Example #1
0
 public void RenderMesh(GraphicsDevice graphicsDevice)
 {
     graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0,
                                     meshPart.NumVertices,
                                     meshPart.StartIndex,
                                     meshPart.PrimitiveCount);
 }
Example #2
0
 public void Draw(Microsoft.Xna.Framework.Graphics.GraphicsDevice gd)
 {
     gd.Vertices[0].SetSource(VertexBuffer, 0, TerrainVertex.SizeInBytes);
     gd.VertexDeclaration = new VertexDeclaration(gd, TerrainVertex.VertexElements);
     gd.Indices           = IndexBuffer;
     gd.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, Vertices.Length, 0, PrimitiveCount);
 }
Example #3
0
 void IMesh.Render(GraphicsDevice Device)
 {
     Device.SetVertexBuffer(verticies);
     Device.Indices = indicies;
     Device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, verticies.VertexCount,
         0, System.Math.Min(primitiveCount, 65535));
 }
Example #4
0
        /// <summary>
        /// Render the terrain
        /// </summary>
        /// <param name="device"></param>
        /// <param name="world"></param>
        public override void Draw(GraphicsDevice device, WorldState world)
        {
            world._3D.ApplyCamera(Effect, this);
            //device.SamplerStates[0].AddressU = TextureAddressMode.Wrap;
            //device.SamplerStates[0].AddressV = TextureAddressMode.Wrap;

            device.SetVertexBuffer(VertexBuffer);
            device.Indices = IndexBuffer;

            //device.RasterizerState.CullMode = CullMode.None;
            foreach (var pass in Effect.CurrentTechnique.Passes)
            {
                pass.Apply();
                device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, GeomLength, 0, NumPrimitives);
            }

            device.SetVertexBuffer(GrassVertexBuffer);
            //device.Indices = GrassIndexBuffer;

            foreach (var pass in Effect.CurrentTechnique.Passes)
            {
                pass.Apply();
                device.DrawPrimitives(PrimitiveType.LineList, 0, GrassPrimitives);
                //device.DrawIndexedPrimitives(PrimitiveType.LineList, 0, 0, GrassPrimitives*2, 0, GrassPrimitives);
            };
        }
Example #5
0
        public void Render(GraphicsDevice device, Camera cam)
        {
            if (!Transform.renderer.enabled)
            {
                return;
            }

            device.SetVertexBuffer(VertexBuffer);
            device.Indices = IndexBuffer;

            Effect e = Material.shader.effect;
            Material.shader.ApplyPreRenderSettings(Material, UseVertexColor);
            Material.SetBlendState(device);

            IEffectMatrices ems = e as IEffectMatrices;
            if (ems != null)
            {
                ems.World = Transform.world;
                ems.View = cam.view;
                ems.Projection = cam.projectionMatrix;
            }
            foreach (EffectPass pass in e.CurrentTechnique.Passes)
            {
                pass.Apply();
                device.DrawIndexedPrimitives(
                    PrimitiveType.TriangleList,
                    0,
                    0,
                    VertexBuffer.VertexCount,
                    0,
                    IndexBuffer.IndexCount / 3
                );
            }
            RenderStats.AddDrawCall(batches, VertexBuffer.VertexCount, IndexBuffer.IndexCount / 3);
        }
Example #6
0
        /// <summary>
        /// Draws the primitive to the screen.
        /// </summary>
        /// <param Name="device">GPU to draw with.</param>
        public virtual void Render(GraphicsDevice device)
        {
            lock (VertexLock)
            {
            #if MONOGAME_BUILD
                device.SamplerStates[0].Filter = TextureFilter.Point;
                device.SamplerStates[1].Filter = TextureFilter.Point;
                device.SamplerStates[2].Filter = TextureFilter.Point;
                device.SamplerStates[3].Filter = TextureFilter.Point;
                device.SamplerStates[4].Filter = TextureFilter.Point;
            #endif
                if (VertexBuffer == null)
                {
                    return;
                }

                if (Vertices == null || VertexBuffer == null || Vertices.Length < 3 ||  VertexBuffer.IsDisposed || VertexBuffer.VertexCount < 3)
                {
                    return;
                }

                device.SetVertexBuffer(VertexBuffer);

                if (IndexBuffer != null)
                {
                    device.Indices = IndexBuffer;
                    device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, VertexBuffer.VertexCount, 0, IndexBuffer.IndexCount / 3);
                }
                else
                {
                    device.DrawPrimitives(PrimitiveType.TriangleList, 0, Vertices.Length/3);
                }
            }
        }
Example #7
0
 public void draw(GraphicsDevice graphics)
 {
     foreach (EffectPass pass in _shader.CurrentTechnique.Passes)
     {
         pass.Apply();
         CGraphics.GPU.SetVertexBuffer(_vertexBuffer);
         graphics.DrawIndexedPrimitives(PrimitiveType.LineList, 0, 0, vertices.Length, 0, 1);
     }
 }
Example #8
0
        public override void DrawIndexed(PrimitiveType primType, int indexCount, int startIndex, int baseVertex)
        {
            XFG.PrimitiveType xnaPrim;
            int numPrims;

