Exemplo n.º 1
0
        private void UpdateState(DrawingState drawingState, PrimitiveTopologyState topologyState)
        {
            if (drawingState != _currentDrawingState)
            {
                _currentDrawingState = drawingState;
                switch (_currentDrawingState)
                {
                    case DrawingState.Standard:
                        _context.InputAssembler.InputLayout = _vertexLayouts.StandardLayout;
                        _currentTechnique = _standardSmooth;
                        break;

                    case DrawingState.StandardFlat:
                        _context.InputAssembler.InputLayout = _vertexLayouts.StandardLayout;
                        _currentTechnique = _standardFlat;
                        break;

                    case DrawingState.StandardWirefame:
                        _context.InputAssembler.InputLayout = _vertexLayouts.StandardLayout;
                        _currentTechnique = _standardWireframe;
                        break;

                    case DrawingState.Prelit:
                        _context.InputAssembler.InputLayout = _vertexLayouts.PrelitLayout;
                        _currentTechnique = _prelitSmooth;
                        break;

                    case DrawingState.PrelitFlat:
                        _context.InputAssembler.InputLayout = _vertexLayouts.PrelitLayout;
                        _currentTechnique = _prelitFlat;
                        break;

                    case DrawingState.PrelitWireframe:
                        _context.InputAssembler.InputLayout = _vertexLayouts.PrelitLayout;
                        _currentTechnique = _prelitWireframe;
                        break;

                    default:
                        throw new NotSupportedException();
                }
            }

            if(topologyState != _currentTopologyState)
            {
                _currentTopologyState = topologyState;
                switch (_currentTopologyState)
                {
                    case PrimitiveTopologyState.TriangleList:
                        _context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
                        break;
                    case PrimitiveTopologyState.LineList:
                        _context.InputAssembler.PrimitiveTopology = PrimitiveTopology.LineList;
                        break;
                }
            }
        }
Exemplo n.º 2
0
        public DrawingManager(DeviceManager deviceManager)
        {
            _device = deviceManager.Device;
            _context = deviceManager.Context;
            _vertexLayouts = deviceManager.VertexLayouts;

            var effect = deviceManager.Effect;

            _standardSmooth = effect.GetTechniqueByName("Standard|Smooth");
            _standardFlat = effect.GetTechniqueByName("Standard|Flat");
            _standardWireframe = effect.GetTechniqueByName("Standard|Wireframe");
            _prelitSmooth = effect.GetTechniqueByName("Prelit|Smooth");
            _prelitFlat = effect.GetTechniqueByName("Prelit|Flat");
            _prelitWireframe = effect.GetTechniqueByName("Prelit|Wireframe");

            _worldMatrix = effect.GetVariableByName("g_WorldMatrix").AsMatrix();
            _postWorldMatrix = effect.GetVariableByName("g_PostWorldMatrix").AsMatrix();
            _viewMatrix = effect.GetVariableByName("g_ViewMatrix").AsMatrix();
            _projectionMatrix = effect.GetVariableByName("g_ProjectionMatrix").AsMatrix();
            _color = effect.GetVariableByName("g_Color").AsVector();
            _opacity = effect.GetVariableByName("g_Opacity").AsScalar();
            _ambient = effect.GetVariableByName("g_Ambient").AsScalar();
            _diffuse = effect.GetVariableByName("g_Diffuse").AsScalar();
            _texture = effect.GetVariableByName("g_Texture").AsShaderResource();
            _mask = effect.GetVariableByName("g_Mask").AsShaderResource();
            _textureSampler = effect.GetVariableByName("g_TextureSampler").AsSampler();
            _hasTexture = effect.GetVariableByName("g_HasTexture").AsScalar();
            _hasMask = effect.GetVariableByName("g_HasMask").AsScalar();
            _isInstanced = effect.GetVariableByName("g_IsInstanced").AsScalar();
            _isColorTinted = effect.GetVariableByName("g_IsColorTinted").AsScalar();
            _globalLight = effect.GetVariableByName("g_GlobalLight");
            _lightViewProjectionMatrix = effect.GetVariableByName("g_LightViewProjectionMatrix").AsMatrix();

            //Set the states to Unknown initially.
            _currentDrawingState = DrawingState.Unknown;
            _currentTopologyState = PrimitiveTopologyState.Unknown;

            //Set the default of the g_PostWorldMatrix to Identity, so it isn't required to be set.
            _postWorldMatrix.SetMatrix(Matrix.Identity);

            //Setup shadow map technique.
            var shadowEffect = deviceManager.ShadowEffect;
            _shadowMapStandard = shadowEffect.GetTechniqueByName("ShadowMapTechnique|Standard");
            _shadowMapPrelit = shadowEffect.GetTechniqueByName("ShadowMapTechnique|Prelit");

            _isShadowInstanced = shadowEffect.GetVariableByName("g_IsInstanced").AsScalar();
            _shadowWorldMatrix = shadowEffect.GetVariableByName("g_WorldMatrix").AsMatrix();
            _shadowHasMask = shadowEffect.GetVariableByName("g_HasMask").AsScalar();
            _shadowMask = shadowEffect.GetVariableByName("g_Mask").AsShaderResource();
            _shadowLightViewProjectionMatrix = shadowEffect.GetVariableByName("g_LightViewProjectionMatrix").AsMatrix();
        }
Exemplo n.º 3
0
        private void UpdateShadowState(bool isPrelit)
        {
            _currentDrawingState = DrawingState.Unknown;
            _currentTopologyState = PrimitiveTopologyState.Unknown;

            _context.InputAssembler.InputLayout = isPrelit ? _vertexLayouts.PrelitLayout : _vertexLayouts.StandardLayout;
            _currentTechnique = isPrelit ? _shadowMapPrelit : _shadowMapStandard;
            _context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
        }