static MyMaterialProxy_2 CreateProxyWithPlaceholderdMaterialConstants(MyVoxelMaterialTriple triple) { var version = triple.I0.GetHashCode(); MyHashHelper.Combine(ref version, triple.I1.GetHashCode()); MyHashHelper.Combine(ref version, triple.I2.GetHashCode()); MySrvTable srvTable = new MySrvTable { BindFlag = MyBindFlag.BIND_PS, StartSlot = 0, Version = version, Srvs = new ISrvBindable[] { MyGlobalResources.FileArrayTextureVoxelCM, MyGlobalResources.FileArrayTextureVoxelNG, MyGlobalResources.FileArrayTextureVoxelExt, } }; return(new MyMaterialProxy_2 { MaterialConstants = new MyConstantsPack(), MaterialSrvs = srvTable }); }
internal static int GetMaterialProxyId(MyVoxelMaterialTriple materialSet) { if (!MaterialTripleIndex.ContainsKey(materialSet)) { MaterialTripleIndex[materialSet] = MyMaterials.ProxyPool.Allocate(); } return(MaterialTripleIndex[materialSet]); }
internal static MyMaterialProxyId GetMaterialProxyId(MyVoxelMaterialTriple materialSet) { if (!MaterialProxyTripleIndex.ContainsKey(materialSet)) { var matId = MaterialProxyTripleIndex[materialSet] = MyMaterials1.AllocateProxy(); MyMaterials1.ProxyPool.Data[matId.Index] = CreateProxy(materialSet); } return(MaterialProxyTripleIndex[materialSet]); }
internal static MyMaterialProxyId GetMaterialProxyId(MyVoxelMaterialTriple materialSet) { MyMaterialProxyId pid; if (!MaterialProxyTripleIndex.TryGetValue(materialSet, out pid)) { pid = MaterialProxyTripleIndex[materialSet] = MyMaterials1.AllocateProxy(); MyMaterials1.ProxyPool.Data[pid.Index] = CreateProxy(materialSet); } return(pid); }
static MyMaterialProxy_2 CreateProxy(MyVoxelMaterialTriple triple) { if (triple.IsFillingMaterialCB) { return(CreateProxyWithValidMaterialConstants(triple)); } else { return(CreateProxyWithPlaceholderdMaterialConstants(triple)); } }
static unsafe MyMaterialProxy_2 CreateProxy(MyVoxelMaterialTriple triple) { byte[] buffer; int size; MyRenderProxy.Assert(triple.I0 < Table.Length, "Index to table incorrect"); MyRenderProxy.Assert(triple.I1 < Table.Length, "Index to table incorrect"); MyRenderProxy.Assert(triple.I2 < Table.Length, "Index to table incorrect"); //TODO: This shouldnt happen if Table is created correctly if (triple.I0 >= Table.Length) triple.I0 = 0; if (triple.I1 >= Table.Length) triple.I1 = -1; if (triple.I2 >= Table.Length) triple.I2 = -1; //////end of hack bool singleMaterial = triple.I1 == -1 && triple.I2 == -1; if(singleMaterial) { size = sizeof(MyVoxelMaterialConstants); MyVoxelMaterialConstants constantsData = new MyVoxelMaterialConstants(); FillVoxelMaterialEntry(ref constantsData.entry, ref Table[triple.I0]); buffer = new byte[size]; fixed(byte* dstPtr = buffer) { #if XB1 SharpDX.Utilities.CopyMemory(new IntPtr(dstPtr), new IntPtr(&constantsData), size); #else // !XB1 MyMemory.CopyMemory(new IntPtr(dstPtr), new IntPtr(&constantsData), (uint)size); #endif // !XB1 } } else { size = sizeof(MyVoxelMultiMaterialConstants); MyVoxelMultiMaterialConstants constantsData = new MyVoxelMultiMaterialConstants(); FillVoxelMaterialEntry(ref constantsData.entry0, ref Table[triple.I0]); FillVoxelMaterialEntry(ref constantsData.entry1, ref Table[triple.I1]); if (triple.I2 >= 0) FillVoxelMaterialEntry(ref constantsData.entry2, ref Table[triple.I2]); else ResetVoxelMaterialEntry(out constantsData.entry2); buffer = new byte[size]; fixed (byte* dstPtr = buffer) { #if XB1 SharpDX.Utilities.CopyMemory(new