            ComputeXNADrawCall(primType, indexCount, out xnaPrim, out numPrims);

            _device.DrawIndexedPrimitives(xnaPrim, baseVertex, 0, indexCount, startIndex, numPrims);
        }
Example #9
0
        public void Draw(GraphicsDevice graphics, Matrix world, Matrix view, Matrix projection)
        {
            graphics.SetVertexBuffer(vertices);
            graphics.Indices = indices;

            skyEffect.Parameters["WVP"].SetValue(world * view * projection);
            skyEffect.CurrentTechnique.Passes[0].Apply();

            graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, number_of_vertices, 0, number_of_indices / 3);
        }
        internal void Draw(Texture2D[] textures, GraphicsDevice device, BasicEffect effect, EffectPass pass)
        {
            effect.World = displayObject.WorldTransform;
            effect.Texture = textures[displayObject.TextureIndex];
            device.SetVertexBuffer(vertexBuffer);
            device.Indices = indexBuffer;
            pass.Apply();

            device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices.Length, 0, indices.Length / 3);
        }
        //Draw and Set Buffers
        public void Draw(GraphicsDevice GraphicsDevice)
        {
            //Set Vertex Buffer
            GraphicsDevice.SetVertexBuffer(vb);

            //Set Index Buffer
            GraphicsDevice.Indices = ib;

            //Draw Quad
            GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 4, 0, 2);
        }
Example #12
0
        /// <summary>
        /// Draws the Sphere
        /// </summary>
        /// <param name="device">Graphics device</param>
        /// <param name="camera">What camera to draw on</param>
        public void draw(GraphicsDevice device, Camera.CameraMatrices camera)
        {
            for (int i = 0; i < numB; i++)
            {
                device.VertexDeclaration = vDecl;
                device.Vertices[0].SetSource(vBuffer, 0, vertexPos.SizeInBytes);
                device.Indices = iBuffer[i];

                device.DrawIndexedPrimitives(PrimitiveType.TriangleStrip, 0, 0, numV, 0, numI - 2);
            }
        }
Example #13
0
 public void DrawGeometry(GraphicsDevice gd)
 {
     if (GPUMode){
         gd.VertexDeclaration = new VertexDeclaration(gd, MeshVertex.VertexElements);
         gd.Indices = GPUIndexBuffer;
         gd.Vertices[0].SetSource(GPUBlendVertexBuffer, 0, MeshVertex.SizeInBytes);
         gd.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, BlendVertexBuffer.Length, 0, NumPrimitives);
     }else{
         gd.VertexDeclaration = new VertexDeclaration(gd, MeshVertex.VertexElements);
         gd.DrawUserIndexedPrimitives(PrimitiveType.TriangleList, BlendVertexBuffer, 0, BlendVertexBuffer.Length, IndexBuffer, 0, NumPrimitives);
     }
 }
Example #14
0
        //-----------------------------------------------------------------------
        public void Draw(GraphicsDevice device)
        {
            if (indices.Length == 0)
                return;

            if (isDirty)
                Warm(device);

            device.SetVertexBuffer(vertexbuffer);
            device.Indices = indexbuffer;
            device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices.Length, 0, indices.Length / 3);
        }
Example #15
0
        /// <summary>
        /// This renders the grid as constructed.
        /// </summary>
        public void Draw()
        {
            IGraphicsDeviceService igs = (IGraphicsDeviceService)game.Services.GetService(typeof(IGraphicsDeviceService));
            graphicsDevice = igs.GraphicsDevice;

            int numVertices = (dimension + 1) * (dimension + 1);
            int numTriangles = 2 * dimension * dimension;

