コード例 #1
0
        private static void RecordMeshPartCommands(MeshId model, LodMeshId lodModelId,
                                                   MyRenderableComponent rendercomp, MyRenderLod renderLod,
                                                   MyOutlineDesc desc, ref float maxThickness)
        {
            OutlineConstantsLayout constants = new OutlineConstantsLayout();
            var submeshCount = lodModelId.Info.PartsNum;

            for (int submeshIndex = 0; submeshIndex < submeshCount; ++submeshIndex)
            {
                var part = MyMeshes.GetMeshPart(model, rendercomp.CurrentLod, submeshIndex);

                maxThickness    = Math.Max(desc.Thickness, maxThickness);
                constants.Color = desc.Color.ToVector4();
                if (desc.PulseTimeInFrames > 0)
                {
                    constants.Color.W *= (float)Math.Pow((float)Math.Cos(2.0 * Math.PI * (float)MyRender11.Settings.GameplayFrame / (float)desc.PulseTimeInFrames), 2.0);
                }

                var mapping = MyMapping.MapDiscard(MyCommon.OutlineConstants);
                mapping.WriteAndPosition(ref constants);
                mapping.Unmap();

                RC.BindShaders(renderLod.HighlightShaders[submeshIndex]);
                MyOutlinePass.Instance.RecordCommands(renderLod.RenderableProxies[submeshIndex]);
            }
        }
コード例 #2
0
        /// <returns>True if the section was found</returns>
        private static bool RecordMeshSectionCommands(MeshId model, LodMeshId lodModelId,
                                                      MyRenderableComponent rendercomp, MyRenderLod renderLod,
                                                      MyOutlineDesc desc, ref OutlineConstantsLayout constants, ref float maxThickness)
        {
            MeshSectionId sectionId;
            bool          found = MyMeshes.TryGetMeshSection(model, rendercomp.CurrentLod, desc.SectionIndex, out sectionId);

            if (!found)
            {
                return(false);
            }

            MyMeshSectionInfo1 section = sectionId.Info;

            MyMeshSectionPartInfo1[] meshes = section.Meshes;
            for (int idx = 0; idx < meshes.Length; idx++)
            {
                maxThickness    = Math.Max(desc.Thickness, maxThickness);
                constants.Color = desc.Color.ToVector4();

                var mapping = MyMapping.MapDiscard(MyCommon.OutlineConstants);
                mapping.WriteAndPosition(ref constants);
                mapping.Unmap();

                RC.BindShaders(renderLod.HighlightShaders[meshes[idx].PartIndex]);

                MyRenderableProxy proxy = renderLod.RenderableProxies[meshes[idx].PartIndex];
                MyOutlinePass.Instance.RecordCommands(proxy, meshes[idx].PartSubmeshIndex);
            }

            return(true);
        }
コード例 #3
0
ファイル: MyOutline.cs プロジェクト: jdepablos/SpaceEngineers
        private static void RecordMeshPartCommands(MeshId model, MyActor actor, MyGroupRootComponent group,
                                                   MyCullProxy_2 proxy, MyOutlineDesc desc, ref float maxThickness)
        {
            MeshSectionId sectionId;
            bool          found = MyMeshes.TryGetMeshSection(model, 0, desc.SectionIndex, out sectionId);

            if (!found)
            {
                return;
            }

            OutlineConstantsLayout constants = new OutlineConstantsLayout();

            maxThickness    = Math.Max(desc.Thickness, maxThickness);
            constants.Color = desc.Color.ToVector4();
            if (desc.PulseTimeInFrames > 0)
            {
                constants.Color.W *= (float)Math.Pow((float)Math.Cos(2.0 * Math.PI * (float)MyRender11.Settings.GameplayFrame / (float)desc.PulseTimeInFrames), 2.0);
            }

            MyMeshSectionInfo1 section = sectionId.Info;

