using System.Diagnostics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace MrGameEng.Graphics;
///
/// The engine's 2D renderer: a sprite batcher over dynamic vertex buffers.
/// Per frame: (camera) → per sprite (with culling)
/// → (stable sort layer → depth → texture, build vertices, issue draw calls).
/// Above sprites, submission and vertex
/// building run on all cores; the vertex buffer is ring-written (NoOverwrite) to avoid GPU stalls.
/// Registered as a service; scenes attach it via scene.UseRenderer2D().
///
public sealed class Renderer2D : IDisposable
{
private const int MaxQuadsPerDraw = 8192;
private const int ParallelBlock = 4096;
private static readonly int VertexStride = VertexPositionColorTexture.VertexDeclaration.VertexStride;
/// Render layer registry. Register layers before the first frame.
public LayerRegistry Layers { get; } = new();
/// Camera state of the current frame. Valid between BeginFrame and the next BeginFrame.
public CameraState Camera { get; private set; }
/// Draw calls issued by the last .
public int DrawCalls { get; private set; }
/// Sprites accepted by this frame.
public int SubmittedSprites { get; private set; }
/// Sprites rejected by culling this frame.
public int CulledSprites { get; private set; }
/// Milliseconds spent submitting sprites (BeginFrame → EndFrame) last frame.
public float SubmitMs { get; private set; }
/// Milliseconds spent sorting last frame.
public float SortMs { get; private set; }
/// Milliseconds spent building vertices last frame.
public float BuildMs { get; private set; }
/// Milliseconds spent uploading vertices to the GPU last frame.
public float UploadMs { get; private set; }
/// Milliseconds spent issuing draw calls last frame.
public float DrawMs { get; private set; }
private readonly GraphicsDevice _device;
private readonly Renderer2DOptions _options;
private readonly SpriteBatcher _batcher;
private readonly BasicEffect _effect;
private readonly IndexBuffer _indexBuffer;
private DynamicVertexBuffer _vertexBuffer;
private VertexPositionColorTexture[] _vertices;
private CameraState _screenCamera;
private bool _begun;
private long _submitStartTimestamp;
private int _ringCursor;
private int _ringBaseVertex;
/// Creates the renderer. One instance per game is enough.
public Renderer2D(GraphicsDevice device, Renderer2DOptions? options = null)
{
_device = device;
_options = options ?? new Renderer2DOptions();
ArgumentOutOfRangeException.ThrowIfLessThan(_options.InitialCapacity, 1, nameof(options));
_batcher = new SpriteBatcher(_options.InitialCapacity);
_vertices = new VertexPositionColorTexture[_options.InitialCapacity * 4];
_vertexBuffer = new DynamicVertexBuffer(
device, VertexPositionColorTexture.VertexDeclaration, _vertices.Length * 2, BufferUsage.WriteOnly);
_effect = new BasicEffect(device)
{
TextureEnabled = true,
VertexColorEnabled = true,
World = Matrix.Identity,
};
_indexBuffer = CreateQuadIndexBuffer(device);
}
internal int ParallelThreshold => _options.ParallelThreshold;
/// Begins a frame with the given camera. Called by .
public void BeginFrame(in Camera camera)
{
var (virtualW, virtualH, mapping) = ResolveVirtualResolution();
Camera = CameraMath.Compute(camera, virtualW, virtualH, mapping);
_screenCamera = CameraMath.Compute(
new Camera(new Vector2(virtualW / 2f, virtualH / 2f)), virtualW, virtualH, mapping);
_batcher.Clear();
SubmittedSprites = 0;
CulledSprites = 0;
_begun = true;
_submitStartTimestamp = Stopwatch.GetTimestamp();
}
///
/// Begins a frame with a default camera that shows the world origin at the top-left
/// corner of the screen. Used when the scene has no camera entity.