            graphicsDevice.VertexDeclaration = vertexDecl;
            graphicsDevice.Vertices[0].SetSource(vertexBuffer, 0, VertexPositionNormalTexture.SizeInBytes);
            graphicsDevice.Indices = indexBuffer;
            graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, numVertices, 0, numTriangles);
        }
Example #16
0
 //描画パスごとに呼び出す
 public void drawPass(GraphicsDevice inDevice)
 {
     inDevice.SetVertexBuffer(m_VertexBuffer);
     inDevice.Indices=m_IndexBuffer;
     inDevice.DrawIndexedPrimitives(
         PrimitiveType.TriangleList,
         0,
         0,
         m_Vertices.Length,
         0,
         m_Indices.Length / 3
     );
 }
        public void DrawSkybox(Matrix viewMatrix, Matrix projectionMatrix, 
            Matrix camWorld, GraphicsDevice device)
        {
            device.SetVertexBuffer(vertices);
            device.Indices = indices;

            skyEffect.Parameters["WVP"].SetValue(camWorld * projectionMatrix * viewMatrix
                *Matrix.CreateScale(100));
            skyEffect.CurrentTechnique.Passes[0].Apply();

            device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0,
                number_of_vertices, 0, number_of_indices / 3);
        }
Example #18
0
        /// <summary>
        /// Sends the triangle list to the graphics device. Here is where the actual drawing starts.
        /// </summary>
        /// <param name="start">Start index of vertices to draw. Not used except to compute the count of vertices to draw.</param>
        /// <param name="end">End index of vertices to draw. Not used except to compute the count of vertices to draw.</param>
        /// <param name="effect">The custom effect to apply to the geometry</param>
        /// <param name="texture">The texture to draw.</param>
        private void FlushVertexArray(int start, int end, Effect effect, Texture texture)
        {
            if (start == end)
            {
                return;
            }

            var vertexCount = end - start;

            _device.Indices = indexBuffer;
            // If the effect is not null, then apply each pass and render the geometry
            if (effect != null)
            {
                var passes = effect.CurrentTechnique.Passes;
                foreach (var pass in passes)
                {
                    pass.Apply();

                    // Whatever happens in pass.Apply, make sure the texture being drawn
                    // ends up in Textures[0].
                    _device.Textures[0] = texture;
                    vertexBuffer.SetData(_vertexArray, start, vertexCount);
                    _device.SetVertexBuffer(vertexBuffer);
                    _device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, (vertexCount / 4) * 2);
                }
            }
            else
            {
                // If no custom effect is defined, then simply render.
                vertexBuffer.SetData(_vertexArray, start, vertexCount);
                _device.SetVertexBuffer(vertexBuffer);
                _device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, (vertexCount / 4) * 2);
            }

            _device.Indices = null;
        }
Example #19
0
        public void Draw()
        {
            IGraphicsDeviceService igs = (IGraphicsDeviceService)game.Services.GetService(typeof(IGraphicsDeviceService));
            device = igs.GraphicsDevice;

            //XNA 3.1
               // device.VertexDeclaration = vertexDecl;
               // device.Vertices[0].SetSource(vb, 0, VertexPositionNormalTexture.SizeInBytes);
            // XNA 4.0
            // set vertex buffer and declaration
            device.SetVertexBuffer(vb);

            device.Indices = ib;
            device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, (dimension + 1) * (dimension + 1), 0, 2 * dimension * dimension);
        }
Example #20
0
        public override void ReconstructShading(GameTime deltaTime, Camera3D camera, Matrix view, Matrix projection, GraphicsDevice graphicsDevice)
        {
            // this pass uses the light accumulation texture and reconstruct the mesh's shading
            // our parameters were already filled in the first pass
            RenderEffect.SetCurrentTechnique(1);
            RenderEffect.SetMatrices(GlobalTransform, view, projection);

            // Apply the Render Effect
            RenderEffect.Apply();

            graphicsDevice.SetVertexBuffer(m_MeshPart.VertexBuffer, m_MeshPart.VertexOffset);
            graphicsDevice.Indices = m_MeshPart.IndexBuffer;

            graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, m_MeshPart.NumVertices, m_MeshPart.StartIndex, m_MeshPart.PrimitiveCount);
        }
Example #21
0
        public override void RenderToGBuffer(Camera3D camera, GraphicsDevice graphicsDevice)
        {
            RenderEffect.SetCurrentTechnique(0);
            RenderEffect.SetMatrices(GlobalTransform, camera.View, camera.Projection);

            //our first pass is responsible for rendering into GBuffer
            RenderEffect.SetFarClip(camera.FarPlane);

            if (m_Parent.BoneMatrices != null)
                RenderEffect.SetBones(m_Parent.BoneMatrices);

            RenderEffect.Apply();

            graphicsDevice.SetVertexBuffer(m_MeshPart.VertexBuffer, m_MeshPart.VertexOffset);
            graphicsDevice.Indices = m_MeshPart.IndexBuffer;

