private void BuildRenderItems()
        {
            AddRenderItem(RenderLayer.Sky, 0, "sky", "shapeGeo", "sphere",
                          world: Matrix.Scaling(5000.0f));
            _skullRitem = AddRenderItem(RenderLayer.Opaque, 1, "skullMat", "skullGeo", "skull");
            AddRenderItem(RenderLayer.Opaque, 2, "bricks0", "shapeGeo", "box",
                          world: Matrix.Scaling(2.0f, 1.0f, 2.0f) * Matrix.Translation(0.0f, 0.5f, 0.0f),
                          texTransform: Matrix.Scaling(1.0f, 0.5f, 1.0f));
            AddRenderItem(RenderLayer.OpaqueDynamicReflectors, 3, "mirror0", "shapeGeo", "sphere",
                          world: Matrix.Scaling(2.0f) * Matrix.Translation(0.0f, 2.0f, 0.0f));
            AddRenderItem(RenderLayer.Opaque, 4, "tile0", "shapeGeo", "grid",
                          texTransform: Matrix.Scaling(8.0f, 8.0f, 1.0f));

            Matrix brickTexTransform = Matrix.Scaling(1.5f, 2.0f, 1.0f);
            int    objCBIndex        = 5;

            for (int i = 0; i < 5; ++i)
            {
                AddRenderItem(RenderLayer.Opaque, objCBIndex++, "bricks0", "shapeGeo", "cylinder",
                              world: Matrix.Translation(-5.0f, 1.5f, -10.0f + i * 5.0f),
                              texTransform: brickTexTransform);
                AddRenderItem(RenderLayer.Opaque, objCBIndex++, "bricks0", "shapeGeo", "cylinder",
                              world: Matrix.Translation(+5.0f, 1.5f, -10.0f + i * 5.0f),
                              texTransform: brickTexTransform);

                AddRenderItem(RenderLayer.Opaque, objCBIndex++, "mirror0", "shapeGeo", "sphere",
                              world: Matrix.Translation(-5.0f, 3.5f, -10.0f + i * 5.0f));
                AddRenderItem(RenderLayer.Opaque, objCBIndex++, "mirror0", "shapeGeo", "sphere",
                              world: Matrix.Translation(+5.0f, 3.5f, -10.0f + i * 5.0f));
            }
        }
        private void BuildRenderItems()
        {
            _skullRitem = AddRenderItem(RenderLayer.Opaque, 0, "skullMat", "skullGeo", "skull",
                                        world: Matrix.Scaling(0.5f) * Matrix.Translation(0.0f, 1.0f, 0.0f));
            AddRenderItem(RenderLayer.Opaque, 1, "stone0", "shapeGeo", "box",
                          world: Matrix.Scaling(3.0f, 1.0f, 3.0f) * Matrix.Translation(0.0f, 0.5f, 0.0f));
            AddRenderItem(RenderLayer.Opaque, 2, "tile0", "shapeGeo", "grid",
                          texTransform: Matrix.Scaling(8.0f, 8.0f, 1.0f));

            Matrix brickTexTransform = Matrix.Scaling(1.5f, 2.0f, 1.0f);
            int    objCBIndex        = 3;

            for (int i = 0; i < 5; ++i)
            {
                AddRenderItem(RenderLayer.Opaque, objCBIndex++, "bricks0", "shapeGeo", "cylinder",
                              world: Matrix.Translation(-5.0f, 1.5f, -10.0f + i * 5.0f),
                              texTransform: brickTexTransform);
                AddRenderItem(RenderLayer.Opaque, objCBIndex++, "bricks0", "shapeGeo", "cylinder",
                              world: Matrix.Translation(+5.0f, 1.5f, -10.0f + i * 5.0f),
                              texTransform: brickTexTransform);

