mirror of
https://github.com/ncblakely/GiantsTools
synced 2024-12-23 15:57:22 +01:00
1201 lines
39 KiB
C++
1201 lines
39 KiB
C++
//--------------------------------------------------------------------------------------
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// File: SpriteBatch.cpp
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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// Licensed under the MIT License.
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//
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// http://go.microsoft.com/fwlink/?LinkId=248929
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//--------------------------------------------------------------------------------------
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#include "pch.h"
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#include "SpriteBatch.h"
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#include "BufferHelpers.h"
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#include "CommonStates.h"
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#include "DirectXHelpers.h"
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#include "VertexTypes.h"
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#include "AlignedNew.h"
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#include "SharedResourcePool.h"
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using namespace DirectX;
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using Microsoft::WRL::ComPtr;
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namespace
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{
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// Include the precompiled shader code.
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#if defined(_XBOX_ONE) && defined(_TITLE)
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#include "Shaders/Compiled/XboxOneSpriteEffect_SpriteVertexShader.inc"
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#include "Shaders/Compiled/XboxOneSpriteEffect_SpritePixelShader.inc"
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#else
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#include "Shaders/Compiled/SpriteEffect_SpriteVertexShader.inc"
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#include "Shaders/Compiled/SpriteEffect_SpritePixelShader.inc"
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#endif
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// Helper looks up the D3D device corresponding to a context interface.
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inline ComPtr<ID3D11Device> GetDevice(_In_ ID3D11DeviceContext* deviceContext)
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{
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ComPtr<ID3D11Device> device;
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deviceContext->GetDevice(&device);
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return device;
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}
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// Helper converts a RECT to XMVECTOR.
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inline XMVECTOR LoadRect(_In_ RECT const* rect)
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{
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XMVECTOR v = XMLoadInt4(reinterpret_cast<uint32_t const*>(rect));
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v = XMConvertVectorIntToFloat(v, 0);
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// Convert right/bottom to width/height.
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v = XMVectorSubtract(v, XMVectorPermute<0, 1, 4, 5>(g_XMZero, v));
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return v;
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}
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}
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// Internal SpriteBatch implementation class.
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__declspec(align(16)) class SpriteBatch::Impl : public AlignedNew<SpriteBatch::Impl>
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{
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public:
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Impl(_In_ ID3D11DeviceContext* deviceContext);
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void XM_CALLCONV Begin(SpriteSortMode sortMode,
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_In_opt_ ID3D11BlendState* blendState,
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_In_opt_ ID3D11SamplerState* samplerState,
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_In_opt_ ID3D11DepthStencilState* depthStencilState,
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_In_opt_ ID3D11RasterizerState* rasterizerState,
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std::function<void()>& setCustomShaders,
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FXMMATRIX transformMatrix);
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void End();
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void XM_CALLCONV Draw(_In_ ID3D11ShaderResourceView* texture,
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FXMVECTOR destination,
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_In_opt_ RECT const* sourceRectangle,
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FXMVECTOR color,
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FXMVECTOR originRotationDepth,
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unsigned int flags);
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// Info about a single sprite that is waiting to be drawn.
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__declspec(align(16)) struct SpriteInfo : public AlignedNew<SpriteInfo>
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{
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XMFLOAT4A source;
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XMFLOAT4A destination;
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XMFLOAT4A color;
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XMFLOAT4A originRotationDepth;
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ID3D11ShaderResourceView* texture;
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unsigned int flags;
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// Combine values from the public SpriteEffects enum with these internal-only flags.
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static const unsigned int SourceInTexels = 4;
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static const unsigned int DestSizeInPixels = 8;
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static_assert((SpriteEffects_FlipBoth & (SourceInTexels | DestSizeInPixels)) == 0, "Flag bits must not overlap");
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};
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DXGI_MODE_ROTATION mRotation;
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bool mSetViewport;
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D3D11_VIEWPORT mViewPort;
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private:
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// Implementation helper methods.
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void GrowSpriteQueue();
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void PrepareForRendering();
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void FlushBatch();
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void SortSprites();
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void GrowSortedSprites();
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void RenderBatch(_In_ ID3D11ShaderResourceView* texture, _In_reads_(count) SpriteInfo const* const* sprites, size_t count);
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static void XM_CALLCONV RenderSprite(_In_ SpriteInfo const* sprite,
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_Out_writes_(VerticesPerSprite) VertexPositionColorTexture* vertices,
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FXMVECTOR textureSize,
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FXMVECTOR inverseTextureSize);
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static XMVECTOR GetTextureSize(_In_ ID3D11ShaderResourceView* texture);
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XMMATRIX GetViewportTransform(_In_ ID3D11DeviceContext* deviceContext, DXGI_MODE_ROTATION rotation );
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// Constants.
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static const size_t MaxBatchSize = 2048;
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static const size_t MinBatchSize = 128;
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static const size_t InitialQueueSize = 64;
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static const size_t VerticesPerSprite = 4;
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static const size_t IndicesPerSprite = 6;
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// Queue of sprites waiting to be drawn.
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std::unique_ptr<SpriteInfo[]> mSpriteQueue;
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size_t mSpriteQueueCount;
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size_t mSpriteQueueArraySize;
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// To avoid needlessly copying around bulky SpriteInfo structures, we leave that
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// actual data alone and just sort this array of pointers instead. But we want contiguous
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// memory for cache efficiency, so these pointers are just shortcuts into the single
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// mSpriteQueue array, and we take care to keep them in order when sorting is disabled.
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std::vector<SpriteInfo const*> mSortedSprites;
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// If each SpriteInfo instance held a refcount on its texture, could end up with
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// many redundant AddRef/Release calls on the same object, so instead we use
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// this separate list to hold just a single refcount each time we change texture.
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std::vector<ComPtr<ID3D11ShaderResourceView>> mSpriteTextureReferences;
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// Mode settings from the last Begin call.
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bool mInBeginEndPair;
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SpriteSortMode mSortMode;
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ComPtr<ID3D11BlendState> mBlendState;
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ComPtr<ID3D11SamplerState> mSamplerState;
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ComPtr<ID3D11DepthStencilState> mDepthStencilState;
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ComPtr<ID3D11RasterizerState> mRasterizerState;
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std::function<void()> mSetCustomShaders;
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XMMATRIX mTransformMatrix;
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// Only one of these helpers is allocated per D3D device, even if there are multiple SpriteBatch instances.
