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- #region File Description
- //-----------------------------------------------------------------------------
- // PrimitiveBatch.cs
- //
- // Microsoft XNA Community Game Platform
- // Copyright (C) Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #endregion
- #region Using Statements
- using System;
- using System.Collections.Generic;
- using System.Text;
- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Graphics;
- using Microsoft.Xna.Framework.Content;
- using Microsoft.Xna.Framework.Input;
- #endregion
- namespace PrimitivesSample
- {
- // PrimitiveBatch is a class that handles efficient rendering automatically for its
- // users, in a similar way to SpriteBatch. PrimitiveBatch can render lines, points,
- // and triangles to the screen. In this sample, it is used to draw a spacewars
- // retro scene.
- public class PrimitiveBatch : IDisposable
- {
- #region Constants and Fields
- // this constant controls how large the vertices buffer is. Larger buffers will
- // require flushing less often, which can increase performance. However, having
- // buffer that is unnecessarily large will waste memory.
- const int DefaultBufferSize = 500;
- // a block of vertices that calling AddVertex will fill. Flush will draw using
- // this array, and will determine how many primitives to draw from
- // positionInBuffer.
- VertexPositionColor[] vertices = new VertexPositionColor[DefaultBufferSize];
- // keeps track of how many vertices have been added. this value increases until
- // we run out of space in the buffer, at which time Flush is automatically
- // called.
- int positionInBuffer = 0;
- // a basic effect, which contains the shaders that we will use to draw our
- // primitives.
- BasicEffect basicEffect;
- // the device that we will issue draw calls to.
- GraphicsDevice device;
- // this value is set by Begin, and is the type of primitives that we are
- // drawing.
- PrimitiveType primitiveType;
- // how many verts does each of these primitives take up? points are 1,
- // lines are 2, and triangles are 3.
- int numVertsPerPrimitive;
- // hasBegun is flipped to true once Begin is called, and is used to make
- // sure users don't call End before Begin is called.
- bool hasBegun = false;
- bool isDisposed = false;
- #endregion
- // the constructor creates a new PrimitiveBatch and sets up all of the internals
- // that PrimitiveBatch will need.
- public PrimitiveBatch(GraphicsDevice graphicsDevice)
- {
- if (graphicsDevice == null)
- {
- throw new ArgumentNullException("graphicsDevice");
- }
- device = graphicsDevice;
- // set up a new basic effect, and enable vertex colors.
- basicEffect = new BasicEffect(graphicsDevice);
- basicEffect.VertexColorEnabled = true;
- // projection uses CreateOrthographicOffCenter to create 2d projection
- // matrix with 0,0 in the upper left.
- basicEffect.Projection = Matrix.CreateOrthographicOffCenter
- (0, graphicsDevice.Viewport.Width,
- graphicsDevice.Viewport.Height, 0,
- 0, 1);
- this.basicEffect.World = Matrix.Identity;
- this.basicEffect.View = Matrix.CreateLookAt(Vector3.Zero, Vector3.Forward,
- Vector3.Up);
- }
- public void Dispose()
- {
- this.Dispose(true);
- GC.SuppressFinalize(this);
- }
- protected virtual void Dispose(bool disposing)
- {
- if (disposing && !isDisposed)
- {
- if (basicEffect != null)
- basicEffect.Dispose();
- isDisposed = true;
- }
- }
- // Begin is called to tell the PrimitiveBatch what kind of primitives will be
- // drawn, and to prepare the graphics card to render those primitives.
- public void Begin(PrimitiveType primitiveType)
- {
- if (hasBegun)
- {
- throw new InvalidOperationException
- ("End must be called before Begin can be called again.");
- }
- // these three types reuse vertices, so we can't flush properly without more
- // complex logic. Since that's a bit too complicated for this sample, we'll
- // simply disallow them.
- if (primitiveType == PrimitiveType.LineStrip ||
- primitiveType == PrimitiveType.TriangleStrip)
- {
- throw new NotSupportedException
- ("The specified primitiveType is not supported by PrimitiveBatch.");
- }
- this.primitiveType = primitiveType;
- // how many verts will each of these primitives require?
- this.numVertsPerPrimitive = NumVertsPerPrimitive(primitiveType);
- //tell our basic effect to begin.
- basicEffect.CurrentTechnique.Passes[0].Apply();
- // flip the error checking boolean. It's now ok to call AddVertex, Flush,
- // and End.
- hasBegun = true;
- }
- // AddVertex is called to add another vertex to be rendered. To draw a point,
- // AddVertex must be called once. for lines, twice, and for triangles 3 times.
- // this function can only be called once begin has been called.
- // if there is not enough room in the vertices buffer, Flush is called
- // automatically.
- public void AddVertex(Vector2 vertex, Color color)
- {
- if (!hasBegun)
- {
- throw new InvalidOperationException
- ("Begin must be called before AddVertex can be called.");
- }
- // are we starting a new primitive? if so, and there will not be enough room
- // for a whole primitive, flush.
- bool newPrimitive = ((positionInBuffer % numVertsPerPrimitive) == 0);
- if (newPrimitive &&
- (positionInBuffer + numVertsPerPrimitive) >= vertices.Length)
- {
- Flush();
- }
- // once we know there's enough room, set the vertex in the buffer,
- // and increase position.
- vertices[positionInBuffer].Position = new Vector3(vertex, 0);
- vertices[positionInBuffer].Color = color;
- positionInBuffer++;
- }
- // End is called once all the primitives have been drawn using AddVertex.
- // it will call Flush to actually submit the draw call to the graphics card, and
- // then tell the basic effect to end.
- public void End()
- {
- if (!hasBegun)
- {
- throw new InvalidOperationException
- ("Begin must be called before End can be called.");
- }
- // Draw whatever the user wanted us to draw
- Flush();
- hasBegun = false;
- }
- // Flush is called to issue the draw call to the graphics card. Once the draw
- // call is made, positionInBuffer is reset, so that AddVertex can start over
- // at the beginning. End will call this to draw the primitives that the user
- // requested, and AddVertex will call this if there is not enough room in the
- // buffer.
- private void Flush()
- {
- if (!hasBegun)
- {
- throw new InvalidOperationException
- ("Begin must be called before Flush can be called.");
- }
- // no work to do
- if (positionInBuffer == 0)
- {
- return;
- }
- // how many primitives will we draw?
- int primitiveCount = positionInBuffer / numVertsPerPrimitive;
- // submit the draw call to the graphics card
- device.DrawUserPrimitives<VertexPositionColor>(primitiveType, vertices, 0,
- primitiveCount);
- // now that we've drawn, it's ok to reset positionInBuffer back to zero,
- // and write over any vertices that may have been set previously.
- positionInBuffer = 0;
- }
- #region Helper functions
- // NumVertsPerPrimitive is a boring helper function that tells how many vertices
- // it will take to draw each kind of primitive.
- static private int NumVertsPerPrimitive(PrimitiveType primitive)
- {
- int numVertsPerPrimitive;
- switch (primitive)
- {
- case PrimitiveType.LineList:
- numVertsPerPrimitive = 2;
- break;
- case PrimitiveType.TriangleList:
- numVertsPerPrimitive = 3;
- break;
- default:
- throw new InvalidOperationException("primitive is not valid");
- }
- return numVertsPerPrimitive;
- }
- #endregion
- }
- }
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