From acea7b2e728787a0d83bbf83c8c1f042d2c32e7e Mon Sep 17 00:00:00 2001 From: chai <215380520@qq.com> Date: Mon, 3 Jun 2024 10:15:45 +0800 Subject: + plugins project --- .../source/MonoGame.Extended.Graphics/Batcher2D.cs | 450 +++++++++++++++++++++ 1 file changed, 450 insertions(+) create mode 100644 Plugins/MonoGame.Extended/source/MonoGame.Extended.Graphics/Batcher2D.cs (limited to 'Plugins/MonoGame.Extended/source/MonoGame.Extended.Graphics/Batcher2D.cs') diff --git a/Plugins/MonoGame.Extended/source/MonoGame.Extended.Graphics/Batcher2D.cs b/Plugins/MonoGame.Extended/source/MonoGame.Extended.Graphics/Batcher2D.cs new file mode 100644 index 0000000..e7ec533 --- /dev/null +++ b/Plugins/MonoGame.Extended/source/MonoGame.Extended.Graphics/Batcher2D.cs @@ -0,0 +1,450 @@ +using System; +using System.Text; +using System.ComponentModel; +using System.Diagnostics.CodeAnalysis; +using System.Runtime.CompilerServices; +using System.Runtime.InteropServices; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using MonoGame.Extended.BitmapFonts; +using MonoGame.Extended.Graphics.Effects; +using MonoGame.Extended.Graphics.Geometry; + +namespace MonoGame.Extended.Graphics +{ + /// + /// A general purpose for two-dimensional geometry that change + /// frequently between frames such as sprites and shapes. + /// + /// + /// + /// For drawing user interfaces, consider using instead because it supports scissor rectangles. + /// + public sealed class Batcher2D : Batcher + { + + internal const int DefaultMaximumVerticesCount = 8192; + internal const int DefaultMaximumIndicesCount = 12288; + + private readonly VertexBuffer _vertexBuffer; + private readonly IndexBuffer _indexBuffer; + private readonly VertexPositionColorTexture[] _vertices; + private int _vertexCount; + private readonly ushort[] _indices; + private int _indexCount; + private readonly ushort[] _sortedIndices; + private readonly GeometryBuilder2D _geometryBuilder; + + /// + /// Initializes a new instance of the class. + /// + /// The graphics device. + /// + /// The maximum number of vertices that can be enqueued before a + /// is required. The default value is 8192. + /// + /// + /// The maximum number of indices that can be enqueued before a + /// is required. The default value is 12288. + /// + /// + /// The maximum number of structs that can be enqueued before a + /// is required. The default value is 2048. + /// + /// . + /// + /// is less than or equal + /// 0, or is less than or equal to 0, or, + /// is less than or equal to 0. + /// + public Batcher2D(GraphicsDevice graphicsDevice, + ushort maximumVerticesCount = DefaultMaximumVerticesCount, + ushort maximumIndicesCount = DefaultMaximumIndicesCount, + int maximumDrawCallsCount = DefaultBatchMaximumDrawCallsCount) + : base( + graphicsDevice, + new DefaultEffect(graphicsDevice) + { + TextureEnabled = true, + VertexColorEnabled = true + }, maximumDrawCallsCount) + + { + _vertices = new VertexPositionColorTexture[maximumVerticesCount]; + _vertexBuffer = new DynamicVertexBuffer(graphicsDevice, VertexPositionColorTexture.VertexDeclaration, maximumVerticesCount, BufferUsage.WriteOnly); + + _indices = new ushort[maximumIndicesCount]; + _sortedIndices = new ushort[maximumIndicesCount]; + _indexBuffer = new DynamicIndexBuffer(graphicsDevice, IndexElementSize.SixteenBits, maximumIndicesCount, BufferUsage.WriteOnly); + _geometryBuilder = new GeometryBuilder2D(4, 6); + } + + protected override void SortDrawCallsAndBindBuffers() + { + // Upload the vertices to the GPU and then select that vertex stream for drawing + _vertexBuffer.SetData(_vertices, 