コード例 #1
0
        public override void Draw(DrawContext dc)
        {
            if (Model == null)
            {
                return;
            }
            LitShader litShader = UseAlphaThreshold ? m_shaderAlpha : m_shader;

            litShader.Texture            = TextureOverride;
            litShader.SamplerState       = SamplerState.PointClamp;
            litShader.MaterialColor      = new Vector4(Color * base.GlobalColorTransform);
            litShader.AmbientLightColor  = new Vector3(0.66f, 0.66f, 0.66f);
            litShader.DiffuseLightColor1 = new Vector3(1f, 1f, 1f);
            litShader.LightDirection1    = Vector3.Normalize(new Vector3(1f, 1f, 1f));
            if (UseAlphaThreshold)
            {
                litShader.AlphaThreshold = 0f;
            }
            litShader.Transforms.View = Matrix.CreateLookAt(ViewPosition, ViewTarget, Vector3.UnitY);
            Viewport viewport = Display.Viewport;
            float    num      = base.ActualSize.X / base.ActualSize.Y;

            if (IsPerspective)
            {
                litShader.Transforms.Projection = Matrix.CreatePerspectiveFieldOfView(ViewFov, num, 0.1f, 100f) * MatrixUtils.CreateScaleTranslation(0.5f * base.ActualSize.X, -0.5f * base.ActualSize.Y, base.ActualSize.X / 2f, base.ActualSize.Y / 2f) * base.GlobalTransform * MatrixUtils.CreateScaleTranslation(2f / (float)viewport.Width, -2f / (float)viewport.Height, -1f, 1f);
            }
            else
            {
                Vector3 orthographicFrustumSize = OrthographicFrustumSize;
                if (orthographicFrustumSize.X < 0f)
                {
                    orthographicFrustumSize.X = orthographicFrustumSize.Y / num;
                }
                else if (orthographicFrustumSize.Y < 0f)
                {
                    orthographicFrustumSize.Y = orthographicFrustumSize.X * num;
                }
                litShader.Transforms.Projection = Matrix.CreateOrthographic(orthographicFrustumSize.X, orthographicFrustumSize.Y, 0f, OrthographicFrustumSize.Z) * MatrixUtils.CreateScaleTranslation(0.5f * base.ActualSize.X, -0.5f * base.ActualSize.Y, base.ActualSize.X / 2f, base.ActualSize.Y / 2f) * base.GlobalTransform * MatrixUtils.CreateScaleTranslation(2f / (float)viewport.Width, -2f / (float)viewport.Height, -1f, 1f);
            }
            Display.DepthStencilState = DepthStencilState.Default;
            Display.BlendState        = BlendState.AlphaBlend;
            Display.RasterizerState   = RasterizerState.CullNoneScissor;
            ProcessBoneHierarchy(Model.RootBone, Matrix.Identity, m_absoluteBoneTransforms);
            float  num2 = (float)Time.RealTime + (float)(GetHashCode() % 1000) / 100f;
            Matrix m    = (AutoRotationVector.LengthSquared() > 0f) ? Matrix.CreateFromAxisAngle(Vector3.Normalize(AutoRotationVector), AutoRotationVector.Length() * num2) : Matrix.Identity;

            foreach (ModelMesh mesh in Model.Meshes)
            {
                litShader.Transforms.World[0] = m_absoluteBoneTransforms[mesh.ParentBone.Index] * ModelMatrix * m;
                foreach (ModelMeshPart meshPart in mesh.MeshParts)
                {
                    if (meshPart.IndicesCount > 0)
                    {
                        Display.DrawIndexed(PrimitiveType.TriangleList, litShader, meshPart.VertexBuffer, meshPart.IndexBuffer, meshPart.StartIndex, meshPart.IndicesCount);
                    }
                }
            }
        }
コード例 #2
0
        // this is used to update a material's keywords, applying any shader-associated logic to update dependent properties and keywords
        // this is also invoked when a material is created, modified, or the material's shader is modified or reassigned
        internal static void UpdateMaterial(Material material, MaterialUpdateType updateType, ShaderID shaderID = ShaderID.Unknown)
        {
            // if unknown, look it up from the material's shader
            // NOTE: this will only work for asset-based shaders..
            if (shaderID == ShaderID.Unknown)
            {
                shaderID = GetShaderID(material.shader);
            }

            switch (shaderID)
            {
            case ShaderID.Lit:
                LitShader.SetMaterialKeywords(material, LitGUI.SetMaterialKeywords);
                break;

            case ShaderID.SimpleLit:
                SimpleLitShader.SetMaterialKeywords(material, SimpleLitGUI.SetMaterialKeywords);
                break;

