mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
454 lines
12 KiB
Beef
454 lines
12 KiB
Beef
using GlitchyEngine.Math;
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using System.Collections;
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using System;
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using System.Diagnostics;
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using GlitchyEngine.Renderer.Text;
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namespace GlitchyEngine.Renderer
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{
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using internal GlitchyEngine.Renderer;
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public static class Renderer2D
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{
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[CRepr]
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struct QuadVertex : IVertexData
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{
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public Vector2 Position;
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public Vector2 Texcoord;
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public this(Vector2 position, Vector2 texcoord)
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{
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Position = position;
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Texcoord = texcoord;
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}
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public this(float x, float y, float texX, float texY)
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{
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Position = .(x, y);
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Texcoord = .(texX, texY);
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}
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public static VertexElement[] VertexElements ~ delete _;
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public static VertexElement[] IVertexData.VertexElements => VertexElements;
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static this()
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{
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VertexElements = new VertexElement[]
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(
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VertexElement(.R32G32_Float, "POSITION"),
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VertexElement(.R32G32_Float, "TEXCOORD"),
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);
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}
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}
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[CRepr]
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struct BatchVertex
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{
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public Matrix Transform;
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public ColorRGBA Color;
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public Vector4 UVTransform;
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public this(Matrix transform, ColorRGBA color, Vector4 uvTransform)
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{
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Transform = transform;
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Color = color;
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UVTransform = uvTransform;
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}
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}
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enum DrawOrder
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{
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/// Immediately draw the sprites.
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Immediate,
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/**
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* Deferres rendering until the call of End().
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* Sorts the sprites by their texture.
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*/
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SortByTexture,
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/**
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* Deferres rendering until the call of End().
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* Sorts the sprites so that the backmost will be drawn first and the frontmost last.
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*/
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BackToFront,
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/**
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* Deferres rendering until the call of End().
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* Sorts the sprites so that the frontmost will be drawn first and the backmost last.
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*/
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FrontToBack
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}
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struct QueueQuad: this(Matrix Transform, ColorRGBA Color, Texture2D Texture, float Depth, Vector4 uvTransform) { }
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#if DEBUG
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private static bool s_initialized;
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private static bool s_sceneRunning;
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#endif
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private static Effect s_textureColorEffect;
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private static Effect s_batchEffect;
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private static GeometryBinding s_quadGeometry;
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private static Texture2D s_whiteTexture;
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private static GeometryBinding s_batchBinding;
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private static VertexBuffer s_instanceBuffer;
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private static BatchVertex[] s_rawInstances;
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private static uint32 s_setInstances;
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private static List<QueueQuad> s_instanceQueue;
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private static DrawOrder s_drawOrder;
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/// The effect that is currently used to draw the sprites.
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private static Effect s_currentEffect;
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private static void InitEffect()
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{
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s_textureColorEffect = new Effect("content\\Shaders\\textureColor.hlsl");
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s_batchEffect = new Effect("content\\Shaders\\spritebatch.hlsl");
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}
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private static void InitGeometry()
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{
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VertexLayout layout = new VertexLayout(QuadVertex.VertexElements, false, s_textureColorEffect.VertexShader);
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VertexBuffer quadVertices = new VertexBuffer(typeof(QuadVertex), 4, .Immutable);
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QuadVertex[4] vertices = .(
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.(-0.5f,-0.5f, 0, 1),
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.(-0.5f, 0.5f, 0, 0),
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.( 0.5f, 0.5f, 1, 0),
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.( 0.5f,-0.5f, 1, 1)
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);
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quadVertices.SetData(vertices);
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IndexBuffer quadIndices = new IndexBuffer(6, .Immutable);
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uint16[6] indices = .(
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0, 1, 2,
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2, 3, 0
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);
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quadIndices.SetData(indices);
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s_quadGeometry = new GeometryBinding();
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s_quadGeometry.SetVertexLayout(layout..ReleaseRefNoDelete());
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s_quadGeometry.SetPrimitiveTopology(.TriangleList);
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s_quadGeometry.SetVertexBufferSlot(quadVertices, 0);
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s_quadGeometry.SetIndexBuffer(quadIndices);
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quadVertices.ReleaseRef();
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quadIndices.ReleaseRef();
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}