                AddRenderItem(RenderLayer.Opaque, objCBIndex++, "stone0", "shapeGeo", "sphere",
                              world: Matrix.Translation(-5.0f, 3.5f, -10.0f + i * 5.0f));
                AddRenderItem(RenderLayer.Opaque, objCBIndex++, "stone0", "shapeGeo", "sphere",
                              world: Matrix.Translation(+5.0f, 3.5f, -10.0f + i * 5.0f));
            }
        }
        private void BuildRenderItems()
        {
            MeshGeometry    geo     = _geometries["carGeo"];
            SubmeshGeometry submesh = geo.DrawArgs["car"];

            var carRitem = new RenderItem
            {
                World              = Matrix.Translation(0.0f, 1.0f, 0.0f),
                ObjCBIndex         = 0,
                Mat                = _materials["gray0"],
                Geo                = geo,
                IndexCount         = submesh.IndexCount,
                StartIndexLocation = submesh.StartIndexLocation,
                BaseVertexLocation = submesh.BaseVertexLocation,
                Bounds             = submesh.Bounds
            };

            _ritemLayer[RenderLayer.Opaque].Add(carRitem);
            _allRitems.Add(carRitem);

            _pickedRitem = new RenderItem
            {
                ObjCBIndex = 1,
                Mat        = _materials["highlight0"],
                Geo        = geo,
                // Picked triangle is not visible until one is picked.
                Visible = false,
                // DrawCall parameters are filled out when a triangle is picked.
                IndexCount         = 0,
                StartIndexLocation = 0,
                BaseVertexLocation = 0
            };
            _ritemLayer[RenderLayer.Highlight].Add(_pickedRitem);
            _allRitems.Add(_pickedRitem);
        }
Exemple #4
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 private void BuildRenderItems()
 {
     _wavesRitem = AddRenderItem(RenderLayer.Transparent, 0, "water", "waterGeo", "grid",
                                 texTransform: Matrix.Scaling(5.0f, 5.0f, 1.0f));
     AddRenderItem(RenderLayer.Opaque, 1, "grass", "landGeo", "grid",
                   texTransform: Matrix.Scaling(5.0f, 5.0f, 1.0f));
     AddRenderItem(RenderLayer.AlphaTested, 2, "wirefence", "boxGeo", "box",
                   world: Matrix.Translation(3.0f, 2.0f, -9.0f));
 }
Exemple #5
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        private void BuildRenderItems()
        {
            MeshGeometry    geo        = _geometries["skullGeo"];
            SubmeshGeometry submesh    = geo.DrawArgs["skull"];
            var             skullRitem = new RenderItem
            {
                ObjCBIndex         = 0,
                Mat                = _materials["tile0"],
                Geo                = _geometries["skullGeo"],
                IndexCount         = submesh.IndexCount,
                StartIndexLocation = submesh.StartIndexLocation,
                BaseVertexLocation = submesh.BaseVertexLocation,
                Bounds             = submesh.Bounds
            };
            // Instance count for the render item is set during update based on frustum culling.

            // Generate instance data.
            const int n = 5;

            skullRitem.Instances = new InstanceData[n * n * n];

            const float width  = 200.0f;
            const float height = 200.0f;
            const float depth  = 200.0f;

            const float x  = -0.5f * width;
            const float y  = -0.5f * height;
            const float z  = -0.5f * depth;
            const float dx = width / (n - 1);
            const float dy = height / (n - 1);
            const float dz = depth / (n - 1);

            for (int k = 0; k < n; k++)
            {
                for (int i = 0; i < n; i++)
                {
                    for (int j = 0; j < n; j++)
                    {
                        int index = k * n * n + i * n + j;
                        // Position instanced along a 3D grid.
                        skullRitem.Instances[index].World = new Matrix(
                            1.0f, 0.0f, 0.0f, 0.0f,
                            0.0f, 1.0f, 0.0f, 0.0f,
                            0.0f, 0.0f, 1.0f, 0.0f,
                            x + j * dx, y + i * dy, z + k * dz, 1.0f);

