static void DrawHighlightedPart(MyRenderContext RC, MyPart part, MyInstanceLodState state) { // settings per part (using MyPart.cs): MyShaderBundle shaderBundle = part.GetShaderBundle(state); RC.SetInputLayout(shaderBundle.InputLayout); RC.VertexShader.Set(shaderBundle.VertexShader); RC.PixelShader.Set(shaderBundle.PixelShader); // (using MyHighlightPass.cs): RC.SetRasterizerState(null); RC.DrawIndexed(part.IndicesCount, part.StartIndex, part.StartVertex); }
internal static unsafe void Render(MyRenderContext RC, IDepthStencil ds, IRtvBindable rtv) { bool debugDraw = MyRender11.Settings.DrawOcclusionQueriesDebug; if (m_vb == null || m_tempBuffer2.Length < m_queries.Count) { int allocCount = System.Math.Max(m_queries.Count * 3 / 2, 32); System.Diagnostics.Debug.Assert(allocCount < 256); if (m_vb == null) { m_vb = VRage.Render11.Common.MyManagers.Buffers.CreateVertexBuffer("MyOcclusionQueryRenderer.VB", allocCount, sizeof(MyVbConstantElement), usage: SharpDX.Direct3D11.ResourceUsage.Dynamic); } else { VRage.Render11.Common.MyManagers.Buffers.Resize(m_vb, allocCount); } m_tempBuffer = new MyVbConstantElement[allocCount]; m_tempBuffer2 = new MyOcclusionQuery[allocCount]; } VRage.Profiler.ProfilerShort.Begin("Gather"); int ctr = 0; float currentTime = MyCommon.TimerMs; foreach (var item in m_queries) { Vector3 cameraPos = item.Position - MyRender11.Environment.Matrices.CameraPosition; if (debugDraw) { item.LastResult = 0; } else { if (item.Running) { var result = item.Query.GetResult(false); if (result != -1) { var dist = cameraPos.Length(); var viewPos = new Vector3(item.Size, item.Size, dist); var projPos = Vector3.Transform(viewPos, MyRender11.Environment.Matrices.Projection); var pixels = new Vector2(projPos.X, projPos.Y) * MyRender11.ResolutionF / 2; var squared = System.Math.Abs(pixels.X * pixels.Y); item.LastResult = System.Math.Min(result / squared, 1.0f); item.NextQueryTime = currentTime + item.FreqMinMs + m_random.NextFloat() * item.FreqRndMs; item.Running = false; } else { continue; } } } if (!item.Visible || currentTime < item.NextQueryTime) { continue; } item.Running = true; var data = new MyVbConstantElement { Position = cameraPos, Size = item.Size }; m_tempBuffer2[ctr] = item.Query; m_tempBuffer[ctr] = data; ctr++; item.Visible = false; } if (ctr > 0) { VRage.Profiler.ProfilerShort.BeginNextBlock("Setup"); RC.SetInputLayout(m_inputLayout); RC.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip); RC.VertexShader.SetConstantBuffer(MyCommon.FRAME_SLOT, MyCommon.FrameConstants); RC.SetRasterizerState(MyRasterizerStateManager.NocullRasterizerState); RC.SetDepthStencilState(MyDepthStencilStateManager.DefaultDepthState); RC.VertexShader.Set(m_vs); if (debugDraw) { RC.PixelShader.Set(m_ps); RC.SetRtv(ds, MyDepthStencilAccess.ReadOnly, rtv); } else { RC.SetRtv(ds, MyDepthStencilAccess.ReadOnly, null); RC.PixelShader.Set(null); } VRage.Profiler.ProfilerShort.BeginNextBlock("Map"); MyMapping mappingVb = MyMapping.MapDiscard(RC, m_vb); mappingVb.WriteAndPosition(m_tempBuffer, ctr); mappingVb.Unmap(); RC.SetVertexBuffer(0, m_vb); VRage.Profiler.ProfilerShort.BeginNextBlock("Render"); if (debugDraw) { for (int i = 0; i < ctr; i++) { RC.DrawInstanced(4, 1, 0, i); } } else { for (int i = 0; i < ctr; i++) { m_tempBuffer2[i].Begin(); RC.DrawInstanced(4, 1, 0, i); m_tempBuffer2[i].End(); } } } VRage.Profiler.ProfilerShort.End(); RC.SetPrimitiveTopology(PrimitiveTopology.TriangleList); }
public static void BindShaderBundle(MyRenderContext rc, MyMaterialShadersBundleId id) { rc.SetInputLayout(id.IL); rc.VertexShader.Set(id.VS); rc.PixelShader.Set(id.PS); }
public static void BindShaderBundle(MyRenderContext rc, MyMaterialShadersBundleId id) { rc.SetInputLayout(id.IL); rc.VertexShader.Set(id.VS); rc.PixelShader.Set(id.PS); }