            MyMeshSectionPartInfo1[] meshes = section.Meshes;
            for (int idx = 0; idx < meshes.Length; idx++)
            {
                MyMaterialMergeGroup materialGroup;
                found = group.TryGetMaterialGroup(meshes[idx].Material, out materialGroup);
                if (!found)
                {
                    DebugRecordMeshPartCommands(model, desc.SectionIndex, meshes[idx].Material);
                    return;
                }

                int actorIndex;
                found = materialGroup.TryGetActorIndex(actor, out actorIndex);
                if (!found)
                {
                    return;
                }

                var mapping = MyMapping.MapDiscard(MyCommon.OutlineConstants);
                mapping.WriteAndPosition(ref constants);
                mapping.Unmap();

                MyOutlinePass.Instance.RecordCommands(ref proxy.Proxies[materialGroup.Index], actorIndex, meshes[idx].PartIndex);
            }
        }
コード例 #4
0
ファイル: MyOutline.cs プロジェクト: jdepablos/SpaceEngineers
        /// <returns>True if the section was found</returns>
        private static void RecordMeshSectionCommands(MeshId model, LodMeshId lodModelId,
                                                      MyRenderableComponent rendercomp, MyRenderLod renderLod,
                                                      MyOutlineDesc desc, ref float maxThickness)
        {
            MeshSectionId sectionId;
            bool          found = MyMeshes.TryGetMeshSection(model, rendercomp.CurrentLod, desc.SectionIndex, out sectionId);

            if (!found)
            {
                return;
            }

            OutlineConstantsLayout constants = new OutlineConstantsLayout();
            MyMeshSectionInfo1     section   = sectionId.Info;

            MyMeshSectionPartInfo1[] meshes = section.Meshes;
            for (int idx = 0; idx < meshes.Length; idx++)
            {
                MyMeshSectionPartInfo1 sectionInfo = meshes[idx];
                if (renderLod.RenderableProxies.Length <= sectionInfo.PartIndex)
                {
                    DebugRecordMeshPartCommands(model, desc.SectionIndex, rendercomp, renderLod, meshes, idx);
                    return;
                }

                maxThickness    = Math.Max(desc.Thickness, maxThickness);
                constants.Color = desc.Color.ToVector4();
                if (desc.PulseTimeInFrames > 0)
                {
                    constants.Color.W *= (float)Math.Pow((float)Math.Cos(2.0 * Math.PI * (float)MyRender11.Settings.GameplayFrame / (float)desc.PulseTimeInFrames), 2.0);
                }

                var mapping = MyMapping.MapDiscard(MyCommon.OutlineConstants);
                mapping.WriteAndPosition(ref constants);
                mapping.Unmap();

                RC.BindShaders(renderLod.HighlightShaders[sectionInfo.PartIndex]);

                MyRenderableProxy proxy = renderLod.RenderableProxies[sectionInfo.PartIndex];
                MyOutlinePass.Instance.RecordCommands(proxy, sectionInfo.PartSubmeshIndex, desc.InstanceId);
            }

            return;
        }
コード例 #5
0
        private static void RecordMeshPartCommands(MeshId model, LodMeshId lodModelId,
                                                   MyRenderableComponent rendercomp, MyRenderLod renderLod,
                                                   MyOutlineDesc desc, ref OutlineConstantsLayout constants, ref float maxThickness)
        {
            var submeshCount = lodModelId.Info.PartsNum;

            for (int submeshIndex = 0; submeshIndex < submeshCount; ++submeshIndex)
            {
                var part = MyMeshes.GetMeshPart(model, rendercomp.CurrentLod, submeshIndex);

                maxThickness    = Math.Max(desc.Thickness, maxThickness);
                constants.Color = desc.Color.ToVector4();

                var mapping = MyMapping.MapDiscard(MyCommon.OutlineConstants);
                mapping.WriteAndPosition(ref constants);
                mapping.Unmap();

