public static InstancedModelData CreateInstancedModelData(Model model, int[] meshDrawOrders)
        {
            DynamicArray <InstancedVertex> dynamicArray  = new DynamicArray <InstancedVertex>();
            DynamicArray <ushort>          dynamicArray2 = new DynamicArray <ushort>();

            for (int i = 0; i < meshDrawOrders.Length; i++)
            {
                ModelMesh modelMesh = model.Meshes[meshDrawOrders[i]];
                foreach (ModelMeshPart meshPart in modelMesh.MeshParts)
                {
                    _ = dynamicArray.Count;
                    VertexBuffer vertexBuffer = meshPart.VertexBuffer;
                    IndexBuffer  indexBuffer  = meshPart.IndexBuffer;
                    ReadOnlyList <VertexElement> vertexElements = vertexBuffer.VertexDeclaration.VertexElements;
                    ushort[] indexData = BlockMesh.GetIndexData <ushort>(indexBuffer);
                    Dictionary <ushort, ushort> dictionary = new Dictionary <ushort, ushort>();
                    if (vertexElements.Count != 3 || vertexElements[0].Offset != 0 || !(vertexElements[0].Semantic == VertexElementSemantic.Position.GetSemanticString()) || vertexElements[1].Offset != 12 || !(vertexElements[1].Semantic == VertexElementSemantic.Normal.GetSemanticString()) || vertexElements[2].Offset != 24 || !(vertexElements[2].Semantic == VertexElementSemantic.TextureCoordinate.GetSemanticString()))
                    {
                        throw new InvalidOperationException("Unsupported vertex format.");
                    }
                    SourceModelVertex[] vertexData = BlockMesh.GetVertexData <SourceModelVertex>(vertexBuffer);
                    for (int j = meshPart.StartIndex; j < meshPart.StartIndex + meshPart.IndicesCount; j++)
                    {
                        ushort num = indexData[j];
                        if (!dictionary.ContainsKey(num))
                        {
                            dictionary.Add(num, (ushort)dynamicArray.Count);
                            InstancedVertex   item = default(InstancedVertex);
                            SourceModelVertex sourceModelVertex = vertexData[num];
                            item.X        = sourceModelVertex.X;
                            item.Y        = sourceModelVertex.Y;
                            item.Z        = sourceModelVertex.Z;
                            item.Nx       = sourceModelVertex.Nx;
                            item.Ny       = sourceModelVertex.Ny;
                            item.Nz       = sourceModelVertex.Nz;
                            item.Tx       = sourceModelVertex.Tx;
                            item.Ty       = sourceModelVertex.Ty;
                            item.Instance = modelMesh.ParentBone.Index;
                            dynamicArray.Add(item);
                        }
                    }
                    for (int k = 0; k < meshPart.IndicesCount / 3; k++)
                    {
                        dynamicArray2.Add(dictionary[indexData[meshPart.StartIndex + 3 * k]]);
                        dynamicArray2.Add(dictionary[indexData[meshPart.StartIndex + 3 * k + 1]]);
                        dynamicArray2.Add(dictionary[indexData[meshPart.StartIndex + 3 * k + 2]]);
                    }
                }
            }
            InstancedModelData instancedModelData = new InstancedModelData();

            instancedModelData.VertexBuffer = new VertexBuffer(InstancedModelData.VertexDeclaration, dynamicArray.Count);
            instancedModelData.IndexBuffer  = new IndexBuffer(IndexFormat.SixteenBits, dynamicArray2.Count);
            instancedModelData.VertexBuffer.SetData(dynamicArray.Array, 0, dynamicArray.Count);
            instancedModelData.IndexBuffer.SetData(dynamicArray2.Array, 0, dynamicArray2.Count);
            return(instancedModelData);
        }
Пример #2
0
        /// <summary>
        /// Adds a display object to the batch.
        /// </summary>
        /// <param name="displayObject">Display object to add.</param>
        /// <param name="drawer">Drawer of the batch.</param>
        public bool Add(ModelDisplayObject displayObject, InstancedModelDrawer drawer)
        {
            //In theory, don't need to test for dupliate entries since batch.Add
            //should only be called through a InstancedModelDrawer's add (which checks beforehand).
            if (displayObjects.Count == MaximumObjectsPerBatch ||
                ((indices.Length / 3 + displayObject.GetTriangleCountEstimate()) > MaximumPrimitiveCountPerBatch &&
                 displayObjects.Count > 0))
            {
                return(false);
            }
            displayObjects.Add(displayObject);
            int instanceIndex = displayObjects.Count - 1;
            var textureIndex  = displayObject.TextureIndex;

