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.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 #2
0
        protected override void RecordCommandsInternal(ref MyRenderableProxy_2 proxy, int instanceIndex, int sectionIndex)
        {
            MyRenderUtils.SetSrvs(RC, ref proxy.ObjectSrvs);

            Stats.Draws++;

            if (instanceIndex == -1)
            {
                MyRenderUtils.BindShaderBundle(RC, proxy.HighlightShaders.MultiInstance);
                for (int it = 0; it < proxy.Submeshes.Length; it++)
                {
                    MyDrawSubmesh_2 submesh = proxy.Submeshes[it];
                    DrawSubmesh(ref proxy, ref submesh, sectionIndex);
                }
            }
            else
            {
                MyRenderUtils.BindShaderBundle(RC, proxy.HighlightShaders.SingleInstance);
                MyDrawSubmesh_2 submesh;
                if (sectionIndex == -1)
                {
                    submesh = proxy.Submeshes[instanceIndex];
                }
                else
                {
                    submesh = proxy.SectionSubmeshes[instanceIndex][sectionIndex];
                }

                DrawSubmesh(ref proxy, ref submesh, instanceIndex);
            }
        }
コード例 #3
0
ファイル: MyDepthPass.cs プロジェクト: viktorius/Viktor
        protected sealed override void RecordCommandsInternal(MyRenderableProxy proxy)
        {
            if (proxy.Mesh.Buffers == MyMeshBuffers.Empty)
            {
                return;
            }

            if (!IsProxyValidForDraw(proxy))
            {
                return;
            }

            Stats.Draws++;

            SetProxyConstants(proxy);
            BindProxyGeometry(proxy, RC);

            Debug.Assert(proxy.DepthShaders.VS != null);

            MyRenderUtils.BindShaderBundle(RC, proxy.DepthShaders);

            if ((proxy.Flags & MyRenderableProxyFlags.DisableFaceCulling) > 0)
            {
                RC.SetRasterizerState(MyRasterizerStateManager.NocullRasterizerState);
            }
            else
            {
                RC.SetRasterizerState(DefaultRasterizer);
            }

            var submesh = proxy.DrawSubmesh;

            if (submesh.MaterialId != Locals.matTexturesID && (!((proxy.Flags & MyRenderableProxyFlags.DepthSkipTextures) > 0)))
            {
                Stats.MaterialConstantsChanges++;

                Locals.matTexturesID = submesh.MaterialId;
                var material = MyMaterials1.ProxyPool.Data[submesh.MaterialId.Index];
                MyRenderUtils.MoveConstants(RC, ref material.MaterialConstants);
                MyRenderUtils.SetConstants(RC, ref material.MaterialConstants, MyCommon.MATERIAL_SLOT);
                MyRenderUtils.SetSrvs(RC, ref material.MaterialSrvs);
            }

            if (proxy.InstanceCount == 0)
            {
                RC.DrawIndexed(submesh.IndexCount, submesh.StartIndex, submesh.BaseVertex);
                ++Stats.Instances;
                Stats.Triangles += submesh.IndexCount / 3;
                ++MyStatsUpdater.Passes.DrawShadows;
            }
            else
            {
                //MyRender11.AddDebugQueueMessage("DepthPass DrawIndexedInstanced " + proxy.Material.ToString());
                RC.DrawIndexedInstanced(submesh.IndexCount, proxy.InstanceCount, submesh.StartIndex, submesh.BaseVertex, proxy.StartInstance);
                Stats.Instances += proxy.InstanceCount;
                Stats.Triangles += proxy.InstanceCount * submesh.IndexCount / 3;
                MyStatsUpdater.Passes.DrawShadows++;
            }
        }
コード例 #4
0
ファイル: MyStaticGlassPass.cs プロジェクト: viktorius/Viktor
        protected unsafe sealed override void RecordCommandsInternal(MyRenderableProxy proxy)
        {
            if (proxy.Material.Info.GeometryTextureRef.IsUsed)
            {
                MyRenderProxy.Fail(String.Format("Ensure all glass materials for model '{0}' are dynamic materials inside Environment.sbc", proxy.Mesh.Info.Name));
                return;
            }

