Пример #1
0
        internal void Merge(MyActor child)
        {
            var r = child.GetRenderable();

            var model    = r.GetModel();
            var material = MyMeshes.GetMeshPart(model, 0, 0).Info.Material;

            bool fracture = model.Info.RuntimeGenerated || model.Info.Dynamic;

            if (MyMeshMaterials1.IsMergable(material) && MyBigMeshTable.Table.IsMergable(model) && !fracture)
            {
                var materialRk            = MyMeshMaterials1.Table[material.Index].RepresentationKey;
                var mergeGroupForMaterial = m_materialGroups.Get(materialRk);
                if (mergeGroupForMaterial == null)
                {
                    var proxyIndex = m_materialGroups.Count;
                    mergeGroupForMaterial = new MyMaterialMergeGroup(MyBigMeshTable.Table, material, proxyIndex);
                    m_materialGroups[MyMeshMaterials1.Table[material.Index].RepresentationKey] = mergeGroupForMaterial;

                    m_dirtyProxy = true;
                }

                r.SetStandaloneRendering(false);
                child.GetGroupLeaf().m_mergeGroup = mergeGroupForMaterial;

                mergeGroupForMaterial.AddEntity(child, model);
                mergeGroupForMaterial.UpdateEntity(child);
            }
        }
Пример #2
0
        internal override void OnRemove(MyActor owner)
        {
            if (m_children != null)
            {
                for (int i = 0; i < m_children.Count; i++)
                {
                    m_children[i].RemoveComponent(m_children[i].GetGroupLeaf());
                }
                m_children = null;
            }

            foreach (var val in m_materialGroups.Values)
            {
                val.Release();
            }
            m_materialGroups.Clear();

            m_dirtyTree = true;

            if (m_proxy != null)
            {
                MyCullProxy_2.Free(m_proxy);
                m_proxy = null;
            }

            if (m_btreeProxy != -1)
            {
                MyScene.GroupsDBVH.RemoveProxy(m_btreeProxy);
                m_btreeProxy = -1;
            }

            base.OnRemove(owner);

            this.Deallocate();
        }
Пример #3
0
        internal void UpdateProxySectionSubmeshes(ref MyRenderableProxy_2 proxy)
        {
            int filledSize;

            MyInstanceEntityInfo[] infos = m_mergeGroup.GetEntityInfos(out filledSize);

            // NB: It's important here to keep SectionSubmeshes same fill size as the
            // merge group instances, keeping also the holes. In this way, indexing
            // is kept consistent with the shader and we don't need other indirections
            proxy.SectionSubmeshes = new MyDrawSubmesh_2[filledSize][];

            m_actorIndices.Clear();

            int actorIndex = 0;

            for (int it = 0; it < filledSize; it++)
            {
                MyInstanceEntityInfo info = infos[it];
                if (info.EntityId.HasValue)
                {
                    MyActor actor       = m_actors[info.EntityId.Value];
                    int     indexOffset = info.PageOffset * m_mergeGroup.TablePageSize;

                    UpdateActorSubmeshes(ref proxy, actor, actorIndex, indexOffset);
                    m_actorIndices[actor] = actorIndex;
                }

                actorIndex++;
            }
        }
Пример #4
0
        internal override void Construct()
        {
            base.Construct();
            Type = MyActorComponentEnum.GroupLeaf;

            m_parent = null;
            m_mergeGroup = null;
        }
Пример #5
0
        internal override void Assign(MyActor owner)
        {
            Debug.Assert(m_owners.Find(x => x == owner) == null);
            base.Assign(owner);

            m_owners.Add(owner);
            owner.MarkRenderDirty();
        }
Пример #6
0
        internal override void Construct()
        {
            base.Construct();
            Type = MyActorComponentEnum.GroupLeaf;

            m_parent     = null;
            m_mergeGroup = null;
        }
Пример #7
0
        internal void PropagateMatrixChange(MyActor child)
        {
            var matrix = child.m_relativeTransform.HasValue
                        ? (MatrixD)child.m_relativeTransform.Value * m_owner.WorldMatrix
                        : m_owner.WorldMatrix;

            child.SetMatrix(ref matrix);
        }
        internal void UpdateEntity(MyActor actor, ref MatrixD matrix, uint depthBias)
        {
            uint ID = actor.ID;

            m_perInstance.Data[m_entities[ID].InstanceIndex] = MyPerInstanceData.FromWorldMatrix(ref matrix, depthBias);

            m_instancesDataDirty = true;
        }
Пример #9
0
        internal override void Assign(MyActor owner)
        {
            Debug.Assert(m_owners.Find(x => x == owner) == null);
            base.Assign(owner);

            m_owners.Add(owner);
            owner.MarkRenderDirty();
        }
Пример #10
0
 internal static MyActor GetInstanceActor(MyRenderableComponent original)
 {
     if (m_instanceActor == null)
     {
         m_instanceActor = MyActorFactory.Create();
         m_instanceActor.AddComponent <MyInstanceLodComponent>(MyComponentFactory <MyInstanceLodComponent> .Create());
     }
     return(m_instanceActor);
 }
Пример #11
0
 internal void Unload()
 {
     if (m_actor != null && !m_actor.IsDestroyed)
     {
         MyActorFactory.Destroy(m_actor);
     }
     m_actor = null;
     MyMeshes.RemoveVoxelCell(m_mesh);
 }
Пример #12
0
 private static void DisposeInstanceActor()
 {
     if (m_instanceActor != null)
     {
         if (!m_instanceActor.IsDestroyed)
         {
             MyActorFactory.Destroy(m_instanceActor);
         }
         m_instanceActor = null;
     }
 }
Пример #13
0
        internal MyClipmapCellProxy(MyCellCoord cellCoord, ref VRageMath.MatrixD worldMatrix, RenderFlags additionalFlags = 0)
        {
            m_worldMatrix = worldMatrix;

            m_actor = MyActorFactory.CreateSceneObject();
            m_actor.SetMatrix(ref worldMatrix);
            m_actor.AddComponent(MyComponentFactory <MyFoliageComponent> .Create());

            m_lod = cellCoord.Lod;

