internal unsafe static void Init() { m_cbCustomProjections = MyHwBuffers.CreateConstantsBuffer(sizeof(Matrix) * MAX_CUSTOM_PROJECTIONS_SIZE, "BilloardCustomProjections"); m_vs = MyShaders.CreateVs("Transparent/Billboards.hlsl"); m_vsDepthOnly = MyShaders.CreateVs("Transparent/BillboardsDepthOnly.hlsl"); m_ps = MyShaders.CreatePs("Transparent/Billboards.hlsl"); m_psDepthOnly = MyShaders.CreatePs("Transparent/BillboardsDepthOnly.hlsl"); m_psOIT = MyShaders.CreatePs("Transparent/Billboards.hlsl", new[] { new ShaderMacro("OIT", null) }); m_vsLit = MyShaders.CreateVs("Transparent/Billboards.hlsl", new[] { new ShaderMacro("LIT_PARTICLE", null) }); m_psLit = MyShaders.CreatePs("Transparent/Billboards.hlsl", new[] { new ShaderMacro("LIT_PARTICLE", null) }); m_psLitOIT = MyShaders.CreatePs("Transparent/Billboards.hlsl", new[] { new ShaderMacro("LIT_PARTICLE", null), new ShaderMacro("OIT", null) }); m_psAlphaCutout = MyShaders.CreatePs("Transparent/Billboards.hlsl", new[] { new ShaderMacro("ALPHA_CUTOUT", null) }); m_psAlphaCutoutAndLit = MyShaders.CreatePs("Transparent/Billboards.hlsl", new[] { new ShaderMacro("ALPHA_CUTOUT", null), new ShaderMacro("LIT_PARTICLE", null) }); m_psAlphaCutoutOIT = MyShaders.CreatePs("Transparent/Billboards.hlsl", new[] { new ShaderMacro("ALPHA_CUTOUT", null), new ShaderMacro("OIT", null) }); m_psAlphaCutoutAndLitOIT = MyShaders.CreatePs("Transparent/Billboards.hlsl", new[] { new ShaderMacro("ALPHA_CUTOUT", null), new ShaderMacro("LIT_PARTICLE", null), new ShaderMacro("OIT", null) }); m_psDebugUniformAccum = MyShaders.CreatePs("Transparent/Billboards.hlsl", new[] { new ShaderMacro("DEBUG_UNIFORM_ACCUM", null) }); m_psDebugUniformAccumOIT = MyShaders.CreatePs("Transparent/Billboards.hlsl", new[] { new ShaderMacro("DEBUG_UNIFORM_ACCUM", null), new ShaderMacro("OIT", null) }); m_inputLayout = MyShaders.CreateIL(m_vs.BytecodeId, MyVertexLayouts.GetLayout(MyVertexInputComponentType.POSITION3, MyVertexInputComponentType.TEXCOORD0_H)); InitBillboardsIndexBuffer(); m_VB = MyHwBuffers.CreateVertexBuffer(MAX_BILLBOARDS_SIZE * 4, sizeof(MyVertexFormatPositionTextureH), BindFlags.VertexBuffer, ResourceUsage.Dynamic, null, "MyBillboardRenderer"); var stride = sizeof(MyBillboardData); m_SB = MyHwBuffers.CreateStructuredBuffer(MAX_BILLBOARDS_SIZE, stride, true, null, "MyBillboardRenderer"); m_atlas = new MyTextureAtlas("Textures\\Particles\\", "Textures\\Particles\\ParticlesAtlas.tai"); }
internal unsafe static void Init() { //m_spotlightShadowmapPool = new MyShadowmapArray(256, 256, 4, Format.R16_Typeless, Format.D16_UNorm, Format.R16_Float); //m_spotlightShadowmapPool.SetDebugName("spotlight shadowmaps pool"); m_cascadesNum = 4; m_splitDepth = new float[m_cascadesNum + 1]; m_cascadeResolution = 1024; ResizeCascades(); m_csmConstants = MyHwBuffers.CreateConstantsBuffer((sizeof(Matrix) + sizeof(Vector2)) * 8 + 2 * sizeof(Vector4)); m_cascadesBoundingsVertices = MyHwBuffers.CreateVertexBuffer(8 * 4, sizeof(Vector3), BindFlags.VertexBuffer, ResourceUsage.Dynamic); InitIB(); m_cornersCS = new Vector3[8] { new Vector3(-1, -1, 0), new Vector3(-1, 1, 0), new Vector3(1, 1, 0), new Vector3(1, -1, 0), new Vector3(-1, -1, 1), new Vector3(-1, 1, 1), new Vector3(1, 1, 1), new Vector3(1, -1, 1) }; m_markVS = MyShaders.CreateVs("shape.hlsl", "vs"); m_markPS = MyShaders.CreatePs("shape.hlsl", "ps_dummy"); m_inputLayout = MyShaders.CreateIL(m_markVS.BytecodeId, MyVertexLayouts.GetLayout(MyVertexInputComponentType.POSITION3)); }
