/// <summary> /// Lazily recomputes the world inverse transpose matrix and /// eye position based on the current effect parameter settings. /// </summary> internal static BlEffectDirtyFlags SetLightingMatrices(BlEffectDirtyFlags dirtyFlags, ref Matrix world, ref Matrix view, EffectParameter worldParam, EffectParameter worldInverseTransposeParam, EffectParameter eyePositionParam) { // Set the world and world inverse transpose matrices. if ((dirtyFlags & BlEffectDirtyFlags.World) != 0) { Matrix worldTranspose; Matrix worldInverseTranspose; Matrix.Invert(ref world, out worldTranspose); Matrix.Transpose(ref worldTranspose, out worldInverseTranspose); worldParam.SetValue(world); worldInverseTransposeParam.SetValue(worldInverseTranspose); dirtyFlags &= ~BlEffectDirtyFlags.World; } // Set the eye position. if ((dirtyFlags & BlEffectDirtyFlags.EyePosition) != 0) { Matrix viewInverse; Matrix.Invert(ref view, out viewInverse); eyePositionParam.SetValue(viewInverse.Translation); dirtyFlags &= ~BlEffectDirtyFlags.EyePosition; } return(dirtyFlags); }
/// <summary> /// Lazily recomputes the world+view+projection matrix and /// fog vector based on the current effect parameter settings. /// </summary> internal static BlEffectDirtyFlags SetWorldViewProjAndFog(BlEffectDirtyFlags dirtyFlags, ref Matrix world, ref Matrix view, ref Matrix projection, ref Matrix worldView, bool fogEnabled, float fogStart, float fogEnd, EffectParameter worldViewProjParam, EffectParameter fogVectorParam) { // Recompute the world+view+projection matrix? if ((dirtyFlags & BlEffectDirtyFlags.WorldViewProj) != 0) { Matrix worldViewProj; Matrix.Multiply(ref world, ref view, out worldView); Matrix.Multiply(ref worldView, ref projection, out worldViewProj); worldViewProjParam.SetValue(worldViewProj); dirtyFlags &= ~BlEffectDirtyFlags.WorldViewProj; } if (fogEnabled) { // Recompute the fog vector? if ((dirtyFlags & (BlEffectDirtyFlags.Fog | BlEffectDirtyFlags.FogEnable)) != 0) { SetFogVector(ref worldView, fogStart, fogEnd, fogVectorParam); dirtyFlags &= ~(BlEffectDirtyFlags.Fog | BlEffectDirtyFlags.FogEnable); } } else { // When fog is disabled, make sure the fog vector is reset to zero. if ((dirtyFlags & BlEffectDirtyFlags.FogEnable) != 0) { fogVectorParam.SetValue(Vector4.Zero); dirtyFlags &= ~BlEffectDirtyFlags.FogEnable; } } return(dirtyFlags); }
/// <summary> /// Lazily computes derived parameter values immediately before applying the effect. /// </summary> protected override void OnApply() { // Recompute the world+view+projection matrix or fog vector? dirtyFlags = BlEffectHelpers.SetWorldViewProjAndFog(dirtyFlags, ref world, ref view, ref projection, ref worldView, fogEnabled, fogStart, fogEnd, worldViewProjParam, fogVectorParam); // Recompute the diffuse/emissive/alpha material color parameters? if ((dirtyFlags & BlEffectDirtyFlags.MaterialColor) != 0) { BlEffectHelpers.SetMaterialColor(lightingEnabled, alpha, ref diffuseColor, ref emissiveColor, ref ambientLightColor, diffuseColorParam, emissiveColorParam); dirtyFlags &= ~BlEffectDirtyFlags.MaterialColor; } if (lightingEnabled) { // Recompute the world inverse transpose and eye position? dirtyFlags = BlEffectHelpers.SetLightingMatrices(dirtyFlags, ref world, ref view, worldParam, worldInverseTransposeParam, eyePositionParam); // Check if we can use the only-bother-with-the-first-light shader optimization. bool newOneLight = !light1.Enabled && !light2.Enabled; if (oneLight != newOneLight) { oneLight = newOneLight; dirtyFlags |= BlEffectDirtyFlags.ShaderIndex; } } // Recompute the shader index? if ((dirtyFlags & BlEffectDirtyFlags.ShaderIndex) != 0) { int shaderIndex = 0; if (!fogEnabled) { shaderIndex += 1; } if (vertexColorEnabled) { shaderIndex += 2; } if (textureEnabled) { shaderIndex += 4; } if (lightingEnabled) { if (preferPerPixelLighting) { shaderIndex += 24; } else if (oneLight) { shaderIndex += 16; } else { shaderIndex += 8; } } dirtyFlags &= ~BlEffectDirtyFlags.ShaderIndex; CurrentTechnique = Techniques[shaderIndex]; } }