Пример #1
0
 protected internal override bool OnApply()
 {
     this.dirtyFlags = EffectHelpers.SetWorldViewProjAndFog(this.dirtyFlags, ref this.world, ref this.view, ref this.projection, ref this.worldView, this.fogEnabled, this.fogStart, this.fogEnd, this.worldViewProjParam, this.fogVectorParam);
     if ((this.dirtyFlags & EffectDirtyFlags.MaterialColor) != ~EffectDirtyFlags.All)
     {
         EffectHelpers.SetMaterialColor(this.lightingEnabled, this.alpha, ref this.diffuseColor, ref this.emissiveColor, ref this.ambientLightColor, this.diffuseColorParam, this.emissiveColorParam);
         this.dirtyFlags &= ~EffectDirtyFlags.MaterialColor;
     }
     if (this.lightingEnabled)
     {
         this.dirtyFlags = EffectHelpers.SetLightingMatrices(this.dirtyFlags, ref this.world, ref this.view, this.worldParam, this.worldInverseTransposeParam, this.eyePositionParam);
         bool flag = !this.light1.Enabled && !this.light2.Enabled;
         if (this.oneLight != flag)
         {
             this.oneLight    = flag;
             this.dirtyFlags |= EffectDirtyFlags.ShaderIndex;
         }
     }
     if ((this.dirtyFlags & EffectDirtyFlags.ShaderIndex) != ~EffectDirtyFlags.All)
     {
         int num = 0;
         if (!this.fogEnabled)
         {
             ++num;
         }
         if (this.vertexColorEnabled)
         {
             num += 2;
         }
         if (this.textureEnabled)
         {
             num += 4;
         }
         if (this.lightingEnabled)
         {
             if (this.preferPerPixelLighting)
             {
                 num += 24;
             }
             else if (this.oneLight)
             {
                 num += 16;
             }
             else
             {
                 num += 8;
             }
         }
         this.dirtyFlags &= ~EffectDirtyFlags.ShaderIndex;
         if (this._shaderIndex != num)
         {
             this._shaderIndex     = num;
             this.CurrentTechnique = this.Techniques[this._shaderIndex];
             return(true);
         }
     }
     return(false);
 }
Пример #2
0
        /// <summary>
        /// Lazily computes derived parameter values immediately before applying the effect.
        /// </summary>
        protected internal override void OnApply()
        {
            // Recompute the world+view+projection matrix or fog vector?
            dirtyFlags = EffectHelpers.SetWorldViewProjAndFog(dirtyFlags, ref world, ref view, ref projection, ref worldView, fogEnabled, fogStart, fogEnd, worldViewProjParam, fogVectorParam);

            // Recompute the world inverse transpose and eye position?
            dirtyFlags = EffectHelpers.SetLightingMatrices(dirtyFlags, ref world, ref view, worldParam, worldInverseTransposeParam, eyePositionParam);

            // Recompute the diffuse/emissive/alpha material color parameters?
            if ((dirtyFlags & EffectDirtyFlags.MaterialColor) != 0)
            {
                EffectHelpers.SetMaterialColor(true, alpha, ref diffuseColor, ref emissiveColor, ref ambientLightColor, diffuseColorParam, emissiveColorParam);

                dirtyFlags &= ~EffectDirtyFlags.MaterialColor;
            }

            // Check if we can use the only-bother-with-the-first-light shader optimization.
            bool newOneLight = !light1.Enabled && !light2.Enabled;

            if (oneLight != newOneLight)
            {
                oneLight    = newOneLight;
                dirtyFlags |= EffectDirtyFlags.ShaderIndex;
            }

            // Recompute the shader index?
            if ((dirtyFlags & EffectDirtyFlags.ShaderIndex) != 0)
            {
                int shaderIndex = 0;

                if (!fogEnabled)
                {
                    shaderIndex += 1;
                }

                if (weightsPerVertex == 2)
                {
                    shaderIndex += 2;
                }
                else if (weightsPerVertex == 4)
                {
                    shaderIndex += 4;
                }

                if (preferPerPixelLighting)
                {
                    shaderIndex += 12;
                }
                else if (oneLight)
                {
                    shaderIndex += 6;
                }

                shaderIndexParam.SetValue(shaderIndex);

                dirtyFlags &= ~EffectDirtyFlags.ShaderIndex;
            }
        }
Пример #3
0
        /// <summary>
        /// Lazily computes derived parameter values immediately before applying the effect.
        /// </summary>
        protected internal override bool OnApply()
        {
            // Recompute the world+view+projection matrix or fog vector?
            dirtyFlags = EffectHelpers.SetWorldViewProjAndFog(dirtyFlags, ref world, ref view, ref projection, ref worldView, fogEnabled, fogStart, fogEnd, worldViewProjParam, fogVectorParam);

            // Recompute the world inverse transpose and eye position?
            dirtyFlags = EffectHelpers.SetLightingMatrices(dirtyFlags, ref world, ref view, worldParam, worldInverseTransposeParam, eyePositionParam);