            displayObject.GetVertexData(vertexList, indexList, this, (ushort)vertices.Length, indices.Length, instanceIndex);
            //Add the data to the batch.
            var newVertices = new VertexPositionNormalTexture[vertices.Length + vertexList.Count];

            vertices.CopyTo(newVertices, 0);
            vertexList.CopyTo(newVertices, vertices.Length);
            vertices = newVertices;

            var newIndices = new ushort[indices.Length + indexList.Count];

            indices.CopyTo(newIndices, 0);
            indexList.CopyTo(newIndices, indices.Length);
            indices = newIndices;

            var newInstancingVertices = new InstancedVertex[instancedVertices.Length + vertexList.Count];

            instancedVertices.CopyTo(newInstancingVertices, 0);
            for (int i = instancedVertices.Length; i < newInstancingVertices.Length; i++)
            {
                newInstancingVertices[i] = new InstancedVertex {
                    InstanceIndex = instanceIndex, TextureIndex = textureIndex
                }
            }
            ;
            instancedVertices = newInstancingVertices;

            vertexBuffer = new VertexBuffer(graphicsDevice, VertexPositionNormalTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
            vertexBuffer.SetData(vertices);
            instancingBuffer = new VertexBuffer(graphicsDevice, InstancedVertex.VertexDeclaration, instancedVertices.Length, BufferUsage.WriteOnly);
            instancingBuffer.SetData(instancedVertices);
            bindings    = new VertexBufferBinding[] { vertexBuffer, instancingBuffer };
            indexBuffer = new IndexBuffer(graphicsDevice, IndexElementSize.SixteenBits, indices.Length, BufferUsage.WriteOnly);
            indexBuffer.SetData(indices);

            vertexList.Clear();
            indexList.Clear();
            return(true);
        }
Пример #3
0
        /// <summary>
        /// Adds a display object to the batch.
        /// </summary>
        /// <param name="displayObject">Display object to add.</param>
        /// <param name="drawer">Drawer of the batch.</param>
        public unsafe bool Add(ModelDisplayObject displayObject, InstancedModelDrawer drawer)
        {
            //In theory, don't need to test for duplicate entries since batch.Add
            //should only be called through a InstancedModelDrawer's add (which checks beforehand).
            if (displayObjects.Count == MaximumObjectsPerBatch ||
                ((indexCount / 3 + displayObject.GetTriangleCountEstimate()) > MaximumPrimitiveCountPerBatch &&
                 displayObjects.Count > 0))
            {
                return(false);
            }
            displayObjects.Add(displayObject);
            int instanceIndex = displayObjects.Count - 1;
            var textureIndex  = displayObject.TextureIndex;

            //OUegheogh, this could just directly write into the batch's vertex/index cache rather than going through a list and recopy.
            displayObject.GetVertexData(vertexList, indexList, this, (ushort)vertexCount, indexCount, instanceIndex);
            vertexList.CopyTo(vertices, vertexCount);
            indexList.CopyTo(indices, indexCount);

            var newIndexCount  = indexCount + indexList.Count;
            var newVertexCount = vertexCount + vertexList.Count;

            for (int i = vertexCount; i < newVertexCount; i++)
            {
                instancedVertices[i] = new InstancedVertex {
                    InstanceIndex = instanceIndex, TextureIndex = textureIndex
                }
            }
            ;