            Mesh = MyMeshes.CreateVoxelCell(cellCoord.CoordInLod, cellCoord.Lod);
            m_actor.GetRenderable().SetModel(Mesh);
            m_actor.GetRenderable().m_additionalFlags = MyProxiesFactory.GetRenderableProxyFlags(additionalFlags);
        }
Пример #14
0
		internal MyClipmapCellProxy(MyCellCoord cellCoord, ref VRageMath.MatrixD worldMatrix, RenderFlags additionalFlags = 0)
        {
            m_worldMatrix = worldMatrix;

            m_actor = MyActorFactory.CreateSceneObject();
            m_actor.SetMatrix(ref worldMatrix);
            m_actor.AddComponent(MyComponentFactory<MyFoliageComponent>.Create());

            m_lod = cellCoord.Lod;

            Mesh = MyMeshes.CreateVoxelCell(cellCoord.CoordInLod, cellCoord.Lod);
            m_actor.GetRenderable().SetModel(Mesh);
			m_actor.GetRenderable().m_additionalFlags = MyProxiesFactory.GetRenderableProxyFlags(additionalFlags);
        }
Пример #15
0
        /// <returns>Actor full mesh indices count</returns>
        private void UpdateActorSubmeshes(ref MyRenderableProxy_2 proxy, MyActor actor, int actorIndex, int indexOffset)
        {
            MyRenderableComponent component      = actor.GetRenderable();
            MyRenderableProxy     proxy1         = component.Lods[0].RenderableProxies[0];
            MyDrawSubmesh_2       sectionSubmesh = proxy.Submeshes[0];

            MyDrawSubmesh_2[] sectionSubmeshes = new MyDrawSubmesh_2[proxy1.SectionSubmeshes.Length];
            proxy.SectionSubmeshes[actorIndex] = sectionSubmeshes;
            for (int it = 0; it < proxy1.SectionSubmeshes.Length; it++)
            {
                MyDrawSubmesh sectionSubmesh1 = proxy1.SectionSubmeshes[it];
                sectionSubmesh.Count = sectionSubmesh1.IndexCount;
                sectionSubmesh.Start = indexOffset + sectionSubmesh1.StartIndex;
                sectionSubmeshes[it] = sectionSubmesh;
            }
        }
        internal void RemoveEntity(MyActor actor)
        {
            uint           ID   = actor.ID;
            MyInstanceInfo info = m_entities[ID];

            m_perInstance.Free(info.InstanceIndex);
            m_entityInfos.Free(info.InstanceIndex);
            foreach (var page in m_entities[ID].PageHandles)
            {
                m_instancingTable.Free(page);
            }

            // CHECK-ME m_entities.Remove(ID) is missing

            m_tableDirty = true;
        }
Пример #17
0
        private static void RecordMeshPartCommands(MeshId model, MyActor actor, MyGroupRootComponent group,
                                                   MyCullProxy_2 proxy, MyOutlineDesc desc, ref float maxThickness)
        {
            MeshSectionId sectionId;
            bool          found = MyMeshes.TryGetMeshSection(model, 0, desc.SectionIndex, out sectionId);

            if (!found)
            {
                return;
            }

            OutlineConstantsLayout constants = new OutlineConstantsLayout();

            maxThickness    = Math.Max(desc.Thickness, maxThickness);
            constants.Color = desc.Color.ToVector4();
            if (desc.PulseTimeInFrames > 0)
            {
                constants.Color.W *= (float)Math.Pow((float)Math.Cos(2.0 * Math.PI * (float)MyRender11.Settings.GameplayFrame / (float)desc.PulseTimeInFrames), 2.0);
            }

            MyMeshSectionInfo1 section = sectionId.Info;

            MyMeshSectionPartInfo1[] meshes = section.Meshes;
            for (int idx = 0; idx < meshes.Length; idx++)
            {
                MyMaterialMergeGroup materialGroup;
                found = group.TryGetMaterialGroup(meshes[idx].Material, out materialGroup);
                if (!found)
                {
                    DebugRecordMeshPartCommands(model, desc.SectionIndex, meshes[idx].Material);
                    return;
                }

                int actorIndex;
                found = materialGroup.TryGetActorIndex(actor, out actorIndex);
                if (!found)
                {
                    return;
                }

                var mapping = MyMapping.MapDiscard(MyCommon.OutlineConstants);
                mapping.WriteAndPosition(ref constants);
                mapping.Unmap();