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private static void InitInstancingGeometry()
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{
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s_instanceBuffer = new VertexBuffer(typeof(BatchVertex), 1024, .Dynamic, .Write);
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s_instanceBuffer.SetData(0);
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VertexElement[] vertexElements = new .(
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VertexElement(.R32G32_Float, "POSITION", false, 0, 0, 0, .PerVertexData, 0),
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VertexElement(.R32G32_Float, "TEXCOORD", false, 0, 0, (.)-1, .PerVertexData, 0),
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VertexElement(.R32G32B32A32_Float, "TRANSFORM", false, 0, 1, (.)-1, .PerInstanceData, 1),
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VertexElement(.R32G32B32A32_Float, "TRANSFORM", false, 1, 1, (.)-1, .PerInstanceData, 1),
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VertexElement(.R32G32B32A32_Float, "TRANSFORM", false, 2, 1, (.)-1, .PerInstanceData, 1),
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VertexElement(.R32G32B32A32_Float, "TRANSFORM", false, 3, 1, (.)-1, .PerInstanceData, 1),
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VertexElement(.R32G32B32A32_Float, "COLOR", false, 0, 1, (.)-1, .PerInstanceData, 1),
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VertexElement(.R32G32B32A32_Float, "TEXCOORD", false, 1, 1, (.)-1, .PerInstanceData, 1)
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);
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VertexLayout batchLayout = new VertexLayout(vertexElements, true, s_batchEffect.VertexShader);
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s_batchBinding = new GeometryBinding();
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s_batchBinding.SetVertexLayout(batchLayout..ReleaseRefNoDelete());
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s_batchBinding.SetPrimitiveTopology(.TriangleList);
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s_batchBinding.SetVertexBufferSlot(s_quadGeometry.GetVertexBuffer(0), 0);
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s_batchBinding.SetIndexBuffer(s_quadGeometry.GetIndexBuffer(), 0);
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s_batchBinding.SetVertexBufferSlot(s_instanceBuffer, 1);
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s_rawInstances = new BatchVertex[1024];
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s_setInstances = 0;
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s_instanceQueue = new List<QueueQuad>(1024);
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}
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private static void InitWhitetexture()
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{
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// Create a texture with a single white pixel
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Texture2DDesc tex2Ddesc = .{
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Format = .R8G8B8A8_UNorm,
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Width = 1,
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Height = 1,
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MipLevels = 1,
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ArraySize = 1,
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Usage = .Immutable,
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CpuAccess = .None
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};
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s_whiteTexture = new Texture2D(tex2Ddesc);
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Color color = .White;
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s_whiteTexture.SetData(&color);
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// Create the default sampler for the white texture
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SamplerState sampler = SamplerStateManager.GetSampler(SamplerStateDescription());
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s_whiteTexture.SamplerState = sampler;
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sampler.ReleaseRef();
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}
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public static void Init()
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{
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InitEffect();
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InitGeometry();
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InitInstancingGeometry();
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InitWhitetexture();
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FontRenderer.Init();
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#if DEBUG
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s_initialized = true;
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#endif
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}
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public static void Deinit()
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{
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Log.EngineLogger.AssertDebug(s_initialized, "Renderer2D was not initialized.");
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FontRenderer.Deinit();
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s_textureColorEffect.ReleaseRef();
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s_batchEffect.ReleaseRef();
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s_quadGeometry.ReleaseRef();
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s_whiteTexture.ReleaseRef();
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s_batchBinding.ReleaseRef();
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s_instanceBuffer.ReleaseRef();
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delete s_rawInstances;
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delete s_instanceQueue;
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s_currentEffect?.ReleaseRef();
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#if DEBUG
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s_initialized = false;
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#endif
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}
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public static void BeginScene(OrthographicCamera camera, DrawOrder drawOrder = .SortByTexture, Effect effect = null)
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{
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Log.EngineLogger.AssertDebug(s_initialized, "Renderer2D was not initialized.");
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Log.EngineLogger.AssertDebug(!s_sceneRunning, "You have to call EndScene before you can make another call to BeginScene.");
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//s_textureColorEffect.Bind(Renderer._context);
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s_currentEffect?.ReleaseRef();
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if(effect != null)
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{
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s_currentEffect = effect..AddRef();
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}
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else
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{
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s_currentEffect = s_batchEffect..AddRef();
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}
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s_currentEffect.Variables["ViewProjection"].SetData(camera.ViewProjection);
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s_textureColorEffect.Variables["ViewProjection"].SetData(camera.ViewProjection);
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s_drawOrder = drawOrder;
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#if DEBUG
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s_sceneRunning = true;
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#endif
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}
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public static void EndScene()
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{
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Log.EngineLogger.AssertDebug(s_sceneRunning, "Missing call of BeginScene.");
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Flush();
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#if DEBUG
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s_sceneRunning = false;
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#endif
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}
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public static void Flush()
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{
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Log.EngineLogger.AssertDebug(s_sceneRunning, "Missing call of BeginScene.");
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if(s_drawOrder != .Immediate)
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DrawDeferred();
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}
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/// Adds a quad instance to the instance queue.