            vertexBuffer.SetData(sizeof(VertexPositionNormalTexture) * vertexCount, vertices, vertexCount, vertexList.Count, sizeof(VertexPositionNormalTexture));
            instancedBuffer.SetData(sizeof(InstancedVertex) * vertexCount, instancedVertices, vertexCount, vertexList.Count, sizeof(InstancedVertex));
            indexBuffer.SetData(sizeof(ushort) * indexCount, indices, indexCount, indexList.Count);

            vertexCount = newVertexCount;
            indexCount  = newIndexCount;

            vertexList.Clear();
            indexList.Clear();
            return(true);
        }
        /// <summary>
        /// Adds a display object to the batch.
        /// </summary>
        /// <param name="displayObject">Display object to add.</param>
        /// <param name="drawer">Drawer of the batch.</param>
        public bool Add(ModelDisplayObject displayObject, InstancedModelDrawer drawer)
        {
            //In theory, don't need to test for dupliate entries since batch.Add
            //should only be called through a InstancedModelDrawer's add (which checks beforehand).
            if (displayObjects.Count == MaximumObjectsPerBatch ||
                ((indices.Length / 3 + displayObject.GetTriangleCountEstimate()) > MaximumPrimitiveCountPerBatch &&
                 displayObjects.Count > 0))
                return false;
            displayObjects.Add(displayObject);
            int instanceIndex = displayObjects.Count - 1;
            var textureIndex = displayObject.TextureIndex;
            displayObject.GetVertexData(vertexList, indexList, this, (ushort)vertices.Length, indices.Length, instanceIndex);
            //Add the data to the batch.
            var newVertices = new VertexPositionNormalTexture[vertices.Length + vertexList.Count];
            vertices.CopyTo(newVertices, 0);
            vertexList.CopyTo(newVertices, vertices.Length);
            vertices = newVertices;

            var newIndices = new ushort[indices.Length + indexList.Count];
            indices.CopyTo(newIndices, 0);
            indexList.CopyTo(newIndices, indices.Length);
            indices = newIndices;

            var newInstancingVertices = new InstancedVertex[instancedVertices.Length + vertexList.Count];
            instancedVertices.CopyTo(newInstancingVertices, 0);
            for (int i = instancedVertices.Length; i < newInstancingVertices.Length; i++)
                newInstancingVertices[i] = new InstancedVertex { InstanceIndex = instanceIndex, TextureIndex = textureIndex };
            instancedVertices = newInstancingVertices;

            vertexBuffer = new VertexBuffer(graphicsDevice, VertexPositionNormalTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
            vertexBuffer.SetData(vertices);
            instancingBuffer = new VertexBuffer(graphicsDevice, InstancedVertex.VertexDeclaration, instancedVertices.Length, BufferUsage.WriteOnly);
            instancingBuffer.SetData(instancedVertices);
            bindings = new VertexBufferBinding[] { vertexBuffer, instancingBuffer };
            indexBuffer = new IndexBuffer(graphicsDevice, IndexElementSize.SixteenBits, indices.Length, BufferUsage.WriteOnly);
            indexBuffer.SetData(indices);

            vertexList.Clear();
            indexList.Clear();
            return true;
        }
        /// <summary>
        /// Removes a display object from the batch.
        /// </summary>
        /// <param name="displayObject">Display object to remove.</param>
        /// <param name="drawer">Instanced model drawer doing the removal.</param>
        public void Remove(ModelDisplayObject displayObject, InstancedModelDrawer drawer)
        {
            //Modify vertex buffer
            var newVertices = new VertexPositionNormalTexture[vertices.Length - displayObject.BatchInformation.VertexCount];
            //Copy the first part back (before the display object)
            Array.Copy(vertices, 0, newVertices, 0, displayObject.BatchInformation.BaseVertexBufferIndex);
            //Copy the second part back (after the display object)
            Array.Copy(vertices, displayObject.BatchInformation.BaseVertexBufferIndex + displayObject.BatchInformation.VertexCount,
                       newVertices, displayObject.BatchInformation.BaseVertexBufferIndex,
                       vertices.Length - (displayObject.BatchInformation.BaseVertexBufferIndex + displayObject.BatchInformation.VertexCount));
            vertices = newVertices;