0, _vertexCount); + GraphicsDevice.SetVertexBuffer(_vertexBuffer); + + Array.Sort(DrawCalls, 0, EnqueuedDrawCallCount); + BuildSortedIndices(); + + // Upload the indices to the GPU and then select that index stream for drawing + _indexBuffer.SetData(_sortedIndices, 0, _indexCount); + GraphicsDevice.Indices = _indexBuffer; + + _indexCount = 0; + _vertexCount = 0; + } + + private void BuildSortedIndices() + { + var newDrawCallsCount = 0; + DrawCalls[0].StartIndex = 0; + var currentDrawCall = DrawCalls[0]; + DrawCalls[newDrawCallsCount++] = DrawCalls[0]; + + var drawCallIndexCount = currentDrawCall.PrimitiveCount * 3; + Array.Copy(_indices, currentDrawCall.StartIndex, _sortedIndices, 0, drawCallIndexCount); + var sortedIndexCount = drawCallIndexCount; + + // iterate through sorted draw calls checking if any can now be merged to reduce expensive draw calls to the graphics API + // this might need to be changed for next-gen graphics API (Vulkan, Metal, DirectX 12) where the draw calls are not so expensive + for (var i = 1; i < EnqueuedDrawCallCount; i++) + { + currentDrawCall = DrawCalls[i]; + drawCallIndexCount = currentDrawCall.PrimitiveCount * 3; + Array.Copy(_indices, currentDrawCall.StartIndex, _sortedIndices, sortedIndexCount, drawCallIndexCount); + sortedIndexCount += drawCallIndexCount; + + if (currentDrawCall.TryMerge(ref DrawCalls[newDrawCallsCount - 1])) + continue; + + currentDrawCall.StartIndex = sortedIndexCount; + DrawCalls[newDrawCallsCount++] = currentDrawCall; + } + + EnqueuedDrawCallCount = newDrawCallsCount; + } + + /// + /// Submits a draw operation to the using the specified . + /// + /// The draw call information. + protected override void InvokeDrawCall(ref DrawCallInfo drawCall) + { + GraphicsDevice.DrawIndexedPrimitives(drawCall.PrimitiveType, 0, drawCall.StartIndex, drawCall.PrimitiveCount); + } + + /// + /// Draws a sprite using a specified , transform , source + /// , and an optional + /// , origin , , and depth . + /// + /// The . + /// The transform . + /// + /// The texture region of the . Use + /// null to use the entire . + /// + /// The . Use null to use the default . + /// The . The default value is . + /// The depth . The default value is 0. + /// The method has not been called. + /// is null. + public void DrawSprite(Texture2D texture, ref Matrix2 transformMatrix, ref Rectangle sourceRectangle, + Color? color = null, FlipFlags flags = FlipFlags.None, float depth = 0) + { + _geometryBuilder.BuildSprite(_vertexCount, ref transformMatrix, texture, ref sourceRectangle, color, flags, depth); + EnqueueBuiltGeometry(texture, depth); + } + + /// + /// Draws a using the specified transform and an optional + /// , origin , , and depth . + /// + /// The . + /// The transform . + /// The . Use null to use the default . + /// The . The default value is . + /// The depth . The default value is 0. + /// The method has not been called. + /// is null. + public void DrawTexture(Texture2D texture, ref Matrix2 transformMatrix, Color? color = null, + FlipFlags flags = FlipFlags.None, float depth = 0) + { + var rectangle = default(Rectangle); + _geometryBuilder.BuildSprite(_vertexCount, ref transformMatrix, texture, ref rectangle, color, flags, depth); + EnqueueBuiltGeometry(texture, depth); + } + + private void EnqueueBuiltGeometry(Texture2D texture, float depth) + { + if ((_vertexCount + _geometryBuilder.VertexCount > _vertices.Length) || + (_indexCount + _geometryBuilder.IndexCount > _indices.Length)) + Flush(); + var drawCall = new DrawCallInfo(texture, _geometryBuilder.PrimitiveType, _indexCount, + _geometryBuilder.PrimitivesCount, depth); + Array.Copy(_geometryBuilder.Vertices, 