protected BatchBase(GraphicsDevice device, EffectBytecode defaultEffectByteCode, EffectBytecode defaultEffectByteCodeSRgb, ResourceBufferInfo resourceBufferInfo, VertexDeclaration vertexDeclaration, int indexSize = sizeof(short)) { if (defaultEffectByteCode == null) { throw new ArgumentNullException(nameof(defaultEffectByteCode)); } if (defaultEffectByteCodeSRgb == null) { throw new ArgumentNullException(nameof(defaultEffectByteCodeSRgb)); } if (resourceBufferInfo == null) { throw new ArgumentNullException("resourceBufferInfo"); } if (vertexDeclaration == null) { throw new ArgumentNullException("vertexDeclaration"); } GraphicsDevice = device; MutablePipeline = new MutablePipelineState(device); // TODO GRAPHICS REFACTOR Should we initialize FX lazily? DefaultEffect = new EffectInstance(new Effect(device, defaultEffectByteCode) { Name = "BatchDefaultEffect" }); DefaultEffectSRgb = new EffectInstance(new Effect(device, defaultEffectByteCodeSRgb) { Name = "BatchDefaultEffectSRgb" }); drawsQueue = new ElementInfo[resourceBufferInfo.BatchCapacity]; drawTextures = new Texture[resourceBufferInfo.BatchCapacity]; TextureComparer = new TextureIdComparer(); BackToFrontComparer = new SpriteBackToFrontComparer(); FrontToBackComparer = new SpriteFrontToBackComparer(); // set the vertex layout and size indexStructSize = indexSize; vertexStructSize = vertexDeclaration.CalculateSize(); // Creates the vertex buffer (shared by within a device context). ResourceContext = GraphicsDevice.GetOrCreateSharedData(GraphicsDeviceSharedDataType.PerContext, resourceBufferInfo.ResourceKey, d => new DeviceResourceContext(GraphicsDevice, vertexDeclaration, resourceBufferInfo)); }
/// <summary> /// Initializes a new instance of the <see cref="VertexTransformResult"/> struct. /// </summary> /// <param name="layout">The layout.</param> /// <param name="vertexBuffer">The vertex buffer.</param> public VertexTransformResult(VertexDeclaration layout, byte[] vertexBuffer) { Layout = layout; VertexBuffer = vertexBuffer; }
// TODO: The code is not optimal if we want to combine several transforms on a vertex buffer. We should have a better API for this. // TODO: Write some unit tests! /// <summary> /// Generates multi texture coordinates for an existing vertex buffer. See remarks. /// </summary> /// <typeparam name="T"></typeparam> /// <param name="vertexDeclaration">The vertex declaration.</param> /// <param name="vertexBufferData">The vertex buffer data.</param> /// <param name="maxTexcoord">The maximum texcoord.</param> /// <returns>A new vertex buffer with additional texture coordinates.</returns> /// <exception cref="System.ArgumentNullException"> /// vertexDeclaration /// or /// vertexBufferData /// </exception> /// <remarks>The original vertex buffer must contain at least a TEXCOORD[0-9] attribute in order for this method to work. /// This method will copy the value of the first existing TEXCOORD found in the vertex buffer to the newly created TEXCOORDS.</remarks> public unsafe static VertexTransformResult GenerateMultiTextureCoordinates <T>(VertexDeclaration vertexDeclaration, T[] vertexBufferData, int maxTexcoord = 9) where T : struct { if (vertexDeclaration == null) { throw new ArgumentNullException("vertexDeclaration"); } if (vertexBufferData == null) { throw new ArgumentNullException("vertexBufferData"); } var vertexStride = Utilities.SizeOf <T>(); var vertexBufferPtr = Interop.Fixed(vertexBufferData); return(GenerateMultiTextureCoordinates(vertexDeclaration, (IntPtr)vertexBufferPtr, vertexBufferData.Length, 0, vertexStride, maxTexcoord)); }
