#region CPL License /* Nuclex Framework Copyright (C) 2002-2009 Nuclex Development Labs This library is free software; you can redistribute it and/or modify it under the terms of the IBM Common Public License as published by the IBM Corporation; either version 1.0 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the IBM Common Public License for more details. You should have received a copy of the IBM Common Public License along with this library */ #endregion using System; using System.Collections.Generic; using Microsoft.Xna.Framework.Graphics; namespace Nuclex.Graphics.Batching { /// Draws batched vertices using DrawUserPrimitive() calls internal class UserPrimitiveBatchDrawer : IBatchDrawer, IDisposable where VertexType : struct, IVertexType { /// Initializes a new DrawUserPrimitive()-based batch drawer /// /// Graphics device that will be used for rendering /// public UserPrimitiveBatchDrawer(GraphicsDevice graphicsDevice) { this.graphicsDevice = graphicsDevice; } /// Immediately releases all resources owned by the instance public void Dispose() { } /// /// Maximum number of vertices or indices a single batch is allowed to have /// public int MaximumBatchSize { get { return PrimitiveBatch.BatchSize; } } /// Selects the vertices that will be used for drawing /// Primitive vertices /// Number of vertices to draw /// Indices of the vertices to draw /// Number of vertex indices to draw public void Select( VertexType[] vertices, int vertexCount, short[] indices, int indexCount ) { this.vertices = vertices; this.indices = indices; } /// Selects the vertices that will be used for drawing /// Primitive vertices /// Number of vertices to draw public void Select( VertexType[] vertices, int vertexCount ) { this.vertices = vertices; } /// Draws a batch of indexed primitives /// /// Index of the first vertex in the vertex array. This vertex will become /// the new index 0 for the index buffer. /// /// Number of vertices used in the call /// /// Position at which to begin processing the index array /// /// Number of indices that will be processed /// Type of primitives to draw /// Desired graphics device settings for the primitives public void Draw( int startVertex, int vertexCount, int startIndex, int indexCount, PrimitiveType type, DrawContext context ) { int primitiveCount = VertexHelper.GetPrimitiveCount(indexCount, type); // If the DrawContext requires more than one pass, we have to draw the // primitives multiple times for (int pass = 0; pass < context.Passes; ++pass) { // Enter the effect pass and send all primitives to the graphics card context.Apply(pass); this.graphicsDevice.DrawUserIndexedPrimitives( type, // type of primitives to render this.vertices, // vertex array startVertex, // offset that will be added to all vertex indices vertexCount, // number of vertices used in the call this.indices, // index array startIndex, // where in the index array to begin processing primitiveCount // number of primitives ); } // for } /// Draws a batch of primitives /// Index of vertex to begin drawing with /// Number of vertices used /// Type of primitives that will be drawn /// Desired graphics device settings for the primitives public void Draw( int startVertex, int vertexCount, PrimitiveType type, DrawContext context ) { int primitiveCount = VertexHelper.GetPrimitiveCount(vertexCount, type); // If the DrawContext requires more than one pass, we have to draw the // primitives multiple times for (int pass = 0; pass < context.Passes; ++pass) { // Enter the effect pass and send all primitives to the graphics card context.Apply(pass); this.graphicsDevice.DrawUserPrimitives( type, // type of primitives to render this.vertices, // vertex array startVertex, // where in the vertex array to begin processing primitiveCount // number of primitives ); } // for } /// Graphics device being used for rendering private GraphicsDevice graphicsDevice; /// Vertices being used for drawing private VertexType[] vertices; /// Indices being used for drawing private short[] indices; } } // namespace Nuclex.Graphics.Batching