            //Modify index buffer
            var newIndices = new ushort[indices.Length - displayObject.BatchInformation.IndexCount];
            //Copy the first part back (before the display object)
            Array.Copy(indices, 0, newIndices, 0, displayObject.BatchInformation.BaseIndexBufferIndex);
            //Copy the second part back (after the display object)
            Array.Copy(indices, displayObject.BatchInformation.BaseIndexBufferIndex + displayObject.BatchInformation.IndexCount,
                       newIndices, displayObject.BatchInformation.BaseIndexBufferIndex,
                       indices.Length - (displayObject.BatchInformation.BaseIndexBufferIndex + displayObject.BatchInformation.IndexCount));
            indices = newIndices;
            //The index buffer's data is now wrong though.  We deleted a bunch of vertices.
            //So go through the index buffer starting at the point of deletion and decrease the values appropriately.
            for (int i = displayObject.BatchInformation.BaseIndexBufferIndex; i < indices.Length; i++)
                indices[i] -= (ushort)displayObject.BatchInformation.VertexCount;

            //Modify instancing indices
            var newInstancedVertices = new InstancedVertex[instancedVertices.Length - displayObject.BatchInformation.VertexCount];
            //Copy the first part back (before the display object)
            Array.Copy(instancedVertices, 0, newInstancedVertices, 0, displayObject.BatchInformation.BaseVertexBufferIndex);
            //Copy the second part back (after the display object)
            Array.Copy(instancedVertices, displayObject.BatchInformation.BaseVertexBufferIndex + displayObject.BatchInformation.VertexCount,
                       newInstancedVertices, displayObject.BatchInformation.BaseVertexBufferIndex,
                       instancedVertices.Length - (displayObject.BatchInformation.BaseVertexBufferIndex + displayObject.BatchInformation.VertexCount));
            instancedVertices = newInstancedVertices;
            //Like with the index buffer, go through the buffer starting at the point of deletion and decrease the values appropriately.
            for (int i = displayObject.BatchInformation.BaseVertexBufferIndex; i < instancedVertices.Length; i++)
                instancedVertices[i].InstanceIndex--;

            displayObjects.Remove(displayObject);
            //Move the subsequent display objects list indices and base vertices/indices.
            for (int i = displayObject.BatchInformation.BatchListIndex; i < DisplayObjects.Count; i++)
            {
                DisplayObjects[i].BatchInformation.BatchListIndex--;
                DisplayObjects[i].BatchInformation.BaseVertexBufferIndex -= displayObject.BatchInformation.VertexCount;
                DisplayObjects[i].BatchInformation.BaseIndexBufferIndex -= displayObject.BatchInformation.IndexCount;
            }
            // Tell ModelDisplayObject that it got removed (batch, indices).
            displayObject.ClearBatchReferences();


            //If there weren't any vertices, this batch is about to die.
            if (displayObjects.Count > 0)
            {
                vertexBuffer = new VertexBuffer(graphicsDevice, VertexPositionNormalTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
                vertexBuffer.SetData(vertices);

                instancingBuffer = new VertexBuffer(graphicsDevice, InstancedVertex.VertexDeclaration, instancedVertices.Length, BufferUsage.WriteOnly);
                instancingBuffer.SetData(instancedVertices);

                indexBuffer = new IndexBuffer(graphicsDevice, IndexElementSize.SixteenBits, indices.Length, BufferUsage.WriteOnly);
                indexBuffer.SetData(indices);

                bindings = new VertexBufferBinding[] { vertexBuffer, instancingBuffer };
            }
        }
Пример #6
0
        /// <summary>
        /// Removes a display object from the batch.
        /// </summary>
        /// <param name="displayObject">Display object to remove.</param>
        /// <param name="drawer">Instanced model drawer doing the removal.</param>
        public void Remove(ModelDisplayObject displayObject, InstancedModelDrawer drawer)
        {
            //Modify vertex buffer
            var newVertices = new VertexPositionNormalTexture[vertices.Length - displayObject.BatchInformation.VertexCount];