/// <summary> /// Generate Tangent BiNormal from an existing vertex/index buffer. /// </summary> /// <param name="vertexDeclaration">The vertex declaration of the vertex buffer passed by parameters.</param> /// <param name="vertexBufferData">The vertex buffer.</param> /// <param name="vertexCount">The vertex count.</param> /// <param name="vertexOffset">The vertex offset.</param> /// <param name="vertexStride">The vertex stride. If 0, It takes the stride from the vertex declaration</param> /// <param name="indexData">The index data.</param> /// <param name="is32BitIndex">if set to <c>true</c> [is32 bit index].</param> /// <param name="indexCountArg">The index count argument.</param> /// <returns>A new vertex buffer with its new layout.</returns> public static unsafe VertexTransformResult GenerateTangentBinormal(VertexDeclaration vertexDeclaration, IntPtr vertexBufferData, int vertexCount, int vertexOffset, int vertexStride, IntPtr indexData, bool is32BitIndex, int indexCountArg) { if (vertexDeclaration == null) { throw new ArgumentNullException("vertexDeclaration"); } if (vertexBufferData == IntPtr.Zero) { throw new ArgumentNullException("vertexBufferData"); } if (vertexCount <= 0) { throw new ArgumentOutOfRangeException("vertexCount", "vertexCount must be > 0"); } if (vertexStride < 0) { throw new ArgumentOutOfRangeException("vertexStride", "vertexStride must be >= 0"); } if (indexData != IntPtr.Zero && indexCountArg < 0) { throw new ArgumentOutOfRangeException("indexCountArg", "indexCountArg must be >= 0"); } // Get the stride from the vertex declaration if necessary if (vertexStride == 0) { vertexStride = vertexDeclaration.VertexStride; } var indexBufferBinding = indexData; var oldVertexStride = vertexStride; var bufferData = vertexBufferData; // TODO: Usage index in key var offsetMapping = vertexDeclaration .EnumerateWithOffsets() .ToDictionary(x => x.VertexElement.SemanticAsText, x => x.Offset); var positionOffset = offsetMapping["POSITION"]; var uvOffset = offsetMapping[VertexElementUsage.TextureCoordinate]; var normalOffset = offsetMapping[VertexElementUsage.Normal]; // Add tangent to vertex declaration var vertexElements = vertexDeclaration.VertexElements.ToList(); if (!offsetMapping.ContainsKey(VertexElementUsage.Tangent)) { vertexElements.Add(VertexElement.Tangent <Vector4>()); } var newVertexDeclaration = new VertexDeclaration(vertexElements.ToArray()); var newVertexStride = newVertexDeclaration.VertexStride; // Update mapping offsetMapping = newVertexDeclaration .EnumerateWithOffsets() .ToDictionary(x => x.VertexElement.SemanticAsText, x => x.Offset); var tangentOffset = offsetMapping[VertexElementUsage.Tangent]; var newBufferData = new byte[vertexCount * newVertexStride]; var tangents = new Vector3[vertexCount]; var bitangents = new Vector3[vertexCount]; byte *indexBufferStart = (byte *)indexData; byte *oldBuffer = (byte *)bufferData + vertexOffset; fixed(byte *newBuffer = newBufferData) { var indexBuffer32 = indexBufferBinding != IntPtr.Zero && is32BitIndex ? (int *)indexBufferStart : null; var indexBuffer16 = indexBufferBinding != IntPtr.Zero && !is32BitIndex ? (short *)indexBufferStart : null; var indexCount = indexBufferBinding != IntPtr.Zero ? indexCountArg : vertexCount; for (int i = 0; i < indexCount; i += 3) { // Get indices int index1 = i + 0; int index2 = i + 1; int index3 = i + 2; if (indexBuffer32 != null) { index1 = indexBuffer32[index1]; index2 = indexBuffer32[index2]; index3 = indexBuffer32[index3]; } else if (indexBuffer16 != null) { index1 = indexBuffer16[index1]; index2 = indexBuffer16[index2]; index3 = indexBuffer16[index3]; } int vertexOffset1 = index1 * oldVertexStride; int vertexOffset2 = index2 * oldVertexStride; int vertexOffset3 = index3 * oldVertexStride; // Get positions var position1 = (Vector3 *)&oldBuffer[vertexOffset1 + positionOffset]; var position2 = (Vector3 *)&oldBuffer[vertexOffset2 + positionOffset]; var position3 = (Vector3 *)&oldBuffer[vertexOffset3 + positionOffset]; // Get texture coordinates var uv1 = (Vector2 *)&oldBuffer[vertexOffset1 + uvOffset]; var uv2 = (Vector2 *)&oldBuffer[vertexOffset2 + uvOffset]; var uv3 = (Vector2 *)&oldBuffer[vertexOffset3 + uvOffset]; // Calculate