Beispiel #1
0
        /// 指定 BasicProgram と、指定 BasicMaterial を必ず利用して描画する
        public void Draw(GraphicsContext graphics,
                         BasicProgram program,
                         BasicMaterial material,
                         Matrix4 viewProj)
        {
            List <LocalPart> localPartList = updateLocalPart();

            // パーツを DrawOrder 順にソート
            localPartList.Sort();

            setPolygonMode(graphics, material);

            graphics.SetShaderProgram(program);
            program.SetViewProj(viewProj);

            program.SetMaterial(ref material);
            setLayers(graphics, program, material);

            // パーツの描画
            foreach (LocalPart localPart in localPartList)
            {
                program.SetMatrixPalette(localPart.worldCount, ref localPart.matrixPalette);
                program.Update();

                graphics.SetVertexBuffer(0, localPart.vertexBuffer);
                graphics.DrawArrays(localPart.primitives);
            }
        }
Beispiel #2
0
        /// 指定 BasicProgram を必ず利用して描画する

        /**
         * Material は、BasicModel に設定された Material を利用する
         */
        public void Draw(GraphicsContext graphics,
                         BasicProgram program,
                         Matrix4 viewProj,
                         Vector4 eye)
        {
            List <LocalPart> localPartList = updateLocalPart();

            // パーツを DrawOrder 順にソート
            localPartList.Sort();

            // パーツの描画
            foreach (LocalPart localPart in localPartList)
            {
                if (localPart.material != null)
                {
                    setPolygonMode(graphics, localPart.material);

                    // [note] local 参照なしの変数(だが、debug用途に残しておきたい)

                    /*
                     * int worldCount = localPart.worldCount;
                     * bool texAnim = localPart.material.UseTexAnim;
                     * int texCount = (localPart.material.Layers.Length <= 3) ? localPart.material.Layers.Length : 3;
                     */

                    graphics.SetShaderProgram(program);

                    program.SetViewProj(viewProj);

                    program.SetMaterial(ref localPart.material);

                    if (localPart.material.LightEnable != 0)
                    {
                        program.SetLightCount(lightCount);
                        program.SetLights(ref localPart.matrixPalette[0], ref eye, ref lights);
                    }
                    else
                    {
                        program.SetLightCount(0);
                    }

                    setLayers(graphics, program, localPart.material);

                    program.SetMatrixPalette(localPart.worldCount, ref localPart.matrixPalette);
                    program.Update();
                }

                graphics.SetVertexBuffer(0, localPart.vertexBuffer);
                graphics.DrawArrays(localPart.primitives);
            }
        }
        /// 指定 BasicProgram と、指定 BasicMaterial を必ず利用して描画する
        public void Draw( GraphicsContext graphics,
                      BasicProgram program,
                      BasicMaterial material,
                      Matrix4 viewProj )
        {
            List< LocalPart > localPartList = updateLocalPart();

            // パーツを DrawOrder 順にソート
            localPartList.Sort();

            setPolygonMode( graphics, material );

            graphics.SetShaderProgram( program );
            program.SetViewProj( viewProj );

            program.SetMaterial( ref material );
            setLayers( graphics, program, material );

            // パーツの描画
            foreach( LocalPart localPart in localPartList ){

            program.SetMatrixPalette( localPart.worldCount, ref localPart.matrixPalette );
            program.Update();

            graphics.SetVertexBuffer( 0, localPart.vertexBuffer ) ;
            graphics.DrawArrays( localPart.primitives ) ;
            }
        }
        /// 指定 BasicProgram を必ず利用して描画する
        /**
         * Material は、BasicModel に設定された Material を利用する
         */
        public void Draw( GraphicsContext graphics,
                      BasicProgram program,
                      Matrix4 viewProj,
                      Vector4 eye )
        {
            List< LocalPart > localPartList = updateLocalPart();

            // パーツを DrawOrder 順にソート
            localPartList.Sort();