            // Recompute the diffuse/emissive/alpha material color parameters?
            if ((dirtyFlags & EffectDirtyFlags.MaterialColor) != 0)
            {
                EffectHelpers.SetMaterialColor(true, alpha, ref diffuseColor, ref emissiveColor, ref ambientLightColor, diffuseColorParam, emissiveColorParam);

                dirtyFlags &= ~EffectDirtyFlags.MaterialColor;
            }

            // Check if we can use the only-bother-with-the-first-light shader optimization.
            bool newOneLight = !light1.Enabled && !light2.Enabled;

            if (oneLight != newOneLight)
            {
                oneLight    = newOneLight;
                dirtyFlags |= EffectDirtyFlags.ShaderIndex;
            }

            // Recompute the shader index?
            if ((dirtyFlags & EffectDirtyFlags.ShaderIndex) != 0)
            {
                int shaderIndex = 0;

                if (!fogEnabled)
                {
                    shaderIndex += 1;
                }

                if (fresnelEnabled)
                {
                    shaderIndex += 2;
                }

                if (specularEnabled)
                {
                    shaderIndex += 4;
                }

                if (oneLight)
                {
                    shaderIndex += 8;
                }

                dirtyFlags &= ~EffectDirtyFlags.ShaderIndex;

                if (_shaderIndex != shaderIndex)
                {
                    _shaderIndex     = shaderIndex;
                    CurrentTechnique = Techniques[_shaderIndex];
                    return(true);
                }
            }

            return(false);
        }
Пример #4
0
        /// <summary>
        /// Lazily computes derived parameter values immediately before applying the effect.
        /// </summary>
        protected internal override void OnApply()
        {
            // Recompute the shader index?
//			if ((dirtyFlags & EffectDirtyFlags.ShaderIndex) != 0) {
            int shaderIndex = 0;

            if (!fogEnabled)
            {
                shaderIndex += 1;
            }

            if (vertexColorEnabled)
            {
                shaderIndex += 2;
            }

            if (textureEnabled)
            {
                shaderIndex += 4;
            }

            if (lightingEnabled)
            {
                if (preferPerPixelLighting)
                {
                    shaderIndex += 24;
                }
                else if (oneLight)
                {
                    shaderIndex += 16;
                }
                else
                {
                    shaderIndex += 8;
                }
            }
//
//				//shaderIndexParam.SetValue (shaderIndex);
//
//				dirtyFlags &= ~EffectDirtyFlags.ShaderIndex;
            if (oldIndex != shaderIndex)
            {
                int vertexShader   = VSArray[VSIndices[shaderIndex]];
                int fragmentShader = PSArray[PSIndices[shaderIndex]];
                UpdateTechnique("BasicEffect", "", vertexShader, fragmentShader);
                oldIndex = shaderIndex;
                // Update here
            }
//			}


            // These are the states that work
            GLStateManager.Projection(Projection);
            GLStateManager.WorldView(world, view);

            // Override this for now for testing purposes
            dirtyFlags |= EffectDirtyFlags.World | EffectDirtyFlags.WorldViewProj;
            dirtyFlags |= EffectDirtyFlags.WorldViewProj | EffectDirtyFlags.EyePosition;
            dirtyFlags &= ~EffectDirtyFlags.FogEnable;             // turn off fog for now
            dirtyFlags |= EffectDirtyFlags.MaterialColor;

            GLStateManager.Textures2D(TextureEnabled);
            GLStateManager.ColorArray(VertexColorEnabled);

            // Recompute the world+view+projection matrix or fog vector?
            dirtyFlags = EffectHelpers.SetWorldViewProjAndFog(dirtyFlags, ref world, ref view, ref projection, ref worldView, fogEnabled, fogStart, fogEnd, worldViewProjParam, fogVectorParam);

            // Recompute the diffuse/emissive/alpha material color parameters?
            if ((dirtyFlags & EffectDirtyFlags.MaterialColor) != 0)
            {
                EffectHelpers.SetMaterialColor(lightingEnabled, alpha, ref diffuseColor, ref emissiveColor, ref ambientLightColor, diffuseColorParam, emissiveColorParam);

                dirtyFlags &= ~EffectDirtyFlags.MaterialColor;
            }

            if (TextureEnabled)
            {
                _texture.Apply();
                textureParam.SetValue(_texture);
                //System.Console.WriteLine("Texture set");
            }
//
//			if (lightingEnabled) {
//				// Recompute the world inverse transpose and eye position?
//				dirtyFlags = EffectHelpers.SetLightingMatrices (dirtyFlags, ref world, ref view, worldParam, worldInverseTransposeParam, eyePositionParam);
//
//				// Check if we can use the only-bother-with-the-first-light shader optimization.
//				bool newOneLight = !light1.Enabled && !light2.Enabled;
//
//				if (oneLight != newOneLight) {
//					oneLight = newOneLight;
//					dirtyFlags |= EffectDirtyFlags.ShaderIndex;
//				}
//			}
        }