///
public void BeginFrameWithDefaultCamera()
{
var (virtualW, virtualH, _) = ResolveVirtualResolution();
var camera = new Camera(new Vector2(virtualW / 2f, virtualH / 2f));
BeginFrame(in camera);
}
/// Submits one sprite. Invisible sprites (outside the camera) are culled here.
public void Submit(in Transform2D transform, in Sprite sprite)
{
EnsureBegun();
switch (TryBuildInstance(in transform, in sprite, out var instance, out var key))
{
case SubmitResult.Visible:
_batcher.Submit(in instance, key);
SubmittedSprites++;
break;
case SubmitResult.Culled:
CulledSprites++;
break;
}
}
/// Sorts, builds vertices and issues draw calls. Called by .
public void EndFrame()
{
EnsureBegun();
_begun = false;
DrawCalls = 0;
var submitEnd = Stopwatch.GetTimestamp();
SubmitMs = ToMs(submitEnd - _submitStartTimestamp);
SortMs = 0f;
BuildMs = 0f;
UploadMs = 0f;
DrawMs = 0f;
_batcher.Sort();
var count = _batcher.Count;
var sortEnd = Stopwatch.GetTimestamp();
SortMs = ToMs(sortEnd - submitEnd);
if (count == 0)
{
return;
}
var order = _batcher.SortedOrder;
EnsureVertexCapacity(count * 4);
if (count >= _options.ParallelThreshold)
{
var blocks = (count + ParallelBlock - 1) / ParallelBlock;
Parallel.For(0, blocks, block =>
{
var end = Math.Min((block + 1) * ParallelBlock, count);
for (var i = block * ParallelBlock; i < end; i++)
{
BuildVertex(order, i);
}
});
}
else
{
for (var i = 0; i < count; i++)
{
BuildVertex(order, i);
}
}
var buildEnd = Stopwatch.GetTimestamp();
BuildMs = ToMs(buildEnd - sortEnd);
// Кольцевая запись: NoOverwrite не заставляет GPU ждать предыдущий кадр;
// Discard только на перемотке кольца.
var vertexCount = count * 4;
SetDataOptions hint;
if (_ringCursor + vertexCount <= _vertexBuffer.VertexCount)
{
_ringBaseVertex = _ringCursor;
hint = SetDataOptions.NoOverwrite;
}
else
{
_ringBaseVertex = 0;
hint = SetDataOptions.Discard;
}
_vertexBuffer.SetData(_ringBaseVertex * VertexStride, _vertices, 0, vertexCount, VertexStride, hint);
_ringCursor = _ringBaseVertex + vertexCount;
var uploadEnd = Stopwatch.GetTimestamp();
UploadMs = ToMs(uploadEnd - buildEnd);
_device.BlendState = BlendState.AlphaBlend;
_device.SamplerStates[0] = _options.Sampler;
_device.DepthStencilState = DepthStencilState.None;
_device.RasterizerState = RasterizerState.CullNone;
_device.SetVertexBuffer(_vertexBuffer);
_device.Indices = _indexBuffer;
// Виртуальное разрешение рисуется в letterbox-прямоугольник — тот же, по которому
// считают ScreenToWorld/WorldToScreen; иначе картинка растягивается мимо маппинга.
var previousViewport = _device.Viewport;
var letterboxed = _options.VirtualResolution is not null;
if (letterboxed)
{
var mapping = Camera.Mapping;
_device.Viewport = new Viewport(
(int)MathF.Round(mapping.Offset.X),
(int)MathF.Round(mapping.Offset.Y),
(int)MathF.Round(Camera.VirtualWidth * mapping.Scale),
(int)MathF.Round(Camera.VirtualHeight * mapping.Scale));
}
DrawBatches(order, count);
if (letterboxed)
{
_device.Viewport = previousViewport;
}
DrawMs = ToMs(Stopwatch.GetTimestamp() - uploadEnd);
}
/// Converts a physical screen point to world coordinates using the current camera.
public Vector2 ScreenToWorld(Vector2 screen) => Camera.ScreenToWorld(screen);
/// Converts a world point to physical screen coordinates using the current camera.