                MyOutlinePass.Instance.RecordCommands(ref proxy.Proxies[materialGroup.Index], actorIndex, meshes[idx].PartIndex);
            }
        }
Пример #18
0
        internal MyClipmapCellProxy(MyCellCoord cellCoord, ref VRageMath.MatrixD worldMatrix)
        {
            m_worldMatrix = worldMatrix;

            m_actor = MyActorFactory.CreateSceneObject();
            //m_mesh = new MyVoxelMesh(cellCoord.CoordInLod, cellCoord.Lod, "");
            //m_actor.GetRenderable().SetModel(m_mesh);
            m_actor.SetMatrix(ref worldMatrix);
            m_actor.AddComponent(MyComponentFactory <MyFoliageComponent> .Create());

            m_lod = cellCoord.Lod;

            Mesh = MyMeshes.CreateVoxelCell(cellCoord.CoordInLod, cellCoord.Lod);
            m_actor.GetRenderable().SetModel(Mesh);

            m_discardingOn = false;
        }
Пример #19
0
        internal MyClipmapCellProxy(MyCellCoord cellCoord, ref VRageMath.Matrix worldMatrix)
        {
            m_worldMatrix = worldMatrix;

            m_actor = MyActorFactory.CreateSceneObject();
            //m_mesh = new MyVoxelMesh(cellCoord.CoordInLod, cellCoord.Lod, "");
            //m_actor.GetRenderable().SetModel(m_mesh);
            m_actor.SetMatrix(ref worldMatrix);
            m_actor.AddComponent(MyComponentFactory<MyFoliageComponent>.Create());

            m_lod = cellCoord.Lod;

            Mesh = MyMeshes.CreateVoxelCell(cellCoord.CoordInLod, cellCoord.Lod);
            m_actor.GetRenderable().SetModel(Mesh);

            m_discardingOn = false;
        }
Пример #20
0
        internal MyClipmapCellProxy(MyCellCoord cellCoord, ref MatrixD worldMatrix, Vector3D massiveCenter, float massiveRadius, RenderFlags additionalFlags = 0)
        {
            m_worldMatrix = worldMatrix;

            m_actor = MyActorFactory.CreateVoxelCell();
            m_actor.SetMatrix(ref worldMatrix);

            m_lod = cellCoord.Lod;

            MyVoxelRenderableComponent renderableComponent = m_actor.GetRenderable() as MyVoxelRenderableComponent;

            m_mesh = MyMeshes.CreateVoxelCell(cellCoord.CoordInLod, cellCoord.Lod);
            renderableComponent.SetVoxelLod(m_lod, ScaleGroup);
            renderableComponent.SetModel(m_mesh);
            renderableComponent.m_massiveCenter   = massiveCenter;
            renderableComponent.m_massiveRadius   = massiveRadius;
            renderableComponent.m_additionalFlags = MyProxiesFactory.GetRenderableProxyFlags(additionalFlags);
        }
Пример #21
0
        internal override void OnRemove(MyActor owner)
        {
            if (MergeGroup != null)
            {
                MergeGroup.RemoveEntity(Owner);
                MergeGroup = null;
            }

            if (Parent != null)
            {
                var root = Parent.GetGroupRoot();
                if (root != null)
                {
                    root.Remove(this);
                }
                Parent = null;
            }

            base.OnRemove(owner);

            this.Deallocate();
        }
Пример #22
0
        internal override void OnRemove(MyActor owner)
        {
            if (m_mergeGroup != null)
            {
                m_mergeGroup.RemoveEntity(m_owner);
                m_mergeGroup = null;
            }

            if (m_parent != null)
            {
                var root = m_parent.GetGroupRoot();
                if (root != null)
                {
                    root.Remove(this);
                }
                m_parent = null;
            }

            base.OnRemove(owner);

            this.Deallocate();
        }
Пример #23
0
        internal override void OnRemove(MyActor owner)
        {
            if (m_mergeGroup != null)
            {
                m_mergeGroup.RemoveEntity(m_owner);
                m_mergeGroup = null;
            }

            if (m_parent != null)
            {
                var root = m_parent.GetGroupRoot();
                if (root != null)
                {
                    root.Remove(this);
                }
                m_parent = null;
            }

            base.OnRemove(owner);

            this.Deallocate();
        }
Пример #24
0
        internal override void OnRemove(MyActor owner)
        {
            if (MergeGroup != null)
            {
                MergeGroup.RemoveEntity(Owner);
                MergeGroup = null;
            }

            if (Parent != null)
            {
                var root = Parent.GetGroupRoot();
                if (root != null)
                {
                    root.Remove(this);
                }
                Parent = null;
            }

            base.OnRemove(owner);

            this.Deallocate();
        }
Пример #25
0
        internal void AddEntity(MyActor actor, MeshId model)
        {
            uint ID            = actor.ID;
            var  instanceIndex = m_perInstance.Allocate();
            var  entityIndex   = m_entityInfos.Allocate();

            Debug.Assert(instanceIndex == entityIndex);

            m_entities[ID] = new MyInstanceInfo {
                InstanceIndex = instanceIndex, PageHandles = new List <MyPackedPoolHandle>()
            };

            int pageOffset = -1;
            var key        = MyMeshTableSrv.MakeKey(model);

            foreach (var id in m_meshTable.Pages(key))
            {
                if (pageOffset == -1)
                {
                    pageOffset = id;
                }

                var pageHandle = m_instancingTable.Allocate();

                m_instancingTable.Data[m_instancingTable.AsIndex(pageHandle)] = new MyInstancingTableEntry {
                    InstanceId = instanceIndex, InnerMeshId = id
                };