            // Draw indexed primitives for this sub mesh
            graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, m_MeshPart.NumVertices, m_MeshPart.StartIndex, m_MeshPart.PrimitiveCount);
        }
        public void Draw(GameTime gameTime, SpriteBatch spriteBatch, GraphicsDevice graphicsDevice)
        {
            spriteBatch.Begin();
            spriteBatch.Draw(ButtonFace, Position, Color.White);
            spriteBatch.End();

            int numTriangles;
            CalcTriangleList(TriangleListPoints, TriangleListIndicies, out numTriangles);

            IndexBuffer.SetData<short>(TriangleListIndicies);
            graphicsDevice.Indices = IndexBuffer;

            VertexBuffer.SetData<VertexPositionColor>(TriangleListPoints, 0, TriangleListPoints.Length);
            graphicsDevice.SetVertexBuffer(VertexBuffer);

            BasicEffect.CurrentTechnique.Passes[0].Apply();

            graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, numTriangles * 3, 0, numTriangles);
        }
Example #23
0
        // Summary:
        //     Draws all of the ModelMeshPart objects in this mesh, using their current
        //     Effect settings.
        public void Draw()
        {
            for (int i = 0; i < MeshParts.Count; i++)
            {
                var part   = MeshParts[i];
                var effect = part.Effect;

                if (part.PrimitiveCount > 0)
                {
                    this.graphicsDevice.SetVertexBuffer(part.VertexBuffer);
                    this.graphicsDevice.Indices = part.IndexBuffer;

                    for (int j = 0; j < effect.CurrentTechnique.Passes.Count; j++)
                    {
                        effect.CurrentTechnique.Passes[j].Apply();
                        graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, part.VertexOffset, part.StartIndex, part.PrimitiveCount);
                    }
                }
            }
        }
        /// <summary>
        /// Render the terrain
        /// </summary>
        /// <param name="device"></param>
        /// <param name="world"></param>
        public override void Draw(GraphicsDevice device, WorldState world)
        {
            world._3D.ApplyCamera(Effect, this);
            device.SamplerStates[0].AddressU = TextureAddressMode.Wrap;
            device.SamplerStates[0].AddressV = TextureAddressMode.Wrap;
            device.VertexDeclaration = new VertexDeclaration(device, VertexPositionTexture.VertexElements);

            device.Vertices[0].SetSource(VertexBuffer, 0, VertexPositionTexture.SizeInBytes);
            device.Indices = IndexBuffer;

            device.RenderState.CullMode = CullMode.None;
            Effect.Begin();
            foreach (var pass in Effect.CurrentTechnique.Passes)
            {
                pass.Begin();
                device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, Geom.Length, 0, NumPrimitives);
                //device.DrawUserPrimitives<VertexPositionTexture>(PrimitiveType.TriangleFan, Geom, 0, 2);
                pass.End();
            }
            Effect.End();
        }
Example #25
0
        public void Draw()
        {
            IGraphicsDeviceService igs = (IGraphicsDeviceService)game.Services.GetService(typeof(IGraphicsDeviceService));
            device = igs.GraphicsDevice;

            DepthStencilState dss = new DepthStencilState();
            dss.DepthBufferEnable = true;
            dss.DepthBufferFunction = CompareFunction.LessEqual;
            dss.DepthBufferWriteEnable = true;

            RasterizerState rs = new RasterizerState();
            rs.CullMode = CullMode.CullClockwiseFace;
            rs.FillMode = FillMode.Solid;

            device.RasterizerState = rs;
            device.DepthStencilState = dss;

            device.SetVertexBuffer(vb);

            device.Indices = ib;
            device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, (dimension + 1) * (dimension + 1), 0, 2 * dimension * dimension);
        }
Example #26
0
        public void Draw(Matrix World, Matrix View, Matrix Projection, GraphicsDevice graphics, BasicEffect efeito)
        {
            angulo += 0.01f;

            Matrix rotacaoEixoAngulo = Matrix.CreateFromAxisAngle(new Vector3(0, 1, 0), angulo);
            Matrix translacao = Matrix.CreateTranslation(new Vector3(-2, 0, 2));