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struct DeviceResources
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{
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DeviceResources(_In_ ID3D11Device* device);
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ComPtr<ID3D11VertexShader> vertexShader;
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ComPtr<ID3D11PixelShader> pixelShader;
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ComPtr<ID3D11InputLayout> inputLayout;
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ComPtr<ID3D11Buffer> indexBuffer;
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CommonStates stateObjects;
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private:
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void CreateShaders(_In_ ID3D11Device* device);
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void CreateIndexBuffer(_In_ ID3D11Device* device);
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static std::vector<short> CreateIndexValues();
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};
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// Only one of these helpers is allocated per D3D device context, even if there are multiple SpriteBatch instances.
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struct ContextResources
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{
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ContextResources(_In_ ID3D11DeviceContext* deviceContext);
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#if defined(_XBOX_ONE) && defined(_TITLE)
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ComPtr<ID3D11DeviceContextX> deviceContext;
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#else
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ComPtr<ID3D11DeviceContext> deviceContext;
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#endif
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ComPtr<ID3D11Buffer> vertexBuffer;
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ConstantBuffer<XMMATRIX> constantBuffer;
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size_t vertexBufferPosition;
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bool inImmediateMode;
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private:
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void CreateVertexBuffer();
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};
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// Per-device and per-context data.
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std::shared_ptr<DeviceResources> mDeviceResources;
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std::shared_ptr<ContextResources> mContextResources;
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static SharedResourcePool<ID3D11Device*, DeviceResources> deviceResourcesPool;
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static SharedResourcePool<ID3D11DeviceContext*, ContextResources> contextResourcesPool;
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};
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// Global pools of per-device and per-context SpriteBatch resources.
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SharedResourcePool<ID3D11Device*, SpriteBatch::Impl::DeviceResources> SpriteBatch::Impl::deviceResourcesPool;
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SharedResourcePool<ID3D11DeviceContext*, SpriteBatch::Impl::ContextResources> SpriteBatch::Impl::contextResourcesPool;
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// Constants.
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const XMMATRIX SpriteBatch::MatrixIdentity = XMMatrixIdentity();
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const XMFLOAT2 SpriteBatch::Float2Zero(0, 0);
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// Per-device constructor.
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SpriteBatch::Impl::DeviceResources::DeviceResources(_In_ ID3D11Device* device)
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: stateObjects(device)
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{
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CreateShaders(device);
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CreateIndexBuffer(device);
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}
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// Creates the SpriteBatch shaders and input layout.
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void SpriteBatch::Impl::DeviceResources::CreateShaders(_In_ ID3D11Device* device)
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{
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ThrowIfFailed(
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device->CreateVertexShader(SpriteEffect_SpriteVertexShader,
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sizeof(SpriteEffect_SpriteVertexShader),
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nullptr,
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&vertexShader)
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);
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ThrowIfFailed(
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device->CreatePixelShader(SpriteEffect_SpritePixelShader,
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sizeof(SpriteEffect_SpritePixelShader),
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nullptr,
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&pixelShader)
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);
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ThrowIfFailed(
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device->CreateInputLayout(VertexPositionColorTexture::InputElements,
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VertexPositionColorTexture::InputElementCount,
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SpriteEffect_SpriteVertexShader,
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sizeof(SpriteEffect_SpriteVertexShader),
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&inputLayout)
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);
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SetDebugObjectName(vertexShader.Get(), "DirectXTK:SpriteBatch");
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SetDebugObjectName(pixelShader.Get(), "DirectXTK:SpriteBatch");
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SetDebugObjectName(inputLayout.Get(), "DirectXTK:SpriteBatch");
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}
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// Creates the SpriteBatch index buffer.
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void SpriteBatch::Impl::DeviceResources::CreateIndexBuffer(_In_ ID3D11Device* device)
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{
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D3D11_BUFFER_DESC indexBufferDesc = {};
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static_assert((MaxBatchSize * VerticesPerSprite) < USHRT_MAX, "MaxBatchSize too large for 16-bit indices");
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indexBufferDesc.ByteWidth = sizeof(short) * MaxBatchSize * IndicesPerSprite;
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indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
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indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
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auto indexValues = CreateIndexValues();
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D3D11_SUBRESOURCE_DATA indexDataDesc = { indexValues.data(), 0, 0 };
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ThrowIfFailed(
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device->CreateBuffer(&indexBufferDesc, &indexDataDesc, &indexBuffer)
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);
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SetDebugObjectName(indexBuffer.Get(), "DirectXTK:SpriteBatch");
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}
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// Helper for populating the SpriteBatch index buffer.
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std::vector<short> SpriteBatch::Impl::DeviceResources::CreateIndexValues()
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{
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std::vector<short> indices;
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indices.reserve(MaxBatchSize * IndicesPerSprite);
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for (size_t j = 0; j < MaxBatchSize * VerticesPerSprite; j += VerticesPerSprite)
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{
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short i = static_cast<short>(j);
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indices.push_back(i);
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indices.push_back(i + 1);
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indices.push_back(i + 2);
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indices.push_back(i + 1);
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indices.push_back(i + 3);
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indices.push_back(i + 2);
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}
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return indices;
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}
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// Per-context constructor.
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SpriteBatch::Impl::ContextResources::ContextResources(_In_ ID3D11DeviceContext* context)
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:constantBuffer(GetDevice(context).Get()),
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vertexBufferPosition(0),
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inImmediateMode(false)
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{
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#if defined(_XBOX_ONE) && defined(_TITLE)
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ThrowIfFailed(context->QueryInterface(IID_GRAPHICS_PPV_ARGS(deviceContext.GetAddressOf())));
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#else
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deviceContext = context;
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#endif
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CreateVertexBuffer();
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}
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// Creates the SpriteBatch vertex buffer.
