private static void DrawVoxels(MySortedElements sortedElements, MyLodTypeEnum lod, MyRenderVoxelBatchType batchType, ref int ibChangesStats)
        {
            int index = sortedElements.GetVoxelIndex(lod, batchType);
            var matDict = sortedElements.Voxels[index];

            if (matDict.RenderElementCount == 0)
                return;

            var tech = GetTechnique(batchType == MyRenderVoxelBatchType.SINGLE_MATERIAL ? MyMeshDrawTechnique.VOXEL_MAP_SINGLE : MyMeshDrawTechnique.VOXEL_MAP_MULTI);
           
            var shader = (MyEffectVoxels)tech.PrepareAndBeginShader(m_currentSetup, lod);         
            MyPerformanceCounter.PerCameraDrawWrite.TechniqueChanges[(int)lod]++;
           
            foreach (var mat in matDict.Voxels)
            {
                var firstElement = mat.Value.FirstOrDefault();
                if (firstElement == null)
                    continue;

               
                // Setup material
                tech.SetupVoxelMaterial(shader, firstElement.VoxelBatch);
                MyPerformanceCounter.PerCameraDrawWrite.MaterialChanges[(int)lod]++;

                MyRenderObject lastRenderObject = null;
                VertexBuffer lastVertexBuffer = null;

                foreach (var renderElement in mat.Value)
                {
                    if (!object.ReferenceEquals(lastVertexBuffer, renderElement.VertexBuffer))
                    {
                        lastVertexBuffer = renderElement.VertexBuffer;
                        GraphicsDevice.Indices = renderElement.IndexBuffer;
                        GraphicsDevice.SetStreamSource(0, renderElement.VertexBuffer, 0, renderElement.VertexStride);
                        GraphicsDevice.VertexDeclaration = renderElement.VertexDeclaration;
                        MyPerformanceCounter.PerCameraDrawWrite.VertexBufferChanges[(int)lod]++;
                        ibChangesStats++;
                    }

                    if (lastRenderObject != renderElement.RenderObject)
                    {
                        lastRenderObject = renderElement.RenderObject;
                        MyPerformanceCounter.PerCameraDrawWrite.EntityChanges[(int)lod]++;
                        tech.SetupEntity(shader, renderElement);                     
                        shader.D3DEffect.CommitChanges();
                    }

                    GraphicsDevice.DrawIndexedPrimitive(PrimitiveType.TriangleList, 0, 0, renderElement.VertexCount, renderElement.IndexStart, renderElement.TriCount);
                    MyPerformanceCounter.PerCameraDrawWrite.TotalDrawCalls++;
                }
            }

            shader.End();
            // Technique End
        }
Esempio n. 2
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        private static void DrawVoxels(MySortedElements sortedElements, MyLodTypeEnum lod, MyRenderVoxelBatchType batchType, ref int ibChangesStats)
        {
            int index   = sortedElements.GetVoxelIndex(lod, batchType);
            var matDict = sortedElements.Voxels[index];

            if (matDict.RenderElementCount == 0)
            {
                return;
            }

            var tech = GetTechnique(batchType == MyRenderVoxelBatchType.SINGLE_MATERIAL ? MyMeshDrawTechnique.VOXEL_MAP_SINGLE : MyMeshDrawTechnique.VOXEL_MAP_MULTI);

            var shader = (MyEffectVoxels)tech.PrepareAndBeginShader(m_currentSetup, lod);

            MyPerformanceCounter.PerCameraDrawWrite.TechniqueChanges[(int)lod]++;

            if (lod == MyLodTypeEnum.LOD_BACKGROUND)
            {
                shader.SetAmbientMinimumAndIntensity(new Vector4(AmbientColor * AmbientMultiplier, EnvAmbientIntensity));
                shader.SetSunDirection(m_sun.Direction);
                shader.SetSunColorAndIntensity(new Vector3(m_sun.Color.X, m_sun.Color.Y, m_sun.Color.Z), m_sun.Intensity);
                shader.SetBacklightColorAndIntensity(new Vector3(m_sun.BackColor.X, m_sun.BackColor.Y, m_sun.BackColor.Z), m_sun.BackIntensity);
                var postProcess = MyRender.GetPostProcess(MyPostProcessEnum.VolumetricFog) as MyPostProcessVolumetricFog;
                shader.EnableFog(postProcess.Enabled);
                shader.SetSunSpecularColor(m_sun.SpecularColor);
            }

            foreach (var mat in matDict.Voxels)
            {
                var firstElement = mat.Value.FirstOrDefault();
                if (firstElement == null)
                {
                    continue;
                }