                m_entities[ID].PageHandles.Add(pageHandle);
            }

            m_perInstance.Data[instanceIndex] = MyPerInstanceData.FromWorldMatrix(ref MatrixD.Zero, 0);
            m_entityInfos.Data[instanceIndex] = new MyInstanceEntityInfo {
                EntityId = ID, PageOffset = pageOffset
            };

            m_tableDirty = true;
        }
Пример #26
0
        internal override void OnRemove(MyActor owner)
        {
            if (m_mergeGroup != null)
            {
                m_mergeGroup.RemoveEntity(m_owner);

                m_mergeGroup = null;
            }

            if (m_parent != null)
            {
                // well, this if shouldn't be needed, but somehow it is
                if (m_parent.GetGroupRoot() != null)
                {
                    m_parent.GetGroupRoot().m_children.Remove(m_owner);
                }
                m_parent = null;
            }

            base.OnRemove(owner);

            this.Deallocate();
        }
Пример #27
0
        internal override void OnRemove(MyActor owner)
        {
            if (m_mergeGroup != null)
            {
                m_mergeGroup.RemoveEntity(m_owner);

                m_mergeGroup = null;
            }

            if (m_parent != null)
            {
                // well, this if shouldn't be needed, but somehow it is
                if (m_parent.GetGroupRoot() != null)
                { 
                    m_parent.GetGroupRoot().m_children.Remove(m_owner);
                }
                m_parent = null;
            }

            base.OnRemove(owner);

            this.Deallocate();
        }
Пример #28
0
        static void DrawRenderableComponent(MyActor actor, MyRenderableComponent renderableComponent, List <MyHighlightDesc> highlightDescs)
        {
            var renderLod = renderableComponent.Lods[renderableComponent.CurrentLod];
            var model     = renderableComponent.GetModel();

            LodMeshId currentModelId;

            if (!MyMeshes.TryGetLodMesh(model, renderableComponent.CurrentLod, out currentModelId))
            {
                Debug.Fail("Mesh for outlining not found!");
                return;
            }

            foreach (MyHighlightDesc descriptor in highlightDescs)
            {
                if (!renderableComponent.IsRenderedStandAlone)
                {
                    MyGroupLeafComponent leafComponent  = actor.GetGroupLeaf();
                    MyGroupRootComponent groupComponent = leafComponent.RootGroup;
                    if (groupComponent != null)
                    {
                        RecordMeshPartCommands(model, actor, groupComponent, groupComponent.m_proxy, descriptor);
                    }

                    continue;
                }

                if (!string.IsNullOrEmpty(descriptor.SectionName))
                {
                    RecordMeshSectionCommands(model, renderableComponent, renderLod, descriptor);
                }
                else
                {
                    RecordMeshPartCommands(model, currentModelId, renderableComponent, renderLod, descriptor);
                }
            }
        }
Пример #29
0
        static void RecordMeshPartCommands(MeshId model, MyActor actor, MyGroupRootComponent group,
                                           MyCullProxy_2 proxy, MyHighlightDesc desc)
        {
            MeshSectionId sectionId;
            bool          found = MyMeshes.TryGetMeshSection(model, 0, desc.SectionName, out sectionId);

            if (!found)
            {
                return;
            }

            WriteHighlightConstants(ref desc);

            MyMeshSectionInfo1 section = sectionId.Info;

            MyMeshSectionPartInfo1[] meshes = section.Meshes;
            for (int idx = 0; idx < meshes.Length; idx++)
            {
                MyMaterialMergeGroup materialGroup;
                found = group.TryGetMaterialGroup(meshes[idx].Material, out materialGroup);
                if (!found)
                {
                    DebugRecordMeshPartCommands(model, desc.SectionName, meshes[idx].Material);
                    return;
                }

                int actorIndex;
                found = materialGroup.TryGetActorIndex(actor, out actorIndex);
                if (!found)
                {
                    return;
                }

                MyHighlightPass.Instance.RecordCommands(ref proxy.Proxies[materialGroup.Index], actorIndex, meshes[idx].PartIndex);
            }
        }
Пример #30
0
 internal void AddEntity(MyActor actor, MeshId model)
 {
     m_actors[actor.ID] = actor;
     m_mergeGroup.AddEntity(actor, model);
 }
Пример #31
0
 internal void AddEntity(MyActor actor, MeshId model)
 {
     m_actors.Add(actor);
     m_mergeGroup.AddEntity(actor.ID, model);
 }
Пример #32
0
 internal void UpdateEntity(MyActor actor)
 {
     //var matrix = actor.WorldMatrix;
     //matrix.Translation = matrix.Translation - MyEnvironment.CameraPosition;
     m_mergeGroup.UpdateEntity(actor.ID, ref actor.WorldMatrix);
 }
Пример #33
0
 internal void AddEntity(MyActor actor, MeshId model)
 {
     m_actors.Add(actor);
     m_mergeGroup.AddEntity(actor.ID, model);
 }
Пример #34
0
        internal override void OnRemove(MyActor owner)
        {
            base.OnRemove(owner);

            this.Deallocate();
        }
 internal static void Destroy(MyActor item)
 {
     item.Destruct();
     m_pool.Deallocate(item);
 }
Пример #36
0
 internal void UpdateEntity(MyActor actor)
 {
     //var matrix = actor.WorldMatrix;
     //matrix.Translation = matrix.Translation - MyRender11.Environment.CameraPosition;
     m_mergeGroup.UpdateEntity(actor, ref actor.WorldMatrix, actor.GetRenderable().m_depthBias);
 }
Пример #37
0
        internal void Add(MyActor child)
        {
            child.AddComponent(MyComponentFactory<MyGroupLeafComponent>.Create());

            child.GetGroupLeaf().m_parent = m_owner;

            m_children.Add(child);

            if (child.m_relativeTransform == null)
            {
                child.m_relativeTransform = (Matrix)( child.WorldMatrix * MatrixD.Invert(m_owner.WorldMatrix) );
            }

            if (!m_owner.m_localAabb.HasValue)
            {
                m_owner.m_localAabb = child.m_localAabb;
            }
            else
            {
                var localAabb = child.m_localAabb.Value;
                m_owner.m_localAabb = m_owner.m_localAabb.Value.Include(ref localAabb);
            }