0, _vertices, _vertexCount, _geometryBuilder.VertexCount); + _vertexCount += _geometryBuilder.VertexCount; + Array.Copy(_geometryBuilder.Indices, 0, _indices, _indexCount, _geometryBuilder.IndexCount); + _indexCount += _geometryBuilder.IndexCount; + Enqueue(ref drawCall); + } + + /// + /// Draws unicode (UTF-16) characters as sprites using the specified , text + /// , transform and optional , origin + /// , , and depth . + /// + /// The . + /// The text . + /// The transform . + /// + /// The . Use null to use the default + /// . + /// + /// The . The default value is . + /// The depth . The default value is 0f. + /// The method has not been called. + /// is null or is null. + public void DrawString(BitmapFont bitmapFont, StringBuilder text, ref Matrix2 transformMatrix, + Color? color = null, FlipFlags flags = FlipFlags.None, float depth = 0f) + { + EnsureHasBegun(); + + if (bitmapFont == null) + throw new ArgumentNullException(nameof(bitmapFont)); + + if (text == null) + throw new ArgumentNullException(nameof(text)); + + var lineSpacing = bitmapFont.LineHeight; + var offset = new Vector2(0, 0); + + BitmapFontRegion lastGlyph = null; + for (var i = 0; i < text.Length;) + { + int character; + if (char.IsLowSurrogate(text[i])) + { + character = char.ConvertToUtf32(text[i - 1], text[i]); + i += 2; + } + else if (char.IsHighSurrogate(text[i])) + { + character = char.ConvertToUtf32(text[i], text[i - 1]); + i += 2; + } + else + { + character = text[i]; + i += 1; + } + + // ReSharper disable once SwitchStatementMissingSomeCases + switch (character) + { + case '\r': + continue; + case '\n': + offset.X = 0; + offset.Y += lineSpacing; + lastGlyph = null; + continue; + } + + var fontRegion = bitmapFont.GetCharacterRegion(character); + if (fontRegion == null) + continue; + + var transform1Matrix = transformMatrix; + transform1Matrix.M31 += offset.X + fontRegion.XOffset; + transform1Matrix.M32 += offset.Y + fontRegion.YOffset; + + var textureRegion = fontRegion.TextureRegion; + var bounds = textureRegion.Bounds; + DrawSprite(textureRegion.Texture, ref transform1Matrix, ref bounds, color, flags, depth); + + var advance = fontRegion.XAdvance + bitmapFont.LetterSpacing; + if (BitmapFont.UseKernings && lastGlyph != null) + { + int amount; + if (lastGlyph.Kernings.TryGetValue(character, out amount)) + { + advance += amount; + } + } + + offset.X += i != text.Length - 1 + ? advance + : fontRegion.XOffset + fontRegion.Width; + + lastGlyph = fontRegion; + } + } + + /// + /// Draws unicode (UTF-16) characters as sprites using the specified , text + /// , position and optional , rotation + /// , origin , scale , and + /// depth . + /// + /// The . + /// The text . + /// The position . + /// + /// The . Use null to use the default + /// . + /// + /// + /// The angle (in radians) to rotate each sprite about its . The default + /// value is 0f. + /// + /// + /// The origin . Use null to use the default + /// . + /// + /// + /// The scale . Use null to use the default + /// . + /// + /// The . The default value is . + /// The depth . The default value is 0f + /// The method has not been called. + /// is null or is null. + public void DrawString(BitmapFont bitmapFont, StringBuilder text, Vector2 position, Color? color = null, + float rotation = 0f, Vector2? origin = null, Vector2? scale = null, + FlipFlags flags = FlipFlags.None, float depth = 0f) + { + Matrix2 transformMatrix; + Matrix2.CreateFrom(position, rotation, scale, origin, out transformMatrix); + DrawString(bitmapFont, text, ref transformMatrix, color, flags, depth); + } + + /// + /// Draws unicode (UTF-16) characters as sprites using the specified , text + /// , transform