/// <summary> /// Updates the dynamic effect if the shader code has changed /// </summary> /// <param name="graphicsDevice">The current <see cref="GraphicsDevice"/></param> private void UpdateEffect(GraphicsDevice graphicsDevice) { if (effectCompilationAttemptCountdown > 0) { effectCompilationAttemptCountdown--; return; } try { effectCompiler.Update(effectInstance, null); } catch (Exception) { // If the compilation fails do not update the current effect and try again later effectCompilationAttemptCountdown = 30; // Try again in 30 frames VertexLayoutHasChanged = false; return; } effect = effectInstance.Effect; NewParameterCollections.Clear(); NewParameterCollections.AddRange(ParameterCollections.ToArray()); // Get or create parameter collection if (parameterCollectionGroup == null || parameterCollectionGroup.Effect != effect || !ArrayExtensions.ArraysReferenceEqual(ref OldParameterCollections, ref NewParameterCollections)) { // It is quite inefficient if user is often switching effect without providing a matching ParameterCollectionGroup parameterCollectionGroup = new EffectParameterCollectionGroup(graphicsDevice, effect, ParameterCollections.ToArray()); OldParameterCollections.Clear(); OldParameterCollections.AddRange(NewParameterCollections); } }
/// <summary> /// Draw this effect mesh. /// </summary> public void Draw(RenderContext context) { // Retrieve effect parameters var graphicsDevice = context.GraphicsDevice; var mesh = Mesh; var currentRenderData = mesh.Draw; var material = Material; var vao = vertexArrayObject; var drawCount = currentRenderData.DrawCount; var primitiveType = currentRenderData.PrimitiveType; parameters.Set(TransformationKeys.World, WorldMatrix); // TODO: We should clarify exactly how to override rasterizer states. Currently setup here on Context.Parameters to allow Material/ModelComponent overrides, but this is ugly // Apply rasterizer var rasterizer = RasterizerState; if (!ForceRasterizer && Material.CullMode.HasValue && Material.CullMode.Value != RasterizerState.Description.CullMode) { switch (Material.CullMode.Value) { case CullMode.Back: rasterizer = graphicsDevice.RasterizerStates.CullBack; break; case CullMode.Front: rasterizer = graphicsDevice.RasterizerStates.CullFront; break; case CullMode.None: rasterizer = graphicsDevice.RasterizerStates.CullNone; break; } } context.Parameters.Set(Effect.RasterizerStateKey, rasterizer); // Handle picking if (context.IsPicking()) // TODO move this code corresponding to picking outside of the runtime code! { parameters.Set(ModelComponentPickingShaderKeys.ModelComponentId, new Color4(RuntimeIdHelper.ToRuntimeId(RenderModel.ModelComponent))); parameters.Set(ModelComponentPickingShaderKeys.MeshId, new Color4(RenderModel.ModelComponent.Model.Meshes.IndexOf(Mesh))); parameters.Set(ModelComponentPickingShaderKeys.MaterialId, new Color4(Mesh.MaterialIndex)); // Don't use the materials blend state on picking targets parameters.Set(Effect.BlendStateKey, null); } if (material != null && material.TessellationMethod != XenkoTessellationMethod.None) { var tessellationMethod = material.TessellationMethod; // adapt the primitive type and index buffer to the tessellation used if (tessellationMethod.PerformsAdjacentEdgeAverage()) { vao = GetOrCreateVertexArrayObjectAEN(context); drawCount = 12 / 3 * drawCount; } primitiveType = tessellationMethod.GetPrimitiveType(); } //using (Profiler.Begin(ProfilingKeys.PrepareMesh)) { // Order of application of parameters: // - RenderPass.Parameters // - ModelComponent.Parameters // - RenderMesh.Parameters (originally copied from mesh parameters) // The order is based on the granularity level of each element and how shared it can be. Material is heavily shared, a model contains many meshes. An renderMesh is unique. // TODO: really copy mesh parameters into renderMesh instead of just referencing the meshDraw parameters. //var modelComponent = RenderModel.ModelComponent; //var hasModelComponentParams = modelComponent != null && modelComponent.Parameters != null; //var materialParameters = material != null && material.Parameters != null ? material.Parameters : null; parameterCollections.Clear(); parameterCollections.Add(context.Parameters); FillParameterCollections(ref parameterCollections); // Check if we need to recreate the EffectParameterCollectionGroup // TODO: We can improve performance by redesigning FillParameterCollections to avoid ArrayExtensions.ArraysReferenceEqual (or directly check the appropriate parameter collections) // This also happens in another place: DynamicEffectCompiler (we probably want to factorize it when doing additional optimizations) if (parameterCollectionGroup == null || parameterCollectionGroup.Effect != Effect || !ArrayExtensions.ArraysReferenceEqual(ref previousParameterCollections, ref parameterCollections)) { previousParameterCollections.Clear(); previousParameterCollections.AddRange(parameterCollections); parameterCollectionGroup = new EffectParameterCollectionGroup(context.GraphicsDevice, Effect, previousParameterCollections.Count, previousParameterCollections.Items); } Effect.Apply(context.GraphicsDevice, parameterCollectionGroup, true); } //using (Profiler.Begin(ProfilingKeys.RenderMesh)) { if (currentRenderData != null) { graphicsDevice.SetVertexArrayObject(vao); if (currentRenderData.IndexBuffer == null) { graphicsDevice.Draw(primitiveType, drawCount, currentRenderData.StartLocation); } else { graphicsDevice.DrawIndexed(primitiveType, drawCount, currentRenderData.StartLocation); } } } }