refactor: moved drawable triangles into systems project for platform agnosticism
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@@ -1,12 +0,0 @@
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using Microsoft.Xna.Framework;
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using Engine.Core;
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namespace Engine.Integration.MonoGame;
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public interface ITriangleBatch
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{
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void Begin(Matrix? view = null, Matrix? projection = null);
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void Draw(Triangle triangle, ColorRGBA colorRGBA);
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void End();
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}
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@@ -26,7 +26,7 @@ public class SpriteBatcher : Behaviour, IFirstFrameUpdate, IDraw
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public void Draw()
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{
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spriteBatch.Begin(transformMatrix: camera2D.MatrixTransform);
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spriteBatch.Begin(transformMatrix: camera2D.ViewMatrix.ToXnaMatrix());
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for (int i = 0; i < drawableSprites.Count; i++)
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drawableSprites[i].Draw(spriteBatch);
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spriteBatch.End();
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@@ -1,40 +0,0 @@
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using Engine.Core;
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namespace Engine.Integration.MonoGame;
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public class TriangleBatcher : Behaviour, ITriangleBatch, IFirstFrameUpdate, IDraw
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{
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private static Comparer<int> SortByAscendingPriority() => Comparer<int>.Create((x, y) => x.CompareTo(y));
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private static System.Func<IBehaviour, int> GetPriority() => (b) => b.Priority;
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private TriangleBatch triangleBatch = null!;
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private MonoGameCamera2D camera2D = null!;
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private readonly ActiveBehaviourCollectorOrdered<int, IDrawableTriangle> drawableShapes = new(GetPriority(), SortByAscendingPriority());
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public void FirstActiveFrame()
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{
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MonoGameWindowContainer windowContainer = BehaviourController.UniverseObject.Universe.FindRequiredBehaviour<MonoGameWindowContainer>();
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camera2D = BehaviourController.UniverseObject.Universe.FindRequiredBehaviour<MonoGameCamera2D>();
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triangleBatch = new(windowContainer.Window.GraphicsDevice);
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drawableShapes.Unassign();
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drawableShapes.Assign(BehaviourController.UniverseObject.Universe);
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}
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public void Draw()
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{
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triangleBatch.Begin(camera2D.MatrixTransform);
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for (int i = 0; i < drawableShapes.Count; i++)
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drawableShapes[i].Draw(triangleBatch);
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triangleBatch.End();
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}
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public void Begin(Matrix? view = null, Matrix? projection = null) => triangleBatch.Begin(view, projection);
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public void Draw(Triangle triangle, ColorRGBA colorRGBA) => triangleBatch.Draw(triangle, colorRGBA);
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public void End() => triangleBatch.End();
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}
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@@ -2,24 +2,26 @@ using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Engine.Core;
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using Engine.Systems.Graphics;
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namespace Engine.Integration.MonoGame;
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public class TriangleBatch : ITriangleBatch
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public class MonoGameTriangleBatch : Behaviour, ITriangleBatch, IFirstFrameUpdate
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{
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private readonly GraphicsDevice graphicsDevice;
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private readonly VertexBuffer vertexBuffer = default!;
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private GraphicsDevice graphicsDevice = null!;
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private VertexBuffer vertexBuffer = default!;
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private readonly VertexPositionColor[] vertices = new VertexPositionColor[1024];
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private int verticesIndex = 0;
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private Matrix view = Matrix.Identity;
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private Matrix projection = Matrix.Identity;
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private readonly BasicEffect basicEffect = null!;
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private BasicEffect basicEffect = null!;
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private readonly RasterizerState rasterizerState = new() { CullMode = CullMode.None };
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public TriangleBatch(GraphicsDevice graphicsDevice)
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public void FirstActiveFrame()
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{
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GraphicsDevice graphicsDevice = Universe.FindRequiredBehaviour<MonoGameWindowContainer>().Window.GraphicsDevice;
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this.graphicsDevice = graphicsDevice;
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basicEffect = new(graphicsDevice);
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basicEffect.VertexColorEnabled = true;
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@@ -41,15 +43,15 @@ public class TriangleBatch : ITriangleBatch
