Ejemplo n.º 1
0
        PS_IN VS( VS_IN _In )
        {
            float4	WorldPosition = mul( new float4( _In.Position, 1.0f ), _Local2World );

            PS_IN	Out;
            Out.__Position = mul( WorldPosition, _CubeMapWorld2Proj );
            Out.Position = WorldPosition.xyz;
            Out.Normal = mul( _float4( _In.Normal, 0.0f ), _Local2World );
            Out.Tangent = mul( _float4( _In.Tangent, 0.0f ), _Local2World );
            Out.BiTangent = mul( _float4( _In.BiTangent, 0.0f ), _Local2World );
            Out.UV = _In.UV;

            return Out;
        }
Ejemplo n.º 2
0
        PS_IN   VS(VS_IN _In)
        {
            float4 WorldPosition = mul(new float4(_In.Position, 1.0f), _Local2World);

            PS_IN Out;

            Out.__Position = mul(WorldPosition, _CubeMapWorld2Proj);
            Out.Position   = WorldPosition.xyz;
            Out.Normal     = mul(_float4(_In.Normal, 0.0f), _Local2World);
            Out.Tangent    = mul(_float4(_In.Tangent, 0.0f), _Local2World);
            Out.BiTangent  = mul(_float4(_In.BiTangent, 0.0f), _Local2World);
            Out.UV         = _In.UV;

            return(Out);
        }
Ejemplo n.º 3
0
        internal void AddVertexWithColor(Vector4 vertex, Vector4 color, Vector3 normal)
        {
            vertexAddCount++;
            VertexCount++;
            int   stride = ActiveEffect.GetStride();
            VS_IN vsin   = new VS_IN()
            {
                Vertex = vertex, Color = color, Uv = uvVertices[uvIndex++], TextureIndex = ArrayIndex, Normal = normal
            };

            uvIndex = uvIndex % 4;

            ActiveEffect.WriteVertex(stream, ref vsin);
            if (mode == PrimitiveTopology.TriangleList)
            {
                if (vertexAddCount % 4 == 1)
                {
                    vertex0 = vsin;
                }
                else if (vertexAddCount % 4 == 3)
                {
                    vertex2 = vsin;
                }
                else if (vertexAddCount % 4 == 0)
                {
                    VertexCount += 2;
                    ActiveEffect.WriteVertex(stream, ref vertex0);
                    ActiveEffect.WriteVertex(stream, ref vertex2);
                }
            }
            bool isStreamAlmostFull  = (VertexCount * stride) >= stream.Length - 32 * stride;
            bool isQuadComplete      = vertexAddCount % 4 == 0;
            bool timeToFlushVertices = isStreamAlmostFull && isQuadComplete;

            if (timeToFlushVertices)
            {
                Draw();
            }
        }
Ejemplo n.º 4
0
        internal void AddVertexWithColor(Vector4 vertex, Vector4 color, Vector3 normal)
        {
            vertexAddCount++;
            VertexCount++;
            int stride = ActiveEffect.GetStride();
            VS_IN vsin = new VS_IN() { Vertex = vertex, Color = color, Uv = uvVertices[uvIndex++], TextureIndex = ArrayIndex, Normal = normal };
            uvIndex = uvIndex % 4;

            ActiveEffect.WriteVertex(stream, ref vsin);
            if (mode == PrimitiveTopology.TriangleList)
            {
                if (vertexAddCount % 4 == 1)
                {
                    vertex0 = vsin;
                }
                else if (vertexAddCount % 4 == 3)
                {
                    vertex2 = vsin;
                }
                else if (vertexAddCount % 4 == 0)
                {
                    VertexCount += 2;
                    ActiveEffect.WriteVertex(stream, ref vertex0);
                    ActiveEffect.WriteVertex(stream, ref vertex2);
                }
            }
            bool isStreamAlmostFull = (VertexCount * stride) >= stream.Length - 32 * stride;
            bool isQuadComplete = vertexAddCount % 4 == 0;
            bool timeToFlushVertices = isStreamAlmostFull && isQuadComplete;
            if (timeToFlushVertices)
            {
                Draw();
            }
        }