                        skullRitem.Instances[index].TexTransform  = Matrix.Scaling(2.0f, 2.0f, 1.0f);
                        skullRitem.Instances[index].MaterialIndex = index % _materials.Count;
                    }
                }
            }

            _allRitems.Add(skullRitem);

            // All the render items are opaque.
            _ritemLayers[RenderLayer.Opaque].AddRange(_allRitems);
        }
 private void BuildRenderItems()
 {
     _wavesRitem = AddRenderItem(RenderLayer.Transparent, 0, "water", "waterGeo", "grid",
                                 texTransform: Matrix.Scaling(5.0f, 5.0f, 1.0f));
     AddRenderItem(RenderLayer.Opaque, 1, "grass", "landGeo", "grid",
                   texTransform: Matrix.Scaling(5.0f, 5.0f, 1.0f));
     AddRenderItem(RenderLayer.AlphaTested, 2, "wirefence", "boxGeo", "box",
                   world: Matrix.Translation(3.0f, 2.0f, -9.0f));
     AddRenderItem(RenderLayer.AlphaTestedTreeSprites, 3, "treeSprites", "treeSpritesGeo", "points",
                   topology: PrimitiveTopology.PointList);
 }
 private void BuildRenderItems()
 {
     AddRenderItem(RenderLayer.Opaque, 0, "checkertile", "roomGeo", "floor");
     AddRenderItem(RenderLayer.Opaque, 1, "bricks", "roomGeo", "wall");
     _skullRitem = AddRenderItem(RenderLayer.Opaque, 2, "skullMat", "skullGeo", "skull");
     // Reflected skull will have different world matrix, so it needs to be its own render item.
     _reflectedSkullRitem = AddRenderItem(RenderLayer.Reflected, 3, "skullMat", "skullGeo", "skull");
     // Shadowed skull will have different world matrix, so it needs to be its own render item.
     _shadowedSkullRitem = AddRenderItem(RenderLayer.Shadow, 4, "shadowMat", "skullGeo", "skull");
     AddRenderItem(RenderLayer.Mirrors, 5, "icemirror", "roomGeo", "mirror");
     AddRenderItem(RenderLayer.Transparent, 6, "icemirror", "roomGeo", "mirror");
 }
Exemple #8
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        private void AddRenderItem(RenderLayer layer, int objCBIndex, string geoName, string submeshName, Matrix?world = null)
        {
            MeshGeometry    geo        = _geometries[geoName];
            SubmeshGeometry submesh    = geo.DrawArgs[submeshName];
            var             renderItem = new RenderItem
            {
                ObjCBIndex         = objCBIndex,
                Geo                = geo,
                IndexCount         = submesh.IndexCount,
                StartIndexLocation = submesh.StartIndexLocation,
                BaseVertexLocation = submesh.BaseVertexLocation,
                World              = world ?? Matrix.Identity
            };

            _ritemLayers[layer].Add(renderItem);
            _allRitems.Add(renderItem);
        }
Exemple #9
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        private RenderItem AddRenderItem(RenderLayer layer, int objCBIndex, string geoName, string submeshName)
        {
            MeshGeometry    geo        = _geometries[geoName];
            SubmeshGeometry submesh    = geo.DrawArgs[submeshName];
            var             renderItem = new RenderItem
            {
                ObjCBIndex         = objCBIndex,
                Geo                = geo,
                IndexCount         = submesh.IndexCount,
                StartIndexLocation = submesh.StartIndexLocation,
                BaseVertexLocation = submesh.BaseVertexLocation
            };

