コード例 #1
0
ファイル: Renderer.cs プロジェクト: maesse/CubeHags
        void HandleDrawCallChange(ulong key)
        {
            SortItem.VPLayer vpLayer = SortItem.GetVPLayer(key);
            SortItem.Viewport vp = SortItem.GetViewport(key);
            SortItem.Translucency trans = SortItem.GetTranslucency(key);

            ushort VB = SortItem.GetVBID(key);
            ushort IB = SortItem.GetIBID(key);

            if (vpLayer != currentVPLayer)
            {
                if (currentVPLayer == SortItem.VPLayer.SKYBOX3D)
                {
                    //Camera.position = originalPosition;
                    //Camera.PositionCamera();
                    Camera.RotateForViewer();
                    // Resetting will just be a call to rotateforviewer now

                    Matrix worldview = device.GetTransform(TransformState.View) * Camera.World;
                    effect.SetValue("WorldViewProj", worldview * Camera.Projection);

                    //device.Clear(ClearFlags.ZBuffer, Color.FromArgb(0, Color.CornflowerBlue), 1.0f, 0);
                }
                else if (currentVPLayer == SortItem.VPLayer.SKYBOX)
                {
                    device.SetRenderState(RenderState.ZWriteEnable, true);
                    device.SetRenderState(RenderState.ZEnable, true);
                }
                else if (currentVPLayer == SortItem.VPLayer.HUD)
                {
                    device.SetRenderState(RenderState.ZEnable, true);
                }
                else if (currentVPLayer == SortItem.VPLayer.EFFECT)
                {
                    device.SetRenderState(RenderState.ZWriteEnable, true);
                }
                currentVPLayer = vpLayer;
                // Layer change.
                switch (vpLayer)
                {
                    case SortItem.VPLayer.SKYBOX3D:
                        if (effect.Technique != technique)
                            effect.Technique = "Sky3d";
                        if (SourceMap != null)
                        {
                            SourceMap.SetupVertexBuffer(device);
                            Vector3 oldPos = Camera.position;
                            Vector3 pos = SourceMap.skybox3d.GetSkyboxPosition(Camera.position);
                            Renderer.Instance.viewParams.Origin.origin = pos;
                            //Camera.position = pos;
                            Camera.RotateForViewer();
                            // Resetting will just be a call to rotateforviewer now
                            Renderer.Instance.viewParams.Origin.origin = oldPos;
                            Matrix worldview = device.GetTransform(TransformState.View) * Camera.World;
                            effect.SetValue("WorldViewProj", worldview * Camera.Projection);
                            //device.SetRenderState(RenderState.z
                        }
                        break;
                    case SortItem.VPLayer.SKYBOX:
                        effect.Technique = "Sky";
                        device.SetRenderState(RenderState.ZWriteEnable, false);
                        if (SourceMap != null)
                            SourceMap.skybox.SetupRender(device);
                        break;
                    case SortItem.VPLayer.HUD:
                        device.SetRenderState(RenderState.ZEnable, false);
                        if (trans != SortItem.Translucency.OPAQUE)
                            effect.Technique = "GUIAlpha";
                        else
                            effect.Technique = "FinalPass_RGBE8";
                        break;
                    case SortItem.VPLayer.WORLD:
                        if (effect.Technique != technique)
                            effect.Technique = technique;
                        if (SourceMap != null)
                            SourceMap.SetupVertexBuffer(device);
                        break;
                    case SortItem.VPLayer.EFFECT:
                        effect.Technique = "PositionColorAlpha";
                        device.SetRenderState(RenderState.ZWriteEnable, false);
                        break;
                }
            }

            // Handle viewport change
            if (vp != currentViewport)
            {
                if (currentViewport == SortItem.Viewport.INSTANCED)
                {
                    // Disable frequency instancing
                    device.ResetStreamSourceFrequency(0);
                    device.SetStreamSource(1, null, 0, 0);
                    //device.SetTexture(1, null);
                    effect.Technique = technique;
                }
                else if (currentViewport == SortItem.Viewport.FOUR)
                    effect.Technique = technique;
                currentViewport = vp;
                switch (vp)
                {
                    case SortItem.Viewport.INSTANCED:
                        Matrix worldview = device.GetTransform(TransformState.View) * Camera.World;
                        effect.SetValue("WorldViewProj", worldview * Camera.Projection);
                        effect.Technique = "TexturedInstaced";
                        //device.SetTexture(1, SourceMap.ambientLightTexture);
                        break;
                    case SortItem.Viewport.FOUR:
                        effect.Technique = "PositionTexturedColor";
                        break;
                }
            }