            MyTransparentMaterial material;

            if (!MyTransparentMaterials.TryGetMaterial(proxy.Material.Info.Name.String, out material))
            {
                MyRenderProxy.Fail(String.Format("Missing transparent material '{0}'", proxy.Material.Info.Name));
                return;
            }

            Stats.Draws++;

            MyRenderUtils.BindShaderBundle(RC, proxy.Shaders);

            SetProxyConstants(proxy);
            BindProxyGeometry(proxy, RC);

            ISrvBindable texture = MyManagers.FileTextures.GetTexture(material.Texture, MyFileTextureEnum.GUI, true);

            RC.PixelShader.SetSrv(0, texture);

            StaticGlassConstants glassConstants = new StaticGlassConstants();

            var glassCB = MyCommon.GetObjectCB(sizeof(StaticGlassConstants));

            RC.PixelShader.SetConstantBuffer(2, glassCB);
            var mapping = MyMapping.MapDiscard(glassCB);

            glassConstants.Color      = material.Color;
            glassConstants.Reflective = material.Reflectivity;
            mapping.WriteAndPosition(ref glassConstants);

            mapping.Unmap();

            var submesh = proxy.DrawSubmesh;

            if (proxy.InstanceCount == 0)
            {
                RC.DrawIndexed(submesh.IndexCount, submesh.StartIndex, submesh.BaseVertex);
                ++Stats.Instances;
                Stats.Triangles += submesh.IndexCount / 3;
            }
            else
            {
                RC.DrawIndexedInstanced(submesh.IndexCount, proxy.InstanceCount, submesh.StartIndex, submesh.BaseVertex, proxy.StartInstance);
                Stats.Instances += proxy.InstanceCount;
                Stats.Triangles += proxy.InstanceCount * submesh.IndexCount / 3;
            }
        }
コード例 #5
0
        protected override void RecordCommandsInternal(ref MyRenderableProxy_2 proxy, int instanceIndex, int sectionIndex)
        {
            MyRenderUtils.SetSrvs(RC, ref proxy.ObjectSrvs);

            Debug.Assert(proxy.ForwardShaders.MultiInstance.VS != null);

            MyRenderUtils.BindShaderBundle(RC, proxy.ForwardShaders.MultiInstance);

            SetProxyConstants(ref proxy);

            for (int i = 0; i < proxy.Submeshes.Length; i++)
            {
                var submesh  = proxy.Submeshes[i];
                var material = MyMaterials1.ProxyPool.Data[submesh.MaterialId.Index];
                MyRenderUtils.MoveConstants(RC, ref material.MaterialConstants);
                MyRenderUtils.SetConstants(RC, ref material.MaterialConstants, MyCommon.MATERIAL_SLOT);
                MyRenderUtils.SetSrvs(RC, ref material.MaterialSrvs);

                if (proxy.InstanceCount == 0)
                {
                    switch (submesh.DrawCommand)
                    {
                    case MyDrawCommandEnum.DrawIndexed:
                        RC.DrawIndexed(submesh.Count, submesh.Start, submesh.BaseVertex);
                        break;

                    case MyDrawCommandEnum.Draw:
                        RC.Draw(submesh.Count, submesh.Start);
                        break;

                    default:
                        break;
                    }
                }
                else
                {
                    switch (submesh.DrawCommand)
                    {
                    case MyDrawCommandEnum.DrawIndexed:
                        //MyRender11.AddDebugQueueMessage("ForwardPass DrawIndexedInstanced " + proxy.VertexData.VB[0].DebugName);
                        RC.DrawIndexedInstanced(submesh.Count, proxy.InstanceCount, submesh.Start, submesh.BaseVertex, proxy.StartInstance);
                        break;

                    case MyDrawCommandEnum.Draw:
                        RC.DrawInstanced(submesh.Count, proxy.InstanceCount, submesh.Start, proxy.StartInstance);
                        break;

                    default:
                        break;
                    }
                }
            }
        }
コード例 #6
0
        protected sealed override unsafe void RecordCommandsInternal(MyRenderableProxy proxy)
        {
            if ((proxy.Mesh.Buffers.IB == null && proxy.MergedMesh.Buffers.IB == null) ||
                proxy.DrawSubmesh.IndexCount == 0 ||
                (proxy.DrawSubmesh.Flags & MyDrawSubmesh.MySubmeshFlags.Forward) == 0)
            {
                return;
            }