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void SpriteBatch::Impl::ContextResources::CreateVertexBuffer()
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{
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#if defined(_XBOX_ONE) && defined(_TITLE)
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D3D11_BUFFER_DESC vertexBufferDesc = {};
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vertexBufferDesc.ByteWidth = sizeof(VertexPositionColorTexture) * MaxBatchSize * VerticesPerSprite;
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vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
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vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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auto device = GetDevice(deviceContext.Get());
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ComPtr<ID3D11DeviceX> deviceX;
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ThrowIfFailed(device.As(&deviceX));
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ThrowIfFailed(
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deviceX->CreatePlacementBuffer(&vertexBufferDesc, nullptr, &vertexBuffer)
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);
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SetDebugObjectName(vertexBuffer.Get(), "DirectXTK:SpriteBatch");
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#else
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D3D11_BUFFER_DESC vertexBufferDesc = {};
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vertexBufferDesc.ByteWidth = sizeof(VertexPositionColorTexture) * MaxBatchSize * VerticesPerSprite;
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vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
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vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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ThrowIfFailed(
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GetDevice(deviceContext.Get())->CreateBuffer(&vertexBufferDesc, nullptr, &vertexBuffer)
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);
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SetDebugObjectName(vertexBuffer.Get(), "DirectXTK:SpriteBatch");
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#endif
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}
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// Per-SpriteBatch constructor.
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SpriteBatch::Impl::Impl(_In_ ID3D11DeviceContext* deviceContext)
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: mRotation(DXGI_MODE_ROTATION_IDENTITY),
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mSetViewport(false),
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mViewPort{},
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mSpriteQueueCount(0),
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mSpriteQueueArraySize(0),
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mInBeginEndPair(false),
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mSortMode(SpriteSortMode_Deferred),
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mTransformMatrix(MatrixIdentity),
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mDeviceResources(deviceResourcesPool.DemandCreate(GetDevice(deviceContext).Get())),
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mContextResources(contextResourcesPool.DemandCreate(deviceContext))
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{
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}
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// Begins a batch of sprite drawing operations.
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_Use_decl_annotations_
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void XM_CALLCONV SpriteBatch::Impl::Begin(SpriteSortMode sortMode,
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ID3D11BlendState* blendState,
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ID3D11SamplerState* samplerState,
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ID3D11DepthStencilState* depthStencilState,
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ID3D11RasterizerState* rasterizerState,
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std::function<void()>& setCustomShaders,
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FXMMATRIX transformMatrix)
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{
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if (mInBeginEndPair)
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throw std::exception("Cannot nest Begin calls on a single SpriteBatch");
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mSortMode = sortMode;
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mBlendState = blendState;
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mSamplerState = samplerState;
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mDepthStencilState = depthStencilState;
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mRasterizerState = rasterizerState;
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mSetCustomShaders = setCustomShaders;
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mTransformMatrix = transformMatrix;
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if (sortMode == SpriteSortMode_Immediate)
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{
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// If we are in immediate mode, set device state ready for drawing.
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if (mContextResources->inImmediateMode)
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throw std::exception("Only one SpriteBatch at a time can use SpriteSortMode_Immediate");
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PrepareForRendering();
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mContextResources->inImmediateMode = true;
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}
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mInBeginEndPair = true;
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}
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// Ends a batch of sprite drawing operations.
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void SpriteBatch::Impl::End()
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{
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if (!mInBeginEndPair)
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throw std::exception("Begin must be called before End");
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if (mSortMode == SpriteSortMode_Immediate)
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{
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// If we are in immediate mode, sprites have already been drawn.
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mContextResources->inImmediateMode = false;
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}
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else
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{
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// Draw the queued sprites now.
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if (mContextResources->inImmediateMode)
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throw std::exception("Cannot end one SpriteBatch while another is using SpriteSortMode_Immediate");
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PrepareForRendering();
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FlushBatch();
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}
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// Break circular reference chains, in case the state lambda closed
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// over an object that holds a reference to this SpriteBatch.
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mSetCustomShaders = nullptr;
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mInBeginEndPair = false;
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}
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// Adds a single sprite to the queue.
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_Use_decl_annotations_
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void XM_CALLCONV SpriteBatch::Impl::Draw(ID3D11ShaderResourceView* texture,
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FXMVECTOR destination,
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RECT const* sourceRectangle,
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FXMVECTOR color,
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FXMVECTOR originRotationDepth,
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unsigned int flags)
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{
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if (!texture)
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throw std::exception("Texture cannot be null");
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if (!mInBeginEndPair)
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throw std::exception("Begin must be called before Draw");
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// Get a pointer to the output sprite.
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if (mSpriteQueueCount >= mSpriteQueueArraySize)
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{
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GrowSpriteQueue();
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}
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SpriteInfo* sprite = &mSpriteQueue[mSpriteQueueCount];
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XMVECTOR dest = destination;
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if (sourceRectangle)
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{
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// User specified an explicit source region.
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XMVECTOR source = LoadRect(sourceRectangle);
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XMStoreFloat4A(&sprite->source, source);
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// If the destination size is relative to the source region, convert it to pixels.
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if (!(flags & SpriteInfo::DestSizeInPixels))
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{
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dest = XMVectorPermute<0, 1, 6, 7>(dest, XMVectorMultiply(dest, source)); // dest.zw *= source.zw
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}
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flags |= SpriteInfo::SourceInTexels | SpriteInfo::DestSizeInPixels;
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}
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else
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{
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// No explicit source region, so use the entire texture.
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static const XMVECTORF32 wholeTexture = { { { 0, 0, 1, 1 } } };
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XMStoreFloat4A(&sprite->source, wholeTexture);
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}
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// Store sprite parameters.
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XMStoreFloat4A(&sprite->destination, dest);
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XMStoreFloat4A(&sprite->color, color);
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XMStoreFloat4A(&sprite->originRotationDepth, originRotationDepth);
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sprite->texture = texture;
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sprite->flags = flags;
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if (mSortMode == SpriteSortMode_Immediate)
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{
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// If we are in immediate mode, draw this sprite straight away.
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RenderBatch(texture, &sprite, 1);
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}
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else
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{
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// Queue this sprite for later sorting and batched rendering.