position and UV vectors from vertex 1 to vertex 2 and 3 var edge1 = *position2 - *position1; var edge2 = *position3 - *position1; var uvEdge1 = *uv2 - *uv1; var uvEdge2 = *uv3 - *uv1; var dR = uvEdge1.X * uvEdge2.Y - uvEdge2.X * uvEdge1.Y; // Workaround to handle degenerated case // TODO: We need to understand more how we can handle this more accurately if (MathUtil.IsZero(dR)) { dR = 1; } var r = 1.0f / dR; var t = (uvEdge2.Y * edge1 - uvEdge1.Y * edge2) * r; var b = (uvEdge1.X * edge2 - uvEdge2.X * edge1) * r; // Contribute to every vertex tangents[index1] += t; tangents[index2] += t; tangents[index3] += t; bitangents[index1] += b; bitangents[index2] += b; bitangents[index3] += b; } var oldVertexOffset = 0; var newVertexOffset = 0; for (int i = 0; i < vertexCount; ++i) { Utilities.CopyMemory(new IntPtr(&newBuffer[newVertexOffset]), new IntPtr(&oldBuffer[oldVertexOffset]), oldVertexStride); var normal = *(Vector3 *)&oldBuffer[oldVertexOffset + normalOffset]; var newTangentPtr = ((float *)(&newBuffer[newVertexOffset + tangentOffset])); var tangent = tangents[i]; var bitangent = bitangents[i]; // Gram-Schmidt orthogonalize var newTangentUnormalized = tangent - normal * Vector3.Dot(normal, tangent); var length = newTangentUnormalized.Length(); // Workaround to handle degenerated case // TODO: We need to understand more how we can handle this more accurately if (MathUtil.IsZero(length)) { tangent = Vector3.Cross(normal, Vector3.UnitX); if (MathUtil.IsZero(tangent.Length())) { tangent = Vector3.Cross(normal, Vector3.UnitY); } tangent.Normalize(); *((Vector3 *)newTangentPtr) = tangent; bitangent = Vector3.Cross(normal, tangent); } else { *((Vector3 *)newTangentPtr) = newTangentUnormalized / length; } // Calculate handedness newTangentPtr[3] = Vector3.Dot(Vector3.Cross(normal, tangent), bitangent) < 0.0f ? -1.0f : 1.0f; oldVertexOffset += oldVertexStride; newVertexOffset += newVertexStride; } return(new VertexTransformResult(newVertexDeclaration, newBufferData)); } }
/// <summary> /// Generates multi texture coordinates for an existing vertex buffer. See remarks. /// </summary> /// <param name="vertexDeclaration">The vertex declaration.</param> /// <param name="vertexBufferData">The vertex buffer data.</param> /// <param name="vertexCount">The vertex count.</param> /// <param name="vertexOffset">The vertex offset.</param> /// <param name="vertexStride">The vertex stride.</param> /// <param name="maxTexcoord">The maximum texcoord.</param> /// <returns>A new vertex buffer with additional texture coordinates.</returns> /// <exception cref="System.ArgumentNullException"> /// vertexDeclaration /// or /// vertexBufferData /// </exception> /// <exception cref="System.ArgumentOutOfRangeException"> /// vertexCount;vertexCount must be > 0 /// or /// vertexStride;vertexStride must be >= 0 /// or /// maxTexcoord;maxTexcoord must be > 0 /// </exception> /// <exception cref="System.InvalidOperationException">The vertex buffer must contain at least the TEXCOORD</exception> /// <remarks> /// The original vertex buffer must contain at least a TEXCOORD[0-9] attribute in order for this method to work. /// This method will copy the value of the first existing TEXCOORD found in the vertex buffer to the newly created TEXCOORDS. /// </remarks> public unsafe static VertexTransformResult GenerateMultiTextureCoordinates(VertexDeclaration vertexDeclaration, IntPtr vertexBufferData, int vertexCount, int vertexOffset, int vertexStride, int maxTexcoord = 9) { if (vertexDeclaration == null) { throw new ArgumentNullException("vertexDeclaration"); } if (vertexBufferData == IntPtr.Zero) { throw new ArgumentNullException("vertexBufferData"); } if (vertexCount <= 0) { throw new ArgumentOutOfRangeException("vertexCount", "vertexCount must be > 0"); } if (vertexStride < 0) { throw new ArgumentOutOfRangeException("vertexStride", "vertexStride must be >= 0"); } if (maxTexcoord < 0) { throw new ArgumentOutOfRangeException("maxTexcoord", "maxTexcoord must be > 0"); } // Get the stride from the vertex declaration if necessary if (vertexStride == 0) { vertexStride = vertexDeclaration.VertexStride; } // TODO: Usage index in key var offsetMapping = vertexDeclaration .EnumerateWithOffsets() .ToDictionary(x => x.VertexElement.SemanticAsText, x => x.Offset); var newVertexElements = new List <VertexElement>(); int vertexUVOffset = -1; // Use R16G16_SNorm as it is supported from HW Level 9.1 // See https://msdn.microsoft.com/en-us/library/windows/desktop/ff471324%28v=vs.85%29.aspx const PixelFormat DefaultUVFormat = PixelFormat.R16G16_SNorm; var newUvSize = DefaultUVFormat.SizeInBytes(); for (int i = 0; i <= maxTexcoord; i++) { var vertexElement = VertexElement.TextureCoordinate(i, DefaultUVFormat); var semantic = vertexElement.SemanticAsText; if (offsetMapping.ContainsKey(semantic)) { if (vertexUVOffset < 0) { vertexUVOffset = offsetMapping[semantic]; } } else { newVertexElements.Add(vertexElement); } } if (vertexUVOffset < 0) { throw new InvalidOperationException("The vertex buffer must contain at least the TEXCOORD"); } var newVertexStride = vertexStride + newVertexElements.Count * newUvSize; var newVertexBuffer = new byte[newVertexStride * vertexCount]; byte *oldBuffer = (byte *)vertexBufferData + vertexOffset; fixed(byte *newBuffer = newVertexBuffer) { var oldVertexOffset = 0; var newVertexOffset = 0; for (int i = 0; i < vertexCount; ++i) { Utilities.CopyMemory(new IntPtr(&newBuffer[newVertexOffset]), new IntPtr(&oldBuffer[oldVertexOffset]), vertexStride); var textureCoord = *(Vector2 *)&oldBuffer[oldVertexOffset + vertexUVOffset]; for (int j = 0; j < newVertexElements.Count; j++) { var target = ((Half2 *)(&newBuffer[newVertexOffset + vertexStride + j * newUvSize])); * target = (Half2)textureCoord; } oldVertexOffset += vertexStride; newVertexOffset += newVertexStride; } } var allVertexElements = new List <VertexElement>(vertexDeclaration.VertexElements); allVertexElements.AddRange(newVertexElements); return(new VertexTransformResult(new VertexDeclaration(allVertexElements.ToArray()), newVertexBuffer)); }
protected BatchBase(GraphicsDevice device, EffectBytecode defaultEffectByteCode, EffectBytecode defaultEffectByteCodeSRgb, ResourceBufferInfo resourceBufferInfo, VertexDeclaration vertexDeclaration, int indexSize = sizeof(short)) { if (defaultEffectByteCode == null) { throw new ArgumentNullException(nameof(defaultEffectByteCode)); } if (defaultEffectByteCodeSRgb == null) { throw new ArgumentNullException(nameof(defaultEffectByteCodeSRgb)); } if (resourceBufferInfo == null) { throw new ArgumentNullException("resourceBufferInfo"); } if (vertexDeclaration == null) { throw new ArgumentNullException("vertexDeclaration"); } GraphicsDevice = device; DefaultEffect = new Effect(device, defaultEffectByteCode) { Name = "BatchDefaultEffect" }; DefaultEffectSRgb = new Effect(device, defaultEffectByteCodeSRgb) { Name = "BatchDefaultEffectSRgb" }; drawsQueue = new ElementInfo[resourceBufferInfo.BatchCapacity]; drawTextures = new Texture[resourceBufferInfo.BatchCapacity]; TextureComparer = new TextureIdComparer(); BackToFrontComparer = new SpriteBackToFrontComparer(); FrontToBackComparer = new SpriteFrontToBackComparer(); // set the vertex layout and size indexStructSize = indexSize; vertexStructSize = vertexDeclaration.CalculateSize(); parameters = new ParameterCollection(); defaultParameterCollectionGroup = new EffectParameterCollectionGroup(device, DefaultEffect, new[] { parameters }); // Creates the vertex buffer (shared by within a device context). ResourceContext = GraphicsDevice.GetOrCreateSharedData(GraphicsDeviceSharedDataType.PerContext, resourceBufferInfo.ResourceKey, d => new DeviceResourceContext(GraphicsDevice, DefaultEffect, vertexDeclaration, resourceBufferInfo, indexStructSize)); }