                // Setup material
                tech.SetupVoxelMaterial(shader, firstElement.VoxelBatch);
                MyPerformanceCounter.PerCameraDrawWrite.MaterialChanges[(int)lod]++;

                MyRenderObject lastRenderObject = null;
                VertexBuffer   lastVertexBuffer = null;

                foreach (var renderElement in mat.Value)
                {
                    if (!object.ReferenceEquals(lastVertexBuffer, renderElement.VertexBuffer))
                    {
                        lastVertexBuffer       = renderElement.VertexBuffer;
                        GraphicsDevice.Indices = renderElement.IndexBuffer;
                        GraphicsDevice.SetStreamSource(0, renderElement.VertexBuffer, 0, renderElement.VertexStride);
                        GraphicsDevice.VertexDeclaration = renderElement.VertexDeclaration;
                        MyPerformanceCounter.PerCameraDrawWrite.VertexBufferChanges[(int)lod]++;
                        ibChangesStats++;
                    }

                    if (lastRenderObject != renderElement.RenderObject)
                    {
                        lastRenderObject = renderElement.RenderObject;
                        MyPerformanceCounter.PerCameraDrawWrite.EntityChanges[(int)lod]++;
                        tech.SetupEntity(shader, renderElement);
                        shader.D3DEffect.CommitChanges();
                    }

                    GraphicsDevice.DrawIndexedPrimitive(PrimitiveType.TriangleList, 0, 0, renderElement.VertexCount, renderElement.IndexStart, renderElement.TriCount);
                    MyPerformanceCounter.PerCameraDrawWrite.TotalDrawCalls++;
                }
            }

            shader.End();
            // Technique End
        }
        private static void DrawVoxels(MySortedElements sortedElements, MyLodTypeEnum lod, MyRenderVoxelBatchType batchType, ref int ibChangesStats)
        {
            int index = sortedElements.GetVoxelIndex(lod, batchType);
            var matDict = sortedElements.Voxels[index];

            if (matDict.RenderElementCount == 0)
                return;

            var tech = GetTechnique(batchType == MyRenderVoxelBatchType.SINGLE_MATERIAL ? MyMeshDrawTechnique.VOXEL_MAP_SINGLE : MyMeshDrawTechnique.VOXEL_MAP_MULTI);
           
            var shader = (MyEffectVoxels)tech.PrepareAndBeginShader(m_currentSetup, lod);         
            MyPerformanceCounter.PerCameraDrawWrite.TechniqueChanges[(int)lod]++;
           
            if (lod == MyLodTypeEnum.LOD_BACKGROUND)
            {
                shader.SetAmbientMinimumAndIntensity(new Vector4(AmbientColor * AmbientMultiplier, EnvAmbientIntensity));
                shader.SetSunDirection(m_sun.Direction);
                shader.SetSunColorAndIntensity(new Vector3(m_sun.Color.X, m_sun.Color.Y, m_sun.Color.Z), m_sun.Intensity);
                shader.SetBacklightColorAndIntensity(new Vector3(m_sun.BackColor.X, m_sun.BackColor.Y, m_sun.BackColor.Z), m_sun.BackIntensity);
                var postProcess = MyRender.GetPostProcess(MyPostProcessEnum.VolumetricFog) as MyPostProcessVolumetricFog;
                shader.EnableFog(postProcess.Enabled);
                shader.SetSunSpecularColor(m_sun.SpecularColor);
            }

            foreach (var mat in matDict.Voxels)
            {
                var firstElement = mat.Value.FirstOrDefault();
                if (firstElement == null)
                    continue;

               
                // Setup material
                tech.SetupVoxelMaterial(shader, firstElement.VoxelBatch);
                MyPerformanceCounter.PerCameraDrawWrite.MaterialChanges[(int)lod]++;