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mSpriteQueueCount++;
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// Make sure we hold a refcount on this texture until the sprite has been drawn. Only checking the
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// back of the vector means we will add duplicate references if the caller switches back and forth
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// between multiple repeated textures, but calling AddRef more times than strictly necessary hurts
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// nothing, and is faster than scanning the whole list or using a map to detect all duplicates.
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if (mSpriteTextureReferences.empty() || texture != mSpriteTextureReferences.back().Get())
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{
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mSpriteTextureReferences.emplace_back(texture);
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}
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}
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}
|
|
|
|
|
|
// Dynamically expands the array used to store pending sprite information.
|
|
void SpriteBatch::Impl::GrowSpriteQueue()
|
|
{
|
|
// Grow by a factor of 2.
|
|
size_t newSize = std::max(InitialQueueSize, mSpriteQueueArraySize * 2);
|
|
|
|
// Allocate the new array.
|
|
auto newArray = std::make_unique<SpriteInfo[]>(newSize);
|
|
|
|
// Copy over any existing sprites.
|
|
for (size_t i = 0; i < mSpriteQueueCount; i++)
|
|
{
|
|
newArray[i] = mSpriteQueue[i];
|
|
}
|
|
|
|
// Replace the previous array with the new one.
|
|
mSpriteQueue = std::move(newArray);
|
|
mSpriteQueueArraySize = newSize;
|
|
|
|
// Clear any dangling SpriteInfo pointers left over from previous rendering.
|
|
mSortedSprites.clear();
|
|
}
|
|
|
|
|
|
// Sets up D3D device state ready for drawing sprites.
|
|
void SpriteBatch::Impl::PrepareForRendering()
|
|
{
|
|
auto deviceContext = mContextResources->deviceContext.Get();
|
|
|
|
// Set state objects.
|
|
auto blendState = mBlendState ? mBlendState.Get() : mDeviceResources->stateObjects.AlphaBlend();
|
|
auto depthStencilState = mDepthStencilState ? mDepthStencilState.Get() : mDeviceResources->stateObjects.DepthNone();
|
|
auto rasterizerState = mRasterizerState ? mRasterizerState.Get() : mDeviceResources->stateObjects.CullCounterClockwise();
|
|
auto samplerState = mSamplerState ? mSamplerState.Get() : mDeviceResources->stateObjects.LinearClamp();
|
|
|
|
deviceContext->OMSetBlendState(blendState, nullptr, 0xFFFFFFFF);
|
|
deviceContext->OMSetDepthStencilState(depthStencilState, 0);
|
|
deviceContext->RSSetState(rasterizerState);
|
|
deviceContext->PSSetSamplers(0, 1, &samplerState);
|
|
|
|
// Set shaders.
|
|
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
|
deviceContext->IASetInputLayout(mDeviceResources->inputLayout.Get());
|
|
deviceContext->VSSetShader(mDeviceResources->vertexShader.Get(), nullptr, 0);
|
|
deviceContext->PSSetShader(mDeviceResources->pixelShader.Get(), nullptr, 0);
|
|
|
|
// Set the vertex and index buffer.
|
|
#if !defined(_XBOX_ONE) || !defined(_TITLE)
|
|
auto vertexBuffer = mContextResources->vertexBuffer.Get();
|
|
UINT vertexStride = sizeof(VertexPositionColorTexture);
|
|
UINT vertexOffset = 0;
|
|
|
|
deviceContext->IASetVertexBuffers(0, 1, &vertexBuffer, &vertexStride, &vertexOffset);
|
|
#endif
|
|
|
|
deviceContext->IASetIndexBuffer(mDeviceResources->indexBuffer.Get(), DXGI_FORMAT_R16_UINT, 0);
|
|
|
|
// Set the transform matrix.
|
|
XMMATRIX transformMatrix = (mRotation == DXGI_MODE_ROTATION_UNSPECIFIED)
|
|
? mTransformMatrix
|
|
: (mTransformMatrix * GetViewportTransform(deviceContext, mRotation));
|
|
|
|
#if defined(_XBOX_ONE) && defined(_TITLE)
|
|
void* grfxMemory;
|
|
mContextResources->constantBuffer.SetData(deviceContext, transformMatrix, &grfxMemory);
|
|
|
|
deviceContext->VSSetPlacementConstantBuffer(0, mContextResources->constantBuffer.GetBuffer(), grfxMemory);
|
|
#else
|
|
mContextResources->constantBuffer.SetData(deviceContext, transformMatrix);
|
|
|
|
ID3D11Buffer* constantBuffer = mContextResources->constantBuffer.GetBuffer();
|
|
|
|
deviceContext->VSSetConstantBuffers(0, 1, &constantBuffer);
|
|
#endif
|
|
|
|
// If this is a deferred D3D context, reset position so the first Map call will use D3D11_MAP_WRITE_DISCARD.
|
|
if (deviceContext->GetType() == D3D11_DEVICE_CONTEXT_DEFERRED)
|
|
{
|
|
mContextResources->vertexBufferPosition = 0;
|
|
}
|
|
|
|
// Hook lets the caller replace our settings with their own custom shaders.
|
|
if (mSetCustomShaders)
|
|
{
|
|
mSetCustomShaders();
|
|
}
|
|
}
|
|
|
|
|
|
// Sends queued sprites to the graphics device.
|
|
void SpriteBatch::Impl::FlushBatch()
|
|
{
|
|
if (!mSpriteQueueCount)
|
|
return;
|
|
|
|
SortSprites();
|
|
|
|
// Walk through the sorted sprite list, looking for adjacent entries that share a texture.
|
|
ID3D11ShaderResourceView* batchTexture = nullptr;
|
|
size_t batchStart = 0;
|
|
|
|
for (size_t pos = 0; pos < mSpriteQueueCount; pos++)
|
|
{
|
|
ID3D11ShaderResourceView* texture = mSortedSprites[pos]->texture;
|
|
|
|
_Analysis_assume_(texture != nullptr);
|
|
|
|
// Flush whenever the texture changes.
|
|
if (texture != batchTexture)
|
|
{
|
|
if (pos > batchStart)
|
|
{
|
|
RenderBatch(batchTexture, &mSortedSprites[batchStart], pos - batchStart);
|
|
}
|
|
|
|
batchTexture = texture;
|
|
batchStart = pos;
|
|
}
|
|
}
|
|
|
|
// Flush the final batch.