and optional , origin + /// , , and depth . + /// + /// The . + /// The text . + /// The transform . + /// + /// The . Use null to use the default + /// . + /// + /// The . The default value is . + /// The depth . The default value is 0f + /// The method has not been called. + /// is null or is null. + public void DrawString(BitmapFont bitmapFont, string text, ref Matrix2 transformMatrix, Color? color = null, + FlipFlags flags = FlipFlags.None, float depth = 0f) + { + EnsureHasBegun(); + + if (bitmapFont == null) + throw new ArgumentNullException(nameof(bitmapFont)); + + if (text == null) + throw new ArgumentNullException(nameof(text)); + + var glyphs = bitmapFont.GetGlyphs(text); + foreach (var glyph in glyphs) + { + var transform1Matrix = transformMatrix; + transform1Matrix.M31 += glyph.Position.X; + transform1Matrix.M32 += glyph.Position.Y; + + var texture = glyph.FontRegion.TextureRegion.Texture; + var bounds = texture.Bounds; + DrawSprite(texture, ref transform1Matrix, ref bounds, color, flags, depth); + } + } + + /// + /// Draws unicode (UTF-16) characters as sprites using the specified , text + /// , position and optional , rotation + /// , origin , scale , and + /// depth . + /// + /// The . + /// The text . + /// The position . + /// + /// The . Use null to use the default + /// . + /// + /// + /// The angle (in radians) to rotate each sprite about its . The default + /// value is 0f. + /// + /// + /// The origin . Use null to use the default + /// . + /// + /// + /// The scale . Use null to use the default + /// . + /// + /// The . The default value is . + /// The depth . The default value is 0f + /// The method has not been called. + /// is null or is null. + public void DrawString(BitmapFont bitmapFont, string text, Vector2 position, Color? color = null, + float rotation = 0f, Vector2? origin = null, Vector2? scale = null, + FlipFlags flags = FlipFlags.None, float depth = 0f) + { + Matrix2 matrix; + Matrix2.CreateFrom(position, rotation, scale, origin, out matrix); + DrawString(bitmapFont, text, ref matrix, color, flags, depth); + } + + [StructLayout(LayoutKind.Sequential, Pack = 1)] + [EditorBrowsable(EditorBrowsableState.Never)] + public struct DrawCallInfo : IBatchDrawCallInfo, IComparable + { + internal readonly PrimitiveType PrimitiveType; + internal int StartIndex; + internal int PrimitiveCount; + internal readonly Texture2D Texture; + internal readonly uint TextureKey; + internal readonly uint DepthKey; + + internal unsafe DrawCallInfo(Texture2D texture, PrimitiveType primitiveType, int startIndex, int primitiveCount, float depth) + { + PrimitiveType = primitiveType; + StartIndex = startIndex; + PrimitiveCount = primitiveCount; + Texture = texture; + TextureKey = (uint)RuntimeHelpers.GetHashCode(texture); + DepthKey = *(uint*)&depth; + } + + public void SetState(Effect effect) + { + var textureEffect = effect as ITextureEffect; + if (textureEffect != null) + textureEffect.Texture = Texture; + } + + public bool TryMerge(ref DrawCallInfo drawCall) + { + if (PrimitiveType != drawCall.PrimitiveType || TextureKey != drawCall.TextureKey || + DepthKey != drawCall.DepthKey) + return false; + drawCall.PrimitiveCount += PrimitiveCount; + return true; + } + + [SuppressMessage("ReSharper", "ImpureMethodCallOnReadonlyValueField")] + public int CompareTo(DrawCallInfo other) + { + var result = TextureKey.CompareTo(other.TextureKey);; + if (result != 0) + return result; + result = DepthKey.CompareTo(other.DepthKey); + return result != 0 ? result : ((byte)PrimitiveType).CompareTo((byte)other.PrimitiveType); + } + } + } +} \ No newline at end of file -- cgit v1.1-26-g67d0