            case ShaderID.Unlit:
                UnlitShader.SetMaterialKeywords(material);
                break;

            case ShaderID.ParticlesLit:
                ParticlesLitShader.SetMaterialKeywords(material, LitGUI.SetMaterialKeywords, ParticleGUI.SetMaterialKeywords);
                break;

            case ShaderID.ParticlesSimpleLit:
                ParticlesSimpleLitShader.SetMaterialKeywords(material, SimpleLitGUI.SetMaterialKeywords, ParticleGUI.SetMaterialKeywords);
                break;

            case ShaderID.ParticlesUnlit:
                ParticlesUnlitShader.SetMaterialKeywords(material, null, ParticleGUI.SetMaterialKeywords);
                break;

            case ShaderID.SG_Lit:
                ShaderGraphLitGUI.UpdateMaterial(material, updateType);
                break;

            case ShaderID.SG_Unlit:
                ShaderGraphUnlitGUI.UpdateMaterial(material, updateType);
                break;

            default:
                break;
            }
        }
コード例 #3
0
        static void UpgradeV1(Material material, ShaderID shaderID)
        {
            if (shaderID.IsShaderGraph())
            {
                return;
            }

            var shaderPath  = ShaderUtils.GetShaderPath((ShaderPathID)shaderID);
            var upgradeFlag = MaterialUpgrader.UpgradeFlags.LogMessageWhenNoUpgraderFound;

            switch (shaderID)
            {
            case ShaderID.Unlit:
                MaterialUpgrader.Upgrade(material, new UnlitUpdaterV1(shaderPath), upgradeFlag);
                UnlitShader.SetMaterialKeywords(material);
                break;

            case ShaderID.SimpleLit:
                MaterialUpgrader.Upgrade(material, new SimpleLitUpdaterV1(shaderPath), upgradeFlag);
                SimpleLitShader.SetMaterialKeywords(material, SimpleLitGUI.SetMaterialKeywords);
                break;

            case ShaderID.Lit:
                MaterialUpgrader.Upgrade(material, new LitUpdaterV1(shaderPath), upgradeFlag);
                LitShader.SetMaterialKeywords(material, LitGUI.SetMaterialKeywords);
                break;

            case ShaderID.ParticlesLit:
                MaterialUpgrader.Upgrade(material, new ParticleUpdaterV1(shaderPath), upgradeFlag);
                ParticlesLitShader.SetMaterialKeywords(material, LitGUI.SetMaterialKeywords, ParticleGUI.SetMaterialKeywords);
                break;

            case ShaderID.ParticlesSimpleLit:
                MaterialUpgrader.Upgrade(material, new ParticleUpdaterV1(shaderPath), upgradeFlag);
                ParticlesSimpleLitShader.SetMaterialKeywords(material, SimpleLitGUI.SetMaterialKeywords, ParticleGUI.SetMaterialKeywords);
                break;

            case ShaderID.ParticlesUnlit:
                MaterialUpgrader.Upgrade(material, new ParticleUpdaterV1(shaderPath), upgradeFlag);
                ParticlesUnlitShader.SetMaterialKeywords(material, null, ParticleGUI.SetMaterialKeywords);
                break;
            }
        }
コード例 #4
0
        // For uniforms and shaders setup. Does not handle vertex/index buffers
        private unsafe static void EncodeLit(RendererBGFXInstance *sys, bgfx.Encoder *encoder, ref LitShader litShader, ushort viewId, ref float4x4 tx, ref LitMaterialBGFX mat,
                                             ref LightingBGFX lighting, ref float4x4 viewTx, byte flipCulling, ref LightingViewSpaceBGFX viewSpaceLightCache, uint depth)
        {
            ulong state = mat.state;

            if (flipCulling != 0)
            {
                state = FlipCulling(state);
            }
            bgfx.encoder_set_state(encoder, state, 0);

            fixed(float4x4 *p = &tx)
            bgfx.encoder_set_transform(encoder, p, 1);

            float3x3 minvt = math.transpose(math.inverse(new float3x3(tx.c0.xyz, tx.c1.xyz, tx.c2.xyz)));

            //float3x3 minvt = new float3x3(tx.c0.xyz, tx.c1.xyz, tx.c2.xyz);
            bgfx.encoder_set_uniform(encoder, litShader.m_uniformModelInverseTranspose, &minvt, 1);