|
|
RenderBatch(batchTexture, &mSortedSprites[batchStart], mSpriteQueueCount - batchStart);
|
|
|
|
// Reset the queue.
|
|
mSpriteQueueCount = 0;
|
|
mSpriteTextureReferences.clear();
|
|
|
|
// When sorting is disabled, we persist mSortedSprites data from one batch to the next, to avoid
|
|
// uneccessary work in GrowSortedSprites. But we never reuse these when sorting, because re-sorting
|
|
// previously sorted items gives unstable ordering if some sprites have identical sort keys.
|
|
if (mSortMode != SpriteSortMode_Deferred)
|
|
{
|
|
mSortedSprites.clear();
|
|
}
|
|
}
|
|
|
|
|
|
// Sorts the array of queued sprites.
|
|
void SpriteBatch::Impl::SortSprites()
|
|
{
|
|
// Fill the mSortedSprites vector.
|
|
if (mSortedSprites.size() < mSpriteQueueCount)
|
|
{
|
|
GrowSortedSprites();
|
|
}
|
|
|
|
switch (mSortMode)
|
|
{
|
|
case SpriteSortMode_Texture:
|
|
// Sort by texture.
|
|
std::sort(mSortedSprites.begin(), mSortedSprites.begin() + static_cast<int>(mSpriteQueueCount),
|
|
[](SpriteInfo const* x, SpriteInfo const* y) noexcept -> bool
|
|
{
|
|
return x->texture < y->texture;
|
|
});
|
|
break;
|
|
|
|
case SpriteSortMode_BackToFront:
|
|
// Sort back to front.
|
|
std::sort(mSortedSprites.begin(), mSortedSprites.begin() + static_cast<int>(mSpriteQueueCount),
|
|
[](SpriteInfo const* x, SpriteInfo const* y) noexcept -> bool
|
|
{
|
|
return x->originRotationDepth.w > y->originRotationDepth.w;
|
|
});
|
|
break;
|
|
|
|
case SpriteSortMode_FrontToBack:
|
|
// Sort front to back.
|
|
std::sort(mSortedSprites.begin(), mSortedSprites.begin() + static_cast<int>(mSpriteQueueCount),
|
|
[](SpriteInfo const* x, SpriteInfo const* y) noexcept -> bool
|
|
{
|
|
return x->originRotationDepth.w < y->originRotationDepth.w;
|
|
});
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
// Populates the mSortedSprites vector with pointers to individual elements of the mSpriteQueue array.
|
|
void SpriteBatch::Impl::GrowSortedSprites()
|
|
{
|
|
size_t previousSize = mSortedSprites.size();
|
|
|
|
mSortedSprites.resize(mSpriteQueueCount);
|
|
|
|
for (size_t i = previousSize; i < mSpriteQueueCount; i++)
|
|
{
|
|
mSortedSprites[i] = &mSpriteQueue[i];
|
|
}
|
|
}
|
|
|
|
|
|
// Submits a batch of sprites to the GPU.
|
|
_Use_decl_annotations_
|
|
void SpriteBatch::Impl::RenderBatch(ID3D11ShaderResourceView* texture, SpriteInfo const* const* sprites, size_t count)
|
|
{
|
|
auto deviceContext = mContextResources->deviceContext.Get();
|
|
|
|
// Draw using the specified texture.
|
|
deviceContext->PSSetShaderResources(0, 1, &texture);
|
|
|
|
XMVECTOR textureSize = GetTextureSize(texture);
|
|
XMVECTOR inverseTextureSize = XMVectorReciprocal(textureSize);
|
|
|
|
while (count > 0)
|
|
{
|
|
// How many sprites do we want to draw?
|
|
size_t batchSize = count;
|
|
|
|
// How many sprites does the D3D vertex buffer have room for?
|
|
size_t remainingSpace = MaxBatchSize - mContextResources->vertexBufferPosition;
|
|
|
|
if (batchSize > remainingSpace)
|
|
{
|
|
if (remainingSpace < MinBatchSize)
|
|
{
|
|
// If we are out of room, or about to submit an excessively small batch, wrap back to the start of the vertex buffer.
|
|
mContextResources->vertexBufferPosition = 0;
|
|
|
|
batchSize = std::min(count, MaxBatchSize);
|
|
}
|
|
else
|
|
{
|
|
// Take however many sprites fit in what's left of the vertex buffer.
|
|
batchSize = remainingSpace;
|
|
}
|
|
}
|
|
|
|
#if defined(_XBOX_ONE) && defined(_TITLE)
|
|
void *grfxMemory = GraphicsMemory::Get().Allocate(deviceContext, sizeof(VertexPositionColorTexture) * batchSize * VerticesPerSprite, 64);
|
|
|
|
auto vertices = static_cast<VertexPositionColorTexture*>(grfxMemory);
|
|
#else
|
|
// Lock the vertex buffer.
|
|
D3D11_MAP mapType = (mContextResources->vertexBufferPosition == 0) ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE;
|
|
|
|
D3D11_MAPPED_SUBRESOURCE mappedBuffer;
|
|
|
|
ThrowIfFailed(
|
|
deviceContext->Map(mContextResources->vertexBuffer.Get(), 0, mapType, 0, &mappedBuffer)
|
|
);
|
|
|
|
auto vertices = static_cast<VertexPositionColorTexture*>(mappedBuffer.pData) + mContextResources->vertexBufferPosition * VerticesPerSprite;
|
|
#endif
|
|
|
|
// Generate sprite vertex data.
|
|
for (size_t i = 0; i < batchSize; i++)
|
|
{
|
|
assert(i < count);
|
|
_Analysis_assume_(i < count);
|
|
RenderSprite(sprites[i], vertices, textureSize, inverseTextureSize);
|
|
|
|
vertices += VerticesPerSprite;
|
|
}
|
|
|
|
#if defined(_XBOX_ONE) && defined(_TITLE)
|
|
deviceContext->IASetPlacementVertexBuffer(0, mContextResources->vertexBuffer.Get(), grfxMemory, sizeof(VertexPositionColorTexture));
|
|
#else
|
|
deviceContext->Unmap(mContextResources->vertexBuffer.Get(), 0);
|
|
#endif
|
|
|
|
// Ok lads, the time has come for us draw ourselves some sprites!