public Vector2 WorldToScreen(Vector2 world) => Camera.WorldToScreen(world);
///
public void Dispose()
{
_effect.Dispose();
_vertexBuffer.Dispose();
_indexBuffer.Dispose();
}
// --- Параллельная по-чанковая подача (используется SpriteRenderSystem выше порога) ----
internal void BeginChunkedSubmit(ReadOnlySpan chunkLengths)
{
EnsureBegun();
_batcher.BeginChunks(chunkLengths);
}
internal SpriteChunkWriter GetChunkWriter(int chunkIndex) => _batcher.GetChunkWriter(chunkIndex);
internal void SubmitInto(ref SpriteChunkWriter writer, in Transform2D transform, in Sprite sprite)
{
switch (TryBuildInstance(in transform, in sprite, out var instance, out var key))
{
case SubmitResult.Visible:
writer.Add(in instance, key);
break;
case SubmitResult.Culled:
writer.AddCulled();
break;
}
}
internal void EndChunk(int chunkIndex, in SpriteChunkWriter writer) => _batcher.EndChunk(chunkIndex, in writer);
internal void CommitChunkedSubmit()
{
SubmittedSprites += _batcher.CommitChunks();
CulledSprites += _batcher.LastChunkCulled;
}
private enum SubmitResult
{
Skipped,
Culled,
Visible,
}
private SubmitResult TryBuildInstance(
in Transform2D transform, in Sprite sprite, out SpriteInstance instance, out ulong key)
{
instance = default;
key = 0;
if (sprite.Region is not { } region)
{
return SubmitResult.Skipped;
}
var layer = Layers[sprite.Layer];
var (center, radius) = CullingMath.SpriteBoundingCircle(in transform, region, sprite.Origin);
if (layer.Space == LayerSpace.World &&
!CullingMath.CircleIntersectsRect(center, radius, Camera.CullRect))
{
return SubmitResult.Culled;
}
// Y-sort по пивоту (Transform2D.Position), а не по центру квада: спрайты разной
// высоты с origin «в ногах» сортируются по ногам, как принято в top-down.
var depth = layer.SortMode == LayerSortMode.YSort ? transform.Position.Y : sprite.Depth;
instance = new SpriteInstance
{
Region = region,
Center = center,
HalfSize = new Vector2(region.Width * transform.Scale.X, region.Height * transform.Scale.Y) / 2f,
Rotation = transform.Rotation,
Color = sprite.Color,
Flip = sprite.Flip,
Layer = sprite.Layer.Value,
};
key = SpriteSortKey.Make(sprite.Layer.Value, depth, region.TextureSortKey);
return SubmitResult.Visible;
}
private void EnsureBegun()
{
if (!_begun)
{
throw new InvalidOperationException(
"Renderer used outside BeginFrame/EndFrame (is CameraSystem registered first?).");
}
}
private (int Width, int Height, ViewportMapping Mapping) ResolveVirtualResolution()
{
var viewport = _device.Viewport;
if (_options.VirtualResolution is not { } virtualSize)
{
return (viewport.Width, viewport.Height, ViewportMapping.Identity);
}
return (virtualSize.X, virtualSize.Y,
CameraMath.ComputeMapping(viewport.Width, viewport.Height, virtualSize.X, virtualSize.Y));
}
private void BuildVertex(int[] order, int i)
{
ref readonly var instance = ref _batcher[order[i]];
var region = instance.Region;
var u0 = region.U0;
var v0 = region.V0;
var u1 = region.U1;
var v1 = region.V1;
if ((instance.Flip & SpriteFlip.X) != 0)
{
(u0, u1) = (u1, u0);
}
if ((instance.Flip & SpriteFlip.Y) != 0)
{
(v0, v1) = (v1, v0);
}
Vector2 rx, ry;
if (instance.Rotation == 0f)
{
rx = new Vector2(instance.HalfSize.X, 0f);
ry = new Vector2(0f, instance.HalfSize.Y);
}
else
{
var (sin, cos) = MathF.SinCos(instance.Rotation);
rx = new Vector2(instance.HalfSize.X * cos, instance.HalfSize.X * sin);
