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December 16, 2015 19:51
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Bit optimized version of particle draw loop for delta engine
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private VertexPositionColorTextured[] _vertices = new VertexPositionColorTextured[4 * 1000]; | |
private short[] _indices = new short[6 * 1000]; | |
public virtual void Draw(Time gameTime, Drawing drawing) | |
{ | |
int pc = particles.Count; | |
if (_vertices.Length < (4 * pc) || _indices.Length < (6 * pc)) | |
{ | |
_vertices = new VertexPositionColorTextured[4 * pc]; | |
_indices = new short[6 * pc]; | |
} | |
Particle p; | |
var indicesIndex = 0; | |
var quadIndex = 0; | |
for (int i = 0; i < pc; i++, quadIndex+=4) | |
{ | |
p = particles[i]; | |
_vertices[quadIndex] = new VertexPositionColorTextured( | |
Rotate(p.DrawArea.TopLeft, p), p.Color, Point.Zero); | |
_vertices[quadIndex + 1] = new VertexPositionColorTextured( | |
Rotate(p.DrawArea.TopRight, p), p.Color, Point.UnitX); | |
_vertices[quadIndex + 2] = new VertexPositionColorTextured( | |
Rotate(p.DrawArea.BottomRight, p), p.Color, Point.One); | |
_vertices[quadIndex + 3] = new VertexPositionColorTextured( | |
Rotate(p.DrawArea.BottomLeft, p), p.Color, Point.UnitY); | |
_indices[indicesIndex++] = (short)quadIndex; | |
_indices[indicesIndex++] = (short)(quadIndex + 1); | |
_indices[indicesIndex++] = (short)(quadIndex + 2); | |
_indices[indicesIndex++] = (short)quadIndex; | |
_indices[indicesIndex++] = (short)(quadIndex + 2); | |
_indices[indicesIndex++] = (short)(quadIndex + 3); | |
} | |
foreach (Image img in textures) | |
{ | |
img.Draw(new VertexPositionColorTextured[4]); | |
} | |
drawing.SetIndices(_indices, indicesIndex); | |
drawing.DrawVertices(VerticesMode.Triangles, _vertices); | |
} | |
protected Point Rotate(Point point, Particle particle) | |
{ | |
var rotationCenter = particle.DrawArea.Center; | |
point -= rotationCenter; | |
float sin = MathFunctions.Sin(particle.Rotation); | |
float cos = MathFunctions.Cos(particle.Rotation); | |
point = new Point(point.X * cos - point.Y * sin, point.X * sin + point.Y * cos); | |
return rotationCenter + point; | |
} |
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