Esempio n. 1
0
        /// 使用するデータのセット
        public void Start(DemoModel.BasicModel useModel, DemoModel.TexContainer useTexCnr, DemoModel.ShaderContainer useShaderCnr)
        {
            this.useModel     = useModel;
            this.useTexCnr    = useTexCnr;
            this.useShaderCnr = useShaderCnr;

            this.useModel.BindTextures(this.useTexCnr);
        }
Esempio n. 2
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        /// Matrial + WorldCount + LightCount から利用するシェーダを検索する
        public BasicProgram findBasicProgram( ShaderContainer shaderContainer,
                                          BasicMaterial material,
                                          int worldCount,
                                          int lightCount )
        {
            BasicProgram program;

            if( material.BasicShader[ worldCount, lightCount] == null ){
            if( material.ShaderName == "" || material.ShaderName == "basic"){
                if( material.ShaderNameObj == null ){
                    material.ShaderNameObj = new BasicShaderName( worldCount, this.lightCount, material );
                }else{
                    material.ShaderNameObj.SetWorldAndLight( worldCount, this.lightCount );
                }

                program = shaderContainer.Find( material.ShaderNameObj );

                material.BasicShader[ worldCount, lightCount] = program;
            }else{
                // 特殊
                program = shaderContainer.Find( material.ShaderName );
                material.BasicShader[ worldCount, lightCount] = program;

                // uniform
                foreach( KeyValuePair< string, int > entry in material.BlindData ){
                    int id = program.FindUniform( entry.Key );
                    if( id >= 0 ){
                        program.SetUniformValue( id, entry.Value / 1000.0f );
                    }
                }
            }
            }else{
            program = material.BasicShader[ worldCount, lightCount ];
            }
            return program;
        }
Esempio n. 3
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        /// BasicMaterial に設定された ShaderName から、ShaderProgram を探して描画する
        public void Draw(
                     GraphicsContext graphics,
                     ShaderContainer shaderContainer,
                     Matrix4 viewProj,
                     Vector4 eye
                     )
        {
            foreach ( var bone in Bones ) {
            int worldCount = 0;
            int[] blendBones = bone.BlendBones ;
            if ( blendBones == null ) {
                worldCount = 1;
                matrixBuffer = new Matrix4[ 1 ] ;
                matrixBuffer[ 0 ] = bone.WorldMatrix;
            }else{
                int blendCount = blendBones.Length ;
                if ( blendCount > matrixBuffer.Length ) matrixBuffer = new Matrix4[ blendCount ] ;
                for ( int i = 0 ; i < blendCount ; i ++ ) {
                    matrixBuffer[ i ] = Bones[ blendBones[ i ] ].WorldMatrix * bone.BlendOffsets[ i ] ;
                }
            }
            int[] blendSubset = defaultBlendSubset ;
            foreach ( var index in bone.DrawParts ) {
                BasicPart part = Parts[ index ] ;
                foreach ( var mesh in part.Meshes ) {
                    if ( blendBones != null && blendSubset != mesh.BlendSubset ) {
                        blendSubset = ( mesh.BlendSubset != null ) ? mesh.BlendSubset : defaultBlendSubset ;
                        worldCount = blendSubset.Length ;
                        if ( worldCount > blendBones.Length ) worldCount = blendBones.Length ;
                    }
                    BasicMaterial material = Materials[ mesh.Material ];

                    if( material != null ){
                        setPolygonMode( graphics, material );

                        BasicProgram program = findBasicProgram( shaderContainer, material, worldCount, this.lightCount );
                        graphics.SetShaderProgram( program );

                        program.SetViewProj( viewProj );

                        program.SetMaterial( ref material );
                        if( material.LightEnable != 0 ){
                            program.SetLightCount( lightCount );
                            //                            program.SetLights( ref this.WorldMatrix, ref eye, ref lights );
                            program.SetLights( ref matrixBuffer[ 0 ], ref eye, ref lights );
                        }else{
                            program.SetLightCount( 0 );
                        }

                        setLayers( graphics, program, material );

                        program.SetWorldCount( worldCount );
                        for( int i = 0; i < worldCount; i++ ){
                            program.SetMatrixPalette( i, ref matrixBuffer[ blendSubset[ i ] ] );
                        }

                        program.Update();
                    }

                    graphics.SetVertexBuffer( 0, mesh.VertexBuffer ) ;
                    graphics.DrawArrays( mesh.Primitives ) ;
                }
            }
            }
        }
Esempio n. 4
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        /// BasicMaterial に設定された ShaderName から、ShaderProgram を探して描画する
        public void Draw(
            GraphicsContext graphics,
            ShaderContainer shaderContainer,
            Matrix4 viewProj,
            Vector4 eye,
            float Brightness
            )
        {
            foreach (var bone in Bones)
            {
                int worldCount = 0;
//			sky00_nami;
//				bone.Name = "sky00_nami";
                int[] blendBones = bone.BlendBones;
                if (blendBones == null)
                {
                    worldCount      = 1;
                    matrixBuffer    = new Matrix4[1];
                    matrixBuffer[0] = bone.WorldMatrix;
                }
                else
                {
                    int blendCount = blendBones.Length;
                    if (blendCount > matrixBuffer.Length)
                    {
                        matrixBuffer = new Matrix4[blendCount];
                    }
                    for (int i = 0; i < blendCount; i++)
                    {
                        matrixBuffer[i] = Bones[blendBones[i]].WorldMatrix * bone.BlendOffsets[i];
                    }
                }
                int[] blendSubset = defaultBlendSubset;
                foreach (var index in bone.DrawParts)
                {
                    BasicPart part = Parts[index];
                    foreach (var mesh in part.Meshes)
                    {
                        if (blendBones != null && blendSubset != mesh.BlendSubset)
                        {
                            blendSubset = (mesh.BlendSubset != null) ? mesh.BlendSubset : defaultBlendSubset;
                            worldCount  = blendSubset.Length;
                            if (worldCount > blendBones.Length)
                            {
                                worldCount = blendBones.Length;
                            }
                        }

                        BasicMaterial material = Materials[mesh.Material];

                        if (material != null)
                        {
                            setPolygonMode(graphics, material);

                            BasicProgram program = findBasicProgram(shaderContainer, material, worldCount, this.lightCount);
                            graphics.SetShaderProgram(program);

                            program.SetViewProj(viewProj);

                            program.SetMaterial(ref material);
                            if (material.LightEnable != 0)
                            {
                                program.SetLightCount(lightCount);
                                program.SetLights(ref matrixBuffer[0], ref eye, ref lights);
                            }
                            else
                            {
                                program.SetLightCount(0);
                            }
                            program.SetRateLight(Brightness);

                            setLayers(graphics, program, material);

                            program.SetWorldCount(worldCount);
                            for (int i = 0; i < worldCount; i++)
                            {
                                program.SetMatrixPalette(i, ref matrixBuffer[blendSubset[i]]);
                            }

                            program.Update();
                        }

                        graphics.SetVertexBuffer(0, mesh.VertexBuffer);
                        graphics.DrawArrays(mesh.Primitives);
                    }
                }
            }
        }
Esempio n. 5
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 /// 終了
 public void End()
 {
     useModel     = null;
     useTexCnr    = null;
     useShaderCnr = null;
 }
Esempio n. 6
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 /// 破棄
 public void Term()
 {
     useModel     = null;
     useTexCnr    = null;
     useShaderCnr = null;
 }
Esempio n. 7
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 /// コンストラクタ
 public ModelHandle()
 {
     useModel     = null;
     useTexCnr    = null;
     useShaderCnr = null;
 }