            // material uniforms setup
            fixed(float4 *p = &mat.constAlbedo_Opacity)
            bgfx.encoder_set_uniform(encoder, litShader.m_uniformAlbedoOpacity, p, 1);

            fixed(float4 *p = &mat.constMetal_Smoothness_Billboarded)
            bgfx.encoder_set_uniform(encoder, litShader.m_uniformMetalSmoothnessBillboarded, p, 1);

            fixed(float4 *p = &mat.constEmissive_normalMapZScale)
            bgfx.encoder_set_uniform(encoder, litShader.m_uniformEmissiveNormalZScale, p, 1);

            float4 debugVect = sys->m_outputDebugSelect;

            bgfx.encoder_set_uniform(encoder, litShader.m_uniformOutputDebugSelect, &debugVect, 1);

            fixed(float4 *p = &mat.smoothness)
            bgfx.encoder_set_uniform(encoder, litShader.m_uniformSmoothness, p, 1);

            // textures
            bgfx.encoder_set_texture(encoder, 0, litShader.m_samplerAlbedoOpacity, mat.texAlbedoOpacity, UInt32.MaxValue);
            bgfx.encoder_set_texture(encoder, 1, litShader.m_samplerMetal, mat.texMetal, UInt32.MaxValue);
            bgfx.encoder_set_texture(encoder, 2, litShader.m_samplerNormal, mat.texNormal, UInt32.MaxValue);

            bgfx.encoder_set_texture(encoder, 4, litShader.m_samplerEmissive, mat.texEmissive, UInt32.MaxValue);

            fixed(float4 *p = &mat.mainTextureScaleTranslate)
            bgfx.encoder_set_uniform(encoder, litShader.m_uniformTexMad, p, 1);

            // ambient
            fixed(float4 *p = &lighting.ambient)
            bgfx.encoder_set_uniform(encoder, litShader.m_uniformAmbient, p, 1);

            // transform lighting to view space, if needed: this only needs to re-compute if the viewId changed
            // also the lighting view space is per-thread, hence it is passed in
            lighting.TransformToViewSpace(ref viewTx, ref viewSpaceLightCache, viewId);

            // dir or point lights
            fixed(float *p = viewSpaceLightCache.podl_positionOrDirViewSpace)
            bgfx.encoder_set_uniform(encoder, litShader.m_simplelightPosOrDir, p, (ushort)lighting.numPointOrDirLights);

            fixed(float *p = lighting.podl_colorIVR)
            bgfx.encoder_set_uniform(encoder, litShader.m_simplelightColorIVR, p, (ushort)lighting.numPointOrDirLights);

            // mapped lights (always have to set those or there are undefined samplers)
            EncodeMappedLight(encoder, ref lighting.mappedLight0, ref litShader.m_mappedLight0, 0, viewSpaceLightCache.mappedLight0_viewPosOrDir); // sampler 6
            EncodeMappedLight(encoder, ref lighting.mappedLight1, ref litShader.m_mappedLight1, 1, viewSpaceLightCache.mappedLight1_viewPosOrDir); // sampler 7

            fixed(float4 *p = &lighting.mappedLight01sis)
            bgfx.encoder_set_uniform(encoder, litShader.m_texShadow01sis, p, 1);

            // csm
            fixed(float4 *p = &viewSpaceLightCache.csmLight_viewPosOrDir)
            bgfx.encoder_set_uniform(encoder, litShader.m_dirCSM, p, 1);

            fixed(float *p = lighting.csmOffsetScale)
            bgfx.encoder_set_uniform(encoder, litShader.m_offsetScaleCSM, p, 4);

            fixed(float4 *p = &lighting.csmLight.color_invrangesqr)
            bgfx.encoder_set_uniform(encoder, litShader.m_colorCSM, p, 1);

            fixed(float4x4 *p = &lighting.csmLight.projection)
            bgfx.encoder_set_uniform(encoder, litShader.m_matrixCSM, p, 1);

            fixed(float4 *p = &lighting.csmLightsis)
            bgfx.encoder_set_uniform(encoder, litShader.m_sisCSM, p, 1);

            bgfx.encoder_set_texture(encoder, 5, litShader.m_samplerShadowCSM, lighting.csmLight.shadowMap, UInt32.MaxValue);

            float4 numlights = new float4(lighting.numPointOrDirLights, lighting.numMappedLights, lighting.numCsmLights, 0.0f);

            bgfx.encoder_set_uniform(encoder, litShader.m_numLights, &numlights, 1);

            // fog
            fixed(float4 *p = &lighting.fogColor)
            bgfx.encoder_set_uniform(encoder, litShader.m_uniformFogColor, p, 1);

            fixed(float4 *p = &lighting.fogParams)
            bgfx.encoder_set_uniform(encoder, litShader.m_uniformFogParams, p, 1);

            // submit
            bgfx.encoder_submit(encoder, viewId, litShader.m_prog, depth, (byte)bgfx.DiscardFlags.All);
        }