IntPtr(dstPtr), new IntPtr(&constantsData), size); #else // !XB1 MyMemory.CopyMemory(new IntPtr(dstPtr), new IntPtr(&constantsData), (uint)size); #endif // !XB1 } } var version = triple.I0.GetHashCode(); MyHashHelper.Combine(ref version, triple.I1.GetHashCode()); MyHashHelper.Combine(ref version, triple.I2.GetHashCode()); MyConstantsPack materialConstants = new MyConstantsPack { BindFlag = MyBindFlag.BIND_PS, CB = MyCommon.GetMaterialCB(size), Version = version, Data = buffer }; MySrvTable srvTable = new MySrvTable { // NOTE(AF) Adding BIND_VS here will interfere with shadows, causing flickering in the first cascade BindFlag = MyBindFlag.BIND_PS, StartSlot = 0, Version = version, Srvs = new ISrvBindable[] { MyGlobalResources.FileArrayTextureVoxelCM, MyGlobalResources.FileArrayTextureVoxelNG, MyGlobalResources.FileArrayTextureVoxelExt, } }; return new MyMaterialProxy_2 { MaterialConstants = materialConstants, MaterialSrvs = srvTable }; }
internal static MyMaterialProxyId GetMaterialProxyId(MyVoxelMaterialTriple materialSet) { MyMaterialProxyId pid; if (!MaterialProxyTripleIndex.TryGetValue(materialSet, out pid)) { pid = MaterialProxyTripleIndex[materialSet] = MyMaterials1.AllocateProxy(); MyMaterials1.ProxyPool.Data[pid.Index] = CreateProxy(materialSet); } return pid; }
static unsafe MyMaterialProxy_2 CreateProxy(MyVoxelMaterialTriple triple) { byte[] buffer; int size; System.Diagnostics.Debug.Assert(triple.I0 < Table.Length, "Index to table incorrect"); System.Diagnostics.Debug.Assert(triple.I1 < Table.Length, "Index to table incorrect"); System.Diagnostics.Debug.Assert(triple.I2 < Table.Length, "Index to table incorrect"); //TODO: This shouldnt happen if Table is created correctly if (triple.I0 >= Table.Length) { triple.I0 = 0; } if (triple.I1 >= Table.Length) { triple.I1 = -1; } if (triple.I2 >= Table.Length) { triple.I2 = -1; } //////end of hack bool singleMaterial = triple.I1 == -1 && triple.I2 == -1; if (singleMaterial) { size = sizeof(MyVoxelMaterialConstants); MyVoxelMaterialConstants constantsData = new MyVoxelMaterialConstants(); constantsData.DistancesAndScale = Table[triple.I0].DistanceAndScale; constantsData.DistancesAndScaleFar = Table[triple.I0].DistanceAndScaleFar; constantsData.DistancesAndScaleFar3 = Table[triple.I0].DistanceAndScaleFar3; constantsData.Far3Color = Table[triple.I0].Far3Color; constantsData.ExtensionDetailScale = Table[triple.I0].ExtensionDetailScale; buffer = new byte[size]; fixed(byte *dstPtr = buffer) { MyMemory.CopyMemory(new IntPtr(dstPtr), new IntPtr(&constantsData), (uint)size); } } else { size = sizeof(MyVoxelMultiMaterialConstants); MyVoxelMultiMaterialConstants constantsData = new MyVoxelMultiMaterialConstants(); constantsData.DistancesAndScale0 = Table[triple.I0].DistanceAndScale; constantsData.DistancesAndScale1 = Table[triple.I1].DistanceAndScale; constantsData.DistancesAndScale2 = triple.I2 >= 0 ? Table[triple.I2].DistanceAndScale : Vector4.Zero; constantsData.DistancesAndScaleFar0 = Table[triple.I0].DistanceAndScaleFar; constantsData.DistancesAndScaleFar1 = Table[triple.I1].DistanceAndScaleFar; constantsData.DistancesAndScaleFar2 = triple.I2 >= 0 ? Table[triple.I2].DistanceAndScaleFar : Vector4.Zero; constantsData.DistancesAndScaleFar31 = new Vector4(Table[triple.I0].DistanceAndScaleFar3.X, Table[triple.I0].DistanceAndScaleFar3.Y, 0, 0); constantsData.DistancesAndScaleFar32 = new Vector4(Table[triple.I1].DistanceAndScaleFar3.X, Table[triple.I1].DistanceAndScaleFar3.Y, 0, 0); constantsData.DistancesAndScaleFar33 = triple.I2 >= 0 ? new Vector4(Table[triple.I2].DistanceAndScaleFar3.X, Table[triple.I2].DistanceAndScaleFar3.Y, 0, 0) : Vector4.Zero; constantsData.Far3Color1 = Table[triple.I0].Far3Color.ToVector4(); constantsData.Far3Color2 = Table[triple.I1].Far3Color.ToVector4(); constantsData.Far3Color3 = triple.I2 >= 0 ? Table[triple.I2].Far3Color.ToVector4() : Vector4.Zero; constantsData.ExtensionDetailScale0 = Table[triple.I0].ExtensionDetailScale; constantsData.ExtensionDetailScale1 = Table[triple.I1].ExtensionDetailScale; constantsData.ExtensionDetailScale2 = triple.I2 >= 0 ? Table[triple.I2].ExtensionDetailScale : 0; buffer = new byte[size]; fixed(byte *dstPtr = buffer) { MyMemory.CopyMemory(new IntPtr(dstPtr), new IntPtr(&constantsData), (uint)size); } } var version = triple.I0.GetHashCode(); MyHashHelper.Combine(ref version, triple.I1.GetHashCode()); MyHashHelper.Combine(ref version, triple.I2.GetHashCode()); return(new MyMaterialProxy_2 { MaterialConstants = { BindFlag = MyBindFlag.BIND_PS, CB = MyCommon.GetMaterialCB(size), Version = version, Data = buffer }, MaterialSRVs = { // NOTE(AF) Adding BIND_VS here will interfere with shadows, causing flickering in the first cascade BindFlag = MyBindFlag.BIND_PS, StartSlot = 0, Version = version, SRVs = singleMaterial ? new ShaderResourceView[] { Table[triple.I0].Near.ColorMetalArray.ShaderView, Table[triple.I0].Far1.ColorMetalArray.ShaderView, Table[triple.I0].Far2.ColorMetalArray.ShaderView, Table[triple.I0].Near.NormalGlossArray.ShaderView, Table[triple.I0].Far1.NormalGlossArray.ShaderView, Table[triple.I0].Far2.NormalGlossArray.ShaderView, Table[triple.I0].Near.ExtArray.ShaderView, Table[triple.I0].Far1.ExtArray.ShaderView, Table[triple.I0].Far2.ExtArray.ShaderView, } : ( triple.I2 == -1 ? new ShaderResourceView[] { Table[triple.I0].Near.ColorMetalArray.ShaderView, Table[triple.I0].Far1.ColorMetalArray.ShaderView, Table[triple.I0].Far2.ColorMetalArray.ShaderView, Table[triple.I1].Near.ColorMetalArray.ShaderView, Table[triple.I1].Far1.ColorMetalArray.ShaderView, Table[triple.I1].Far2.ColorMetalArray.ShaderView, null, null, null, Table[triple.I0].Near.NormalGlossArray.ShaderView, Table[triple.I0].Far1.NormalGlossArray.ShaderView, Table[triple.I0].Far2.NormalGlossArray.ShaderView, Table[triple.I1].Near.NormalGlossArray.ShaderView, Table[triple.I1].Far1.NormalGlossArray.ShaderView, Table[triple.I1].Far2.NormalGlossArray.ShaderView, null, null, null, Table[triple.I0].Near.ExtArray.ShaderView, Table[triple.I0].Far1.ExtArray.ShaderView, Table[triple.I0].Far2.ExtArray.ShaderView, Table[triple.I1].Near.ExtArray.ShaderView, Table[triple.I1].Far1.ExtArray.ShaderView, Table[triple.I1].Far2.ExtArray.ShaderView, null, null, null } : new ShaderResourceView[] { Table[triple.I0].Near.ColorMetalArray.ShaderView, Table[triple.I0].Far1.ColorMetalArray.ShaderView, Table[triple.I0].Far2.ColorMetalArray.ShaderView, Table[triple.I1].Near.ColorMetalArray.ShaderView, Table[triple.I1].Far1.ColorMetalArray.ShaderView, Table[triple.I1].Far2.ColorMetalArray.ShaderView, Table[triple.I2].Near.ColorMetalArray.ShaderView, Table[triple.I2].Far1.ColorMetalArray.ShaderView, Table[triple.I2].Far2.ColorMetalArray.ShaderView, Table[triple.I0].Near.NormalGlossArray.ShaderView, Table[triple.I0].Far1.NormalGlossArray.ShaderView, Table[triple.I0].Far2.NormalGlossArray.ShaderView, Table[triple.I1].Near.NormalGlossArray.ShaderView, Table[triple.I1].Far1.NormalGlossArray.ShaderView, Table[triple.I1].Far2.NormalGlossArray.ShaderView, Table[triple.I2].Near.NormalGlossArray.ShaderView, Table[triple.I2].Far1.NormalGlossArray.ShaderView, Table[triple.I2].Far2.NormalGlossArray.ShaderView, Table[triple.I0].Near.ExtArray.ShaderView, Table[triple.I0].Far1.ExtArray.ShaderView, Table[triple.I0].Far2.ExtArray.ShaderView, Table[triple.I1].Near.ExtArray.ShaderView, Table[triple.I1].Far1.ExtArray.ShaderView, Table[triple.I1].Far2.ExtArray.ShaderView, Table[triple.I2].Near.ExtArray.ShaderView, Table[triple.I2].Far1.ExtArray.ShaderView, Table[triple.I2].Far2.ExtArray.ShaderView, } ) } }); }
static MyMaterialProxy_2 CreateProxy(MyVoxelMaterialTriple triple) { // TODO: fill return new MyMaterialProxy_2(); }
internal static int GetMaterialProxyId(MyVoxelMaterialTriple materialSet) { if(!MaterialTripleIndex.ContainsKey(materialSet)) { MaterialTripleIndex[materialSet] = MyMaterials.ProxyPool.Allocate(); } return MaterialTripleIndex[materialSet]; }
static unsafe MyMaterialProxy_2 CreateProxy(MyVoxelMaterialTriple triple) { byte[] buffer; int size; System.Diagnostics.Debug.Assert(triple.I0 < Table.Length, "Index to table incorrect"); System.Diagnostics.Debug.Assert(triple.I1 < Table.Length, "Index to table incorrect"); System.Diagnostics.Debug.Assert(triple.I2 < Table.Length, "Index to table incorrect"); //TODO: This shouldnt happen if Table is created correctly if (triple.I0 >= Table.Length) triple.I0 = 0; if (triple.I1 >= Table.Length) triple.I1 = -1; if (triple.I2 >= Table.Length) triple.I2 = -1; //////end of hack bool singleMaterial = triple.I1 == -1 && triple.I2 == -1; if(singleMaterial) { size = sizeof(MyVoxelMaterialConstants); MyVoxelMaterialConstants constantsData = new MyVoxelMaterialConstants(); constantsData.DistancesAndScale = Table[triple.I0].DistanceAndScale; constantsData.DistancesAndScaleFar = Table[triple.I0].DistanceAndScaleFar; constantsData.DistancesAndScaleFar3 = Table[triple.I0].DistanceAndScaleFar3; constantsData.Far3Color = Table[triple.I0].Far3Color; constantsData.ExtensionDetailScale = Table[triple.I0].ExtensionDetailScale; buffer = new byte[size]; fixed(byte* dstPtr = buffer) { MyMemory.CopyMemory(new IntPtr(dstPtr), new IntPtr(&constantsData), (uint)size); } } else { size = sizeof(MyVoxelMultiMaterialConstants); MyVoxelMultiMaterialConstants constantsData = new MyVoxelMultiMaterialConstants(); constantsData.DistancesAndScale0 = Table[triple.I0].DistanceAndScale; constantsData.DistancesAndScale1 = Table[triple.I1].DistanceAndScale; constantsData.DistancesAndScale2 = triple.I2 >= 0 ? Table[triple.I2].DistanceAndScale : Vector4.Zero; constantsData.DistancesAndScaleFar0 = Table[triple.I0].DistanceAndScaleFar; constantsData.DistancesAndScaleFar1 = Table[triple.I1].DistanceAndScaleFar; constantsData.DistancesAndScaleFar2 = triple.I2 >= 0 ? Table[triple.I2].DistanceAndScaleFar : Vector4.Zero; constantsData.DistancesAndScaleFar3 = triple.I2 >= 0 ? Table[triple.I2].DistanceAndScaleFar3 : Vector2.Zero; constantsData.Far3Color = triple.I2 >= 0 ? Table[triple.I2].Far3Color : Color.Black; constantsData.ExtensionDetailScale0 = Table[triple.I0].ExtensionDetailScale; constantsData.ExtensionDetailScale1 = Table[triple.I1].ExtensionDetailScale; constantsData.ExtensionDetailScale2 = triple.I2 >= 0 ? Table[triple.I2].ExtensionDetailScale : 0; buffer = new byte[size]; fixed (byte* dstPtr = buffer) { MyMemory.CopyMemory(new IntPtr(dstPtr), new IntPtr(&constantsData), (uint)size); } } var version = triple.I0.GetHashCode(); MyHashHelper.Combine(ref version, triple.I1.GetHashCode()); MyHashHelper.Combine(ref version, triple.I2.GetHashCode()); return new MyMaterialProxy_2 { MaterialConstants = { BindFlag = MyBindFlag.BIND_PS, CB = MyCommon.GetMaterialCB(size), Version = version, Data = buffer }, MaterialSRVs = { // NOTE(AF) Adding BIND_VS here will interfere with shadows, causing flickering in the first cascade BindFlag = MyBindFlag.BIND_PS, StartSlot = 0, Version = version, SRVs = singleMaterial ? new ShaderResourceView[] { Table[triple.I0].Near.ColorMetalArray.ShaderView, Table[triple.I0].Far1.ColorMetalArray.ShaderView, Table[triple.I0].Far2.ColorMetalArray.ShaderView, Table[triple.I0].Near.NormalGlossArray.ShaderView, Table[triple.I0].Far1.NormalGlossArray.ShaderView, Table[triple.I0].Far2.NormalGlossArray.ShaderView, Table[triple.I0].Near.ExtArray.ShaderView, Table[triple.I0].Far1.ExtArray.ShaderView, Table[triple.I0].Far2.ExtArray.ShaderView, } : ( triple.I2 == -1 ? new ShaderResourceView[] { Table[triple.I0].Near.ColorMetalArray.ShaderView, Table[triple.I0].Far1.ColorMetalArray.ShaderView, Table[triple.I0].Far2.ColorMetalArray.ShaderView, Table[triple.I1].Near.ColorMetalArray.ShaderView, Table[triple.I1].Far1.ColorMetalArray.ShaderView, Table[triple.I1].Far2.ColorMetalArray.ShaderView, null, null, null, Table[triple.I0].Near.NormalGlossArray.ShaderView, Table[triple.I0].Far1.NormalGlossArray.ShaderView, Table[triple.I0].Far2.NormalGlossArray.ShaderView, Table[triple.I1].Near.NormalGlossArray.ShaderView, Table[triple.I1].Far1.NormalGlossArray.ShaderView, Table[triple.I1].Far2.NormalGlossArray.ShaderView, null, null, null, Table[triple.I0].Near.ExtArray.ShaderView, Table[triple.I0].Far1.ExtArray.ShaderView, Table[triple.I0].Far2.ExtArray.ShaderView, Table[triple.I1].Near.ExtArray.ShaderView, Table[triple.I1].Far1.ExtArray.ShaderView, Table[triple.I1].Far2.ExtArray.ShaderView, null, null, null } : new ShaderResourceView[] { Table[triple.I0].Near.ColorMetalArray.ShaderView, Table[triple.I0].Far1.ColorMetalArray.ShaderView, Table[triple.I0].Far2.ColorMetalArray.ShaderView, Table[triple.I1].Near.ColorMetalArray.ShaderView, Table[triple.I1].Far1.ColorMetalArray.ShaderView, Table[triple.I1].Far2.ColorMetalArray.ShaderView, Table[triple.I2].Near.ColorMetalArray.ShaderView, Table[triple.I2].Far1.ColorMetalArray.ShaderView, Table[triple.I2].Far2.ColorMetalArray.ShaderView, Table[triple.I0].Near.NormalGlossArray.ShaderView, Table[triple.I0].Far1.NormalGlossArray.ShaderView, Table[triple.I0].Far2.NormalGlossArray.ShaderView, Table[triple.I1].Near.NormalGlossArray.ShaderView, Table[triple.I1].Far1.NormalGlossArray.ShaderView, Table[triple.I1].Far2.NormalGlossArray.ShaderView, Table[triple.I2].Near.NormalGlossArray.ShaderView, Table[triple.I2].Far1.NormalGlossArray.ShaderView, Table[triple.I2].Far2.NormalGlossArray.ShaderView, Table[triple.I0].Near.ExtArray.ShaderView, Table[triple.I0].Far1.ExtArray.ShaderView, Table[triple.I0].Far2.ExtArray.ShaderView, Table[triple.I1].Near.ExtArray.ShaderView, Table[triple.I1].Far1.ExtArray.ShaderView, Table[triple.I1].Far2.ExtArray.ShaderView, Table[triple.I2].Near.ExtArray.ShaderView, Table[triple.I2].Far1.ExtArray.ShaderView, Table[triple.I2].Far2.ExtArray.ShaderView, } ) } }; }