            //World, View, Projection
            efeito.World = rotacaoEixoAngulo * translacao;
            efeito.View = View;
            efeito.Projection = Projection;

            foreach (EffectPass pass in efeito.CurrentTechnique.Passes)
            {
                pass.Apply();

                graphics.SetVertexBuffer(vertexBuffer);
                graphics.Indices = indexBuffer;

                graphics.DrawIndexedPrimitives(PrimitiveType.TriangleStrip, 0, 0, vertexes.Length, 0, indices.Length - 2);
            }
        }
Example #27
0
        /// <summary>
        /// Renders the bounding box for debugging purposes.
        /// </summary>
        /// <param name="box">The box to render.</param>
        /// <param name="graphicsDevice">The graphics device to use when rendering.</param>
        /// <param name="view">The current view matrix.</param>
        /// <param name="projection">The current projection matrix.</param>
        /// <param name="color">The color to use drawing the lines of the box.</param>
        public static void Render(
            BoundingBox box,
            GraphicsDevice graphicsDevice,
            Matrix view,
            Matrix projection,
            Color color)
        {
            if (effect == null)
            {
                effect = new BasicEffect(graphicsDevice);
                effect.VertexColorEnabled = true;
                effect.LightingEnabled = false;
                vertDecl = new VertexDeclaration(VertexPositionColor.VertexDeclaration.GetVertexElements());
            }

            Vector3[] corners = box.GetCorners();
            for (int i = 0; i < 8; i++)
            {
                verts[i].Position = corners[i];
                verts[i].Color = color;
            }

            VertexBuffer vertexBuffer = new VertexBuffer(graphicsDevice, vertDecl, 8, BufferUsage.None);
            vertexBuffer.SetData(verts);

            IndexBuffer indexBuffer = new IndexBuffer(graphicsDevice, typeof(int), 24, BufferUsage.WriteOnly);
            indexBuffer.SetData(indices);

            effect.View = view;
            effect.Projection = projection;

            graphicsDevice.SetVertexBuffer(vertexBuffer);
            graphicsDevice.Indices = indexBuffer;

            effect.CurrentTechnique.Passes[0].Apply();

            graphicsDevice.DrawIndexedPrimitives(PrimitiveType.LineList, 0, 0, vertexBuffer.VertexCount, 0, indexBuffer.IndexCount / 2);
        }
Example #28
0
        public virtual void Draw(float dt, GraphicsDevice device)
        {
            viewport = device.Viewport;
            if (Stage.ActiveStage.GetQB<ControlsQB>().CurrentMouseState.LeftButton == Microsoft.Xna.Framework.Input.ButtonState.Pressed
                && Stage.ActiveStage.GetQB<ControlsQB>().LastMouseState.LeftButton == Microsoft.Xna.Framework.Input.ButtonState.Released
                && viewport.Bounds.Contains(new Point(Stage.ActiveStage.GetQB<ControlsQB>().CurrentMouseState.X, Stage.ActiveStage.GetQB<ControlsQB>().CurrentMouseState.Y))
                && CanSelect())
                Pick();

            if (selectedActor != null)
            {
                device.RasterizerState = wireframeState;

                RModel model = selectedActor.modelInstance.model;
                Matrix[] transforms = new Matrix[model.Model.Bones.Count];
                model.Model.CopyAbsoluteBoneTransformsTo(transforms);

                distFromActor = Vector3.Distance(CameraQB.WorldMatrix.Translation, selectedActor.PhysicsObject.Position);

                foreach (ModelMesh mesh in model.Model.Meshes)
                {
                    foreach (ModelMeshPart meshPart in mesh.MeshParts)
                    {
                        editorEffect.CurrentTechnique = editorEffect.Techniques["Technique1"];
                        editorEffect.Parameters["World"].SetValue(transforms[mesh.ParentBone.Index] * Matrix.CreateScale(1.0f) * selectedActor.PhysicsObject.TransformMatrix);
                        editorEffect.Parameters["View"].SetValue(CameraQB.ViewMatrix);
                        editorEffect.Parameters["Projection"].SetValue(CameraQB.ProjectionMatrix);
                        editorEffect.CurrentTechnique.Passes[0].Apply();
                        device.SetVertexBuffer(meshPart.VertexBuffer);
                        device.Indices = meshPart.IndexBuffer;
                        device.DrawIndexedPrimitives(PrimitiveType.TriangleList, meshPart.VertexOffset, 0, meshPart.NumVertices, meshPart.StartIndex, meshPart.PrimitiveCount);
                    }
                }

                device.RasterizerState = normalState;
            }
        }
Example #29
0
 public void JustDraw(GraphicsDevice graphicsDevice)
 {
     graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 4, 0, 2);
 }
Example #30
0
 public void Draw(GraphicsDevice graphicsDevice)
 {
     graphicsDevice.SetVertexBuffer(this.vertexBuffer);
     graphicsDevice.Indices = this.indexBuffer;
     graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 4, 0, 2);
 }
Example #31
0
        /// <summary>
        /// This renders the grass chunk.
        /// </summary>
        public void Draw(Vector3 center, Camera camera)
        {
            IGraphicsDeviceService igs = (IGraphicsDeviceService)game.Services.GetService(typeof(IGraphicsDeviceService));
            graphicsDevice = igs.GraphicsDevice;