            ++Stats.Draws;

            SetProxyConstants(proxy);
            BindProxyGeometry(proxy, RC);

            Debug.Assert(proxy.ForwardShaders.VS != null);

            MyRenderUtils.BindShaderBundle(RC, proxy.ForwardShaders);

            if ((proxy.Flags & MyRenderableProxyFlags.DisableFaceCulling) > 0)
            {
                RC.SetRasterizerState(MyRasterizerStateManager.NocullRasterizerState);
            }
            else
            {
                RC.SetRasterizerState(null);
            }

            ++Stats.Submeshes;
            var submesh = proxy.DrawSubmesh;

            if (submesh.MaterialId != Locals.matTexturesID)
            {
                Locals.matTexturesID = submesh.MaterialId;
                var material = MyMaterials1.ProxyPool.Data[submesh.MaterialId.Index];
                MyRenderUtils.MoveConstants(RC, ref material.MaterialConstants);
                MyRenderUtils.SetConstants(RC, ref material.MaterialConstants, MyCommon.MATERIAL_SLOT);
                MyRenderUtils.SetSrvs(RC, ref material.MaterialSrvs);
            }

            if (proxy.InstanceCount == 0 && submesh.IndexCount > 0)
            {
                RC.DrawIndexed(submesh.IndexCount, submesh.StartIndex, submesh.BaseVertex);
                Stats.Instances++;
                Stats.Triangles += submesh.IndexCount / 3;
            }
            else if (submesh.IndexCount > 0)
            {
                //MyRender11.AddDebugQueueMessage("ForwardPass DrawIndexedInstanced " + proxy.Material.ToString());
                RC.DrawIndexedInstanced(submesh.IndexCount, proxy.InstanceCount, submesh.StartIndex, submesh.BaseVertex, proxy.StartInstance);
                Stats.Instances += proxy.InstanceCount;
                Stats.Triangles += proxy.InstanceCount * submesh.IndexCount / 3;
            }
        }
コード例 #7
0
ファイル: MyDepthPass.cs プロジェクト: viktorius/Viktor
        protected override void RecordCommandsInternal(ref MyRenderableProxy_2 proxy, int instanceIndex, int sectionIndex)
        {
            MyRenderUtils.SetSrvs(RC, ref proxy.ObjectSrvs);

            Debug.Assert(proxy.DepthShaders.MultiInstance.VS != null);

            RC.SetRasterizerState(DefaultRasterizer);

            MyRenderUtils.BindShaderBundle(RC, proxy.DepthShaders.MultiInstance);

            SetProxyConstants(ref proxy);

            for (int i = 0; i < proxy.SubmeshesDepthOnly.Length; i++)
            {
                var submesh = proxy.SubmeshesDepthOnly[i];

                if (proxy.InstanceCount == 0)
                {
                    switch (submesh.DrawCommand)
                    {
                    case MyDrawCommandEnum.DrawIndexed:
                        RC.DrawIndexed(submesh.Count, submesh.Start, submesh.BaseVertex);
                        break;

                    case MyDrawCommandEnum.Draw:
                        RC.Draw(submesh.Count, submesh.Start);
                        break;

                    default:
                        break;
                    }
                }
                else
                {
                    switch (submesh.DrawCommand)
                    {
                    case MyDrawCommandEnum.DrawIndexed:
                        //MyRender11.AddDebugQueueMessage("DepthPass DrawIndexedInstanced " + proxy.VertexData.VB[0].DebugName);
                        RC.DrawIndexedInstanced(submesh.Count, proxy.InstanceCount, submesh.Start, submesh.BaseVertex, proxy.StartInstance);
                        break;

                    case MyDrawCommandEnum.Draw:
                        RC.DrawInstanced(submesh.Count, proxy.InstanceCount, submesh.Start, proxy.StartInstance);
                        break;

                    default:
                        break;
                    }
                }
            }
        }
コード例 #8
0
        public void RecordCommandsDepthOnly(MyRenderableProxy proxy)
        {
            Stats.Draws++;

            MyRenderUtils.BindShaderBundle(RC, proxy.Shaders);
            RC.PixelShader.Set(m_psDepthOnly);

            SetProxyConstants(proxy);
            BindProxyGeometry(proxy, RC);

            var submesh = proxy.DrawSubmesh;

