public void Draw(MyVertexFormatDecal[] vertices, MyEffectDecals effect, MyTexture2D[] texturesDiffuse, MyTexture2D[] texturesNormalMap) { CheckIfBufferIsFull(); // SortForSAP buffers by texture m_sortTriangleBuffersByTexture.Clear(); foreach (MyDecalsForRenderObjectsTriangleBuffer buffer in m_usedTriangleBuffers) { if (buffer.RenderObject.Visible == true) { /* todo drawdecals flag * if ((buffer.Entity == MyGuiScreenGamePlay.Static.ControlledEntity || buffer.Entity.Parent == MyGuiScreenGamePlay.Static.ControlledEntity) && || MyGuiScreenGamePlay.Static.IsFirstPersonView) ||{ || // Don't draw decals if they are on an entity in which the camera is || continue; ||} */ // Decal with "ExplosionSmut" texture is much larger, so it must be drawed to larger distance. float fadeoutDistance = MyDecals.GetMaxDistanceForDrawingDecals(); //if (buffer.DecalTexture == MyDecalTexturesEnum.ExplosionSmut) // fadeoutDistance *= MyDecalsConstants.DISTANCE_MULTIPLIER_FOR_LARGE_DECALS; //if (Vector3.Distance(MyCamera.m_initialSunWindPosition, buffer.PhysObject.GetPosition()) >= (MyDecals.GetMaxDistanceForDrawingDecals())) //if (buffer.PhysObject.GetDistanceBetweenCameraAndBoundingSphere() >= MyDecals.GetMaxDistanceForDrawingDecals()) /*if (buffer.RenderObject.GetDistanceBetweenCameraAndBoundingSphere() >= fadeoutDistance) * { * continue; * } */ m_sortTriangleBuffersByTexture.Add(buffer); } } m_sortTriangleBuffersByTexture.Sort(); // Draw decals - sorted by texture MyDecalTexturesEnum?lastDecalTexture = null; for (int i = 0; i < m_sortTriangleBuffersByTexture.Count; i++) { MyDecalsForRenderObjectsTriangleBuffer buffer = m_sortTriangleBuffersByTexture[i]; int trianglesCount = buffer.CopyDecalsToVertices(vertices); if (trianglesCount <= 0) { continue; } // Switch texture only if different than previous one if ((lastDecalTexture == null) || (lastDecalTexture != buffer.DecalTexture)) { int textureIndex = (int)buffer.DecalTexture; effect.SetDecalDiffuseTexture(texturesDiffuse[textureIndex]); effect.SetDecalNormalMapTexture(texturesNormalMap[textureIndex]); lastDecalTexture = buffer.DecalTexture; } //effect.SetWorldMatrix(buffer.Entity.WorldMatrix * Matrix.CreateTranslation(-MyCamera.Position)); if (buffer.RenderObject is MyRenderTransformObject) { effect.SetWorldMatrix((Matrix)((MyRenderTransformObject)buffer.RenderObject).GetWorldMatrixForDraw()); } else { effect.SetWorldMatrix((Matrix)((MyManualCullableRenderObject)buffer.RenderObject).GetWorldMatrixForDraw()); } effect.SetViewProjectionMatrix(MyRenderCamera.ViewProjectionMatrixAtZero); // set FadeoutDistance float fadeoutDistance = MyDecals.GetMaxDistanceForDrawingDecals(); //if (buffer.DecalTexture == MyDecalTexturesEnum.ExplosionSmut) // fadeoutDistance *= MyDecalsConstants.DISTANCE_MULTIPLIER_FOR_LARGE_DECALS; effect.SetFadeoutDistance(fadeoutDistance); effect.SetTechnique(MyEffectDecals.Technique.Model); MyRender.GraphicsDevice.VertexDeclaration = MyVertexFormatDecal.VertexDeclaration; effect.Begin(); MyRender.GraphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, 0, trianglesCount, vertices); effect.End(); MyPerformanceCounter.PerCameraDrawWrite.DecalsForEntitiesInFrustum += trianglesCount; } }
// Copy triangles to array of vertexes and return count of triangles to draw public int CopyDecalsToVertices(MyVertexFormatDecal[] vertices) { CheckIfBufferIsFull(); float fadingOutAlpha = 1; if ((m_status == MyDecalsBufferState.FADING_OUT_ONLY_BEGINNING) || (m_status == MyDecalsBufferState.FADING_OUT_ALL)) { fadingOutAlpha = 1 - MathHelper.Clamp((float)(MyRender.RenderTimeInMS - m_fadingOutStartTime) / (float)MyDecalsConstants.DECALS_FADE_OUT_INTERVAL_MILISECONDS, 0, 1); } int i = 0; foreach (MyDecalTriangle decalTriangle in m_trianglesQueue) { float alpha = 1; // If fading-out, we blend first 'm_fadingOutRealTriangleCount' triangles if (m_status == MyDecalsBufferState.FADING_OUT_ALL) { alpha = fadingOutAlpha; } else if ((m_status == MyDecalsBufferState.FADING_OUT_ONLY_BEGINNING) && (i < m_fadingOutRealTriangleCount)) { alpha = fadingOutAlpha; } int vertexIndexStart = i * MyDecalsConstants.VERTEXES_PER_DECAL; vertices[vertexIndexStart + 0].Position = decalTriangle.Position0; vertices[vertexIndexStart + 1].Position = decalTriangle.Position1; vertices[vertexIndexStart + 2].Position = decalTriangle.Position2; vertices[vertexIndexStart + 0].TexCoord = decalTriangle.TexCoord0; vertices[vertexIndexStart + 1].TexCoord = decalTriangle.TexCoord1; vertices[vertexIndexStart + 2].TexCoord = decalTriangle.TexCoord2; Vector4 color0 = decalTriangle.Color0; Vector4 color1 = decalTriangle.Color1; Vector4 color2 = decalTriangle.Color2; color0.W *= alpha; color1.W *= alpha; color2.W *= alpha; vertices[vertexIndexStart + 0].Color = color0; vertices[vertexIndexStart + 1].Color = color1; vertices[vertexIndexStart + 2].Color = color2; vertices[vertexIndexStart + 0].Normal = decalTriangle.Normal0; vertices[vertexIndexStart + 1].Normal = decalTriangle.Normal1; vertices[vertexIndexStart + 2].Normal = decalTriangle.Normal2; /* * vertices[vertexIndexStart + 0].Tangent = decalTriangle.Tangent0; * vertices[vertexIndexStart + 1].Tangent = decalTriangle.Tangent1; * vertices[vertexIndexStart + 2].Tangent = decalTriangle.Tangent2; */ float emisivity = MyDecals.UpdateDecalEmissivity(decalTriangle, alpha, RenderObject); vertices[vertexIndexStart + 0].EmissiveRatio = emisivity; vertices[vertexIndexStart + 1].EmissiveRatio = emisivity; vertices[vertexIndexStart + 2].EmissiveRatio = emisivity; i++; } return(i); }