            // パーツの描画
            foreach( LocalPart localPart in localPartList ){
            if( localPart.material != null ){
                setPolygonMode( graphics, localPart.material );

                // [note] local 参照なしの変数(だが、debug用途に残しておきたい)
                /*
                 * int worldCount = localPart.worldCount;
                 * bool texAnim = localPart.material.UseTexAnim;
                 *int texCount = (localPart.material.Layers.Length <= 3) ? localPart.material.Layers.Length : 3;
                 */

                graphics.SetShaderProgram( program );

                program.SetViewProj( viewProj );

                program.SetMaterial( ref localPart.material );

                if( localPart.material.LightEnable != 0 ){
                    program.SetLightCount( lightCount );
                    program.SetLights( ref localPart.matrixPalette[ 0 ], ref eye, ref lights );
                }else{
                    program.SetLightCount( 0 );
                }

                setLayers( graphics, program, localPart.material );

                program.SetMatrixPalette( localPart.worldCount, ref localPart.matrixPalette );
                program.Update();
            }

            graphics.SetVertexBuffer( 0, localPart.vertexBuffer ) ;
            graphics.DrawArrays( localPart.primitives ) ;
            }
        }
Beispiel #5
0
        /// BasicMaterial に設定された ShaderName から、ShaderProgram を探して描画する
        public void Draw(
            GraphicsContext graphics,
            ShaderContainer shaderContainer,
            Matrix4 viewProj,
            Vector4 eye,
            float Brightness
            )
        {
            foreach (var bone in Bones)
            {
                int worldCount = 0;
//			sky00_nami;
//				bone.Name = "sky00_nami";
                int[] blendBones = bone.BlendBones;
                if (blendBones == null)
                {
                    worldCount      = 1;
                    matrixBuffer    = new Matrix4[1];
                    matrixBuffer[0] = bone.WorldMatrix;
                }
                else
                {
                    int blendCount = blendBones.Length;
                    if (blendCount > matrixBuffer.Length)
                    {
                        matrixBuffer = new Matrix4[blendCount];
                    }
                    for (int i = 0; i < blendCount; i++)
                    {
                        matrixBuffer[i] = Bones[blendBones[i]].WorldMatrix * bone.BlendOffsets[i];
                    }
                }
                int[] blendSubset = defaultBlendSubset;
                foreach (var index in bone.DrawParts)
                {
                    BasicPart part = Parts[index];
                    foreach (var mesh in part.Meshes)
                    {
                        if (blendBones != null && blendSubset != mesh.BlendSubset)
                        {
                            blendSubset = (mesh.BlendSubset != null) ? mesh.BlendSubset : defaultBlendSubset;
                            worldCount  = blendSubset.Length;
                            if (worldCount > blendBones.Length)
                            {
                                worldCount = blendBones.Length;
                            }
                        }

                        BasicMaterial material = Materials[mesh.Material];

                        if (material != null)
                        {
                            setPolygonMode(graphics, material);

                            BasicProgram program = findBasicProgram(shaderContainer, material, worldCount, this.lightCount);
                            graphics.SetShaderProgram(program);

                            program.SetViewProj(viewProj);

                            program.SetMaterial(ref material);
                            if (material.LightEnable != 0)
                            {
                                program.SetLightCount(lightCount);
                                program.SetLights(ref matrixBuffer[0], ref eye, ref lights);
                            }
                            else
                            {
                                program.SetLightCount(0);
                            }
                            program.SetRateLight(Brightness);

                            setLayers(graphics, program, material);

                            program.SetWorldCount(worldCount);
                            for (int i = 0; i < worldCount; i++)
                            {
                                program.SetMatrixPalette(i, ref matrixBuffer[blendSubset[i]]);
                            }

                            program.Update();
                        }

                        graphics.SetVertexBuffer(0, mesh.VertexBuffer);
                        graphics.DrawArrays(mesh.Primitives);
                    }
                }
            }
        }