            RC.DrawIndexed(submesh.IndexCount, submesh.StartIndex, submesh.BaseVertex);
            ++Stats.Instances;
        }
コード例 #9
0
ファイル: MyHighlight.cs プロジェクト: viktorius/Viktor
        static void RecordMeshPartCommands(MeshId model, LodMeshId lodModelId,
                                           MyRenderableComponent rendercomp, MyRenderLod renderLod,
                                           MyHighlightDesc desc)
        {
            WriteHighlightConstants(ref desc);

            var submeshCount = lodModelId.Info.PartsNum;

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

                MyRenderUtils.BindShaderBundle(RC, renderLod.RenderableProxies[submeshIndex].HighlightShaders);
                MyHighlightPass.Instance.RecordCommands(renderLod.RenderableProxies[submeshIndex], -1, desc.InstanceId);
            }
        }
コード例 #10
0
        /// <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 #11
0
        internal void IssueQuery(MyCullProxy cullProxy)
        {
            // Test code, WIP
            var renderContext   = MyRender11.RC;
            var renderableProxy = cullProxy.RenderableProxies[0];

            renderContext.Begin(m_query);

            MyRenderingPass.FillBuffers(renderableProxy, renderContext);
            MyRenderingPass.BindProxyGeometry(renderableProxy, renderContext);

            MyRenderUtils.BindShaderBundle(renderContext, renderableProxy.DepthShaders);

            var submesh = renderableProxy.DrawSubmesh;

            renderContext.DrawIndexed(submesh.IndexCount, submesh.StartIndex, submesh.BaseVertex);

            renderContext.End(m_query);
        }
コード例 #12
0
        public void RecordCommands(MyRenderableProxy proxy, int sectionmesh, int inctanceId)
        {
            if ((proxy.Mesh.Buffers.IB == null && proxy.MergedMesh.Buffers.IB == null) ||
                proxy.DrawSubmesh.IndexCount == 0)
            {
                return;
            }

            Stats.Draws++;

            SetProxyConstants(proxy);
            BindProxyGeometry(proxy, RC);

            MyRenderUtils.BindShaderBundle(RC, proxy.HighlightShaders);

            if ((proxy.Flags & MyRenderableProxyFlags.DisableFaceCulling) > 0)
            {
                RC.SetRasterizerState(MyRasterizerStateManager.NocullRasterizerState);
            }
            else
            {
                RC.SetRasterizerState(null);
            }

            MyDrawSubmesh submesh;

            if (sectionmesh == -1)
            {
                submesh = proxy.DrawSubmesh;
            }
            else
            {
                submesh = proxy.SectionSubmeshes[sectionmesh];
            }

            if (submesh.MaterialId != Locals.matTexturesID)
            {
                Locals.matTexturesID = submesh.MaterialId;
                var material = MyMaterials1.ProxyPool.Data[submesh.MaterialId.Index];
                MyRenderUtils.MoveConstants(RC, ref material.MaterialConstants);
                MyRenderUtils.SetConstants(RC, ref material.MaterialConstants, MyCommon.MATERIAL_SLOT);
                MyRenderUtils.SetSrvs(RC, ref material.MaterialSrvs);
            }

            if (proxy.InstanceCount == 0 && submesh.IndexCount > 0)
            {
                RC.DrawIndexed(submesh.IndexCount, submesh.StartIndex, submesh.BaseVertex);
                Stats.Instances++;
                Stats.Triangles += submesh.IndexCount / 3;
            }
            else if (submesh.IndexCount > 0)
            {
                if (inctanceId >= 0)
                {
                    RC.DrawIndexedInstanced(submesh.IndexCount, 1, submesh.StartIndex, submesh.BaseVertex, inctanceId);
                }
                else
                {
                    RC.DrawIndexedInstanced(submesh.IndexCount, proxy.InstanceCount, submesh.StartIndex, submesh.BaseVertex, proxy.StartInstance);
                }
                Stats.Instances += proxy.InstanceCount;
                Stats.Triangles += proxy.InstanceCount * submesh.IndexCount / 3;
            }
        }
コード例 #13
0
        protected sealed override unsafe void RecordCommandsInternal(MyRenderableProxy proxy)
        {
            if ((proxy.Mesh.Buffers.IB == null && proxy.MergedMesh.Buffers.IB == null) ||
                proxy.DrawSubmesh.IndexCount == 0 ||
                proxy.Flags.HasFlags(MyRenderableProxyFlags.SkipInMainView))
            {
                return;
            }