|
|
auto startIndex = static_cast<UINT>(mContextResources->vertexBufferPosition * IndicesPerSprite);
|
|
auto indexCount = static_cast<UINT>(batchSize * IndicesPerSprite);
|
|
|
|
deviceContext->DrawIndexed(indexCount, startIndex, 0);
|
|
|
|
// Advance the buffer position.
|
|
#if !defined(_XBOX_ONE) || !defined(_TITLE)
|
|
mContextResources->vertexBufferPosition += batchSize;
|
|
#endif
|
|
|
|
sprites += batchSize;
|
|
count -= batchSize;
|
|
}
|
|
}
|
|
|
|
|
|
// Generates vertex data for drawing a single sprite.
|
|
_Use_decl_annotations_
|
|
void XM_CALLCONV SpriteBatch::Impl::RenderSprite(SpriteInfo const* sprite,
|
|
VertexPositionColorTexture* vertices,
|
|
FXMVECTOR textureSize,
|
|
FXMVECTOR inverseTextureSize)
|
|
{
|
|
// Load sprite parameters into SIMD registers.
|
|
XMVECTOR source = XMLoadFloat4A(&sprite->source);
|
|
XMVECTOR destination = XMLoadFloat4A(&sprite->destination);
|
|
XMVECTOR color = XMLoadFloat4A(&sprite->color);
|
|
XMVECTOR originRotationDepth = XMLoadFloat4A(&sprite->originRotationDepth);
|
|
|
|
float rotation = sprite->originRotationDepth.z;
|
|
unsigned int flags = sprite->flags;
|
|
|
|
// Extract the source and destination sizes into separate vectors.
|
|
XMVECTOR sourceSize = XMVectorSwizzle<2, 3, 2, 3>(source);
|
|
XMVECTOR destinationSize = XMVectorSwizzle<2, 3, 2, 3>(destination);
|
|
|
|
// Scale the origin offset by source size, taking care to avoid overflow if the source region is zero.
|
|
XMVECTOR isZeroMask = XMVectorEqual(sourceSize, XMVectorZero());
|
|
XMVECTOR nonZeroSourceSize = XMVectorSelect(sourceSize, g_XMEpsilon, isZeroMask);
|
|
|
|
XMVECTOR origin = XMVectorDivide(originRotationDepth, nonZeroSourceSize);
|
|
|
|
// Convert the source region from texels to mod-1 texture coordinate format.
|
|
if (flags & SpriteInfo::SourceInTexels)
|
|
{
|
|
source = XMVectorMultiply(source, inverseTextureSize);
|
|
sourceSize = XMVectorMultiply(sourceSize, inverseTextureSize);
|
|
}
|
|
else
|
|
{
|
|
origin = XMVectorMultiply(origin, inverseTextureSize);
|
|
}
|
|
|
|
// If the destination size is relative to the source region, convert it to pixels.
|
|
if (!(flags & SpriteInfo::DestSizeInPixels))
|
|
{
|
|
destinationSize = XMVectorMultiply(destinationSize, textureSize);
|
|
}
|
|
|
|
// Compute a 2x2 rotation matrix.
|
|
XMVECTOR rotationMatrix1;
|
|
XMVECTOR rotationMatrix2;
|
|
|
|
if (rotation != 0)
|
|
{
|
|
float sin, cos;
|
|
|
|
XMScalarSinCos(&sin, &cos, rotation);
|
|
|
|
XMVECTOR sinV = XMLoadFloat(&sin);
|
|
XMVECTOR cosV = XMLoadFloat(&cos);
|
|
|
|
rotationMatrix1 = XMVectorMergeXY(cosV, sinV);
|
|
rotationMatrix2 = XMVectorMergeXY(XMVectorNegate(sinV), cosV);
|
|
}
|
|
else
|
|
{
|
|
rotationMatrix1 = g_XMIdentityR0;
|
|
rotationMatrix2 = g_XMIdentityR1;
|
|
}
|
|
|
|
// The four corner vertices are computed by transforming these unit-square positions.
|
|
static XMVECTORF32 cornerOffsets[VerticesPerSprite] =
|
|
{
|
|
{ { { 0, 0, 0, 0 } } },
|
|
{ { { 1, 0, 0, 0 } } },
|
|
{ { { 0, 1, 0, 0 } } },
|
|
{ { { 1, 1, 0, 0 } } },
|
|
};
|
|
|
|
// Tricksy alert! Texture coordinates are computed from the same cornerOffsets
|
|
// table as vertex positions, but if the sprite is mirrored, this table
|
|
// must be indexed in a different order. This is done as follows:
|
|
//
|
|
// position = cornerOffsets[i]
|
|
// texcoord = cornerOffsets[i ^ SpriteEffects]
|
|
|
|
static_assert(SpriteEffects_FlipHorizontally == 1 &&
|
|
SpriteEffects_FlipVertically == 2, "If you change these enum values, the mirroring implementation must be updated to match");
|
|
|
|
const unsigned int mirrorBits = flags & 3u;
|
|
|
|
// Generate the four output vertices.
|
|
for (size_t i = 0; i < VerticesPerSprite; i++)
|
|
{
|
|
// Calculate position.
|
|
XMVECTOR cornerOffset = XMVectorMultiply(XMVectorSubtract(cornerOffsets[i], origin), destinationSize);
|
|
|
|
// Apply 2x2 rotation matrix.
|
|
XMVECTOR position1 = XMVectorMultiplyAdd(XMVectorSplatX(cornerOffset), rotationMatrix1, destination);
|
|
XMVECTOR position2 = XMVectorMultiplyAdd(XMVectorSplatY(cornerOffset), rotationMatrix2, position1);
|
|
|
|
// Set z = depth.
|
|
XMVECTOR position = XMVectorPermute<0, 1, 7, 6>(position2, originRotationDepth);
|
|
|
|
// Write position as a Float4, even though VertexPositionColor::position is an XMFLOAT3.
|
|
// This is faster, and harmless as we are just clobbering the first element of the
|
|
// following color field, which will immediately be overwritten with its correct value.