            //Copy the first part back (before the display object)
            Array.Copy(vertices, 0, newVertices, 0, displayObject.BatchInformation.BaseVertexBufferIndex);
            //Copy the second part back (after the display object)
            Array.Copy(vertices, displayObject.BatchInformation.BaseVertexBufferIndex + displayObject.BatchInformation.VertexCount,
                       newVertices, displayObject.BatchInformation.BaseVertexBufferIndex,
                       vertices.Length - (displayObject.BatchInformation.BaseVertexBufferIndex + displayObject.BatchInformation.VertexCount));
            vertices = newVertices;



            //Modify index buffer
            var newIndices = new ushort[indices.Length - displayObject.BatchInformation.IndexCount];

            //Copy the first part back (before the display object)
            Array.Copy(indices, 0, newIndices, 0, displayObject.BatchInformation.BaseIndexBufferIndex);
            //Copy the second part back (after the display object)
            Array.Copy(indices, displayObject.BatchInformation.BaseIndexBufferIndex + displayObject.BatchInformation.IndexCount,
                       newIndices, displayObject.BatchInformation.BaseIndexBufferIndex,
                       indices.Length - (displayObject.BatchInformation.BaseIndexBufferIndex + displayObject.BatchInformation.IndexCount));
            indices = newIndices;
            //The index buffer's data is now wrong though.  We deleted a bunch of vertices.
            //So go through the index buffer starting at the point of deletion and decrease the values appropriately.
            for (int i = displayObject.BatchInformation.BaseIndexBufferIndex; i < indices.Length; i++)
            {
                indices[i] -= (ushort)displayObject.BatchInformation.VertexCount;
            }

            //Modify instancing indices
            var newInstancedVertices = new InstancedVertex[instancedVertices.Length - displayObject.BatchInformation.VertexCount];

            //Copy the first part back (before the display object)
            Array.Copy(instancedVertices, 0, newInstancedVertices, 0, displayObject.BatchInformation.BaseVertexBufferIndex);
            //Copy the second part back (after the display object)
            Array.Copy(instancedVertices, displayObject.BatchInformation.BaseVertexBufferIndex + displayObject.BatchInformation.VertexCount,
                       newInstancedVertices, displayObject.BatchInformation.BaseVertexBufferIndex,
                       instancedVertices.Length - (displayObject.BatchInformation.BaseVertexBufferIndex + displayObject.BatchInformation.VertexCount));
            instancedVertices = newInstancedVertices;
            //Like with the index buffer, go through the buffer starting at the point of deletion and decrease the values appropriately.
            for (int i = displayObject.BatchInformation.BaseVertexBufferIndex; i < instancedVertices.Length; i++)
            {
                instancedVertices[i].InstanceIndex--;
            }

            displayObjects.Remove(displayObject);
            //Move the subsequent display objects list indices and base vertices/indices.
            for (int i = displayObject.BatchInformation.BatchListIndex; i < DisplayObjects.Count; i++)
            {
                DisplayObjects[i].BatchInformation.BatchListIndex--;
                DisplayObjects[i].BatchInformation.BaseVertexBufferIndex -= displayObject.BatchInformation.VertexCount;
                DisplayObjects[i].BatchInformation.BaseIndexBufferIndex  -= displayObject.BatchInformation.IndexCount;
            }
            // Tell ModelDisplayObject that it got removed (batch, indices).
            displayObject.ClearBatchReferences();


            //If there weren't any vertices, this batch is about to die.
            if (displayObjects.Count > 0)
            {
                vertexBuffer = new VertexBuffer(graphicsDevice, VertexPositionNormalTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
                vertexBuffer.SetData(vertices);

                instancingBuffer = new VertexBuffer(graphicsDevice, InstancedVertex.VertexDeclaration, instancedVertices.Length, BufferUsage.WriteOnly);
                instancingBuffer.SetData(instancedVertices);

                indexBuffer = new IndexBuffer(graphicsDevice, IndexElementSize.SixteenBits, indices.Length, BufferUsage.WriteOnly);
                indexBuffer.SetData(indices);

                bindings = new VertexBufferBinding[] { vertexBuffer, instancingBuffer };
            }
        }