            PropagateMatrixChange(child);

            if(child.GetRenderable() == null)
            {
                return;
            }

            //var mesh = child.GetRenderable().GetMesh();
            var model = child.GetRenderable().GetModel();
            var material = MyMeshes.GetMeshPart(model, 0, 0).Info.Material;

            bool fracture = model.Info.RuntimeGenerated || model.Info.Dynamic;

            if (MyMeshMaterials1.IsMergable(material) && MyBigMeshTable.Table.IsMergable(model) && !fracture)
            {
                child.GetGroupLeaf().m_mergable = true;

                MyBigMeshTable.Table.AddMesh(model);
                m_mergablesCounter++;

                if(!m_isMerged && m_mergablesCounter >= MERGE_THRESHOLD)
                {
                    TurnIntoMergeInstancing();
                }
                else if(m_isMerged)
                {
                    Merge(child);
                }

                //var materialRk = MyMeshMaterials1.Table[material.Index].RepresentationKey;
                //var mergeGroupForMaterial = m_materialGroups.Get(materialRk);
                //if (mergeGroupForMaterial == null)
                //{
                //    var proxyIndex = m_materialGroups.Count;
                //    mergeGroupForMaterial = new MyMaterialMergeGroup(MyBigMeshTable.Table, material, proxyIndex);
                //    m_materialGroups[MyMeshMaterials1.Table[material.Index].RepresentationKey] = mergeGroupForMaterial;

                //    m_dirtyProxy = true;
                //}

                //child.GetRenderable().SetStandaloneRendering(false);
                //child.GetGroupLeaf().m_mergeGroup = mergeGroupForMaterial;

                
                //mergeGroupForMaterial.AddEntity(child, model);
                //mergeGroupForMaterial.UpdateEntity(child);
            }
            else
            {
                //Debug.WriteLine(String.Format("Mesh {0}, material {1} is not mergable", mesh.Name, material));
            }

            m_dirtyTree = true;
        }
        internal void RemoveEntity(MyActor actor)
        {
            uint ID = actor.ID;
            MyInstanceInfo info = m_entities[ID];
            m_perInstance.Free(info.InstanceIndex);
            m_entityInfos.Free(info.InstanceIndex);
            foreach (var page in m_entities[ID].PageHandles)
                m_instancingTable.Free(page);

            // CHECK-ME m_entities.Remove(ID) is missing

            m_tableDirty = true;
        }
Пример #39
0
        internal override void OnRemove(MyActor owner)
        {
            base.OnRemove(owner);

            m_owners.Remove(owner);
        }
Пример #40
0
        /// <returns>Actor full mesh indices count</returns>
        private void UpdateActorSubmeshes(ref MyRenderableProxy_2 proxy, MyActor actor, int actorIndex, int indexOffset)
        {
            MyRenderableComponent component = actor.GetRenderable();
            MyRenderableProxy proxy1 = component.Lods[0].RenderableProxies[0];
            MyDrawSubmesh_2 sectionSubmesh = proxy.Submeshes[0];

            MyDrawSubmesh_2[] sectionSubmeshes = new MyDrawSubmesh_2[proxy1.SectionSubmeshes.Length];
            proxy.SectionSubmeshes[actorIndex] = sectionSubmeshes;
            for (int it = 0; it < proxy1.SectionSubmeshes.Length; it++)
            {
                MyDrawSubmesh sectionSubmesh1 = proxy1.SectionSubmeshes[it];
                sectionSubmesh.Count = sectionSubmesh1.IndexCount;
                sectionSubmesh.Start = indexOffset + sectionSubmesh1.StartIndex;
                sectionSubmeshes[it] = sectionSubmesh;
            }
        }
        internal override void OnRemove(MyActor owner)
        {
            FreeCustomRenderTextures();
            DebrisEntityVoxelMaterial.Remove(owner.ID);

            base.OnRemove(owner);

            this.Deallocate();
        }
Пример #42
0
        private static void RecordMeshPartCommands(MeshId model, MyActor actor, MyGroupRootComponent group,
            MyCullProxy_2 proxy, MyOutlineDesc desc, ref float maxThickness)
        {
            MeshSectionId sectionId;
            bool found = MyMeshes.TryGetMeshSection(model, 0, desc.SectionIndex, out sectionId);
            if (!found)
                return;

            OutlineConstantsLayout constants = new OutlineConstantsLayout();
            maxThickness = Math.Max(desc.Thickness, maxThickness);
            constants.Color = desc.Color.ToVector4();
            if (desc.PulseTimeInFrames > 0)
                constants.Color.W *= (float)Math.Pow((float)Math.Cos(2.0 * Math.PI * (float)MyRender11.GameplayFrameCounter / (float)desc.PulseTimeInFrames), 2.0);

