Ejemplo n.º 1
0
        public override RenderOperation[] GetRenderOperation()
        {
            if (ResVisible != null)
            {
                ResVisible(this);
            }

            opBuffer.FastClear();

            TreeBatchModel mdl = model;

            RenderOperation[] ops = mdl.GetRenderOperation();
            if (ops != null)
            {
                opBuffer.Add(ops);
            }

            if (Visiblity > 0)
            {
                ops = board.GetRenderOperation();
                if (ops != null)
                {
                    for (int i = 0; i < ops.Length; i++)
                    {
                        ops[i].Sender          = this;
                        ops[i].Transformation *= stdTransform;
                    }
                    opBuffer.Add(ops);
                }
            }


            opBuffer.Trim();
            return(opBuffer.Elements);
        }
Ejemplo n.º 2
0
        public override void Setup(Material mat, ref RenderOperation op)
        {
            if (mode == RenderMode.Depth)
            {
                Matrix lightPrjTrans;
                Matrix.Multiply(ref op.Transformation, ref EffectParams.DepthViewProj, out lightPrjTrans);
                shdVtxShader.SetValue("mvp", ref lightPrjTrans);
            }
            else if (mode == RenderMode.DeferredNormal)
            {
                Matrix worldView = op.Transformation * EffectParams.CurrentCamera.ViewMatrix;
                Matrix mvp       = worldView * EffectParams.CurrentCamera.ProjectionMatrix;
                nrmGenVShader.SetValue("mvp", ref mvp);
                nrmGenVShader.SetValue("worldView", ref worldView);

                if (!stateSetted)
                {
                    ShaderSamplerState state = new ShaderSamplerState();
                    state.AddressU      = TextureAddressMode.Wrap;
                    state.AddressV      = TextureAddressMode.Wrap;
                    state.AddressW      = TextureAddressMode.Wrap;
                    state.MinFilter     = TextureFilter.Linear;
                    state.MagFilter     = TextureFilter.Linear;
                    state.MipFilter     = TextureFilter.Linear;
                    state.MaxAnisotropy = 8;
                    state.MipMapLODBias = 0;

                    nrmGenPShader.SetSamplerState("texDif", ref state);

                    ResourceHandle <Texture> clrTex = mat.GetTexture(0);
                    if (clrTex == null)
                    {
                        nrmGenPShader.SetTexture("texDif", noTexture);
                    }
                    else
                    {
                        nrmGenPShader.SetTexture("texDif", clrTex);
                    }
                }
            }
            else
            {
                Matrix mvp = op.Transformation * EffectParams.CurrentCamera.ViewMatrix * EffectParams.CurrentCamera.ProjectionMatrix;

                vtxShader.SetValue("mvp", ref mvp);

                Matrix lightPrjTrans;
                Matrix.Multiply(ref op.Transformation, ref EffectParams.DepthViewProj, out lightPrjTrans);

                vtxShader.SetValue("smTrans", lightPrjTrans);

                TreeBatchModel mdl = op.Sender as TreeBatchModel;
                if (mdl != null)
                {
                    vtxShader.SetValue("world", ref mdl.TreeOrientation);
                }
                else
                {
                    vtxShader.SetValue("world", ref op.Transformation);
                }

                if (!stateSetted)
                {
                    pixShader.SetValue("k_a", mat.Ambient);
                    pixShader.SetValue("k_d", mat.Diffuse);
                    pixShader.SetValue("k_s", mat.Specular);
                    pixShader.SetValue("k_e", mat.Emissive);
                    pixShader.SetValue("k_power", mat.Power);

                    ResourceHandle <Texture> clrTex = mat.GetTexture(0);
                    if (clrTex == null)
                    {
                        pixShader.SetTexture("texDif", null);
                    }
                    else
                    {
                        pixShader.SetTexture("texDif", clrTex);
                    }
                    pixShader.SetTexture("texFog", TerrainEffect.FogMask);

                    Vector2 isVeg_wind = new Vector2();

                    if (mat.IsVegetation)
                    {
                        isVeg_wind.X = 100;// vtxShader.SetValue("isVeg_wind", new Vector4(100, 100, 100, 100));
                    }
                    isVeg_wind.Y = winding;
                    vtxShader.SetValue("isVeg_wind", ref isVeg_wind);


                    stateSetted = true;
                }
            }
        }