                RC.BindShaders(renderLod.HighlightShaders[submeshIndex]);
                MyOutlinePass.Instance.RecordCommands(renderLod.RenderableProxies[submeshIndex]);
            }
        }
コード例 #6
0
ファイル: MyOutline.cs プロジェクト: rem02/SpaceEngineers
        /// <returns>True if the section was found</returns>
        private static void RecordMeshSectionCommands(MeshId model, LodMeshId lodModelId,
            MyRenderableComponent rendercomp, MyRenderLod renderLod,
            MyOutlineDesc desc, ref float maxThickness)
        {
            MeshSectionId sectionId;
            bool found = MyMeshes.TryGetMeshSection(model, rendercomp.CurrentLod, desc.SectionIndex, out sectionId);
            if (!found)
                return;

            OutlineConstantsLayout constants = new OutlineConstantsLayout();
            MyMeshSectionInfo1 section = sectionId.Info;
            MyMeshSectionPartInfo1[] meshes = section.Meshes;
            for (int idx = 0; idx < meshes.Length; idx++)
            {
                MyMeshSectionPartInfo1 sectionInfo = meshes[idx];
                if (renderLod.RenderableProxies.Length <= sectionInfo.PartIndex)
                {
                    DebugRecordMeshPartCommands(model, desc.SectionIndex, rendercomp, renderLod, meshes, idx);
                    return;
                }

                maxThickness = Math.Max(desc.Thickness, maxThickness);
                constants.Color = desc.Color.ToVector4();
                if (desc.PulseTimeInFrames > 0)
                    constants.Color.W *= (float)Math.Pow((float)Math.Cos(2.0 * Math.PI * (float)MyRender11.GameplayFrameCounter / (float)desc.PulseTimeInFrames), 2.0);

                var mapping = MyMapping.MapDiscard(MyCommon.OutlineConstants);
                mapping.WriteAndPosition(ref constants);
                mapping.Unmap();

                MyRenderUtils.BindShaderBundle(RC, renderLod.RenderableProxies[sectionInfo.PartIndex].HighlightShaders);

                MyRenderableProxy proxy = renderLod.RenderableProxies[sectionInfo.PartIndex];
                MyOutlinePass.Instance.RecordCommands(proxy, sectionInfo.PartSubmeshIndex, desc.InstanceId);
            }

            return;
        }
コード例 #7
0
ファイル: MyOutline.cs プロジェクト: rem02/SpaceEngineers
        private static void RecordMeshPartCommands(MeshId model, LodMeshId lodModelId,
            MyRenderableComponent rendercomp, MyRenderLod renderLod,
            MyOutlineDesc desc, ref float maxThickness)
        {
            OutlineConstantsLayout constants = new OutlineConstantsLayout();
            var submeshCount = lodModelId.Info.PartsNum;
            for (int submeshIndex = 0; submeshIndex < submeshCount; ++submeshIndex)
            {
                var part = MyMeshes.GetMeshPart(model, rendercomp.CurrentLod, submeshIndex);

                maxThickness = Math.Max(desc.Thickness, maxThickness);
                constants.Color = desc.Color.ToVector4();
                if (desc.PulseTimeInFrames > 0)
                    constants.Color.W *= (float)Math.Pow((float)Math.Cos(2.0 * Math.PI * (float)MyRender11.GameplayFrameCounter / (float)desc.PulseTimeInFrames), 2.0);

                var mapping = MyMapping.MapDiscard(MyCommon.OutlineConstants);
                mapping.WriteAndPosition(ref constants);
                mapping.Unmap();

                MyRenderUtils.BindShaderBundle(RC, renderLod.RenderableProxies[submeshIndex].HighlightShaders);
                MyOutlinePass.Instance.RecordCommands(renderLod.RenderableProxies[submeshIndex], -1, desc.InstanceId);
            }
        }
コード例 #8
0
ファイル: MyOutline.cs プロジェクト: rem02/SpaceEngineers
        private static void RecordMeshPartCommands(MeshId model, MyActor actor, MyGroupRootComponent group,
            MyCullProxy_2 proxy, MyOutlineDesc desc, ref float maxThickness)
        {
            MeshSectionId sectionId;
            bool found = MyMeshes.TryGetMeshSection(model, 0, desc.SectionIndex, out sectionId);
            if (!found)
                return;