            MyMeshSectionInfo1 section = sectionId.Info;
            MyMeshSectionPartInfo1[] meshes = section.Meshes;
            for (int idx = 0; idx < meshes.Length; idx++)
            {
                MyMaterialMergeGroup materialGroup;
                found = group.TryGetMaterialGroup(meshes[idx].Material, out materialGroup);
                if (!found)
                {
                    DebugRecordMeshPartCommands(model, desc.SectionIndex, meshes[idx].Material);
                    return;
                }

                int actorIndex;
                found = materialGroup.TryGetActorIndex(actor, out actorIndex);
                if (!found)
                    return;

                var mapping = MyMapping.MapDiscard(MyCommon.OutlineConstants);
                mapping.WriteAndPosition(ref constants);
                mapping.Unmap();

                MyOutlinePass.Instance.RecordCommands(ref proxy.Proxies[materialGroup.Index], actorIndex, meshes[idx].PartIndex);
            }
        }
Пример #43
0
        private static void RecordMeshPartCommands(MeshId model, MyActor actor, MyGroupRootComponent group,
            MyCullProxy_2 proxy, MyHighlightDesc desc, ref float maxThickness)
        {
            MeshSectionId sectionId;
            bool found = MyMeshes.TryGetMeshSection(model, 0, desc.SectionIndex, out sectionId);
            if (!found)
                return;

            WriteHighlightConstants(ref desc, ref maxThickness);

            MyMeshSectionInfo1 section = sectionId.Info;
            MyMeshSectionPartInfo1[] meshes = section.Meshes;
            for (int idx = 0; idx < meshes.Length; idx++)
            {
                MyMaterialMergeGroup materialGroup;
                found = group.TryGetMaterialGroup(meshes[idx].Material, out materialGroup);
                if (!found)
                {
                    DebugRecordMeshPartCommands(model, desc.SectionIndex, meshes[idx].Material);
                    return;
                }

                int actorIndex;
                found = materialGroup.TryGetActorIndex(actor, out actorIndex);
                if (!found)
                    return;

                MyHighlightPass.Instance.RecordCommands(ref proxy.Proxies[materialGroup.Index], actorIndex, meshes[idx].PartIndex);
            }
        }
Пример #44
0
        internal override void OnRemove(MyActor owner)
        {
            if (m_children != null)
            {
                for (int i = 0; i < m_children.Count; i++)
                {
                    m_children[i].RemoveComponent(m_children[i].GetGroupLeaf());
                }
                m_children = null;
            }

            foreach (var val in m_materialGroups.Values)
            {
                val.Release();
            }
            m_materialGroups.Clear();

            m_dirtyTree = true;

            if (m_proxy != null)
            {
                MyCullProxy_2.Free(m_proxy);
                m_proxy = null;
            }

            if(m_btreeProxy != -1)
            {
                MyScene.GroupsDBVH.RemoveProxy(m_btreeProxy);
                m_btreeProxy = -1;
            }

            base.OnRemove(owner);

            this.Deallocate();
        }
Пример #45
0
 public bool TryGetActorIndex(MyActor actor, out int index)
 {
     return m_actorIndices.TryGetValue(actor, out index);
 }
 internal void Unload()
 {
     if (m_actor != null && !m_actor.IsDestroyed)
     {
         MyActorFactory.Destroy(m_actor);
     }
     m_actor = null;
     MyMeshes.RemoveVoxelCell(m_mesh);
 }
        internal MyClipmapCellProxy(MyCellCoord cellCoord, ref MatrixD worldMatrix, Vector3D massiveCenter, float massiveRadius, RenderFlags additionalFlags = 0, bool mergedMesh = false)
        {
            m_worldMatrix = worldMatrix;

            m_actor = MyActorFactory.CreateVoxelCell();
            m_actor.SetMatrix(ref worldMatrix);

            m_lod = cellCoord.Lod;

            MyVoxelRenderableComponent renderableComponent = m_actor.GetRenderable() as MyVoxelRenderableComponent;

            m_mesh = !mergedMesh ? MyMeshes.CreateVoxelCell(cellCoord.CoordInLod, cellCoord.Lod) : MyMeshes.CreateMergedVoxelCell(cellCoord.CoordInLod, cellCoord.Lod);
            renderableComponent.SetVoxelLod(m_lod, ScaleGroup);
            renderableComponent.SetModel(m_mesh);
            renderableComponent.m_massiveCenter = massiveCenter;
            renderableComponent.m_massiveRadius = massiveRadius;
            renderableComponent.m_additionalFlags = MyProxiesFactory.GetRenderableProxyFlags(additionalFlags);
        }
 internal override void Assign(MyActor owner)
 {
     base.Assign(owner);
 }
Пример #49
0
 internal void RemoveEntity(MyActor actor)
 {
     m_actors.Remove(actor);
     m_mergeGroup.RemoveEntity(actor.ID);
 }
Пример #50
0
 internal static void Destroy(MyActor item)
 {
     item.Destruct();
     m_pool.Deallocate(item);
 }
        internal void AddEntity(MyActor actor, MeshId model)
        {
            uint ID = actor.ID;
            var instanceIndex = m_perInstance.Allocate();
            var entityIndex = m_entityInfos.Allocate();
            Debug.Assert(instanceIndex == entityIndex);

            m_entities[ID] = new MyInstanceInfo { InstanceIndex = instanceIndex, PageHandles = new List<MyPackedPoolHandle>() };

