bool ReadyToRender = false;
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private volatile bool isDisposed = false;
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public Vector2 Min { get; private set; }
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public Vector2 Max { get; private set; }
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public void Begin(SpriteSortMode sortMode)
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{
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ReadyToRender = false;
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currentSortMode = sortMode;
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}
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public void Draw(Texture2D texture, Vector2 pos, Rectangle? srcRect, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float depth)
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{
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if (isDisposed) { return; }
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Command command = new Command(texture, pos, srcRect ?? texture.Bounds, color, rotation, origin, scale, effects, depth, commandList?.Count ?? 0);
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if (commandList.Count == 0) { Min = command.Min; Max = command.Max; }
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Min = new Vector2(Math.Min(command.Min.X, Min.X), Math.Min(command.Min.Y, Min.Y));
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Max = new Vector2(Math.Max(command.Max.X, Max.X), Math.Max(command.Max.Y, Max.Y));
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commandList?.Add(command);
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}
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public void End()
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{
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if (isDisposed) { return; }
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//sort commands according to the sorting
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//mode given in the last Begin call
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switch (currentSortMode)
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{
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case SpriteSortMode.FrontToBack:
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commandList.Sort((c1, c2) =>
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{
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return c1.Depth < c2.Depth ? -1
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: c1.Depth > c2.Depth ? 1
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: c1.Index < c2.Index ? 1
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: c1.Index > c2.Index ? -1
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: 0;
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});
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break;
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case SpriteSortMode.BackToFront:
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commandList.Sort((c1, c2) =>
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{
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return c1.Depth < c2.Depth ? 1
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: c1.Depth > c2.Depth ? -1
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: c1.Index < c2.Index ? 1
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: c1.Index > c2.Index ? -1
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: 0;
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});
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break;
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}
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//try to place commands of the same texture
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//contiguously for optimal buffer generation
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//while maintaining the same visual result
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for (int i=1;i<commandList.Count;i++)
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{
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if (commandList[i].Texture != commandList[i-1].Texture)
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{
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for (int j = i - 1; j >= 0; j--)
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{
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if (commandList[j].Texture == commandList[i].Texture)
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{
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//no commands between i and j overlap with
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//i, therefore we can safely sift i down to
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//make a contiguous block
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commandList.SiftElement(i, j + 1);
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break;
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}
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else if (commandList[j].Overlaps(commandList[i]))
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{
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//an overlapping command was found, therefore
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//attempting to sift this one down would change
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//the visual result
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break;
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}
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}
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}
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}
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if (isDisposed) { return; }
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//each contiguous block of commands of the same texture
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//requires a vertex buffer to be rendered
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CrossThread.RequestExecutionOnMainThread(() =>
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{
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if (commandList.Count == 0) { return; }
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int startIndex = 0;
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for (int i = 1; i < commandList.Count; i++)
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{
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if (commandList[i].Texture != commandList[startIndex].Texture)
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{
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maxSpriteCount = Math.Max(maxSpriteCount, i - startIndex);
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recordedBuffers.Add(new RecordedBuffer(commandList, startIndex, i - startIndex));
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startIndex = i;
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}
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}
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recordedBuffers.Add(new RecordedBuffer(commandList, startIndex, commandList.Count - startIndex));
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maxSpriteCount = Math.Max(maxSpriteCount, commandList.Count - startIndex);
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});
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commandList.Clear();
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ReadyToRender = true;
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}
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public void Render(Camera cam)
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{
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if (!ReadyToRender) { return; }
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var gfxDevice = GameMain.Instance.GraphicsDevice;
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BasicEffect ??= new BasicEffect(gfxDevice);
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BasicEffect.Projection = Matrix.CreateOrthographicOffCenter(new Rectangle(0, 0, cam.Resolution.X, cam.Resolution.Y), -1f, 1f);
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BasicEffect.View = cam.Transform;
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BasicEffect.World = Matrix.Identity;
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BasicEffect.TextureEnabled = true;
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BasicEffect.VertexColorEnabled = true;
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BasicEffect.Alpha = 1f;
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int requiredIndexCount = maxSpriteCount * 6;
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if (requiredIndexCount > 0 && (indexBuffer == null || indexBuffer.IndexCount < requiredIndexCount))
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{
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indexBuffer?.Dispose();
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indexBuffer = new IndexBuffer(gfxDevice, IndexElementSize.SixteenBits, requiredIndexCount * 2, BufferUsage.WriteOnly);
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ushort[] indices = new ushort[requiredIndexCount * 2];
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for (int i=0;i<indices.Length;i+=6)
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{
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indices[i + 0] = (ushort)((i / 6) * 4 + 1);
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indices[i + 1] = (ushort)((i / 6) * 4 + 0);
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indices[i + 2] = (ushort)((i / 6) * 4 + 2);
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indices[i + 3] = (ushort)((i / 6) * 4 + 1);
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indices[i + 4] = (ushort)((i / 6) * 4 + 2);
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indices[i + 5] = (ushort)((i / 6) * 4 + 3);
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}
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indexBuffer.SetData(indices);
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}
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gfxDevice.Indices = indexBuffer;
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for (int i=0;i<recordedBuffers.Count;i++)
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{
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gfxDevice.SetVertexBuffer(recordedBuffers[i].VertexBuffer);
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BasicEffect.Texture = recordedBuffers[i].Texture;
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BasicEffect.CurrentTechnique.Passes[0].Apply();
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gfxDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, recordedBuffers[i].PolyCount);
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}
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}
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public void Dispose()
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{
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isDisposed = true;
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if (recordedBuffers != null)
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{
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foreach (var buffer in recordedBuffers)
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{
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buffer.VertexBuffer.Dispose();
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}
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recordedBuffers.Clear(); recordedBuffers = null;
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}
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commandList?.Clear(); commandList = null;
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indexBuffer?.Dispose(); indexBuffer = null;
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ReadyToRender = false;
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}
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}
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}
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