-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathImageBatch.cpp
More file actions
185 lines (122 loc) · 4.68 KB
/
Copy pathImageBatch.cpp
File metadata and controls
185 lines (122 loc) · 4.68 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
#include "ImageBatch.h"
ImageBatch::ImageBatch()
{
}
void ImageBatch::UpdateBuffer(){
std::vector<short> indices;
D3D11_BUFFER_DESC indexBufferDesc = { 0 };
indexBufferDesc.ByteWidth = sizeof(short) * 2048 * 4;
indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
//auto indexValues = CreateIndexValues();
D3D11_SUBRESOURCE_DATA indexDataDesc = {0 };
indexDataDesc.pSysMem = indices.data();
//gDevice->CreateBuffer(&indexBufferDesc, &indexDataDesc, &indexBuffer);
/*
m_zd = 0.0f;
VertexPU verts[4];
if (m_centered) {
verts[0] = { XMFLOAT3(-m_sprWH.x, m_sprWH.y, m_zd), XMFLOAT2(m_sourceRect.x , m_sourceRect.y) };
verts[1] = { XMFLOAT3(m_sprWH.x, m_sprWH.y, m_zd), XMFLOAT2(m_sourceRect.x + m_sourceRect.z, m_sourceRect.y) };
verts[2] = { XMFLOAT3(-m_sprWH.x, -m_sprWH.y, m_zd), XMFLOAT2(m_sourceRect.x , m_sourceRect.y + m_sourceRect.w) };
verts[3] = { XMFLOAT3(m_sprWH.x, -m_sprWH.y, m_zd), XMFLOAT2(m_sourceRect.x + m_sourceRect.z, m_sourceRect.y + m_sourceRect.w) };
}
else {
verts[0] = { XMFLOAT3(m_dim.x, m_dim.y, m_zd), XMFLOAT2(m_sourceRect.x, m_sourceRect.y) };
verts[1] = { XMFLOAT3(m_dim.z, m_dim.y, m_zd), XMFLOAT2(m_sourceRect.x + m_sourceRect.z, m_sourceRect.y) };
verts[2] = { XMFLOAT3(m_dim.x, m_dim.w, m_zd), XMFLOAT2(m_sourceRect.x , m_sourceRect.y + m_sourceRect.w) };
verts[3] = { XMFLOAT3(m_dim.z, m_dim.w, m_zd), XMFLOAT2(m_sourceRect.x + m_sourceRect.z, m_sourceRect.y + m_sourceRect.w) };
}
*/
//m_numElements = ARRAYSIZE(verts);
UINT numIndices= m_numImages * 4;
VertexPU* verts = new VertexPU[numIndices];
D3D11_MAPPED_SUBRESOURCE mappedResource;
ZeroMemory(&mappedResource, sizeof(D3D11_MAPPED_SUBRESOURCE));
gContext->Map(m_vertexBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
memcpy(mappedResource.pData, verts, sizeof(VertexPU) * numIndices);
gContext->Unmap(m_vertexBuffer.Get(), 0);
gContext->DrawIndexed(numIndices, 0, 0);
}
void ImageBatch::Draw(){
// Set Resources
for (int i = 0; i < m_batchQueues.size(); i++){
// set texture
//draw batchs[i] render offset/ numverts
}
}
void ImageBatch::Add(const XMFLOAT4 & srcRect, const XMFLOAT4 & destRect, int texID){
if (m_numImages == 0) {
m_images.clear();
m_batchQueues.clear();
}
m_images.emplace_back(srcRect, destRect, texID);
m_numImages++;
}
void ImageBatch::Finish(){
m_imagesP.resize(m_images.size());
for (int i = 0; i < m_images.size(); i++){
m_imagesP[i] = &m_images[i];
}
Sort();
CreateBatches();
}
ResourceIDs ImageBatch::GetResourceIDs()
{
return ResourceIDs();
}
void ImageBatch::CreateBatches()
{
m_curTex = -1;
std::vector <VertexPU> v;
v.resize(m_imagesP.size() * 6);
if (m_imagesP.empty())return;
//BatchQueue temp{ 0, 6, m_images[0]->textureID };
//m_batchQueues.push_back(temp);
int curVert = 0;
int curOffset = 0;
m_batchQueues.emplace_back(0, 6, m_imagesP[0]->m_textureID);
v[curVert + 0] = m_imagesP[0]->m_verts[0];
v[curVert + 1] = m_imagesP[0]->m_verts[1];
v[curVert + 2] = m_imagesP[0]->m_verts[2];
v[curVert + 3] = m_imagesP[0]->m_verts[1];
v[curVert + 4] = m_imagesP[0]->m_verts[3];
v[curVert + 5] = m_imagesP[0]->m_verts[2];
for (int i = 0; i < m_images.size(); i++) {
if (m_curTex != m_imagesP[i]->m_textureID) {
m_batchQueues.emplace_back(curOffset, 6, m_imagesP[i]->m_textureID);
m_curTex = m_imagesP[i]->m_textureID;
}
else {
m_batchQueues.back().numVerts += 6;
}
curVert = i * 6;
v[curVert + 0] = m_imagesP[i]->m_verts[0];
v[curVert + 1] = m_imagesP[i]->m_verts[1];
v[curVert + 2] = m_imagesP[i]->m_verts[2];
v[curVert + 3] = m_imagesP[i]->m_verts[1];
v[curVert + 4] = m_imagesP[i]->m_verts[3];
v[curVert + 5] = m_imagesP[i]->m_verts[2];
curOffset += 6;
}
}
void ImageBatch::Sort() {
std::stable_sort(m_imagesP.begin(), m_imagesP.end(), TextureCompare);
}
bool TextureCompare(ImageStruct* a, ImageStruct* b) {
return (a->m_depth > b->m_depth);
}
bool DepthCompare(ImageStruct* a, ImageStruct* b) {
return (a->m_textureID < b->m_textureID);
}
ImageStruct::ImageStruct()
{
}
ImageStruct::ImageStruct(const XMFLOAT4 & srcRect, const XMFLOAT4 & destRect, int texID){
m_textureID = texID;
m_depth = 0;
m_verts[0] = { XMFLOAT3(destRect.x, destRect.y + srcRect.w, 0.0f), XMFLOAT2(srcRect.x, srcRect.y + srcRect.w) }; // Top left
m_verts[1] = { XMFLOAT3(destRect.x + srcRect.z, destRect.y + srcRect.w, 0.0f), XMFLOAT2(srcRect.x, srcRect.y + srcRect.w) }; // Top Right
m_verts[2] = { XMFLOAT3(destRect.x, destRect.y + srcRect.w, 0.0f), XMFLOAT2(srcRect.x, srcRect.y + srcRect.w) }; // Bottom left
m_verts[3] = { XMFLOAT3(destRect.x, destRect.y + srcRect.w, 0.0f), XMFLOAT2(srcRect.x, srcRect.y + srcRect.w) }; // Bottom Right
}