Ejemplo n.º 1
0
        //GenericEffect lastEffect = null;
#endif

//        private void RenderMmprList(List<ModelMeshPartRender> list)
//        {

//#if XNA4 && WINDOWS_PHONE && USING_EMULATOR && DEBUG
//            if (list.Count != 0)
//            {
//                GenericEffect effectToUse = list[0].ModelMeshPart.Effect;
//                FlatRedBall.Content.Model.Helpers.ModelMeshPart modelMeshPart =
//                    list[0].ModelMeshPart;

//                GraphicsDevice graphicsDevice = Renderer.GraphicsDevice;

//                // temporary to test things out:
//                Renderer.GraphicsDevice.RasterizerState = RasterizerState.CullNone;


//                // TODO:  Apply lighting
//                if (!LightManager.EnableLighting)
//                {
//                    effectToUse.LightingEnabled = false;

//                }


//                // This causes problems
//                //                effectToUse.VertexColorEnabled = true;

//                /* 
//                                // TODO:  ApplyColorOperation
//                                effectToUse.EmissiveColor = Vector3.Zero;
//                                effectToUse.DiffuseColor = Vector3.One;
//                                */


//                int indexIncrementPerModelMeshPart = modelMeshPart.PrimitiveCount * 3;




//                for (int i = 0; i < indexIncrementPerModelMeshPart; i++)
//                {
//                    mPerInstanceIndexBuffer[i] = modelMeshPart.mIndexList[i + modelMeshPart.StartIndex];
//                }

//                // Assumes 1 pass
//                if( effectToUse.GetCurrentTechnique(true).Passes.Count > 1 )
//                {
//                    throw new InvalidOperationException("The new efficient rendering system only supports effects with 1 render pass");
//                }


//                BlendState previousState = FlatRedBallServices.GraphicsDevice.BlendState;


//                EffectPass effectPass;

//                if (lastEffect != effectToUse)
//                {
//                    SpriteManager.Camera.SetDeviceViewAndProjection(effectToUse, false);
//                    effectPass = effectToUse.GetCurrentTechnique( true ).Passes[0];
//                    effectPass.Apply();
//                    lastEffect = effectToUse;
//                }

//                int reusableIndex = 0;
//                VertexPositionNormalTexture tempVertex = new VertexPositionNormalTexture();
//                Vector3 tempVector = new Vector3();
//                Matrix matrix;


//                int mmprIndex = 0;

//                VertexPositionNormalTexture[] verticesToCopy = modelMeshPart.CpuVertices;


//                foreach (ModelMeshPartRender mmpr in list)
//                {
//                    if (mmpr.PreCalculatedVerts != null)
//                    {
//                        mmpr.PreCalculatedVerts.CopyTo(
//                            mReusableVertexList, reusableIndex);
//                        reusableIndex += mmpr.PreCalculatedVerts.Length;


//                        //for (int i = 0; i < verticesToCopy.Length; i++)
//                        //{

//                        //    mReusableVertexList[reusableIndex] = mmpr.PreCalculatedVerts[i];
//                        //    reusableIndex++;
//                        //}
//                    }
//                    else
//                    {
//                        matrix = mmpr.World;

//                        for (int i = 0; i < verticesToCopy.Length; i++)
//                        {

//                            tempVertex = verticesToCopy[i];
//                            tempVector.X = tempVertex.Position.X;
//                            tempVector.Y = tempVertex.Position.Y;
//                            tempVector.Z = tempVertex.Position.Z;

//                            MathFunctions.TransformVector(ref tempVector, ref matrix);

//                            tempVertex.Position.X = tempVector.X;
//                            tempVertex.Position.Y = tempVector.Y;
//                            tempVertex.Position.Z = tempVector.Z;

//                            mReusableVertexList[reusableIndex] = tempVertex;
//                            reusableIndex++;
//                        }
//                    }

//                    ushort extraAmountDestination = (ushort)(mmprIndex * indexIncrementPerModelMeshPart);
//                    ushort extraAmountSource = (ushort)(mmprIndex * verticesToCopy.Length);