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vertices[verticesIndex++] = new(new(C.X, C.Y, 0f), color);
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}
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public void Begin(Matrix? view = null, Matrix? projection = null)
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public void Begin(Matrix4x4? view = null, Matrix4x4? projection = null)
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{
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if (view != null)
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this.view = view.Value;
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this.view = view.Value.ToXnaMatrix();
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else
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this.view = Matrix.Identity;
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if (projection != null)
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this.projection = projection.Value;
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this.projection = projection.Value.ToXnaMatrix();
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else
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{
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Viewport viewport = graphicsDevice.Viewport;
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@@ -2,9 +2,9 @@ using System.Collections.Generic;
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using Engine.Core;
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namespace Engine.Integration.MonoGame;
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namespace Engine.Systems.Graphics;
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public class DrawableShape : Behaviour2D, IDrawableTriangle, IPreDraw
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public class DrawableShape2D : Behaviour2D, IDrawableTriangle, IPreDraw
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{
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private readonly Shape2D shape = new([]);
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private readonly List<Triangle> worldTriangles = [];
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@@ -23,7 +23,7 @@ public class DrawableShape : Behaviour2D, IDrawableTriangle, IPreDraw
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protected void UpdateWorldShape() => shape.Transform(Transform, worldShape);
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public DrawableShape() => shape = Shape2D.Triangle;
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public DrawableShape(Shape2D shape) => this.shape = shape;
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public DrawableShape(Shape2D shape, ColorRGB color) { this.shape = shape; this.color = color; }
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public DrawableShape2D() => shape = Shape2D.Triangle;
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public DrawableShape2D(Shape2D shape) => this.shape = shape;
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public DrawableShape2D(Shape2D shape, ColorRGB color) { this.shape = shape; this.color = color; }
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}
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@@ -1,6 +1,6 @@
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using Engine.Core;
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namespace Engine.Integration.MonoGame;
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namespace Engine.Systems.Graphics;
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public interface IDrawableTriangle : IBehaviour
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{
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10
Engine.Systems/Graphics/ITriangleBatch.cs
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10
Engine.Systems/Graphics/ITriangleBatch.cs
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@@ -0,0 +1,10 @@
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using Engine.Core;
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namespace Engine.Systems.Graphics;
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public interface ITriangleBatch
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{
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void Begin(Matrix4x4? view = null, Matrix4x4? projection = null);
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void Draw(Triangle triangle, ColorRGBA colorRGBA);
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void End();
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}
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33
Engine.Systems/Graphics/TriangleBatcher.cs
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33
Engine.Systems/Graphics/TriangleBatcher.cs
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@@ -0,0 +1,33 @@
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using System.Collections.Generic;
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using Engine.Core;
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namespace Engine.Systems.Graphics;
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public class TriangleBatcher : Behaviour, IFirstFrameUpdate, IDraw
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{
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private static Comparer<int> SortByAscendingPriority() => Comparer<int>.Create((x, y) => x.CompareTo(y));
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private static System.Func<IBehaviour, int> GetPriority() => (b) => b.Priority;
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private ITriangleBatch triangleBatch = null!;
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private ICamera camera = null!;
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private readonly ActiveBehaviourCollectorOrdered<int, IDrawableTriangle> drawableShapes = new(GetPriority(), SortByAscendingPriority());
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public void FirstActiveFrame()
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{
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camera = Universe.FindRequiredBehaviour<ICamera>();
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triangleBatch = Universe.FindRequiredBehaviour<ITriangleBatch>();
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drawableShapes.Unassign();
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drawableShapes.Assign(Universe);
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}
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public void Draw()
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{
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triangleBatch.Begin(camera.ViewMatrix, camera.ProjectionMatrix);
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for (int i = 0; i < drawableShapes.Count; i++)
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drawableShapes[i].Draw(triangleBatch);
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triangleBatch.End();
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}
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}
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