            ++Stats.Draws;

            SetProxyConstants(proxy);
            BindProxyGeometry(proxy, RC);

            Debug.Assert(proxy.Shaders.VS != null);
            MyRenderUtils.BindShaderBundle(RC, proxy.Shaders);

            if (MyRender11.Settings.Wireframe)
            {
                SetDepthStencilView(false);
                RC.SetBlendState(null);
                if (proxy.Flags.HasFlags(MyRenderableProxyFlags.DisableFaceCulling))
                {
                    RC.SetRasterizerState(MyRasterizerStateManager.NocullWireframeRasterizerState);
                }
                else
                {
                    RC.SetRasterizerState(MyRasterizerStateManager.WireframeRasterizerState);
                }
            }
            else
            {
                MyMeshDrawTechnique technique = MyMeshDrawTechnique.MESH;
                if (proxy.Material != MyMeshMaterialId.NULL)
                {
                    technique = proxy.Material.Info.Technique;
                }

                if (proxy.Flags.HasFlags(MyRenderableProxyFlags.DisableFaceCulling))
                {
                    switch (technique)
                    {
                    case MyMeshDrawTechnique.DECAL:
                        SetDepthStencilView(true);
                        MyMeshMaterials1.BindMaterialTextureBlendStates(RC, proxy.Material.Info.TextureTypes, true);
                        RC.SetRasterizerState(MyRasterizerStateManager.NocullDecalRasterizerState);
                        break;

                    case MyMeshDrawTechnique.DECAL_NOPREMULT:
                        SetDepthStencilView(true);
                        MyMeshMaterials1.BindMaterialTextureBlendStates(RC, proxy.Material.Info.TextureTypes, false);
                        RC.SetRasterizerState(MyRasterizerStateManager.NocullDecalRasterizerState);
                        break;

                    case MyMeshDrawTechnique.DECAL_CUTOUT:
                        SetDepthStencilView(true);
                        RC.SetBlendState(null);
                        RC.SetRasterizerState(MyRasterizerStateManager.NocullDecalRasterizerState);
                        break;

                    default:
                        SetDepthStencilView(false);
                        RC.SetBlendState(null);
                        RC.SetRasterizerState(MyRasterizerStateManager.NocullRasterizerState);
                        break;
                    }
                }
                else
                {
                    switch (technique)
                    {
                    case MyMeshDrawTechnique.DECAL:
                        SetDepthStencilView(true);
                        MyMeshMaterials1.BindMaterialTextureBlendStates(RC, proxy.Material.Info.TextureTypes, true);
                        RC.SetRasterizerState(MyRasterizerStateManager.DecalRasterizerState);
                        break;

                    case MyMeshDrawTechnique.DECAL_NOPREMULT:
                        SetDepthStencilView(true);
                        MyMeshMaterials1.BindMaterialTextureBlendStates(RC, proxy.Material.Info.TextureTypes, false);
                        RC.SetRasterizerState(MyRasterizerStateManager.DecalRasterizerState);
                        break;

                    case MyMeshDrawTechnique.DECAL_CUTOUT:
                        SetDepthStencilView(true);
                        RC.SetBlendState(null);
                        RC.SetRasterizerState(MyRasterizerStateManager.DecalRasterizerState);
                        break;

                    default:
                        SetDepthStencilView(false);
                        RC.SetBlendState(null);
                        RC.SetRasterizerState(null);
                        break;
                    }
                }
            }

            ++Stats.Submeshes;
            var submesh = proxy.DrawSubmesh;

            if (submesh.MaterialId != Locals.matTexturesID)
            {
                ++Stats.MaterialConstantsChanges;

