コード例 #1
0
        /// <summary>
        /// Loads the content.
        /// </summary>
        public override void LoadContent()
        {
            MyRender.Log.WriteLine("TransparentGeometry.LoadContent() - START");
            MyRender.Log.IncreaseIndent();
            MyRender.GetRenderProfiler().StartProfilingBlock("TransparentGeometry.LoadContent");

            MyRender.Log.WriteLine(string.Format("MyTransparentGeometry.LoadData - START"));

            m_sortedTransparentGeometry.Clear();

            m_preparedTransparentGeometry.Clear();
            m_lowresTransparentGeometry.Clear();

            //  Max count of all particles should be less or equal than max count of billboards
            MyDebug.AssertRelease(MyTransparentGeometryConstants.MAX_PARTICLES_COUNT <= MyTransparentGeometryConstants.MAX_TRANSPARENT_GEOMETRY_COUNT);
            MyDebug.AssertRelease(MyTransparentGeometryConstants.MAX_COCKPIT_PARTICLES_COUNT <= MyTransparentGeometryConstants.MAX_TRANSPARENT_GEOMETRY_COUNT);

            PrepareAtlasMaterials();

            m_vertexBuffer = new VertexBuffer(MyRender.GraphicsDevice, MyVertexFormatTransparentGeometry.Stride * MyTransparentGeometryConstants.MAX_TRANSPARENT_GEOMETRY_COUNT * MyTransparentGeometryConstants.VERTICES_PER_TRANSPARENT_GEOMETRY, Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default);
            m_startOffsetInVertexBuffer = 0;
            m_endOffsetInVertexBuffer = 0;
            m_vertexBuffer.DebugName = "TransparentGeometry";

            m_indexBuffer = new IndexBuffer(MyRender.GraphicsDevice, MyTransparentGeometryConstants.MAX_TRANSPARENT_GEOMETRY_INDICES * sizeof(int), Usage.WriteOnly, Pool.Default, false);
            m_indexBuffer.SetData(m_indices);

            MyRender.GetRenderProfiler().EndProfilingBlock();

            MyRender.Log.DecreaseIndent();
            MyRender.Log.WriteLine("TransparentGeometry.LoadContent() - END");
        }
コード例 #2
0
        public void LoadBuffers(MyModelData modelData, string assetName = null)
        {
            System.Diagnostics.Debug.Assert(modelData.Sections.Count > 0, "Invalid object");
            if (modelData.Sections.Count == 0)
                return;

            // create index buffer
            {
                m_trianglesCount = modelData.Indices.Count / 3;
                m_Indices_16bit = new ushort[modelData.Indices.Count];

                for (int i = 0; i < modelData.Indices.Count; ++i)
                    m_Indices_16bit[i] = (ushort)modelData.Indices[i];

                m_indexBuffer = new IndexBuffer(MyRender.GraphicsDevice, m_Indices_16bit.Length * sizeof(short), Usage.WriteOnly, Pool.Default, true);
                m_indexBuffer.SetData(m_Indices_16bit);
                m_indexBuffer.Tag = this;
                m_indexBufferSize = m_Indices_16bit.Length * sizeof(short);

                SignResource(m_indexBuffer);
            }

            // create vertex buffer
            {
                m_verticesCount = modelData.Positions.Count;
                m_vertices      = new MyCompressedVertexNormal[m_verticesCount];
                var vertexArray = new MyVertexFormatPositionNormalTextureTangent[m_verticesCount];

                for (int i = 0; i < modelData.Positions.Count; ++i)
                {
                    vertexArray[i].Position = modelData.Positions[i];
                    vertexArray[i].Normal   = modelData.Normals[i];
                    vertexArray[i].Tangent  = modelData.Tangents[i];
                    vertexArray[i].TexCoord = modelData.TexCoords[i];

                    m_vertices[i] = new MyCompressedVertexNormal()
                    {
                        Position = vertexArray[i].PositionPacked,
                        Normal   = vertexArray[i].NormalPacked
                    };
                }

                m_vertexDeclaration = MyVertexFormatPositionNormalTextureTangent.VertexDeclaration;
                m_vertexStride      = MyVertexFormatPositionNormalTextureTangent.Stride;
                m_vertexBufferSize  = vertexArray.Length * m_vertexStride;
                m_vertexBuffer      = new VertexBuffer(MyRender.GraphicsDevice, m_vertexBufferSize, Usage.WriteOnly, VertexFormat.None, Pool.Default);
                m_vertexBuffer.SetData(vertexArray);
                m_vertexBuffer.Tag = this;