//                    for (int i = indexIncrementPerModelMeshPart - 1; i > -1; i--)
//                    //for (int i = 0; i < indexIncrementPerModelMeshPart; i++)
//                    {

//                        mReusableIndexList[i + extraAmountDestination] = (ushort)(mPerInstanceIndexBuffer[i] + extraAmountSource);

//                    }


//                    //graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, modelMeshPart.numVertices, modelMeshPart.startIndex, modelMeshPart.primitiveCount);

//                    mmprIndex++;


//                    /*
//                    if (mmpr.RenderOverrides != null)
//                    {
//                        for (int i = 0; i < mmpr.RenderOverrides.Count; i++)
//                        {
//                            mmpr.RenderOverrides[i].Apply(ref modelMeshPart.vertexBuffer);
//                            graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, modelMeshPart.numVertices, modelMeshPart.startIndex, modelMeshPart.primitiveCount);
//                        }
//                    }
//                    */


//                }

//                int numberOfVerts = reusableIndex;
//                int numberOfIndices = mmprIndex * indexIncrementPerModelMeshPart;
//                int numberOfPrimitives = numberOfIndices / 3;

//                mReusableVertexBuffer.SetData<VertexPositionNormalTexture>(mReusableVertexList, 0, numberOfVerts);
//                mReusableIndexBuffer.SetData<ushort>(mReusableIndexList, 0, numberOfIndices);

//                FlatRedBallServices.GraphicsDevice.SetVertexBuffer(mReusableVertexBuffer);
//                FlatRedBallServices.GraphicsDevice.Indices = mReusableIndexBuffer;


//                graphicsDevice.DrawIndexedPrimitives(
//                    PrimitiveType.TriangleList, 0, 0, numberOfVerts, 0, numberOfPrimitives);





//                FlatRedBallServices.GraphicsDevice.SetVertexBuffer(null);
//                FlatRedBallServices.GraphicsDevice.Indices = null;

//                FlatRedBallServices.GraphicsDevice.BlendState = previousState;
//            }
//#else
//            throw new NotImplementedException();
//#endif
//        }

        private void DrawModelOrAddToSortedDictionary(Camera camera, RenderMode renderMode, PositionedModel model)
        {

            if (model.Visible && (camera.CameraModelCullMode == CameraModelCullMode.None || camera.IsModelInView(model)))
            {

                if (model.AnimationController == null && model.CustomModel != null && AllowQuickRender)
                {
#if XNA4
                    Matrix transformationMatrixFlippedAsNeeded = model.TransformationMatrix;

                    foreach (FlatRedBall.Content.Model.Helpers.ModelMesh mesh in model.CustomModel.Meshes)
                    {
                        foreach (FlatRedBall.Content.Model.Helpers.ModelMeshPart meshPart in mesh.MeshParts)
                        {
                            // It's okay if we call this over and over,
                            // it has a bool which it uses internally to
                            // make sure there isn't unnecessary copying of
                            // verts.
                            meshPart.ResetVertexBuffer();

                            ModelMeshPartRender mmpr = new ModelMeshPartRender();
                            mmpr.ModelMeshPart = meshPart;

                            if (model.RenderOverrides != null && model.RenderOverrides.ContainsKey(meshPart))
                            {
                                mmpr.RenderOverrides = model.RenderOverrides[meshPart];
                            }
                            mmpr.World = transformationMatrixFlippedAsNeeded;

                            if (!model.IsAutomaticallyUpdated)
                            {
                                mmpr.PreCalculatedVerts = model.mPrecalculatedVertices[meshPart];
                            }

                            if (mSortedModelMeshes.ContainsKey(meshPart))
                            {
                                mSortedModelMeshes[meshPart].Add(mmpr);
                            }
                            else
                            {

                                List<ModelMeshPartRender> newList = new List<ModelMeshPartRender>();
                                newList.Add(mmpr);

                                mSortedModelMeshes.Add(meshPart, newList);
                            }
                        }
                    }
#endif
                }
                else
                {
                    DrawModel(camera, model, renderMode);
                }
            }
        }