internal static MyMaterialProxyId GetMaterialProxyId(MyVoxelMaterialTriple materialSet) { if (!MaterialProxyTripleIndex.ContainsKey(materialSet)) { var matId = MaterialProxyTripleIndex[materialSet] = MyMaterials1.AllocateProxy(); MyMaterials1.ProxyPool.Data[matId.Index] = CreateProxy(materialSet); } return MaterialProxyTripleIndex[materialSet]; }
static unsafe MyMaterialProxy_2 CreateProxy(MyVoxelMaterialTriple triple) { byte[] buffer; int size; bool singleMaterial = triple.I1 == -1 && triple.I2 == -1; if(singleMaterial) { size = sizeof(MyVoxelMaterialConstants); MyVoxelMaterialConstants constantsData = new MyVoxelMaterialConstants(); constantsData.Scales = Table[triple.I0].ScaleFactors; buffer = new byte[size]; fixed(byte* dstPtr = buffer) { MyMemory.CopyMemory(new IntPtr(dstPtr), new IntPtr(&constantsData), (uint)size); } } else { size = sizeof(MyVoxelMultiMaterialConstants); MyVoxelMultiMaterialConstants constantsData = new MyVoxelMultiMaterialConstants(); constantsData.Scales0 = Table[triple.I0].ScaleFactors; constantsData.Scales1 = Table[triple.I1].ScaleFactors; constantsData.Scales2 = triple.I2 >= 0 ? Table[triple.I2].ScaleFactors : Vector3.One; buffer = new byte[size]; fixed (byte* dstPtr = buffer) { MyMemory.CopyMemory(new IntPtr(dstPtr), new IntPtr(&constantsData), (uint)size); } } var version = triple.I0.GetHashCode(); MyHashHelper.Combine(ref version, triple.I1.GetHashCode()); MyHashHelper.Combine(ref version, triple.I2.GetHashCode()); return new MyMaterialProxy_2 { MaterialConstants = { BindFlag = MyBindFlag.BIND_PS, CB = MyCommon.GetMaterialCB(size), Version = version, Data = buffer }, MaterialSRVs = { BindFlag = MyBindFlag.BIND_PS, StartSlot = 0, Version = version, SRVs = singleMaterial ? new ShaderResourceView[] { Table[triple.I0].Near.ColorMetalArray.ShaderView, Table[triple.I0].Far1.ColorMetalArray.ShaderView, Table[triple.I0].Far2.ColorMetalArray.ShaderView, Table[triple.I0].Near.NormalGlossArray.ShaderView, Table[triple.I0].Far1.NormalGlossArray.ShaderView, Table[triple.I0].Far2.NormalGlossArray.ShaderView, } : ( triple.I2 == -1 ? new ShaderResourceView[] { Table[triple.I0].Near.ColorMetalArray.ShaderView, Table[triple.I0].Far1.ColorMetalArray.ShaderView, Table[triple.I0].Far2.ColorMetalArray.ShaderView, Table[triple.I1].Near.ColorMetalArray.ShaderView, Table[triple.I1].Far1.ColorMetalArray.ShaderView, Table[triple.I1].Far2.ColorMetalArray.ShaderView, null, null, null, Table[triple.I0].Near.NormalGlossArray.ShaderView, Table[triple.I0].Far1.NormalGlossArray.ShaderView, Table[triple.I0].Far2.NormalGlossArray.ShaderView, Table[triple.I1].Near.NormalGlossArray.ShaderView, Table[triple.I1].Far1.NormalGlossArray.ShaderView, Table[triple.I1].Far2.NormalGlossArray.ShaderView, null, null, null, null, null, null, null, null, null, null, null, null } : new