Esempio n. 1
0
        public override object Parse(Asset asset, BinaryReader reader, AssetImportCollection imports, AssetParseContext context)
        {
            // TODO: Create ModelMesh object here.
            var w3xMesh = W3xMesh.Parse(reader, imports, asset.Header);

            return(null);
        }
Esempio n. 2
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        public override object Parse(Asset asset, BinaryReader reader, AssetImportCollection imports, AssetParseContext context)
        {
            return(W3xMesh.Parse(reader, imports, asset.Header));

            //var effectName = shaderName.Replace(".fx", string.Empty);

            //var effect = context.EffectLibrary.GetEffect(
            //    shaderName,
            //    vertexDescriptors);

            //// TODO: Extract state properties from shader material.
            //var rasterizerState = RasterizerStateDescriptionUtility.DefaultFrontIsCounterClockwise;
            //var depthState = DepthStencilStateDescription.DepthOnlyLessEqual;
            //var blendState = BlendStateDescription.SingleDisabled;

            //var material = new ShaderMaterial(context.EffectLibrary, effect)
            //{
            //    PipelineState = new EffectPipelineState(
            //        rasterizerState,
            //        depthState,
            //        blendState,
            //        RenderPipeline.GameOutputDescription)
            //};


            //var materialPasses = new ModelMeshMaterialPass[1];
            //materialPasses[0] = new ModelMeshMaterialPass(
            //    context.GraphicsDevice,
            //    null,
            //    new ModelMeshPart[]
            //    {
            //        new ModelMeshPart(0, (uint) indices.Length, material)
            //    });

            //return new ModelMesh(
            //    context.GraphicsDevice,
            //    asset.Name,
            //    vertexData,
            //    indices,
            //    effect,
            //    materialPasses,
            //    false, // isSkinned,
            //    null, // parentBone,
            //    0, // numBones,
            //    boundingBox,
            //    hidden,
            //    geometryType == MeshGeometryType.CameraOriented);
        }
Esempio n. 3
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        internal static ModelMesh ParseAsset(BinaryReader reader, Asset asset, AssetImportCollection imports, AssetParseContext context)
        {
            var w3xMesh = W3xMesh.Parse(reader, imports, asset.Header);

            return(new ModelMesh(w3xMesh, asset, context.AssetStore.LoadContext));
        }
Esempio n. 4
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        public override object Parse(Asset asset, BinaryReader reader, AssetImportCollection imports, AssetParseContext context)
        {
            var w3xMesh = W3xMesh.Parse(reader, imports, asset.Header);

            return(new ModelMesh(w3xMesh, asset, context.AssetStore.LoadContext));
        }