            OutlineConstantsLayout constants = new OutlineConstantsLayout();
            maxThickness = Math.Max(desc.Thickness, maxThickness);
            constants.Color = desc.Color.ToVector4();
            if (desc.PulseTimeInFrames > 0)
                constants.Color.W *= (float)Math.Pow((float)Math.Cos(2.0 * Math.PI * (float)MyRender11.GameplayFrameCounter / (float)desc.PulseTimeInFrames), 2.0);

            MyMeshSectionInfo1 section = sectionId.Info;
            MyMeshSectionPartInfo1[] meshes = section.Meshes;
            for (int idx = 0; idx < meshes.Length; idx++)
            {
                MyMaterialMergeGroup materialGroup;
                found = group.TryGetMaterialGroup(meshes[idx].Material, out materialGroup);
                if (!found)
                {
                    DebugRecordMeshPartCommands(model, desc.SectionIndex, meshes[idx].Material);
                    return;
                }

                int actorIndex;
                found = materialGroup.TryGetActorIndex(actor, out actorIndex);
                if (!found)
                    return;

                var mapping = MyMapping.MapDiscard(MyCommon.OutlineConstants);
                mapping.WriteAndPosition(ref constants);
                mapping.Unmap();

                MyOutlinePass.Instance.RecordCommands(ref proxy.Proxies[materialGroup.Index], actorIndex, meshes[idx].PartIndex);
            }
        }
コード例 #9
0
        /// <returns>True if the section was found</returns>
        private static bool RecordMeshSectionCommands(MeshId model, LodMeshId lodModelId,
            MyRenderableComponent rendercomp, MyRenderLod renderLod,
            MyOutlineDesc desc, ref OutlineConstantsLayout constants, ref float maxThickness)
        {
            MeshSectionId sectionId;
            bool found = MyMeshes.TryGetMeshSection(model, rendercomp.CurrentLod, desc.SectionIndex, out sectionId);
            if (!found)
                return false;

            MyMeshSectionInfo1 section = sectionId.Info;
            MyMeshSectionPartInfo1[] meshes = section.Meshes;
            for (int idx = 0; idx < meshes.Length; idx++)
            {
                maxThickness = Math.Max(desc.Thickness, maxThickness);
                constants.Color = desc.Color.ToVector4();

                var mapping = MyMapping.MapDiscard(MyCommon.OutlineConstants);
                mapping.WriteAndPosition(ref constants);
                mapping.Unmap();

                RC.BindShaders(renderLod.HighlightShaders[meshes[idx].PartIndex]);

                MyRenderableProxy proxy = renderLod.RenderableProxies[meshes[idx].PartIndex];
                MyOutlinePass.Instance.RecordCommands(proxy, meshes[idx].PartSubmeshIndex);
            }

            return true;
        }
コード例 #10
0
        private static void RecordMeshPartCommands(MeshId model, LodMeshId lodModelId,
            MyRenderableComponent rendercomp, MyRenderLod renderLod,
            MyOutlineDesc desc, ref OutlineConstantsLayout constants, ref float maxThickness)
        {
            var submeshCount = lodModelId.Info.PartsNum;
            for (int submeshIndex = 0; submeshIndex < submeshCount; ++submeshIndex)
            {
                var part = MyMeshes.GetMeshPart(model, rendercomp.CurrentLod, submeshIndex);

                maxThickness = Math.Max(desc.Thickness, maxThickness);
                constants.Color = desc.Color.ToVector4();

                var mapping = MyMapping.MapDiscard(MyCommon.OutlineConstants);
                mapping.WriteAndPosition(ref constants);
                mapping.Unmap();

                RC.BindShaders(renderLod.HighlightShaders[submeshIndex]);
                MyOutlinePass.Instance.RecordCommands(renderLod.RenderableProxies[submeshIndex]);
            }
        }