            // Prepare the effect

            Matrix worldTransform = Matrix.CreateTranslation(center);

            quadTree.GrassShader.Parameters["world"].SetValue(worldTransform);
            quadTree.GrassShader.Parameters["view"].SetValue(camera.ViewMatrix);
            quadTree.GrassShader.Parameters["proj"].SetValue(camera.ProjMatrix);

            quadTree.GrassShader.Parameters["maxHeight"].SetValue(quadTree.Parameters.MaxHeight);
            quadTree.GrassShader.Parameters["textureSize"].SetValue(quadTree.HeightMap.Width);

            quadTree.GrassShader.Parameters["heightMap"].SetValue(quadTree.HeightMap);
            quadTree.GrassShader.Parameters["normalMap"].SetValue(quadTree.NormalMap);
            quadTree.GrassShader.Parameters["grassMap"].SetValue(quadTree.GrassTexture);

            quadTree.GrassShader.Parameters["terrainScale"].SetValue(quadTree.Parameters.TerrainScale);

            quadTree.GrassShader.Parameters["cameraPosition"].SetValue(camera.Position);

            quadTree.GrassShader.Parameters["timer"].SetValue(timer);

            quadTree.GrassShader.Parameters["startFadingInDistance"].SetValue(quadTree.Parameters.GrassStartFadingInDistance);
            quadTree.GrassShader.Parameters["stopFadingInDistance"].SetValue(quadTree.Parameters.GrassStopFadingInDistance);

            quadTree.GrassShader.Parameters["windStrength"].SetValue(quadTree.Parameters.WindStrength);
            quadTree.GrassShader.Parameters["windDirection"].SetValue(quadTree.Parameters.WindDirection);

            // Render it!

            int numVertices = dimension * dimension * 12;
            int numTriangles = dimension * dimension * 6;

            quadTree.GrassShader.CurrentTechnique = quadTree.GrassShader.Techniques["GrassDraw"];
            quadTree.GrassShader.Begin();

            graphicsDevice.VertexDeclaration = vertexDecl;
            graphicsDevice.Vertices[0].SetSource(vertexBuffer, 0, VertexPositionNormalTexture.SizeInBytes);
            graphicsDevice.Indices = indexBuffer;

            foreach (EffectPass pass in quadTree.GrassShader.CurrentTechnique.Passes)
            {
                pass.Begin();

                graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, numVertices, 0, numTriangles);

                pass.End();
            }

            quadTree.GrassShader.End();
        }
Example #32
0
        /// <summary>
        /// Draw the wall.
        /// </summary>
        /// <param name="world">The world.</param>
        /// <param name="viewMatrix">The view matrix</param>
        /// <param name="projectionMatrix">The projection matrix</param>
        /// <param name="lightView">The light view.</param>
        /// <param name="shaderEffect">The shader effect.</param>
        /// <param name="graphicsDevice">The graphics device.</param>
        public void Draw(Matrix world, Matrix viewMatrix, Matrix projectionMatrix, Matrix lightView, Effect shaderEffect, GraphicsDevice graphicsDevice)
        {
            shaderEffect.Parameters["xWorldViewProjection"].SetValue(world * viewMatrix * projectionMatrix);
              shaderEffect.Parameters["xTexture"].SetValue(wallTexture);
              shaderEffect.Parameters["xWorld"].SetValue(world);
              shaderEffect.Parameters["xLightsWorldViewProjection"].SetValue(world * lightView);

              graphicsDevice.RasterizerState = RasterizerState.CullNone;
              graphicsDevice.BlendState = BlendState.Opaque;

              for (var s = 0; s < 3; ++s)
              {
            foreach (var pass in shaderEffect.CurrentTechnique.Passes)
            {
              pass.Apply();

              graphicsDevice.SetVertexBuffer(vb);
              graphicsDevice.Indices = ib;
              graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleStrip, 0, 0, 4, 0, 2);
            }
              }
        }
Example #33
0
        public void Draw(GameTime gameTime, GraphicsDevice graphicsDevice, Matrix world, Matrix view, Matrix projection)
        {
            List<VertexBuffer> vertices;
            List<IndexBuffer> indices;
            List<Model> models;
            GetRenderables(out vertices, out indices, out models);

            graphicsDevice.DepthStencilState = DepthStencilState.Default;

            for (int i = 0; i < vertices.Count; ++i)
            {
                Model model = models[i];
                foreach (ModelMesh mesh in model.Meshes)
                {
                    foreach (BasicEffect effect in mesh.Effects)
                    {
                        effect.World = world;
                        effect.View = view;
                        effect.Projection = projection;
                        effect.LightingEnabled = true;
                        effect.EnableDefaultLighting();
                        effect.AmbientLightColor = new Vector3(0.2f, 0.2f, 0.2f);