            _ritemLayers[layer].Add(renderItem);
            _allRitems.Add(renderItem);
            return(renderItem);
        }
        private void BuildRenderItems()
        {
            MeshGeometry    geo      = _geometries["boxGeo"];
            SubmeshGeometry submesh  = geo.DrawArgs["box"];
            var             boxRitem = new RenderItem
            {
                ObjCBIndex         = 0,
                Mat                = _materials["woodCrate"],
                Geo                = geo,
                PrimitiveType      = PrimitiveTopology.TriangleList,
                IndexCount         = submesh.IndexCount,
                StartIndexLocation = submesh.StartIndexLocation,
                BaseVertexLocation = submesh.BaseVertexLocation
            };

            _allRitems.Add(boxRitem);
            // All the render items are opaque.
            _ritemLayers[RenderLayer.Opaque].AddRange(_allRitems);
        }
        private void BuildRenderItems()
        {
            MeshGeometry    geo            = _geometries["quadpatchGeo"];
            SubmeshGeometry submesh        = geo.DrawArgs["quadpatch"];
            var             quadPatchRitem = new RenderItem
            {
                World              = Matrix.Identity,
                TexTransform       = Matrix.Identity,
                ObjCBIndex         = 0,
                Mat                = _materials["whiteMat"],
                Geo                = geo,
                PrimitiveType      = PrimitiveTopology.PatchListWith16ControlPoints,
                IndexCount         = submesh.IndexCount,
                StartIndexLocation = submesh.StartIndexLocation,
                BaseVertexLocation = submesh.BaseVertexLocation
            };

            _ritemLayers[RenderLayer.Opaque].Add(quadPatchRitem);
            _allRitems.Add(quadPatchRitem);
        }
        private RenderItem AddRenderItem(RenderLayer layer, int objCBIndex, string matName, string geoName, string submeshName,
                                         Matrix?world = null, Matrix?texTransform = null, PrimitiveTopology topology = PrimitiveTopology.TriangleList)
        {
            MeshGeometry    geo        = _geometries[geoName];
            SubmeshGeometry submesh    = geo.DrawArgs[submeshName];
            var             renderItem = new RenderItem
            {
                ObjCBIndex         = objCBIndex,
                Mat                = _materials[matName],
                Geo                = geo,
                IndexCount         = submesh.IndexCount,
                StartIndexLocation = submesh.StartIndexLocation,
                BaseVertexLocation = submesh.BaseVertexLocation,
                World              = world ?? Matrix.Identity,
                TexTransform       = texTransform ?? Matrix.Identity,
                PrimitiveType      = topology
            };

            _ritemLayers[layer].Add(renderItem);
            _allRitems.Add(renderItem);
            return(renderItem);
        }
        private void AddRenderItem(RenderLayer layer, int objCBIndex, string matName, string geoName, string submeshName,
                                   Matrix?world = null, Matrix?texTransform = null, Vector2?dmTexelSize = null, float?gridSpatialStep = null)
        {
            MeshGeometry    geo     = _geometries[geoName];
            SubmeshGeometry submesh = geo.DrawArgs[submeshName];

            var renderItem = new RenderItem
            {
                ObjCBIndex         = objCBIndex,
                Mat                = _materials[matName],
                Geo                = geo,
                IndexCount         = submesh.IndexCount,
                StartIndexLocation = submesh.StartIndexLocation,
                BaseVertexLocation = submesh.BaseVertexLocation
            };

            if (world.HasValue)
            {
                renderItem.World = world.Value;
            }
            if (texTransform.HasValue)
            {
                renderItem.TexTransform = texTransform.Value;
            }
            if (dmTexelSize.HasValue)
            {
                renderItem.DisplacementMapTexelSize = dmTexelSize.Value;
            }
            if (gridSpatialStep.HasValue)
            {
                renderItem.GridSpatialStep = gridSpatialStep.Value;
            }

            _ritemLayers[layer].Add(renderItem);
            _allRitems.Add(renderItem);
        }
Exemple #14
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 private void BuildRenderItems()
 {
     _wavesRitem = AddRenderItem(RenderLayer.Opaque, 0, "waterGeo", "grid");
     AddRenderItem(RenderLayer.Opaque, 1, "landGeo", "grid");
 }