|
|
XMStoreFloat4(reinterpret_cast<XMFLOAT4*>(&vertices[i].position), position);
|
|
|
|
// Write the color.
|
|
XMStoreFloat4(&vertices[i].color, color);
|
|
|
|
// Compute and write the texture coordinate.
|
|
XMVECTOR textureCoordinate = XMVectorMultiplyAdd(cornerOffsets[static_cast<unsigned int>(i) ^ mirrorBits], sourceSize, source);
|
|
|
|
XMStoreFloat2(&vertices[i].textureCoordinate, textureCoordinate);
|
|
}
|
|
}
|
|
|
|
|
|
// Helper looks up the size of the specified texture.
|
|
XMVECTOR SpriteBatch::Impl::GetTextureSize(_In_ ID3D11ShaderResourceView* texture)
|
|
{
|
|
// Convert resource view to underlying resource.
|
|
ComPtr<ID3D11Resource> resource;
|
|
|
|
texture->GetResource(&resource);
|
|
|
|
// Cast to texture.
|
|
ComPtr<ID3D11Texture2D> texture2D;
|
|
|
|
if (FAILED(resource.As(&texture2D)))
|
|
{
|
|
throw std::exception("SpriteBatch can only draw Texture2D resources");
|
|
}
|
|
|
|
// Query the texture size.
|
|
D3D11_TEXTURE2D_DESC desc;
|
|
|
|
texture2D->GetDesc(&desc);
|
|
|
|
// Convert to vector format.
|
|
XMVECTOR size = XMVectorMergeXY(XMLoadInt(&desc.Width),
|
|
XMLoadInt(&desc.Height));
|
|
|
|
return XMConvertVectorUIntToFloat(size, 0);
|
|
}
|
|
|
|
|
|
// Generates a viewport transform matrix for rendering sprites using x-right y-down screen pixel coordinates.
|
|
XMMATRIX SpriteBatch::Impl::GetViewportTransform(_In_ ID3D11DeviceContext* deviceContext, DXGI_MODE_ROTATION rotation)
|
|
{
|
|
// Look up the current viewport.
|
|
if (!mSetViewport)
|
|
{
|
|
UINT viewportCount = 1;
|
|
|
|
deviceContext->RSGetViewports(&viewportCount, &mViewPort);
|
|
|
|
if (viewportCount != 1)
|
|
throw std::exception("No viewport is set");
|
|
}
|
|
|
|
// Compute the matrix.
|
|
float xScale = (mViewPort.Width > 0) ? 2.0f / mViewPort.Width : 0.0f;
|
|
float yScale = (mViewPort.Height > 0) ? 2.0f / mViewPort.Height : 0.0f;
|
|
|
|
switch (rotation)
|
|
{
|
|
case DXGI_MODE_ROTATION_ROTATE90:
|
|
return XMMATRIX
|
|
(
|
|
0, -yScale, 0, 0,
|
|
-xScale, 0, 0, 0,
|
|
0, 0, 1, 0,
|
|
1, 1, 0, 1
|
|
);
|
|
|
|
case DXGI_MODE_ROTATION_ROTATE270:
|
|
return XMMATRIX
|
|
(
|
|
0, yScale, 0, 0,
|
|
xScale, 0, 0, 0,
|
|
0, 0, 1, 0,
|
|
-1, -1, 0, 1
|
|
);
|
|
|
|
case DXGI_MODE_ROTATION_ROTATE180:
|
|
return XMMATRIX
|
|
(
|
|
-xScale, 0, 0, 0,
|
|
0, yScale, 0, 0,
|
|
0, 0, 1, 0,
|
|
1, -1, 0, 1
|
|
);
|
|
|
|
default:
|
|
return XMMATRIX
|
|
(
|
|
xScale, 0, 0, 0,
|
|
0, -yScale, 0, 0,
|
|
0, 0, 1, 0,
|
|
-1, 1, 0, 1
|
|
);
|
|
}
|
|
}
|
|
|
|
|
|
// Public constructor.
|
|
SpriteBatch::SpriteBatch(_In_ ID3D11DeviceContext* deviceContext)
|
|
: pImpl(std::make_unique<Impl>(deviceContext))
|
|
{
|
|
}
|
|
|
|
|
|
// Move constructor.
|
|
SpriteBatch::SpriteBatch(SpriteBatch&& moveFrom) noexcept
|
|
: pImpl(std::move(moveFrom.pImpl))
|
|
{
|
|
}
|
|
|
|
|
|
// Move assignment.
|
|
SpriteBatch& SpriteBatch::operator= (SpriteBatch&& moveFrom) noexcept
|
|
{
|
|
pImpl = std::move(moveFrom.pImpl);
|
|
return *this;
|
|
}
|
|
|
|
|
|
// Public destructor.