                        foreach (EffectPass pass in effect.CurrentTechnique.Passes)
                        {
                            pass.Apply();

                            graphicsDevice.SetVertexBuffer(vertices[i]);
                            graphicsDevice.Indices = indices[i];

                            int primitivesToRender = indices[i].IndexCount / 3;
                            int startIndex = 0;
                            while (primitivesToRender > _maxPrimitives)
                            {
                                graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices[i].VertexCount, startIndex, _maxPrimitives);
                                startIndex += _maxPrimitives * 3;
                                primitivesToRender -= _maxPrimitives;
                            }
                            graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices[i].VertexCount, startIndex, primitivesToRender);
                        }
                    }
                }
            }
        }
Example #34
0
 public void Draw(GraphicsDevice gd)
 {
     gd.Vertices[0].SetSource(VertexBuffer, 0, TerrainVertex.SizeInBytes);
     gd.VertexDeclaration = new VertexDeclaration(gd, TerrainVertex.VertexElements);
     gd.Indices = IndexBuffer;
     gd.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, Vertices.Length, 0, PrimitiveCount);
 }
Example #35
0
        private void RenderBatch(int offset, int batchSize)
        {
            GraphicsDevice.Textures[0] = spriteData[offset].texture;
            for (int i = 0; i < batchSize; i += 1)
            {
                /* FIXME: OPTIMIZATION POINT: This method
                 * allocates like f**k right now! In general,
                 * it's by far the slowest block of code in the
                 * whole file, and needs fixing.
                 * -flibit
                 */

                // Current sprite being calculated
                SpriteInfo info = spriteData[i + offset];

                // Calculate initial sprite information
                Vector2 source = new Vector2(
                    info.source.X,
                    info.source.Y
                    );
                Vector2 destination = new Vector2(
                    info.destination.X,
                    info.destination.Y
                    );
                Vector2 sourceSize = new Vector2(
                    Math.Max(
                        info.source.Width,
                        MathHelper.MachineEpsilonFloat
                        ),
                    Math.Max(
                        info.source.Height,
                        MathHelper.MachineEpsilonFloat
                        )
                    );
                Vector2 destinationSize = new Vector2(
                    info.destination.Z,
                    info.destination.W
                    );
                Vector2 origin = info.origin / sourceSize;

                // Calculations performed with inverse texture size
                Vector2 inverseTexSize = new Vector2(
                    (1.0f / (float)spriteData[offset].texture.Width),
                    (1.0f / (float)spriteData[offset].texture.Height)
                    );
                if ((info.effects & SpriteInfo.SourceInTexels) == SpriteInfo.SourceInTexels)
                {
                    source     *= inverseTexSize;
                    sourceSize *= inverseTexSize;
                }
                else
                {
                    origin *= inverseTexSize;
                }

                // Calculations done with texture size
                if ((info.effects & SpriteInfo.DestSizeInPixels) != SpriteInfo.DestSizeInPixels)
                {
                    destinationSize.X *= spriteData[offset].texture.Width;
                    destinationSize.Y *= spriteData[offset].texture.Height;
                }

                // Calculations performed with rotation
                Vector2 rotationMatrix1;
                Vector2 rotationMatrix2;
                if (!MathHelper.WithinEpsilon(info.rotation, 0.0f))
                {
                    float sin = (float)Math.Sin(info.rotation);
                    float cos = (float)Math.Cos(info.rotation);
                    rotationMatrix1.X = cos;
                    rotationMatrix1.Y = sin;
                    rotationMatrix2.X = -sin;
                    rotationMatrix2.Y = cos;
                }
                else
                {
                    rotationMatrix1.X = 1.0f;
                    rotationMatrix1.Y = 0.0f;
                    rotationMatrix2.X = 0.0f;
                    rotationMatrix2.Y = 1.0f;
                }

                // Calculate vertices, finally.
                for (int j = 0; j < 4; j += 1)
                {
                    Vector2 cornerOffset = (
                        SpriteInfo.CornerOffsets[j] - origin
                        ) * destinationSize;