            int pageOffset = -1;
            foreach (var id in m_meshTable.Pages(MyMeshTableSRV.MakeKey(model)))
            {
                if (pageOffset == -1)
                    pageOffset = id;

                var pageHandle = m_instancingTable.Allocate();

                m_instancingTable.Data[m_instancingTable.AsIndex(pageHandle)] = new MyInstancingTableEntry { InstanceId = instanceIndex, InnerMeshId = id };

                m_entities[ID].PageHandles.Add(pageHandle);
            }

            m_perInstance.Data[instanceIndex] = MyPerInstanceData.FromWorldMatrix(ref MatrixD.Zero, 0);
            m_entityInfos.Data[instanceIndex] = new MyInstanceEntityInfo { EntityId = ID, PageOffset = pageOffset };

            m_tableDirty = true;
        }
Пример #52
0
        internal override void OnRemove(MyActor owner)
        {
            base.OnRemove(owner);

            m_owners.Remove(owner);
        }
Пример #53
0
        internal void Add(MyActor child)
        {
            child.AddComponent(MyComponentFactory <MyGroupLeafComponent> .Create());

            child.GetGroupLeaf().m_parent = m_owner;

            m_children.Add(child);

            if (child.m_relativeTransform == null)
            {
                child.m_relativeTransform = (Matrix)(child.WorldMatrix * MatrixD.Invert(m_owner.WorldMatrix));
            }

            if (!m_owner.m_localAabb.HasValue)
            {
                m_owner.m_localAabb = child.m_localAabb;
            }
            else
            {
                var localAabb = child.m_localAabb.Value;
                m_owner.m_localAabb = m_owner.m_localAabb.Value.Include(ref localAabb);
            }

            PropagateMatrixChange(child);

            if (child.GetRenderable() == null)
            {
                return;
            }

            //var mesh = child.GetRenderable().GetMesh();
            var model    = child.GetRenderable().GetModel();
            var material = MyMeshes.GetMeshPart(model, 0, 0).Info.Material;

            bool fracture = model.Info.RuntimeGenerated || model.Info.Dynamic;

            if (MyMeshMaterials1.IsMergable(material) && MyBigMeshTable.Table.IsMergable(model) && !fracture)
            {
                child.GetGroupLeaf().m_mergable = true;

                MyBigMeshTable.Table.AddMesh(model);
                m_mergablesCounter++;

                if (!m_isMerged && m_mergablesCounter >= MERGE_THRESHOLD)
                {
                    TurnIntoMergeInstancing();
                }
                else if (m_isMerged)
                {
                    Merge(child);
                }

                //var materialRk = MyMeshMaterials1.Table[material.Index].RepresentationKey;
                //var mergeGroupForMaterial = m_materialGroups.Get(materialRk);
                //if (mergeGroupForMaterial == null)
                //{
                //    var proxyIndex = m_materialGroups.Count;
                //    mergeGroupForMaterial = new MyMaterialMergeGroup(MyBigMeshTable.Table, material, proxyIndex);
                //    m_materialGroups[MyMeshMaterials1.Table[material.Index].RepresentationKey] = mergeGroupForMaterial;

                //    m_dirtyProxy = true;
                //}

                //child.GetRenderable().SetStandaloneRendering(false);
                //child.GetGroupLeaf().m_mergeGroup = mergeGroupForMaterial;


                //mergeGroupForMaterial.AddEntity(child, model);
                //mergeGroupForMaterial.UpdateEntity(child);
            }
            else
            {
                //Debug.WriteLine(String.Format("Mesh {0}, material {1} is not mergable", mesh.Name, material));
            }

            m_dirtyTree = true;
        }
 internal override void OnRemove(MyActor owner)
 {
     base.OnRemove(owner);
     this.Deallocate();
 }
Пример #55
0
 internal void PropagateMatrixChange(MyActor child)
 {
     var matrix = child.m_relativeTransform.HasValue
                 ? (MatrixD)child.m_relativeTransform.Value * m_owner.WorldMatrix
                 : m_owner.WorldMatrix;
     child.SetMatrix(ref matrix);
 }
Пример #56
0
        internal void Merge(MyActor child)
        {
            var r = child.GetRenderable();

            var model = r.GetModel();
            var material = MyMeshes.GetMeshPart(model, 0, 0).Info.Material;

            bool fracture = model.Info.RuntimeGenerated || model.Info.Dynamic;

            if (MyMeshMaterials1.IsMergable(material) && MyBigMeshTable.Table.IsMergable(model) && !fracture)
            {
                var materialRk = MyMeshMaterials1.Table[material.Index].RepresentationKey;
                var mergeGroupForMaterial = m_materialGroups.Get(materialRk);
                if (mergeGroupForMaterial == null)
                {
                    var proxyIndex = m_materialGroups.Count;
                    mergeGroupForMaterial = new MyMaterialMergeGroup(MyBigMeshTable.Table, material, proxyIndex);
                    m_materialGroups[MyMeshMaterials1.Table[material.Index].RepresentationKey] = mergeGroupForMaterial;

                    m_dirtyProxy = true;
                }

                r.SetStandaloneRendering(false);
                child.GetGroupLeaf().m_mergeGroup = mergeGroupForMaterial;

                mergeGroupForMaterial.AddEntity(child, model);
                mergeGroupForMaterial.UpdateEntity(child);
            }
        }
Пример #57
0
 internal void RemoveEntity(MyActor actor)
 {
     m_actors.Remove(actor);
     m_mergeGroup.RemoveEntity(actor.ID);
 }
        internal void UpdateEntity(MyActor actor, ref MatrixD matrix, uint depthBias)
        {
            uint ID = actor.ID;
            m_perInstance.Data[m_entities[ID].InstanceIndex] = MyPerInstanceData.FromWorldMatrix(ref matrix, depthBias);

            m_instancesDataDirty = true;
        }
Пример #59
0
        internal static void Run()
        {
            ProfilerShort.Begin("MyOutline.Run");
            MyGpuProfiler.IC_BeginBlock("MyOutline.Run");
            // set resolved depth/ stencil
            // render all with proper depth-stencil state
            // blur
            // blend to main target testing with stencil again