                MyRenderObject lastRenderObject = null;
                VertexBuffer lastVertexBuffer = null;

                foreach (var renderElement in mat.Value)
                {
                    if (!object.ReferenceEquals(lastVertexBuffer, renderElement.VertexBuffer))
                    {
                        lastVertexBuffer = renderElement.VertexBuffer;
                        GraphicsDevice.Indices = renderElement.IndexBuffer;
                        GraphicsDevice.SetStreamSource(0, renderElement.VertexBuffer, 0, renderElement.VertexStride);
                        GraphicsDevice.VertexDeclaration = renderElement.VertexDeclaration;
                        MyPerformanceCounter.PerCameraDrawWrite.VertexBufferChanges[(int)lod]++;
                        ibChangesStats++;
                    }

                    if (lastRenderObject != renderElement.RenderObject)
                    {
                        lastRenderObject = renderElement.RenderObject;
                        MyPerformanceCounter.PerCameraDrawWrite.EntityChanges[(int)lod]++;
                        tech.SetupEntity(shader, renderElement);                     
                        shader.D3DEffect.CommitChanges();
                    }

                    GraphicsDevice.DrawIndexedPrimitive(PrimitiveType.TriangleList, 0, 0, renderElement.VertexCount, renderElement.IndexStart, renderElement.TriCount);
                    MyPerformanceCounter.PerCameraDrawWrite.TotalDrawCalls++;
                }
            }

            shader.End();
            // Technique End
        }
Esempio n. 4
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 public int GetVoxelIndex(MyLodTypeEnum lod, MyRenderVoxelBatchType technique)
 {
     return(((byte)lod * VoxelTechniqueCount) + (int)technique);
 }
 public int GetVoxelIndex(MyLodTypeEnum lod, MyRenderVoxelBatchType technique)
 {
     return ((byte)lod * VoxelTechniqueCount) + (int)technique;
 }
Esempio n. 6
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        private static void DrawVoxels(MySortedElements sortedElements, MyLodTypeEnum lod, MyRenderVoxelBatchType batchType, ref int ibChangesStats)
        {
            int index   = sortedElements.GetVoxelIndex(lod, batchType);
            var matDict = sortedElements.Voxels[index];

            if (matDict.RenderElementCount == 0)
            {
                return;
            }

            var tech = GetTechnique(batchType == MyRenderVoxelBatchType.SINGLE_MATERIAL ? MyMeshDrawTechnique.VOXEL_MAP_SINGLE : MyMeshDrawTechnique.VOXEL_MAP_MULTI);

            var shader = (MyEffectVoxels)tech.PrepareAndBeginShader(m_currentSetup, lod);

            MyPerformanceCounter.PerCameraDrawWrite.TechniqueChanges[(int)lod]++;

            foreach (var mat in matDict.Voxels)
            {
                var firstElement = mat.Value.FirstOrDefault();
                if (firstElement == null)
                {
                    continue;
                }


                // Setup material
                tech.SetupVoxelMaterial(shader, firstElement.VoxelBatch);
                MyPerformanceCounter.PerCameraDrawWrite.MaterialChanges[(int)lod]++;

                MyRenderObject lastRenderObject = null;
                VertexBuffer   lastVertexBuffer = null;

                foreach (var renderElement in mat.Value)
                {
                    if (!object.ReferenceEquals(lastVertexBuffer, renderElement.VertexBuffer))
                    {
                        lastVertexBuffer       = renderElement.VertexBuffer;
                        GraphicsDevice.Indices = renderElement.IndexBuffer;
                        GraphicsDevice.SetStreamSource(0, renderElement.VertexBuffer, 0, renderElement.VertexStride);
                        GraphicsDevice.VertexDeclaration = renderElement.VertexDeclaration;
                        MyPerformanceCounter.PerCameraDrawWrite.VertexBufferChanges[(int)lod]++;
                        ibChangesStats++;
                    }

                    if (lastRenderObject != renderElement.RenderObject)
                    {
                        lastRenderObject = renderElement.RenderObject;
                        MyPerformanceCounter.PerCameraDrawWrite.EntityChanges[(int)lod]++;
                        tech.SetupEntity(shader, renderElement);
                        shader.D3DEffect.CommitChanges();
                    }

                    GraphicsDevice.DrawIndexedPrimitive(PrimitiveType.TriangleList, 0, 0, renderElement.VertexCount, renderElement.IndexStart, renderElement.TriCount);
                    MyPerformanceCounter.PerCameraDrawWrite.TotalDrawCalls++;
                }
            }

            shader.End();
            // Technique End
        }