Example #1
0
        /// <summary>
        /// Draws a mesh with a shadow map drawer
        /// </summary>
        /// <param name="effect">Effect</param>
        /// <param name="drawingData">Drawing data</param>
        /// <param name="meshName">Mesh name</param>
        /// <param name="index">Instance buffer index</param>
        /// <param name="length">Instance buffer length</param>
        /// <returns>Returns the number of drawn triangles</returns>
        private int DrawMeshShadow(IShadowMapDrawer effect, DrawingData drawingData, string meshName, int index, int length)
        {
            int count = 0;

            var graphics = this.Game.Graphics;

            var meshDict = drawingData.Meshes[meshName];

            foreach (string materialName in meshDict.Keys)
            {
                var mesh     = meshDict[materialName];
                var material = drawingData.Materials[materialName];

                count += mesh.IndexBuffer.Count > 0 ? mesh.IndexBuffer.Count / 3 : mesh.VertexBuffer.Count / 3;

                effect.UpdatePerObject(0, material, 0);

                this.BufferManager.SetIndexBuffer(mesh.IndexBuffer.Slot);

                var technique = effect.GetTechnique(mesh.VertextType, true, material.Material.IsTransparent);
                this.BufferManager.SetInputAssembler(technique, mesh.VertexBuffer.Slot, mesh.Topology);

                for (int p = 0; p < technique.PassCount; p++)
                {
                    graphics.EffectPassApply(technique, p, 0);

                    mesh.Draw(graphics, index, length);
                }
            }

            return(count);
        }
Example #2
0
            /// <summary>
            /// Draws the scenery patch shadows
            /// </summary>
            /// <param name="sceneryEffect">Scenery effect</param>
            /// <param name="bufferManager">Buffer manager</param>
            public void DrawSceneryShadows(IShadowMapDrawer sceneryEffect, BufferManager bufferManager)
            {
                var graphics = this.Game.Graphics;

                foreach (string meshName in this.DrawingData.Meshes.Keys)
                {
                    var meshDict = this.DrawingData.Meshes[meshName];

                    foreach (string materialName in meshDict.Keys)
                    {
                        var mesh     = meshDict[materialName];
                        var material = this.DrawingData.Materials[materialName];

                        var technique = sceneryEffect.GetTechnique(mesh.VertextType, false, material.Material.IsTransparent);

                        sceneryEffect.UpdatePerObject(0, material, 0);

                        bufferManager.SetIndexBuffer(mesh.IndexBuffer.Slot);
                        bufferManager.SetInputAssembler(technique, mesh.VertexBuffer.Slot, mesh.Topology);

                        for (int p = 0; p < technique.PassCount; p++)
                        {
                            graphics.EffectPassApply(technique, p, 0);

                            mesh.Draw(graphics);
                        }
                    }
                }
            }
Example #3
0
        /// <summary>
        /// Draws a mesh shadow
        /// </summary>
        /// <param name="context">Context</param>
        /// <param name="effect">Effect</param>
        /// <param name="meshName">Mesh name</param>
        /// <returns>Returns the number of drawn triangles</returns>
        private int DrawMeshShadow(DrawContextShadows context, IShadowMapDrawer effect, string meshName)
        {
            int count = 0;

            var graphics = this.Game.Graphics;

            var meshDict = this.DrawingData.Meshes[meshName];

            var localTransform = this.GetTransformByName(meshName);

            effect.UpdatePerFrame(localTransform, context);

            foreach (string materialName in meshDict.Keys)
            {
                var mesh     = meshDict[materialName];
                var material = this.DrawingData.Materials[materialName];

                effect.UpdatePerObject(this.AnimationOffset, material, this.TextureIndex);

                this.BufferManager.SetIndexBuffer(mesh.IndexBuffer.Slot);

                var technique = effect.GetTechnique(mesh.VertextType, false, material.Material.IsTransparent);
                this.BufferManager.SetInputAssembler(technique, mesh.VertexBuffer.Slot, mesh.Topology);

                count += mesh.IndexBuffer.Count > 0 ? mesh.IndexBuffer.Count / 3 : mesh.VertexBuffer.Count / 3;

                for (int p = 0; p < technique.PassCount; p++)
                {
                    graphics.EffectPassApply(technique, p, 0);

                    mesh.Draw(graphics);
                }
            }

            return(count);
        }