public InstancedSkinnedSceneObject(GraphicsDevice graphicsDevice, ISkinnedInstanceSource source, DeferredSasEffect sourceEffect)
            : base()
        {
            _maxInstances = 15;
            _instancesCount = 0;

            _graphicsDevice = graphicsDevice;
            _sourceEffect = sourceEffect;
            _boundingSphere = new BoundingSphere(Vector3.Zero, float.MaxValue);
            _boundingBox = BoundingBox.CreateFromSphere(_boundingSphere);
            _model = source;
            _animationTexture = _model.InstancedSkinningData.AnimationTexture;         
            base.Visibility = ObjectVisibility.RenderedAndCastShadows;
            base.UpdateType = UpdateType.Automatic;
            BuildRenderableMeshes(_model.Model);
            InitializeInstanceData();            
            InitializeEffect();
        }
Exemplo n.º 2
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        public InstancedSkinnedSceneObject(GraphicsDevice graphicsDevice, ISkinnedInstanceSource source, DeferredSasEffect sourceEffect)
            : base()
        {
            _maxInstances   = 15;
            _instancesCount = 0;

            _graphicsDevice   = graphicsDevice;
            _sourceEffect     = sourceEffect;
            _boundingSphere   = new BoundingSphere(Vector3.Zero, float.MaxValue);
            _boundingBox      = BoundingBox.CreateFromSphere(_boundingSphere);
            _model            = source;
            _animationTexture = _model.InstancedSkinningData.AnimationTexture;
            base.Visibility   = ObjectVisibility.RenderedAndCastShadows;
            base.UpdateType   = UpdateType.Automatic;
            BuildRenderableMeshes(_model.Model);
            InitializeInstanceData();
            InitializeEffect();
        }
Exemplo n.º 3
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 protected internal SkinnedInstanceFactory(GraphicsDevice graphicsDevice, ISkinnedInstanceSource source, DeferredSasEffect shader)
 {
     _graphicsDevice = graphicsDevice;
     _source = source;
     _shader = shader;           
 }
Exemplo n.º 4
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 public SkinnedInstanceFactory CreateSkinnedInstanceFactory(ISkinnedInstanceSource source, DeferredSasEffect shader)
 {
     var skinnedInstanceFactory = new SkinnedInstanceFactory(_graphicsDeviceService.GraphicsDevice, source, shader);
     _skinnedInstanceFactories.Add(skinnedInstanceFactory);
     return skinnedInstanceFactory;
 }
Exemplo n.º 5
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 protected internal SkinnedInstanceFactory(GraphicsDevice graphicsDevice, ISkinnedInstanceSource source, DeferredSasEffect shader)
 {
     _graphicsDevice = graphicsDevice;
     _source         = source;
     _shader         = shader;
 }
Exemplo n.º 6
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        private void BuildRenderableMeshes(Model model)
        {
            List <short> indices = new List <short>();
            List <InstancedVertexPositionNormalTextureBumpSkin> vertices = new List <InstancedVertexPositionNormalTextureBumpSkin>();
            Dictionary <int, int> indexRemap = new Dictionary <int, int>();

            // Get the model transforms for baking down vertices into object space (XNA Models are stored in mesh space).
            Matrix[] boneArray = new Matrix[model.Bones.Count];
            model.CopyAbsoluteBoneTransformsTo(boneArray);


            foreach (ModelMesh modelMesh in model.Meshes)
            {
                Debug.WriteLine("Building " + modelMesh.Name);
                Matrix meshToObject = boneArray[modelMesh.ParentBone.Index];

                for (int p = 0; p < modelMesh.MeshParts.Count; p++)
                {
                    ModelMeshPart modelMeshPart = modelMesh.MeshParts[p];

                    int vertexCount = modelMeshPart.VertexBuffer.VertexCount;
                    int indexCount  = modelMeshPart.IndexBuffer.IndexCount;

                    indexRemap.Clear();

                    vertices.Clear();
                    indices.Clear();

                    // Create a material for this meshpart
                    // TODO: Group data by effects
                    DeferredSasEffect partEffect = (DeferredSasEffect)_sourceEffect.Clone();
                    partEffect.Parameters["AnimationTexture"].SetValue(_animationTexture);
                    partEffect.Parameters["BoneDelta"].SetValue(1f / _animationTexture.Width);
                    partEffect.Parameters["RowDelta"].SetValue(1f / _animationTexture.Height);
                    DeferredObjectEffect effect = (DeferredObjectEffect)modelMeshPart.Effect;
                    partEffect.Parameters["DiffuseTexture"].SetValue(effect.DiffuseMapTexture);

                    short[] sourceIndices = new short[modelMeshPart.PrimitiveCount * 3];
                    modelMeshPart.IndexBuffer.GetData <short>(modelMeshPart.StartIndex * 2, sourceIndices, 0, modelMeshPart.PrimitiveCount * 3);

                    InstancedVertexPositionNormalTextureBumpSkin[] sourceVertices = new InstancedVertexPositionNormalTextureBumpSkin[modelMeshPart.NumVertices];
                    modelMeshPart.VertexBuffer.GetData <InstancedVertexPositionNormalTextureBumpSkin>(modelMeshPart.VertexOffset * modelMeshPart.VertexBuffer.VertexDeclaration.VertexStride, sourceVertices, 0, modelMeshPart.NumVertices, modelMeshPart.VertexBuffer.VertexDeclaration.VertexStride);

                    for (int instance = 0; instance < _maxInstances; instance++)
                    {
                        for (int i = 0; i < sourceIndices.Length; i++)
                        {
                            indices.Add((short)((sourceIndices[i]) + (instance * sourceVertices.Length)));
                        }

                        for (int i = 0; i < sourceVertices.Length; i++)
                        {
                            sourceVertices[i].TextureCoordinate2 = new Vector2(instance, 0);
                            vertices.Add(sourceVertices[i]);
                        }
                    }

                    VertexBuffer vertexBuffer = new VertexBuffer(_graphicsDevice, typeof(InstancedVertexPositionNormalTextureBumpSkin), vertices.Count, BufferUsage.None);
                    vertexBuffer.SetData <InstancedVertexPositionNormalTextureBumpSkin>(vertices.ToArray());
                    IndexBuffer indexBuffer = new IndexBuffer(_graphicsDevice, IndexElementSize.SixteenBits, indices.Count, BufferUsage.None);
                    indexBuffer.SetData <short>(indices.ToArray());

                    RenderableMesh renderableMesh = new RenderableMesh();
                    renderableMesh.Build(this, partEffect, Matrix.Identity, _boundingSphere, _boundingBox,
                                         indexBuffer, vertexBuffer, 0, PrimitiveType.TriangleList, indexBuffer.IndexCount / 3, 0, vertexBuffer.VertexCount, 0, true);
                    base.Add(renderableMesh);
                }
            }
        }
Exemplo n.º 7
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        public SkinnedInstanceFactory CreateSkinnedInstanceFactory(ISkinnedInstanceSource source, DeferredSasEffect shader)
        {
            var skinnedInstanceFactory = new SkinnedInstanceFactory(_graphicsDeviceService.GraphicsDevice, source, shader);

            _skinnedInstanceFactories.Add(skinnedInstanceFactory);
            return(skinnedInstanceFactory);
        }