            // Handle transparency change
            if (trans != currentTrans)
            {
                if (currentTrans == SortItem.Translucency.NORMAL || currentTrans == SortItem.Translucency.ADDITIVE || currentTrans == SortItem.Translucency.SUBSTRACTIVE)
                {
                    device.SetRenderState(RenderState.AlphaBlendEnable, false);
                }
                currentTrans = trans;
                switch (trans)
                {
                    case SortItem.Translucency.OPAQUE:
                        if (vpLayer == SortItem.VPLayer.SKYBOX3D)
                            effect.Technique = "Sky3d";
                        else if (vpLayer != SortItem.VPLayer.HUD && currentViewport != SortItem.Viewport.INSTANCED && currentViewport != SortItem.Viewport.FOUR)
                            effect.Technique = technique;
                        else if (currentViewport != SortItem.Viewport.INSTANCED && currentViewport != SortItem.Viewport.FOUR)
                            effect.Technique = "FinalPass_RGBE8";
                        break;
                    case SortItem.Translucency.ADDITIVE:
                    case SortItem.Translucency.SUBSTRACTIVE:
                    case SortItem.Translucency.NORMAL:
                        if (vpLayer == SortItem.VPLayer.SKYBOX3D)
                        {
                            effect.Technique = "Sky3d";
                        }
                        else if (vpLayer != SortItem.VPLayer.HUD && currentViewport != SortItem.Viewport.INSTANCED && vpLayer != SortItem.VPLayer.EFFECT && currentViewport != SortItem.Viewport.FOUR)
                            effect.Technique = "TexturedLightmapAlpha";
                        else if (currentViewport != SortItem.Viewport.INSTANCED && vpLayer == SortItem.VPLayer.HUD)
                                effect.Technique = "GUIAlpha";
                        else if (vpLayer == SortItem.VPLayer.EFFECT)
                        {
                            effect.Technique = "PositionColorAlpha";
                        }
                        break;
                }
            }

            // Vertex buffer change
            if (VB != currentVB && VB != 0)
            {

                device.SetStreamSource(0, VertexBuffers[VB].VB, 0, D3DX.GetFVFVertexSize(VertexBuffers[VB].VF));
                device.VertexDeclaration = VertexBuffers[VB].VD;
                currentVB = VB;
            }

            // Index buffer change
            if (IB != currentIB && IB != 0)
            {
                device.Indices = IndexBuffers[IB].IB;
                currentIB = IB;
            }
        }
コード例 #2
0
ファイル: Renderer.cs プロジェクト: maesse/CubeHags
        private void RenderDrawCallsNew()
        {
            // Reset stuff
            currentVPLayer = SortItem.VPLayer.EFFECT;
            currentViewport = SortItem.Viewport.EIGHT;
            currentTrans = SortItem.Translucency.OPAQUE;
            currentIB = 65535;
            currentVB = 65535;
            lastMaterial = 0;
            setMaterial = true;
            //Vector3 originalPosition = Camera.position;

            //nSameMaterial = 0;
            int drawOffset = 0;
            int nDrawGroup = 0;
            // Issue drawcalls from last frame
            ulong oldKey = 0;
            uint oldMaterial = 0;
            int endcase = currentdrawCalls.Count;
            ulong key = 0;
            for (int i = 0; i < currentdrawCalls.Count+1; i++)
            {
                if (i == endcase)
                    key = 0;
                else
                    key = currentdrawCalls[i].Key;

                // Check for statechange - ignore material/depth change
                if ((uint)(key>>32) != (uint)(oldKey>>32) || nDrawGroup == 1023)
                {
                    int numpasses = effect.Begin(FX.None);
                    for (int j = 0; j < numpasses; j++)
                    {
                        effect.BeginPass(j);
                        {
                            for (int h = 0; h < nDrawGroup; h++)
                            {
                                currentdrawCalls[drawOffset+h].Value.Invoke(effect, device, setmaterialbatch[h]);
                            }

                        }
                        effect.EndPass();
                    }
                    effect.End();

                    // Draw grouped calls
                    HandleDrawCallChange(key);

                    // Reset key
                    oldKey = key;
                    setmaterialbatch[0] = true;
                    nDrawGroup = 1;
                    drawOffset = i;
                }
                else
                {
                    // Save result for material change
                    uint materialID = SortItem.GetMaterial(key);
                    setmaterialbatch[nDrawGroup] = materialID != oldMaterial;
                    oldMaterial = materialID;

                    // Store up calls
                    nDrawGroup++;
                }
                oldKey = key;

            }

            if (currentViewport == SortItem.Viewport.INSTANCED)
            {
                // Disable frequency instancing
                device.ResetStreamSourceFrequency(0);
                device.SetStreamSource(1, null, 0, 0);
                effect.Technique = technique;
            }
        }