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[Inline]
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private static void QueueQuadInstance(Matrix transform, ColorRGBA color, Texture2D texture, float depth, Vector4 uvTransform)
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{
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s_instanceQueue.Add(QueueQuad(transform, color, texture ?? s_whiteTexture, depth, uvTransform));
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}
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private static void FlushInstances()
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{
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if(s_setInstances == 0)
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return;
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s_instanceBuffer.SetData<BatchVertex>(s_rawInstances.Ptr, s_setInstances, 0, .WriteDiscard);
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s_currentEffect.Bind(Renderer._context);
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s_batchBinding.InstanceCount = s_setInstances;
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s_batchBinding.Bind();
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RenderCommand.DrawIndexedInstanced(s_batchBinding);
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s_setInstances = 0;
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}
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private static int TextureComparison(QueueQuad lhs, QueueQuad rhs)
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{
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return (int)Internal.UnsafeCastToPtr(lhs.Texture) - (int)Internal.UnsafeCastToPtr(rhs.Texture);
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}
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private static int BackToFrontComparison(QueueQuad lhs, QueueQuad rhs)
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{
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return rhs.Depth <=> lhs.Depth;
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}
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private static int FrontToBackComparison(QueueQuad lhs, QueueQuad rhs)
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{
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return lhs.Depth <=> rhs.Depth;
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}
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private static void SortQuads()
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{
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s_instanceQueue.Sort(scope => TextureComparison);
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switch(s_drawOrder)
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{
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case .SortByTexture:
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s_instanceQueue.Sort(scope => TextureComparison);
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case .BackToFront:
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s_instanceQueue.Sort(scope => BackToFrontComparison);
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case .FrontToBack:
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s_instanceQueue.Sort(scope => FrontToBackComparison);
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case .Immediate:
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default:
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Log.EngineLogger.Error("Unknown instance draw order.");
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}
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}
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private static void DrawDeferred()
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{
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if(s_instanceQueue.IsEmpty)
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return;
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SortQuads();
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Texture2D texture = s_instanceQueue[0].Texture;
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s_currentEffect.SetTexture("Texture", texture);
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s_setInstances = 0;
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for(int i < s_instanceQueue.Count)
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{
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var quad = ref s_instanceQueue[i];
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// flush every time the texture changes
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if(quad.Texture != texture)
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{
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FlushInstances();
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texture = quad.Texture;
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s_currentEffect.SetTexture("Texture", texture);
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}
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s_rawInstances[s_setInstances++] = .(quad.Transform, quad.Color, quad.uvTransform);
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if(s_setInstances == s_rawInstances.Count)
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{
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FlushInstances();
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}
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}
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FlushInstances();
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s_instanceQueue.Clear();
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}
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private static void DrawImmediate(Matrix transform, ColorRGBA color, Texture2D texture, Vector4 uvTransform)
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{
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s_textureColorEffect.SetTexture("Texture", texture ?? s_whiteTexture);
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s_textureColorEffect.Variables["World"].SetData(transform);
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s_textureColorEffect.Variables["Color"].SetData(color);
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s_textureColorEffect.Variables["UVTransform"].SetData(uvTransform);
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s_textureColorEffect.Bind(Renderer._context);
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s_quadGeometry.Bind();
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RenderCommand.DrawIndexed(s_quadGeometry);
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}
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// Primitives
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public static void DrawQuad(Vector2 position, Vector2 size, float rotation, ColorRGBA color)
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{
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DrawQuad(Vector3(position, 0.0f), size, rotation, s_whiteTexture, color);
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}
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/// Like DrawQuad but the pivot point is the top left corner
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public static void DrawQuadPivotCorner(Vector2 position, Vector2 size, float rotation, ColorRGBA color)
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{
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DrawQuadPivotCorner(Vector3(position, 0.0f), size, rotation, s_whiteTexture, color);
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}
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public static void DrawQuad(Vector3 position, Vector2 size, float rotation, ColorRGBA color)
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{
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DrawQuad(position, size, rotation, s_whiteTexture, color);
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}
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public static void DrawQuadPivotCorner(Vector3 position, Vector2 size, float rotation, ColorRGBA color)
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{
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DrawQuadPivotCorner(position, size, rotation, s_whiteTexture, color);
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}
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public static void DrawQuad(Vector2 position, Vector2 size, float rotation, Texture2D texture, ColorRGBA color = .White, Vector4 uvTransform = .(0, 0, 1, 1))
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{
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DrawQuad(Vector3(position, 0.0f), size, rotation, texture, color, uvTransform);
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}
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public static void DrawQuadPivotCorner(Vector2 position, Vector2 size, float rotation, Texture2D texture, ColorRGBA color = .White, Vector4 uvTransform = .(0, 0, 1, 1))
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{
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DrawQuadPivotCorner(Vector3(position, 0.0f), size, rotation, texture, color, uvTransform);
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}
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public static void DrawQuad(Vector3 position, Vector2 size, float rotation, Texture2D texture, ColorRGBA color = .White, Vector4 uvTransform = .(0, 0, 1, 1))
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{
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Log.EngineLogger.AssertDebug(s_sceneRunning, "Missing call of BeginScene.");
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Matrix transform = Matrix.Translation(position) * Matrix.RotationZ(rotation) * Matrix.Scaling(size.X, size.Y, 1.0f);
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if(s_drawOrder == .Immediate)
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{
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//DrawImmediate(transform, color, texture, uvTransform);
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QueueQuadInstance(transform, color, texture, position.Z, uvTransform);
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DrawDeferred();
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//Flush();
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}
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else
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{
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QueueQuadInstance(transform, color, texture, position.Z, uvTransform);
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}
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}
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public static void DrawQuadPivotCorner(Vector3 position, Vector2 size, float rotation, Texture2D texture, ColorRGBA color = .White, Vector4 uvTransform = .(0, 0, 1, 1))
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{
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DrawQuad(position + Vector3(size.X / 2, size.Y / -2, 0), size, rotation, texture, color, uvTransform);
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}
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}
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}
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