public override void Draw(GameTime gameTime)
        {
            var rs  = Game.GraphicsDevice;
            var cam = Game.GetService <Camera>();
            var ls  = Game.GetService <LayerService>();

            constBuffer.Data.ViewProj     = cam.ViewMatrix * cam.ProjMatrix;
            constBuffer.Data.Zoom         = new Vector4(ls.MapLayer.Zoom);
            constBuffer.Data.Offset       = new Vector4(ls.MapLayer.Offset, 0.0f, 0.0f);
            constBuffer.Data.ViewPosition = new Vector4(cam.CameraMatrix.TranslationVector, 0.0f);
            constBuffer.UpdateCBuffer();


            string signature;

            drawShader.SetVertexShader((int)BuildingsFlags.BUILDINGS_DRAW, out signature);

            drawShader.SetGeometryShader((int)BuildingsFlags.BUILDINGS_DRAW);
            drawShader.SetPixelShader((int)BuildingsFlags.BUILDINGS_DRAW);
            constBuffer.SetCBufferVS(0);
            constBuffer.SetCBufferGS(0);
            constBuffer.SetCBufferPS(0);

            rs.SetupVertexInput(vertexBuffer, null, signature);

            rs.SetBlendState(BlendState.Opaque);
            rs.SetDepthStencilState(DepthStencilState.Default);
            rs.SetRasterizerState(RasterizerState.CullCCW);


            rs.Draw(Primitive.PointList, vertexBuffer.Capacity, 0);
        }
Beispiel #2
0
        public void Draw3(GameTime gameTime)
        {
            var rs  = Game.GraphicsDevice;
            var cam = Game.GetService <Camera>();
            //var dr	= rs.DebugRender;
            //dr.DrawBasis(Matrix.Translation(1.0f, 1.0f, 1.0f), 100.0f);


            //int w = rs.Viewport.Width;
            //int h = rs.Viewport.Height;
            //dr.DrawBox(new BoundingBox(new Vector3(0, 0, 0), new Vector3(w, 1000, h)), Color.Green);
            //dr.DrawPoint(new Vector3(w / 2, 0, h / 2), 2.0f, Color.Red);

            var numTiles = 1 << (int)Level;
            int x        = (int)(numTiles * CenterPositionMercator.X);
            int y        = (int)(numTiles * CenterPositionMercator.Y);


            vertexCount = 0;

            var srvs = new List <Texture2D>();

            for (int row = -TilesCountOnLowLevel; row <= TilesCountOnLowLevel; row++)
            {
                for (int col = -TilesCountOnLowLevel; col <= TilesCountOnLowLevel; col++)
                {
                    if (x + col < 0 || x + col > numTiles - 1 || y + row < 0 || y + row > numTiles - 1)
                    {
                        continue;
                    }

                    AddQuad(x + col, y + row, numTiles);
                    srvs.Add(CurrentMapSource.GetTile(x + col, y + row, (int)Level).Tile);
                }
            }

            vertexBuffer.SetData(vertices, 0, vertexCount);

            constBuffer.Data.ViewProj  = cam.GetViewMatrix(StereoEye.Mono) * cam.GetProjectionMatrix(StereoEye.Mono);
            constBuffer.Data.Zoom      = new Vector4(Zoom);
            constBuffer.Data.Offset    = new Vector4(Offset, 0.0f, 0.0f);
            constBuffer.Data.Padding   = new Vector4();
            constBuffer.Data.TesAmount = new Vector4(TesselationFactor);
            constBuffer.UpdateCBuffer();


            string signature;

            shader.SetVertexShader((int)MapFlags.MAP_DRAW);
            shader.SetHullShader((int)MapFlags.MAP_DRAW);
            shader.SetDomainShader((int)MapFlags.MAP_DRAW);
            shader.SetPixelShader((int)MapFlags.MAP_DRAW);
            constBuffer.SetCBufferVS(0);
            constBuffer.SetCBufferHS(0);
            constBuffer.SetCBufferDS(0);
            constBuffer.SetCBufferPS(0);


            rs.SetPSSamplerState(0, SamplerState.LinearClamp);
            rs.SetDSSamplerState(0, SamplerState.LinearClamp);


            rs.SetupVertexInput(vertexBuffer, null);

            rs.SetBlendState(BlendState.Opaque);
            rs.SetDepthStencilState(DepthStencilState.Default);

            rs.SetRasterizerState(Game.InputDevice.IsKeyDown(Keys.NumPad1) ? RasterizerState.Wireframe : RasterizerState.CullCW);


            for (int i = 0; i < srvs.Count; i++)
            {
                srvs[i].SetPS(0);
                quads[i].SRV0.SetDS(1); quads[i].SRV1.SetDS(2); quads[i].SRV2.SetDS(3); quads[i].SRV3.SetDS(4);
                quads[i].SRV0.SetPS(1); quads[i].SRV1.SetPS(2); quads[i].SRV2.SetPS(3); quads[i].SRV3.SetPS(4);

                rs.Draw(4, 4 * i);


                //rs.DeviceContext.DomainShader.SetShaderResources(1, new ShaderResourceView[] { null, null, null, null });
                //rs.DeviceContext.PixelShader.SetShaderResources(1, new ShaderResourceView[] { null, null, null, null });
            }

            quads.Clear();
            srvs.Clear();

            //rs.DeviceContext.VertexShader.SetConstantBuffer(0, null);
            //rs.DeviceContext.HullShader.SetConstantBuffer(0, null);
            //rs.DeviceContext.DomainShader.SetConstantBuffer(0, null);
            //rs.DeviceContext.PixelShader.SetConstantBuffer(0, null);
            //
            //rs.DeviceContext.PixelShader.SetSampler(0, null);
            //rs.DeviceContext.DomainShader.SetSampler(0, null);
            //rs.DeviceContext.PixelShader.SetShaderResource(0, null);
            //
            //rs.DeviceContext.VertexShader.Set(null);
            //rs.DeviceContext.HullShader.Set(null);
            //rs.DeviceContext.DomainShader.Set(null);
            //rs.DeviceContext.PixelShader.Set(null);
        }