//public override void prepareFrameBegin() { } //public override void preparePerFrame(Renderable r) { } //public override void preparePerViewBegin(View v) { } //public override void preparePerView(Renderable r, View v) { } //public override void preparePerViewFinalize(View v) { } //public override void preparePerPassBegin(Pass p) { } public override void preparePerPass(Renderable r, Pass p) { SkydomeRenderable renderable = r as SkydomeRenderable; Model model = renderable.skydome; Mesh mesh = model.myMeshes[0]; MaterialEffect effect = getEffect(p.technique, (UInt32)Material.Feature.Skydome); PipelineState pipeline = effect.createPipeline(mesh.material); RenderQueue <StaticModelInfo> rq = p.findRenderQueue(pipeline.id) as RenderQueue <StaticModelInfo>; if (rq == null) { rq = Renderer.device.createRenderQueue <StaticModelInfo>(effect.createPipeline(mesh.material)); rq.name = rq.myPipeline.shaderState.shaderProgram.name; rq.myPipeline.vaoState.vao = new VertexArrayObject(); rq.myPipeline.vaoState.vao.bindVertexFormat(rq.myPipeline.shaderState.shaderProgram, V3.bindings()); rq.visualizer = this; p.registerQueue(rq); } StaticModelInfo info = rq.nextInfo(); effect.updateRenderState(mesh.material, info.renderState); info.renderState.setUniformBuffer(p.view.camera.uniformBufferId(), 0); info.renderState.setVertexBuffer(model.myVbos[0].id, 0, 0, V3N3T2.stride); info.renderState.setIndexBuffer(model.myIbo.id); info.renderState.setUniform(new UniformData(0, Uniform.UniformType.Vec3, renderable.sunPosition)); Matrix4 rot = Matrix4.CreateRotationX(renderable.starRotation); info.renderState.setUniform(new UniformData(1, Uniform.UniformType.Mat4, rot)); info.renderState.setUniform(new UniformData(26, Uniform.UniformType.Float, renderable.weatherIntensity)); info.renderState.setUniform(new UniformData(27, Uniform.UniformType.Float, renderable.weatherSpeed)); info.renderState.setUniform(new UniformData(28, Uniform.UniformType.Float, renderable.sunSize)); info.renderState.setUniform(new UniformData(29, Uniform.UniformType.Float, renderable.moonSize)); info.indexOffset = mesh.indexBase; info.indexCount = mesh.indexCount; }