コード例 #1
0
ファイル: VelocityLines.cs プロジェクト: ARLM-Attic/xna-xen
        /// <summary>
        /// draws the particles on a GPU system
        /// </summary>
        protected override void DrawGpuParticles(DrawState state, Content.ParticleSystemTypeData particleType, uint particleCount, AlphaBlendState blendMode, Texture2D positionTex, Texture2D velocityRotation, Texture2D colourTex, Texture2D userValues, bool usesUserValuesPositionBuffer)
        {
            Vector2 targetSize = state.DrawTarget.Size;

            state.PushRenderState();
            state.RenderState.AlphaBlend = blendMode;
            state.RenderState.DepthColourCull.DepthWriteEnabled = false;

            //get the shared vertice
            VelocityLineParticles2DElement.GenerateLinesVertices(state, ref vertices);

            int count = (int)particleCount;

            DrawVelocityParticles_LinesGpuTex       shaderNoColour = null;
            DrawVelocityParticlesColour_LinesGpuTex shaderColour   = null;
            //user variants
            DrawVelocityParticles_LinesGpuTex_UserOffset       shaderNoColour_UO = null;
            DrawVelocityParticlesColour_LinesGpuTex_UserOffset shaderColour_UO   = null;

            float resolutionXF = (float)positionTex.Width;
            float resolutionYF = (float)positionTex.Height;

            Vector2 invTextureSize;

            Vector2 velScale = new Vector2(velocityScale, 0);

            if (this.useRotationToScaleVelocityEffect)
            {
                velScale = new Vector2(0, velocityScale);
            }
            invTextureSize = new Vector2(1.0f / resolutionXF, 1.0f / resolutionYF);


            IShader shader;

            if (!usesUserValuesPositionBuffer)
            {
                if (colourTex != null)
                {
                    shader = shaderColour = state.GetShader <DrawVelocityParticlesColour_LinesGpuTex>();

                    shaderColour.PositionTexture = positionTex;
                    shaderColour.ColourTexture   = colourTex;
                    shaderColour.VelocityTexture = velocityRotation;

                    shaderColour.SetVelocityScale(ref velScale);
                }
                else
                {
                    shader = shaderNoColour = state.GetShader <DrawVelocityParticles_LinesGpuTex>();

                    shaderNoColour.PositionTexture = positionTex;
                    shaderNoColour.VelocityTexture = velocityRotation;

                    shaderNoColour.SetVelocityScale(ref velScale);
                }
            }
            else
            {
                if (colourTex != null)
                {
                    shader = shaderColour_UO = state.GetShader <DrawVelocityParticlesColour_LinesGpuTex_UserOffset>();

                    shaderColour_UO.PositionTexture = positionTex;
                    shaderColour_UO.ColourTexture   = colourTex;
                    shaderColour_UO.VelocityTexture = velocityRotation;

                    shaderColour_UO.SetVelocityScale(ref velScale);
                }
                else
                {
                    shader = shaderNoColour_UO = state.GetShader <DrawVelocityParticles_LinesGpuTex_UserOffset>();

                    shaderNoColour_UO.PositionTexture = positionTex;
                    shaderNoColour_UO.VelocityTexture = velocityRotation;

                    shaderNoColour_UO.SetVelocityScale(ref velScale);
                }
            }


            int drawn = 0;

            while (count > 0)
            {
                int drawCount = Math.Min(count, vertices.Count / 4);

                if (!usesUserValuesPositionBuffer)
                {
                    if (colourTex != null)
                    {
                        shaderColour.TextureSizeOffset = new Vector3(invTextureSize, (float)drawn);
                    }
                    else
                    {
                        shaderNoColour.TextureSizeOffset = new Vector3(invTextureSize, (float)drawn);
                    }
                }
                else
                {
                    if (colourTex != null)
                    {
                        shaderColour_UO.TextureSizeOffset = new Vector3(invTextureSize, (float)drawn);
                    }
                    else
                    {
                        shaderNoColour_UO.TextureSizeOffset = new Vector3(invTextureSize, (float)drawn);
                    }
                }

                //bind
                shader.Bind(state);

                vertices.Draw(state, null, PrimitiveType.LineList, drawCount, 0, 0);

                count -= drawCount;
                drawn += drawCount;
            }


            state.PopRenderState();
        }
コード例 #2
0
ファイル: VelocityLines.cs プロジェクト: ARLM-Attic/xna-xen
        /// <summary>
        /// draws the particles from a CPU system
        /// </summary>
        protected override void DrawCpuParticles(DrawState state, Content.ParticleSystemTypeData particleType, uint particleCount, AlphaBlendState blendMode, Vector4[] positionSize, Vector4[] velocityRotation, Vector4[] colourData, Vector4[] userValues)
        {
            Vector2 targetSize = state.DrawTarget.Size;

            state.PushRenderState();
            state.RenderState.AlphaBlend = blendMode;
            state.RenderState.DepthColourCull.DepthWriteEnabled = false;

            VelocityLineParticles2DElement.GenerateLinesVertices(state, ref this.vertices);


            int count = (int)particleCount;



            DrawVelocityParticles_LinesCpu       shaderNoColour = null;
            DrawVelocityParticlesColour_LinesCpu shaderColour   = null;

            if (colourData != null)
            {
                shaderColour = state.GetShader <DrawVelocityParticlesColour_LinesCpu>();
            }
            else
            {
                shaderNoColour = state.GetShader <DrawVelocityParticles_LinesCpu>();
            }

            Vector2 velScale = new Vector2(velocityScale, 0);

            if (this.useRotationToScaleVelocityEffect)
            {
                velScale = new Vector2(0, velocityScale);
            }

            int drawn = 0;

            while (count > 0)
            {
                int drawCount;

                drawCount = Math.Min(count, 80);

                if (colourData != null)
                {
                    shaderColour.PositionData.SetArray(positionSize, drawn);
                    shaderColour.VelocityData.SetArray(velocityRotation, drawn);
                    shaderColour.ColourData.SetArray(colourData, drawn);

                    shaderColour.SetVelocityScale(ref velScale);

                    shaderColour.Bind(state);
                }
                else
                {
                    shaderNoColour.PositionData.SetArray(positionSize, drawn);
                    shaderNoColour.VelocityData.SetArray(velocityRotation, drawn);

                    shaderNoColour.SetVelocityScale(ref velScale);

                    shaderNoColour.Bind(state);
                }

                vertices.Draw(state, null, PrimitiveType.LineList, drawCount, 0, 0);

                count -= drawCount;
                drawn += drawCount;
            }


            state.PopRenderState();
        }