|
|
SpriteBatch::~SpriteBatch()
|
|
{
|
|
}
|
|
|
|
|
|
_Use_decl_annotations_
|
|
void XM_CALLCONV SpriteBatch::Begin(SpriteSortMode sortMode,
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ID3D11BlendState* blendState,
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ID3D11SamplerState* samplerState,
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ID3D11DepthStencilState* depthStencilState,
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ID3D11RasterizerState* rasterizerState,
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std::function<void()> setCustomShaders,
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FXMMATRIX transformMatrix)
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{
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pImpl->Begin(sortMode, blendState, samplerState, depthStencilState, rasterizerState, setCustomShaders, transformMatrix);
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}
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void SpriteBatch::End()
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{
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pImpl->End();
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}
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_Use_decl_annotations_
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void XM_CALLCONV SpriteBatch::Draw(ID3D11ShaderResourceView* texture, XMFLOAT2 const& position, FXMVECTOR color)
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{
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XMVECTOR destination = XMVectorPermute<0, 1, 4, 5>(XMLoadFloat2(&position), g_XMOne); // x, y, 1, 1
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pImpl->Draw(texture, destination, nullptr, color, g_XMZero, 0);
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}
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_Use_decl_annotations_
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void XM_CALLCONV SpriteBatch::Draw(ID3D11ShaderResourceView* texture,
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XMFLOAT2 const& position,
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RECT const* sourceRectangle,
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FXMVECTOR color,
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float rotation,
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XMFLOAT2 const& origin,
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float scale,
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SpriteEffects effects,
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|
float layerDepth)
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{
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XMVECTOR destination = XMVectorPermute<0, 1, 4, 4>(XMLoadFloat2(&position), XMLoadFloat(&scale)); // x, y, scale, scale
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XMVECTOR originRotationDepth = XMVectorSet(origin.x, origin.y, rotation, layerDepth);
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pImpl->Draw(texture, destination, sourceRectangle, color, originRotationDepth, static_cast<unsigned int>(effects));
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}
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_Use_decl_annotations_
|
|
void XM_CALLCONV SpriteBatch::Draw(ID3D11ShaderResourceView* texture,
|
|
XMFLOAT2 const& position,
|
|
RECT const* sourceRectangle,
|
|
FXMVECTOR color,
|
|
float rotation,
|
|
XMFLOAT2 const& origin,
|
|
XMFLOAT2 const& scale,
|
|
SpriteEffects effects,
|
|
float layerDepth)
|
|
{
|
|
XMVECTOR destination = XMVectorPermute<0, 1, 4, 5>(XMLoadFloat2(&position), XMLoadFloat2(&scale)); // x, y, scale.x, scale.y
|
|
|
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XMVECTOR originRotationDepth = XMVectorSet(origin.x, origin.y, rotation, layerDepth);
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|
|
pImpl->Draw(texture, destination, sourceRectangle, color, originRotationDepth, static_cast<unsigned int>(effects));
|
|
}
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|
|
|
|
_Use_decl_annotations_
|
|
void XM_CALLCONV SpriteBatch::Draw(ID3D11ShaderResourceView* texture, FXMVECTOR position, FXMVECTOR color)
|
|
{
|
|
XMVECTOR destination = XMVectorPermute<0, 1, 4, 5>(position, g_XMOne); // x, y, 1, 1
|
|
|
|
pImpl->Draw(texture, destination, nullptr, color, g_XMZero, 0);
|
|
}
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|
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|
|
_Use_decl_annotations_
|
|
void XM_CALLCONV SpriteBatch::Draw(ID3D11ShaderResourceView* texture,
|
|
FXMVECTOR position,
|
|
RECT const* sourceRectangle,
|
|
FXMVECTOR color,
|
|
float rotation,
|
|
FXMVECTOR origin,
|
|
float scale,
|
|
SpriteEffects effects,
|
|
float layerDepth)
|
|
{
|
|
XMVECTOR destination = XMVectorPermute<0, 1, 4, 4>(position, XMLoadFloat(&scale)); // x, y, scale, scale
|
|
|
|
XMVECTOR rotationDepth = XMVectorMergeXY(XMVectorReplicate(rotation), XMVectorReplicate(layerDepth));
|
|
|
|
XMVECTOR originRotationDepth = XMVectorPermute<0, 1, 4, 5>(origin, rotationDepth);
|
|
|
|
pImpl->Draw(texture, destination, sourceRectangle, color, originRotationDepth, static_cast<unsigned int>(effects));
|
|
}
|
|
|
|
|
|
_Use_decl_annotations_
|
|
void XM_CALLCONV SpriteBatch::Draw(ID3D11ShaderResourceView* texture,
|
|
FXMVECTOR position,
|
|
RECT const* sourceRectangle,
|
|
FXMVECTOR color,
|
|
float rotation,
|
|
FXMVECTOR origin,
|
|
GXMVECTOR scale,
|
|
SpriteEffects effects,
|
|
float layerDepth)
|
|
{
|
|
XMVECTOR destination = XMVectorPermute<0, 1, 4, 5>(position, scale); // x, y, scale.x, scale.y
|
|
|
|
XMVECTOR rotationDepth = XMVectorMergeXY(XMVectorReplicate(rotation), XMVectorReplicate(layerDepth));
|
|
|
|
XMVECTOR originRotationDepth = XMVectorPermute<0, 1, 4, 5>(origin, rotationDepth);
|
|
|
|
pImpl->Draw(texture, destination, sourceRectangle, color, originRotationDepth, static_cast<unsigned int>(effects));
|
|
}
|
|
|
|
|
|
_Use_decl_annotations_
|
|
void XM_CALLCONV SpriteBatch::Draw(ID3D11ShaderResourceView* texture, RECT const& destinationRectangle, FXMVECTOR color)
|
|
{
|
|
XMVECTOR destination = LoadRect(&destinationRectangle); // x, y, w, h
|
|
|
|
pImpl->Draw(texture, destination, nullptr, color, g_XMZero, Impl::SpriteInfo::DestSizeInPixels);
|
|
}
|
|
|
|
|
|
_Use_decl_annotations_
|
|
void XM_CALLCONV SpriteBatch::Draw(ID3D11ShaderResourceView* texture,
|
|
RECT const& destinationRectangle,
|
|
RECT const* sourceRectangle,
|
|
FXMVECTOR color,
|
|
float rotation,
|
|
XMFLOAT2 const& origin,
|
|
SpriteEffects effects,
|
|
float layerDepth)
|
|
{
|
|
XMVECTOR destination = LoadRect(&destinationRectangle); // x, y, w, h
|
|
|
|
XMVECTOR originRotationDepth = XMVectorSet(origin.x, origin.y, rotation, layerDepth);
|
|
|
|
pImpl->Draw(texture, destination, sourceRectangle, color, originRotationDepth, static_cast<unsigned int>(effects) | Impl::SpriteInfo::DestSizeInPixels);
|
|
}
|
|
|
|
|
|
void SpriteBatch::SetRotation(DXGI_MODE_ROTATION mode)
|
|
{
|
|
pImpl->mRotation = mode;
|
|
}
|
|
|
|
|
|
DXGI_MODE_ROTATION SpriteBatch::GetRotation() const noexcept
|
|
{
|
|
return pImpl->mRotation;
|
|
}
|
|
|
|
|
|
void SpriteBatch::SetViewport(const D3D11_VIEWPORT& viewPort)
|
|
{
|
|
pImpl->mSetViewport = true;
|
|
pImpl->mViewPort = viewPort;
|
|
}
|