ShaderResourceView[] { Table[triple.I0].Near.ColorMetalArray.ShaderView, Table[triple.I0].Far1.ColorMetalArray.ShaderView, Table[triple.I0].Far2.ColorMetalArray.ShaderView, Table[triple.I1].Near.ColorMetalArray.ShaderView, Table[triple.I1].Far1.ColorMetalArray.ShaderView, Table[triple.I1].Far2.ColorMetalArray.ShaderView, Table[triple.I2].Near.ColorMetalArray.ShaderView, Table[triple.I2].Far1.ColorMetalArray.ShaderView, Table[triple.I2].Far2.ColorMetalArray.ShaderView, Table[triple.I0].Near.NormalGlossArray.ShaderView, Table[triple.I0].Far1.NormalGlossArray.ShaderView, Table[triple.I0].Far2.NormalGlossArray.ShaderView, Table[triple.I1].Near.NormalGlossArray.ShaderView, Table[triple.I1].Far1.NormalGlossArray.ShaderView, Table[triple.I1].Far2.NormalGlossArray.ShaderView, Table[triple.I2].Near.NormalGlossArray.ShaderView, Table[triple.I2].Far1.NormalGlossArray.ShaderView, Table[triple.I2].Far2.NormalGlossArray.ShaderView, null, null, null, null, null, null, null, null, null } ) } }; }
static unsafe MyMaterialProxy_2 CreateProxy(MyVoxelMaterialTriple triple) { byte[] buffer; int size; bool singleMaterial = triple.I1 == -1 && triple.I2 == -1; if (singleMaterial) { size = sizeof(MyVoxelMaterialConstants); MyVoxelMaterialConstants constantsData = new MyVoxelMaterialConstants(); constantsData.Scales = Table[triple.I0].ScaleFactors; buffer = new byte[size]; fixed(byte *dstPtr = buffer) { MyMemory.CopyMemory(new IntPtr(dstPtr), new IntPtr(&constantsData), (uint)size); } } else { size = sizeof(MyVoxelMultiMaterialConstants); MyVoxelMultiMaterialConstants constantsData = new MyVoxelMultiMaterialConstants(); constantsData.Scales0 = Table[triple.I0].ScaleFactors; constantsData.Scales1 = Table[triple.I1].ScaleFactors; constantsData.Scales2 = triple.I2 >= 0 ? Table[triple.I2].ScaleFactors : Vector3.One; buffer = new byte[size]; fixed(byte *dstPtr = buffer) { MyMemory.CopyMemory(new IntPtr(dstPtr), new IntPtr(&constantsData), (uint)size); } } var version = triple.I0.GetHashCode(); MyHashHelper.Combine(ref version, triple.I1.GetHashCode()); MyHashHelper.Combine(ref version, triple.I2.GetHashCode()); return(new MyMaterialProxy_2 { MaterialConstants = { BindFlag = MyBindFlag.BIND_PS, CB = MyCommon.GetMaterialCB(size), Version = version, Data = buffer }, MaterialSRVs = { BindFlag = MyBindFlag.BIND_PS, StartSlot = 0, Version = version, SRVs = singleMaterial ? new ShaderResourceView[] { Table[triple.I0].Near.ColorMetalArray.ShaderView, Table[triple.I0].Far1.ColorMetalArray.ShaderView, Table[triple.I0].Far2.ColorMetalArray.ShaderView, Table[triple.I0].Near.NormalGlossArray.ShaderView, Table[triple.I0].Far1.NormalGlossArray.ShaderView, Table[triple.I0].Far2.NormalGlossArray.ShaderView, } : ( triple.I2 == -1 ? new ShaderResourceView[] { Table[triple.I0].Near.ColorMetalArray.ShaderView, Table[triple.I0].Far1.ColorMetalArray.ShaderView, Table[triple.I0].Far2.ColorMetalArray.ShaderView, Table[triple.I1].Near.ColorMetalArray.ShaderView, Table[triple.I1].Far1.ColorMetalArray.ShaderView, Table[triple.I1].Far2.ColorMetalArray.ShaderView, null, null, null, Table[triple.I0].Near.NormalGlossArray.ShaderView, Table[triple.I0].Far1.NormalGlossArray.ShaderView, Table[triple.I0].Far2.NormalGlossArray.ShaderView, Table[triple.I1].Near.NormalGlossArray.ShaderView, Table[triple.I1].Far1.NormalGlossArray.ShaderView, Table[triple.I1].Far2.NormalGlossArray.ShaderView, null, null, null, null, null, null, null, null, null, null, null, null } : new