                SignResource(m_vertexBuffer);
            }

            m_meshContainer.Clear();

            // apply materials here
            for (int s = 0; s < modelData.Sections.Count; ++s)
            {
                var mpi            = new MyMeshPartInfo();
                mpi.Technique      = m_drawTechnique;
                
                // Disabled, because it assert always when models are loaded before materials
                //System.Diagnostics.Debug.Assert(MyRenderModels.Materials.ContainsKey(modelData.Sections[s].MaterialName), "Mesh material not present!");
                
                if (MyRenderModels.Materials.ContainsKey(modelData.Sections[s].MaterialName))
                    mpi.m_MaterialDesc = MyRenderModels.Materials[modelData.Sections[s].MaterialName];

                var start = modelData.Sections[s].IndexStart;
                var end   = start + modelData.Sections[s].TriCount*3;

                for (int i = start; i < end; ++i)
                    mpi.m_indices.Add(modelData.Indices[i]);

                m_meshContainer.Add(new MyRenderMesh(mpi, null)
                {
                    IndexStart = modelData.Sections[s].IndexStart,
                    TriCount   = modelData.Sections[s].TriCount
                });
            }

            // store properties of this model
            {
                BoundingBox    = modelData.AABB;
                BoundingSphere = new BoundingSphere(modelData.AABB.Center, modelData.AABB.HalfExtents.Length());

                BoundingBoxSize     = BoundingBox.Size;
                BoundingBoxSizeHalf = BoundingBox.HalfExtents;

                ModelInfo = new MyModelInfo(m_trianglesCount, m_verticesCount, BoundingBoxSize);

                PreloadTextures(LoadingMode.Immediate);
                LoadState = Textures.LoadState.Loaded;

                m_loadedContent = true;
                m_loadedData    = true;
            }
        }
コード例 #3
0
        void CreateIndexBuffer()
        {
            MyDebug.AssertDebug(m_indexBuffer == null);

            if (m_Indices != null)
            {
                m_indexBuffer = new IndexBuffer(MyRender.GraphicsDevice, m_Indices.Length * sizeof(int), Usage.WriteOnly, Pool.Default, false);
                m_indexBuffer.SetData(m_Indices);
                m_indexBuffer.Tag = this;
                m_indexBufferSize = m_Indices.Length * sizeof(int);
            }
            else if (m_Indices_16bit != null)
            {
                m_indexBuffer = new IndexBuffer(MyRender.GraphicsDevice, m_Indices_16bit.Length * sizeof(short), Usage.WriteOnly, Pool.Default, true);
                m_indexBuffer.SetData(m_Indices_16bit);
                m_indexBuffer.Tag = this;
                m_indexBufferSize = m_Indices_16bit.Length * sizeof(short);
            }

            MyPerformanceCounter.PerAppLifetime.ModelIndexBuffersSize += m_indexBufferSize;

            SignResource(m_indexBuffer);
        }
コード例 #4
0
        public override void LoadContent()
        {
            int vbSize;
            unsafe { vbSize = sizeof(MyVertexFormatPositionNormalTextureTangent) * m_vertices.Length; }
            int ibSize = sizeof(ushort) * m_indices.Length;

            m_vertexBuffer = new VertexBuffer(MyRender.Device, vbSize, Usage.Dynamic | Usage.WriteOnly, VertexFormat.None, Pool.Default);
            m_vertexBuffer.Tag = this;
            m_vertexBuffer.SetData(m_vertices, LockFlags.Discard);

            m_indexBuffer = new IndexBuffer(MyRender.Device, ibSize, Usage.Dynamic | Usage.WriteOnly, Pool.Default, true);
            m_indexBuffer.Tag = this;
            m_indexBuffer.SetData(m_indices, LockFlags.Discard);

            m_ropeMaterial.PreloadTexture();

            base.LoadContent();
        }