ry = new Vector2(-instance.HalfSize.Y * sin, instance.HalfSize.Y * cos);
}
var center = instance.Center;
var vertex = i * 4;
_vertices[vertex + 0] = Vertex(center - rx - ry, instance.Color, u0, v0);
_vertices[vertex + 1] = Vertex(center + rx - ry, instance.Color, u1, v0);
_vertices[vertex + 2] = Vertex(center - rx + ry, instance.Color, u0, v1);
_vertices[vertex + 3] = Vertex(center + rx + ry, instance.Color, u1, v1);
}
private void DrawBatches(int[] order, int count)
{
var batchStart = 0;
ref readonly var first = ref _batcher[order[0]];
var currentTexture = first.Region.Texture;
var currentLayer = first.Layer;
ApplyLayerMatrices(currentLayer);
for (var i = 1; i <= count; i++)
{
Texture2D? texture = null;
byte layer = 0;
if (i < count)
{
ref readonly var instance = ref _batcher[order[i]];
texture = instance.Region.Texture;
layer = instance.Layer;
if (ReferenceEquals(texture, currentTexture) && layer == currentLayer)
{
continue;
}
}
DrawRange(currentTexture, batchStart, i - batchStart);
batchStart = i;
if (i < count)
{
currentTexture = texture!;
if (layer != currentLayer)
{
currentLayer = layer;
ApplyLayerMatrices(currentLayer);
}
}
}
}
private void ApplyLayerMatrices(byte layer)
{
var state = Layers[new LayerId(layer)].Space == LayerSpace.Screen ? _screenCamera : Camera;
_effect.View = state.View;
_effect.Projection = state.Projection;
}
private void DrawRange(Texture2D texture, int firstQuad, int quadCount)
{
_effect.Texture = texture;
while (quadCount > 0)
{
var quads = Math.Min(quadCount, MaxQuadsPerDraw);
foreach (var pass in _effect.CurrentTechnique.Passes)
{
pass.Apply();
_device.DrawIndexedPrimitives(
PrimitiveType.TriangleList, _ringBaseVertex + firstQuad * 4, 0, quads * 2);
DrawCalls++;
}
firstQuad += quads;
quadCount -= quads;
}
}
private void EnsureVertexCapacity(int vertexCount)
{
if (_vertices.Length < vertexCount)
{
var capacity = _vertices.Length;
while (capacity < vertexCount)
{
capacity *= 2;
}
_vertices = new VertexPositionColorTexture[capacity];
}
// GPU-буфер держим вдвое больше CPU-массива — кольцу нужен запас,
// чтобы NoOverwrite срабатывал чаще, чем Discard.
var wantedBuffer = _vertices.Length * 2;
if (_vertexBuffer.VertexCount < wantedBuffer)
{
_vertexBuffer.Dispose();
_vertexBuffer = new DynamicVertexBuffer(
_device, VertexPositionColorTexture.VertexDeclaration, wantedBuffer, BufferUsage.WriteOnly);
_ringCursor = 0;
}
}
private static float ToMs(long timestampDelta) => (float)timestampDelta * 1000f / Stopwatch.Frequency;
private static VertexPositionColorTexture Vertex(Vector2 position, Color color, float u, float v) =>
new(new Vector3(position, 0f), color, new Vector2(u, v));
private static IndexBuffer CreateQuadIndexBuffer(GraphicsDevice device)
{
var indices = new ushort[MaxQuadsPerDraw * 6];
for (var quad = 0; quad < MaxQuadsPerDraw; quad++)
{
var vertex = quad * 4;
var index = quad * 6;
indices[index + 0] = (ushort)(vertex + 0);
indices[index + 1] = (ushort)(vertex + 1);
indices[index + 2] = (ushort)(vertex + 2);
indices[index + 3] = (ushort)(vertex + 2);
indices[index + 4] = (ushort)(vertex + 1);
indices[index + 5] = (ushort)(vertex + 3);
}
var buffer = new IndexBuffer(device, IndexElementSize.SixteenBits, indices.Length, BufferUsage.WriteOnly);
buffer.SetData(indices);
return buffer;
}
}