Beispiel #1
0
        static unsafe IConstantBuffer GetObjectCB(MyRenderContext RC, MyInstanceComponent instance, float stateData)
        {
            Vector4 col0, col1, col2;

            instance.GetMatrixCols(0, out col0, out col1, out col2);
            Matrix matrix = Matrix.Identity;

            matrix.SetRow(0, col0);
            matrix.SetRow(1, col1);
            matrix.SetRow(2, col2);
            matrix = Matrix.Transpose(matrix);

            int cbSize = sizeof(MyObjectDataCommon);

            cbSize += sizeof(MyObjectDataNonVoxel);

            IConstantBuffer      cb           = MyCommon.GetObjectCB(cbSize);
            var                  mapping      = MyMapping.MapDiscard(RC, cb);
            MyObjectDataNonVoxel nonVoxelData = new MyObjectDataNonVoxel();

            mapping.WriteAndPosition(ref nonVoxelData);
            MyObjectDataCommon commonData = new MyObjectDataCommon();

            commonData.LocalMatrix = matrix;
            commonData.ColorMul    = Vector3.One;
            commonData.KeyColor    = new Vector3(0, -1f, 0f);
            commonData.CustomAlpha = stateData;

            mapping.WriteAndPosition(ref commonData);
            mapping.Unmap();
            return(cb);
        }
Beispiel #2
0
        void IDrawableGroupStrategy.Fill(int bufferOffset, MyInstanceComponent instance, MyLod lod, int multiTransformI, int instanceMaterialOffsetInData, MyInstanceLodState state, float stateData)
        {
            MyVbConstantElement element = new MyVbConstantElement
            {
                //WorldMatrixRow0 = new Vector4(matrix.M11, matrix.M12, matrix.M13, matrix.M14),
                //WorldMatrixRow1 = new Vector4(matrix.M21, matrix.M22, matrix.M23, matrix.M24),
                //WorldMatrixRow2 = new Vector4(matrix.M31, matrix.M32, matrix.M33, matrix.M34),
            };

            //Much faster approach than naive:
            instance.GetMatrixCols(multiTransformI,
                                   out element.WorldMatrixRow0,
                                   out element.WorldMatrixRow1,
                                   out element.WorldMatrixRow2);

            m_vbData[bufferOffset] = element;

            m_validElements++;
        }
Beispiel #3
0
        void IDrawableGroupStrategy.Fill(int bufferOffset, MyInstanceComponent instance, MyLod lod, int multiTransformI, int instanceMaterialOffsetInData, MyInstanceLodState state, float stateData)
        {
            HalfVector4 packedColorMultEmissivity = MyInstanceMaterial.Default.PackedColorMultEmissivity;

            if (instanceMaterialOffsetInData != -1) // if instance material is defined
            {
                MyInstanceMaterial instanceMaterial = instance.GetInstanceMaterial(instanceMaterialOffsetInData);
                packedColorMultEmissivity = instanceMaterial.PackedColorMultEmissivity;
            }
            else
            {
                packedColorMultEmissivity = instance.GlobalColorMultEmissivity;
            }

            HalfVector4 packedKeyColorDithering = instance.KeyColor.ToHalfVector4();
            HalfVector4 dithering = new HalfVector4();

            dithering.PackedValue = (ulong)HalfUtils.Pack(stateData);
            packedKeyColorDithering.PackedValue = packedKeyColorDithering.PackedValue | dithering.PackedValue << 48;

            MyVbConstantElement element = new MyVbConstantElement
            {
                //WorldMatrixRow0 = new Vector4(matrix.M11, matrix.M12, matrix.M13, matrix.M14),
                //WorldMatrixRow1 = new Vector4(matrix.M21, matrix.M22, matrix.M23, matrix.M24),
                //WorldMatrixRow2 = new Vector4(matrix.M31, matrix.M32, matrix.M33, matrix.M34),
                KeyColorDithering   = packedKeyColorDithering,
                ColorMultEmissivity = packedColorMultEmissivity,
            };

            // much faster approach than naive:
            instance.GetMatrixCols(multiTransformI,
                                   out element.WorldMatrixRow0,
                                   out element.WorldMatrixRow1,
                                   out element.WorldMatrixRow2);

            m_vbData[bufferOffset] = element;

            m_validElements++;
        }