                    Vector2 position = Vector2.Add(
                        Vector2.Multiply(
                            rotationMatrix2,
                            cornerOffset.Y
                            ),
                        Vector2.Add(
                            Vector2.Multiply(
                                rotationMatrix1,
                                cornerOffset.X
                                ),
                            destination
                            )
                        );
                    var k = (i * 4) + j;
                    vertexInfo[k].Position.X        = position.X;
                    vertexInfo[k].Position.Y        = position.Y;
                    vertexInfo[k].Position.Z        = info.depth;
                    vertexInfo[k].Color             = info.color;
                    vertexInfo[k].TextureCoordinate = Vector2.Add(
                        Vector2.Multiply(
                            SpriteInfo.CornerOffsets[j ^ (info.effects & 0x3)],
                            sourceSize
                            ),
                        source
                        );
                }
            }

            vertexBuffer.SetData(vertexInfo, 0, batchSize * 4, SetDataOptions.None);

            if (customEffect != null)
            {
                foreach (EffectPass pass in customEffect.CurrentTechnique.Passes._passes)
                {
                    pass.Apply();
                    GraphicsDevice.DrawIndexedPrimitives(
                        PrimitiveType.TriangleList,
                        0,
                        0,
                        batchSize * 4,
                        0,
                        batchSize * 2
                        );
                }
            }
            else
            {
                GraphicsDevice.DrawIndexedPrimitives(
                    PrimitiveType.TriangleList,
                    0,
                    0,
                    batchSize * 4,
                    0,
                    batchSize * 2
                    );
            }
        }
Example #36
0
        public void DrawGeometry(Microsoft.Xna.Framework.Graphics.GraphicsDevice device, Effect effect)
        {
            //Effect.CurrentTechnique = Effect.Techniques[0];
            if (SkelBones == null)
            {
                ReloadSkeleton();
            }
            effect.Parameters["SkelBindings"].SetValue(SkelBones);

            lock (Bindings)
            {
                foreach (var pass in effect.CurrentTechnique.Passes)
                {
                    foreach (var binding in Bindings)
                    {
                        if (binding.Texture != null)
                        {
                            var tex = binding.Texture.Get(device);
                            effect.Parameters["MeshTex"].SetValue(tex);
                        }
                        else
                        {
                            effect.Parameters["MeshTex"].SetValue((Texture2D)null);
                        }
                        pass.Apply();
                        binding.Mesh.Draw(device);
                    }
                }
            }

            //skip drawing shadows if we're drawing id
            if (LightPositions == null || effect.CurrentTechnique == effect.Techniques[1])
            {
                return;
            }

            if (ShadBuf == null)
            {
                var shadVerts = new ShadowVertex[]
                {
                    new ShadowVertex(new Vector3(-1, 0, -1), 25),
                    new ShadowVertex(new Vector3(-1, 0, 1), 25),
                    new ShadowVertex(new Vector3(1, 0, 1), 25),
                    new ShadowVertex(new Vector3(1, 0, -1), 25),

                    new ShadowVertex(new Vector3(-1, 0, -1), 19),
                    new ShadowVertex(new Vector3(-1, 0, 1), 19),
                    new ShadowVertex(new Vector3(1, 0, 1), 19),
                    new ShadowVertex(new Vector3(1, 0, -1), 19)
                };
                for (int i = 0; i < shadVerts.Length; i++)
                {
                    shadVerts[i].Position *= 1f;
                }
                int[] shadInd = new int[] { 2, 1, 0, 2, 0, 3, 6, 5, 4, 6, 4, 7 };

                ShadBuf = new VertexBuffer(device, typeof(ShadowVertex), shadVerts.Length, BufferUsage.None);
                ShadBuf.SetData(shadVerts);
                ShadIBuf = new IndexBuffer(device, IndexElementSize.ThirtyTwoBits, shadInd.Length, BufferUsage.None);
                ShadIBuf.SetData(shadInd);
            }

            foreach (var light in LightPositions)
            {
                //effect.Parameters["FloorHeight"].SetValue((float)(Math.Floor(Position.Y/2.95)*2.95 + 0.05));
                effect.Parameters["LightPosition"].SetValue(light);
                var oldTech = effect.CurrentTechnique;
                effect.CurrentTechnique = effect.Techniques[4];
                effect.CurrentTechnique.Passes[0].Apply();
                device.DepthStencilState = DepthStencilState.DepthRead;
                device.SetVertexBuffer(ShadBuf);
                device.Indices = ShadIBuf;
                device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 4);
                effect.CurrentTechnique  = oldTech;
                device.DepthStencilState = DepthStencilState.Default;
            }

            DrawHeadObject(device, effect);
        }