Ejemplo n.º 1
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);
                    }
                }
            }
        }