                Locals.matTexturesID = submesh.MaterialId;
                var material = MyMaterials1.ProxyPool.Data[submesh.MaterialId.Index];
                MyRenderUtils.MoveConstants(RC, ref material.MaterialConstants);
                MyRenderUtils.SetConstants(RC, ref material.MaterialConstants, MyCommon.MATERIAL_SLOT);
                MyRenderUtils.SetSrvs(RC, ref material.MaterialSrvs);
            }

            if (proxy.InstanceCount == 0)
            {
                if (!MyStereoRender.Enable)
                {
                    RC.DrawIndexed(submesh.IndexCount, submesh.StartIndex, submesh.BaseVertex);
                }
                else
                {
                    MyStereoRender.DrawIndexedGBufferPass(RC, submesh.IndexCount, submesh.StartIndex, submesh.BaseVertex);
                }
                ++Stats.Instances;
                Stats.Triangles += submesh.IndexCount / 3;
            }
            else
            {
                //MyRender11.AddDebugQueueMessage("GbufferPass DrawIndexedInstanced " + proxy.Material.ToString());
                if (!MyStereoRender.Enable)
                {
                    RC.DrawIndexedInstanced(submesh.IndexCount, proxy.InstanceCount, submesh.StartIndex, submesh.BaseVertex, proxy.StartInstance);
                }
                else
                {
                    MyStereoRender.DrawIndexedInstancedGBufferPass(RC, submesh.IndexCount, proxy.InstanceCount, submesh.StartIndex, submesh.BaseVertex, proxy.StartInstance);
                }
                Stats.Instances += proxy.InstanceCount;
                Stats.Triangles += proxy.InstanceCount * submesh.IndexCount / 3;
            }
        }
コード例 #14
0
        protected override void RecordCommandsInternal(ref MyRenderableProxy_2 proxy, int instanceIndex, int sectionIndex)
        {
            MyRenderUtils.SetSrvs(RC, ref proxy.ObjectSrvs);

            Debug.Assert(proxy.Shaders.MultiInstance.VS != null);

            MyRenderUtils.BindShaderBundle(RC, proxy.Shaders.MultiInstance);

            SetDepthStencilView(false);

            SetProxyConstants(ref proxy);

            for (int i = 0; i < proxy.Submeshes.Length; i++)
            {
                var submesh  = proxy.Submeshes[i];
                var material = MyMaterials1.ProxyPool.Data[submesh.MaterialId.Index];
                MyRenderUtils.MoveConstants(RC, ref material.MaterialConstants);
                MyRenderUtils.SetConstants(RC, ref material.MaterialConstants, MyCommon.MATERIAL_SLOT);
                MyRenderUtils.SetSrvs(RC, ref material.MaterialSrvs);

                if (proxy.InstanceCount == 0)
                {
                    switch (submesh.DrawCommand)
                    {
                    case MyDrawCommandEnum.DrawIndexed:
                        if (!MyStereoRender.Enable)
                        {
                            RC.DrawIndexed(submesh.Count, submesh.Start, submesh.BaseVertex);
                        }
                        else
                        {
                            MyStereoRender.DrawIndexedGBufferPass(RC, submesh.Count, submesh.Start, submesh.BaseVertex);
                        }
                        break;

                    case MyDrawCommandEnum.Draw:
                        if (!MyStereoRender.Enable)
                        {
                            RC.Draw(submesh.Count, submesh.Start);
                        }
                        else
                        {
                            MyStereoRender.DrawGBufferPass(RC, submesh.Count, submesh.Start);
                        }
                        break;

                    default:
                        break;
                    }
                }
                else
                {
                    switch (submesh.DrawCommand)
                    {
                    case MyDrawCommandEnum.DrawIndexed:
                        if (!MyStereoRender.Enable)
                        {
                            RC.DrawIndexedInstanced(submesh.Count, proxy.InstanceCount, submesh.Start, submesh.BaseVertex, proxy.StartInstance);
                        }
                        else
                        {
                            MyStereoRender.DrawIndexedInstancedGBufferPass(RC, submesh.Count, proxy.InstanceCount, submesh.Start, submesh.BaseVertex, proxy.StartInstance);
                        }
                        break;

                    case MyDrawCommandEnum.Draw:
                        if (!MyStereoRender.Enable)
                        {
                            RC.DrawInstanced(submesh.Count, proxy.InstanceCount, submesh.Start, proxy.StartInstance);
                        }
                        else
                        {
                            MyStereoRender.DrawInstancedGBufferPass(RC, submesh.Count, proxy.InstanceCount, submesh.Start, proxy.StartInstance);
                        }
                        break;

                    default:
                        break;
                    }
                }
            }
        }