ShaderResourceView[] { Table[triple.I0].Near.ColorMetalArray.ShaderView, Table[triple.I0].Far1.ColorMetalArray.ShaderView, Table[triple.I0].Far2.ColorMetalArray.ShaderView, Table[triple.I1].Near.ColorMetalArray.ShaderView, Table[triple.I1].Far1.ColorMetalArray.ShaderView, Table[triple.I1].Far2.ColorMetalArray.ShaderView, Table[triple.I2].Near.ColorMetalArray.ShaderView, Table[triple.I2].Far1.ColorMetalArray.ShaderView, Table[triple.I2].Far2.ColorMetalArray.ShaderView, Table[triple.I0].Near.NormalGlossArray.ShaderView, Table[triple.I0].Far1.NormalGlossArray.ShaderView, Table[triple.I0].Far2.NormalGlossArray.ShaderView, Table[triple.I1].Near.NormalGlossArray.ShaderView, Table[triple.I1].Far1.NormalGlossArray.ShaderView, Table[triple.I1].Far2.NormalGlossArray.ShaderView, Table[triple.I2].Near.NormalGlossArray.ShaderView, Table[triple.I2].Far1.NormalGlossArray.ShaderView, Table[triple.I2].Far2.NormalGlossArray.ShaderView, null, null, null, null, null, null, null, null, null } ) } }); }
static MyMaterialProxy_2 CreateProxy(MyVoxelMaterialTriple triple) { // TODO: fill return(new MyMaterialProxy_2()); }
static unsafe MyMaterialProxy_2 CreateProxy(MyVoxelMaterialTriple triple) { byte[] buffer; int size; MyRenderProxy.Assert(triple.I0 < Table.Length, "Index to table incorrect"); MyRenderProxy.Assert(triple.I1 < Table.Length, "Index to table incorrect"); MyRenderProxy.Assert(triple.I2 < Table.Length, "Index to table incorrect"); //TODO: This shouldnt happen if Table is created correctly if (triple.I0 >= Table.Length) { triple.I0 = 0; } if (triple.I1 >= Table.Length) { triple.I1 = -1; } if (triple.I2 >= Table.Length) { triple.I2 = -1; } //////end of hack bool singleMaterial = triple.I1 == -1 && triple.I2 == -1; if (singleMaterial) { size = sizeof(MyVoxelMaterialConstants); MyVoxelMaterialConstants constantsData = new MyVoxelMaterialConstants(); FillVoxelMaterialEntry(ref constantsData.entry, ref Table[triple.I0]); buffer = new byte[size]; fixed(byte *dstPtr = buffer) { #if XB1 SharpDX.Utilities.CopyMemory(new IntPtr(dstPtr), new IntPtr(&constantsData), size); #else // !XB1 MyMemory.CopyMemory(new IntPtr(dstPtr), new IntPtr(&constantsData), (uint)size); #endif // !XB1 } } else { size = sizeof(MyVoxelMultiMaterialConstants); MyVoxelMultiMaterialConstants constantsData = new MyVoxelMultiMaterialConstants(); FillVoxelMaterialEntry(ref constantsData.entry0, ref Table[triple.I0]); FillVoxelMaterialEntry(ref constantsData.entry1, ref Table[triple.I1]); if (triple.I2 >= 0) { FillVoxelMaterialEntry(ref constantsData.entry2, ref Table[triple.I2]); } else { ResetVoxelMaterialEntry(out constantsData.entry2); } buffer = new byte[size]; fixed(byte *dstPtr = buffer) { #if XB1 SharpDX.Utilities.CopyMemory(new IntPtr(dstPtr), new IntPtr(&constantsData), size); #else // !XB1 MyMemory.CopyMemory(new IntPtr(dstPtr), new IntPtr(&constantsData), (uint)size); #endif // !XB1 } } var version = triple.I0.GetHashCode(); MyHashHelper.Combine(ref version, triple.I1.GetHashCode()); MyHashHelper.Combine(ref version, triple.I2.GetHashCode()); MyConstantsPack materialConstants = new MyConstantsPack { BindFlag = MyBindFlag.BIND_PS, CB = MyCommon.GetMaterialCB(size), Version = version, Data = buffer }; MySrvTable srvTable = new MySrvTable { // NOTE(AF) Adding BIND_VS here will interfere with shadows, causing flickering in the first cascade BindFlag = MyBindFlag.BIND_PS, StartSlot = 0, Version = version, Srvs = new ISrvBindable[] { MyGlobalResources.FileArrayTextureVoxelCM, MyGlobalResources.FileArrayTextureVoxelNG, MyGlobalResources.FileArrayTextureVoxelExt, } }; return(new MyMaterialProxy_2 { MaterialConstants = materialConstants, MaterialSrvs = srvTable }); }