            MyOutlinePass.Instance.ViewProjection = MyEnvironment.ViewProjectionAt0;
            MyOutlinePass.Instance.Viewport       = new MyViewport(MyRender11.ViewportResolution.X, MyRender11.ViewportResolution.Y);

            MyOutlinePass.Instance.PerFrame();
            MyOutlinePass.Instance.Begin();

            RC.Clear();
            RC.DeviceContext.VertexShader.SetShaderResources(0, null, null, null, null, null, null);
            RC.DeviceContext.GeometryShader.SetShaderResources(0, null, null, null, null, null, null);
            RC.DeviceContext.PixelShader.SetShaderResources(0, null, null, null, null, null, null);
            RC.DeviceContext.ComputeShader.SetShaderResources(0, null, null, null, null, null, null);

            if (MyRender11.MultisamplingEnabled)
            {
                RC.DeviceContext.ClearRenderTargetView(MyRender11.m_rgba8_ms.m_RTV, new SharpDX.Color4(0, 0, 0, 0));

                RC.DeviceContext.OutputMerger.SetTargets(MyGBuffer.Main.DepthStencil.m_DSV, MyRender11.m_rgba8_ms.m_RTV);
            }
            else
            {
                RC.DeviceContext.ClearRenderTargetView(MyRender11.m_rgba8_1.m_RTV, new SharpDX.Color4(0, 0, 0, 0));

                RC.DeviceContext.OutputMerger.SetTargets(MyGBuffer.Main.DepthStencil.m_DSV, MyRender11.m_rgba8_1.m_RTV);
            }

            float maxThickness = 0f;

            foreach (var pair in m_outlines)
            {
                MyActor actor = MyIDTracker <MyActor> .FindByID(pair.Key);

                MyRenderableComponent renderableComponent;
                if (actor == null || (renderableComponent = actor.GetRenderable()) == null)
                {
                    // If an actor has been removed without removing outlines, just remove the outlines too
                    m_keysToRemove.Add(pair.Key);
                    continue;
                }

                var renderLod = renderableComponent.Lods[renderableComponent.CurrentLod];
                var model     = renderableComponent.GetModel();

                LodMeshId currentModelId;
                if (!MyMeshes.TryGetLodMesh(model, renderableComponent.CurrentLod, out currentModelId))
                {
                    Debug.Fail("Mesh for outlining not found!");
                    continue;
                }

                foreach (MyOutlineDesc descriptor in pair.Value)
                {
                    if (!renderableComponent.IsRenderedStandAlone)
                    {
                        MyGroupLeafComponent leafComponent  = actor.GetGroupLeaf();
                        MyGroupRootComponent groupComponent = leafComponent.RootGroup;
                        if (groupComponent != null)
                        {
                            RecordMeshPartCommands(model, actor, groupComponent, groupComponent.m_proxy, descriptor, ref maxThickness);
                        }

                        continue;
                    }

                    if (descriptor.SectionIndex == -1)
                    {
                        RecordMeshPartCommands(model, currentModelId, renderableComponent, renderLod, descriptor, ref maxThickness);
                    }
                    else
                    {
                        RecordMeshSectionCommands(model, currentModelId, renderableComponent, renderLod, descriptor, ref maxThickness);
                    }
                }
            }

            MyOutlinePass.Instance.End();
            RC.SetBS(null);

            foreach (var outlineKey in m_keysToRemove)
            {
                m_outlines.Remove(outlineKey);
            }

            m_keysToRemove.SetSize(0);

            ShaderResourceView initialSourceView = MyRender11.MultisamplingEnabled ? MyRender11.m_rgba8_ms.m_SRV : MyRender11.m_rgba8_1.m_SRV;
            RenderTargetView   renderTargetview  = MyRender11.MultisamplingEnabled ? MyRender11.m_rgba8_ms.m_RTV : MyRender11.m_rgba8_1.m_RTV;

            if (maxThickness > 0)
            {
                MyBlur.Run(renderTargetview, MyRender11.m_rgba8_2.m_RTV, MyRender11.m_rgba8_2.m_SRV, initialSourceView,
                           (int)Math.Round(5 * maxThickness),
                           MyBlur.MyBlurDensityFunctionType.Exponential, 0.25f,
                           null, MyFoliageRenderingPass.GrassStencilMask, MyRender11.Settings.BlurCopyOnDepthStencilFail);
            }

            MyGpuProfiler.IC_EndBlock();
            ProfilerShort.End();
        }
Пример #60
0
 internal void UpdateEntity(MyActor actor)
 {
     //var matrix = actor.WorldMatrix;
     //matrix.Translation = matrix.Translation - MyEnvironment.CameraPosition;
     m_mergeGroup.UpdateEntity(actor.ID, ref actor.WorldMatrix);
 }