//public override void generateCommandsBegin(BaseRenderQueue q) { } public override void generateRenderCommand(RenderInfo r, BaseRenderQueue q) { StaticModelInfo smi = r as StaticModelInfo; q.addCommand(new SetRenderStateCommand(r.renderState)); q.addCommand(new DrawIndexedCommand(PrimitiveType.Triangles, smi.indexCount, smi.indexOffset, DrawElementsType.UnsignedShort)); }
//public override void prepareFrameBegin() { } //public override void preparePerFrame(Renderable r) { } //public override void preparePerViewBegin(View v) { } //public override void preparePerView(Renderable r, View v) { } //public override void preparePerViewFinalize(View v) { } //public override void preparePerPassBegin(Pass p) { } public override void preparePerPass(Renderable r, Pass p) { StaticModelRenderable smr = r as StaticModelRenderable; StaticModelUniformData modelData = new StaticModelUniformData(); modelData.modelMatrix = smr.model.myInitialTransform * smr.modelMatrix; modelData.normalMatrix = (smr.model.myInitialTransform * smr.modelMatrix).ClearTranslation(); //modelData.inverseNormalMatrix = modelData.normalMatrix.Inverted(); modelData.activeLights = new Vector4(0, 1, 2, 3); myModelData.Add(modelData); //save the index for this model int modelDataIndex = myModelData.Count - 1; foreach (Mesh mesh in smr.model.myMeshes) { MaterialEffect effect = getEffect(p.technique, (UInt32)mesh.material.myFeatures); PipelineState pipeline = effect.createPipeline(mesh.material); RenderQueue <StaticModelInfo> rq = p.findRenderQueue(pipeline.id) as RenderQueue <StaticModelInfo>; if (rq == null) { rq = Renderer.device.createRenderQueue <StaticModelInfo>(pipeline); rq.name = rq.myPipeline.shaderState.shaderProgram.name + "-" + (mesh.material.hasTransparency == true ? "transparent" : "opaque"); rq.myPipeline.vaoState.vao = new VertexArrayObject(); rq.myPipeline.vaoState.vao.bindVertexFormat <V3N3T2>(rq.myPipeline.shaderState.shaderProgram); rq.visualizer = this; p.registerQueue(rq); } StaticModelInfo info = rq.nextInfo(); effect.updateRenderState(mesh.material, info.renderState); float dist = (p.view.camera.position - r.position).Length; info.distToCamera = dist; info.renderState.setUniform(new UniformData(0, Uniform.UniformType.Int, modelDataIndex)); info.renderState.setStorageBuffer(myModelBuffer.id, 2); info.renderState.setVertexBuffer(smr.model.myVbo.id, 0, 0, V3N3T2.stride); info.renderState.setIndexBuffer(smr.model.myIbo.id); info.indexOffset = mesh.indexBase; info.indexCount = mesh.indexCount; info.sortId = getSortId(info); } }
//public override void prepareFrameBegin() { } //public override void preparePerFrame(Renderable r) { } //public override void preparePerViewBegin(View v) { } //public override void preparePerView(Renderable r, View v) { } //public override void preparePerViewFinalize(View v) { } //public override void preparePerPassBegin(Pass p) { } public override void preparePerPass(Renderable r, Pass p) { SkydomeRenderable renderable = r as SkydomeRenderable; Model model = renderable.skydome; Mesh mesh = model.myMeshes[0]; MaterialEffect effect = getEffect(p.technique, (UInt32)Material.Feature.Skydome); PipelineState pipeline = effect.createPipeline(mesh.material); RenderQueue <StaticModelInfo> rq = p.findRenderQueue(pipeline.id) as RenderQueue <StaticModelInfo>; if (rq == null) { rq = Renderer.device.createRenderQueue <StaticModelInfo>(effect.createPipeline(mesh.material)); rq.name = rq.myPipeline.shaderState.shaderProgram.name; rq.myPipeline.vaoState.vao = new VertexArrayObject(); rq.myPipeline.vaoState.vao.bindVertexFormat(rq.myPipeline.shaderState.shaderProgram, V3.bindings()); rq.visualizer = this; p.registerQueue(rq); } StaticModelInfo info = rq.nextInfo(); effect.updateRenderState(mesh.material, info.renderState); info.renderState.setUniformBuffer(p.view.camera.uniformBufferId(), 0); info.renderState.setVertexBuffer(model.myVbos[0].id, 0, 0, V3N3T2.stride); info.renderState.setIndexBuffer(model.myIbo.id); info.renderState.setUniform(new UniformData(0, Uniform.UniformType.Vec3, renderable.sunPosition)); Matrix4 rot = Matrix4.CreateRotationX(renderable.starRotation); info.renderState.setUniform(new UniformData(1, Uniform.UniformType.Mat4, rot)); info.renderState.setUniform(new UniformData(26, Uniform.UniformType.Float, renderable.weatherIntensity)); info.renderState.setUniform(new UniformData(27, Uniform.UniformType.Float, renderable.weatherSpeed)); info.renderState.setUniform(new UniformData(28, Uniform.UniformType.Float, renderable.sunSize)); info.renderState.setUniform(new UniformData(29, Uniform.UniformType.Float, renderable.moonSize)); info.indexOffset = mesh.indexBase; info.indexCount = mesh.indexCount; }