예제 #1
0
        internal static void Draw()
        {
            // flush inner sprites batcher
            if (m_currentInnerBatch.texture != null)
            {
                m_currentInnerBatch.Commit();
            }
            m_currentInnerBatch = new MySpritesBatch();

            if (m_inputLayout == null)
            {
                var spritesInput = MyVertexInput.Empty()
                                   .Append(MyVertexInputComponentType.CUSTOM_HALF4_0, 0, MyVertexInputComponentFreq.PER_INSTANCE)
                                   .Append(MyVertexInputComponentType.CUSTOM_HALF4_1, 0, MyVertexInputComponentFreq.PER_INSTANCE)
                                   .Append(MyVertexInputComponentType.COLOR4, 0, MyVertexInputComponentFreq.PER_INSTANCE);

                m_inputLayout = MyVertexInput.CreateLayout(spritesInput.Hash, MyShaderCache.CompileFromFile("sprite.hlsl", "vs", MyShaderProfile.VS_5_0).Bytecode);
            }

            //

            var context = MyRender.Context;

            context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleStrip;

            context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(m_spritesInstanceBuffer.Buffer, MyVertexFormatSpritePositionTextureColor.STRIDE, 0));
            context.InputAssembler.InputLayout = m_inputLayout;

            context.Rasterizer.SetViewport(0, 0, MyRender.ViewportResolution.X, MyRender.ViewportResolution.Y);

            context.VertexShader.Set(m_vertexShader.VertexShader);

            context.PixelShader.Set(m_pixelShader.PixelShader);
            context.PixelShader.SetSamplers(0, MyRender.StandardSamplers);

            context.OutputMerger.SetTargets(MyRender.Backbuffer.RenderTarget);
            context.OutputMerger.SetBlendState(MyRender.BlendStateGui);

            DataStream stream;

            context.MapSubresource(m_spritesInstanceBuffer.Buffer, MapMode.WriteDiscard, MapFlags.None, out stream);
            for (int i = 0; i < m_spriteInstanceList.Count; i++)
            {
                stream.Write(m_spriteInstanceList[i]);
            }
            context.UnmapSubresource(m_spritesInstanceBuffer.Buffer, 0);
            stream.Dispose();

            for (int b = 0; b < m_spriteBatches.Count; b++)
            {
                context.PixelShader.SetShaderResource(0, m_spriteBatches[b].texture);
                context.DrawInstanced(4, m_spriteBatches[b].instanceCount, 0, m_spriteBatches[b].startInstance);
            }

            m_spriteInstanceList.Clear();
            m_spriteBatches.Clear();
        }
예제 #2
0
        internal static void Draw()
        {
            if (m_inputLayout == null)
            {
                var input = MyVertexInput.Empty()
                            .Append(MyVertexInputComponentType.POSITION4H)
                            .Append(MyVertexInputComponentType.COLOR4);

                m_inputLayout = MyVertexInput.CreateLayout(input.Hash, MyShaderCache.CompileFromFile("primitive.hlsl", "vs", MyShaderProfile.VS_5_0).Bytecode);
            }

            var context = MyRender.Context;

            context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(m_vertexBuffer.Buffer, MyVertexFormatPositionColor.STRIDE, 0));
            context.InputAssembler.InputLayout = m_inputLayout;

            context.Rasterizer.State = MyRender.m_nocullRasterizerState;

            context.Rasterizer.SetViewport(0, 0, MyRender.ViewportResolution.X, MyRender.ViewportResolution.Y);

            context.VertexShader.Set(m_vertexShader.VertexShader);
            context.VertexShader.SetConstantBuffer(MyCommon.ProjectionSlot, MyCommon.ProjectionConstants.Buffer);

            context.PixelShader.Set(m_pixelShader.PixelShader);

            context.OutputMerger.BlendState = MyRender.m_transparentBlendState;
            context.OutputMerger.ResetTargets();
            context.OutputMerger.SetTargets(MyRender.MainGbuffer.DepthBuffer.DepthStencil, MyRender.Backbuffer.RenderTarget);

            //SortTransparent();

            DataStream stream;

            context.MapSubresource(m_vertexBuffer.Buffer, MapMode.WriteDiscard, MapFlags.None, out stream);
            for (int i = 0; i < m_vertexList.Count; i++)
            {
                stream.Write(m_vertexList[i]);
            }
            context.UnmapSubresource(m_vertexBuffer.Buffer, 0);
            stream.Dispose();

            context.Draw(m_vertexList.Count, 0);

            m_vertexList.Clear();
            m_postSortVertexList.Clear();
            m_triangleSortDistance.Clear();
            m_sortedIndices.Clear();
        }
예제 #3
0
        internal static unsafe void Draw()
        {
            if (m_inputLayout == null)
            {
                var linesInput = MyVertexInput.Empty()
                                 .Append(MyVertexInputComponentType.POSITION_PACKED)
                                 .Append(MyVertexInputComponentType.COLOR4);

                m_inputLayout = MyVertexInput.CreateLayout(linesInput.Hash, MyShaderCache.CompileFromFile("line.hlsl", "vs", MyShaderProfile.VS_5_0).Bytecode);
            }

            var context = MyRender.Context;

            context.InputAssembler.PrimitiveTopology = PrimitiveTopology.LineList;
            context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(m_linesVertexBuffer.Buffer, MyVertexFormatPositionColor.STRIDE, 0));
            context.InputAssembler.InputLayout = m_inputLayout;

            context.Rasterizer.SetViewport(0, 0, MyRender.ViewportResolution.X, MyRender.ViewportResolution.Y);
            context.Rasterizer.State = MyRender.m_linesRasterizerState;

            context.VertexShader.Set(m_vertexShader.VertexShader);
            context.VertexShader.SetConstantBuffer(0, MyResources.ProjectionConstants.Buffer);

            context.PixelShader.Set(m_pixelShader.PixelShader);

            context.OutputMerger.ResetTargets();
            context.OutputMerger.SetTargets(MyRender.Backbuffer.RenderTarget);

            DataStream stream;

            context.MapSubresource(m_linesVertexBuffer.Buffer, MapMode.WriteNoOverwrite, MapFlags.None, out stream);
            for (int i = 0; i < m_lineVertexList.Count; i++)
            {
                stream.Write(m_lineVertexList[i]);
            }
            context.UnmapSubresource(m_linesVertexBuffer.Buffer, 0);
            stream.Dispose();

            Matrix viewProjection;

            for (int b = 0; b < m_lineBatches.Count; b++)
            {
                if (m_lineBatches[b].m_customViewProjection.HasValue)
                {
                    viewProjection = m_lineBatches[b].m_customViewProjection.Value;
                }
                else
                {
                    viewProjection = MyEnvironment.CameraView * MyEnvironment.Projection;
                }


                stream = MyMapping.MapDiscard(MyResources.ProjectionConstants.Buffer);
                stream.Write(Matrix.Transpose(viewProjection));
                MyMapping.Unmap(MyResources.ProjectionConstants.Buffer, stream);


                context.Draw(m_lineBatches[b].m_vertexCount, m_lineBatches[b].m_startVertex);
            }

            // cleanup
            m_lineVertexList.Clear();
            m_lineBatches.Clear();
        }