internal static void Init() { //MyRender11.RegisterSettingsChangedListener(new OnSettingsChangedDelegate(RecreateShadersForSettings)); m_screenVertexShader = MyShaders.CreateVs("Debug/DebugBaseColor.hlsl"); m_baseColorShader = MyShaders.CreatePs("Debug/DebugBaseColor.hlsl"); m_albedoShader = MyShaders.CreatePs("Debug/DebugAlbedo.hlsl"); m_normalShader = MyShaders.CreatePs("Debug/DebugNormal.hlsl"); m_normalViewShader = MyShaders.CreatePs("Debug/DebugNormalView.hlsl"); m_glossinessShader = MyShaders.CreatePs("Debug/DebugGlossiness.hlsl"); m_metalnessShader = MyShaders.CreatePs("Debug/DebugMetalness.hlsl"); m_aoShader = MyShaders.CreatePs("Debug/DebugAmbientOcclusion.hlsl"); m_emissiveShader = MyShaders.CreatePs("Debug/DebugEmissive.hlsl"); m_ambientDiffuseShader = MyShaders.CreatePs("Debug/DebugAmbientDiffuse.hlsl"); m_ambientSpecularShader = MyShaders.CreatePs("Debug/DebugAmbientSpecular.hlsl"); m_edgeDebugShader = MyShaders.CreatePs("Debug/DebugEdge.hlsl"); m_shadowsDebugShader = MyShaders.CreatePs("Debug/DebugCascadesShadow.hlsl"); m_NDotLShader = MyShaders.CreatePs("Debug/DebugNDotL.hlsl"); m_depthShader = MyShaders.CreatePs("Debug/DebugDepth.hlsl"); m_stencilShader = MyShaders.CreatePs("Debug/DebugStencil.hlsl"); m_rtShader = MyShaders.CreatePs("Debug/DebugRt.hlsl"); m_blitTextureShader = MyShaders.CreatePs("Debug/DebugBlitTexture.hlsl"); m_blitTexture3DShader = MyShaders.CreatePs("Debug/DebugBlitTexture3D.hlsl"); m_blitTextureArrayShader = MyShaders.CreatePs("Debug/DebugBlitTextureArray.hlsl"); m_inputLayout = MyShaders.CreateIL(m_screenVertexShader.BytecodeId, MyVertexLayouts.GetLayout(MyVertexInputComponentType.POSITION2, MyVertexInputComponentType.TEXCOORD0)); m_quadBuffer = MyHwBuffers.CreateVertexBuffer(6, MyVertexFormatPosition2Texcoord.STRIDE, BindFlags.VertexBuffer, ResourceUsage.Dynamic, null, "MyDebugRenderer quad"); }
internal static void Init() { //MyRender11.RegisterSettingsChangedListener(new OnSettingsChangedDelegate(RecreateShadersForSettings)); m_screenVertexShader = MyShaders.CreateVs("debug_base_color.hlsl"); m_baseColorShader = MyShaders.CreatePs("debug_base_color.hlsl"); m_baseColorLinearShader = MyShaders.CreatePs("debug_base_color_linear.hlsl"); m_normalShader = MyShaders.CreatePs("debug_normal.hlsl"); m_glossinessShader = MyShaders.CreatePs("debug_glossiness.hlsl"); m_metalnessShader = MyShaders.CreatePs("debug_metalness.hlsl"); m_matIDShader = MyShaders.CreatePs("debug_mat_id.hlsl"); m_aoShader = MyShaders.CreatePs("debug_ambient_occlusion.hlsl"); m_emissiveShader = MyShaders.CreatePs("debug_emissive.hlsl"); m_ambientDiffuseShader = MyShaders.CreatePs("debug_ambient_diffuse.hlsl"); m_ambientSpecularShader = MyShaders.CreatePs("debug_ambient_specular.hlsl"); m_edgeDebugShader = MyShaders.CreatePs("debug_edge.hlsl"); m_shadowsDebugShader = MyShaders.CreatePs("debug_cascades_shadow.hlsl"); m_NDotLShader = MyShaders.CreatePs("debug_NDotL.hlsl"); m_stencilShader = MyShaders.CreatePs("debug_Stencil.hlsl"); m_blitTextureShader = MyShaders.CreatePs("debug_blitTexture.hlsl"); m_blitTexture3DShader = MyShaders.CreatePs("debug_blitTexture3D.hlsl"); m_blitTextureArrayShader = MyShaders.CreatePs("debug_blitTextureArray.hlsl"); m_inputLayout = MyShaders.CreateIL(m_screenVertexShader.BytecodeId, MyVertexLayouts.GetLayout(MyVertexInputComponentType.POSITION2, MyVertexInputComponentType.TEXCOORD0)); m_quadBuffer = MyHwBuffers.CreateVertexBuffer(6, MyVertexFormatPosition2Texcoord.STRIDE, BindFlags.VertexBuffer, ResourceUsage.Dynamic); }
internal unsafe void UpdateGeneric(List <MyInstanceData> instanceData, int capacity) { Debug.Assert(m_type == MyRenderInstanceBufferType.Generic); var instancesNum = instanceData.Count; if (m_capacity < instancesNum && VB != VertexBufferId.NULL) { MyHwBuffers.Destroy(VB); VB = VertexBufferId.NULL; } if (m_capacity < instancesNum) { m_capacity = Math.Max(instancesNum, capacity); VB = MyHwBuffers.CreateVertexBuffer(m_capacity, sizeof(MyVertexFormatGenericInstance), null, m_debugName + " instances buffer"); } fixed(MyInstanceData *dataPtr = instanceData.ToArray()) { DataBox srcBox = new DataBox(new IntPtr(dataPtr)); ResourceRegion dstRegion = new ResourceRegion(0, 0, 0, sizeof(MyVertexFormatGenericInstance) * instancesNum, 1, 1); MyRender11.ImmediateContext.UpdateSubresource(srcBox, VB.Buffer, 0, dstRegion); } BumpRenderable(); }
internal unsafe static void UpdateVertexBuffer(InstancingId id) { var info = id.Info; if (info.Capacity == 0) { return; } fixed(byte *ptr = info.Data) { if (Data[id.Index].VB == VertexBufferId.NULL) { Data[id.Index].VB = MyHwBuffers.CreateVertexBuffer(info.Capacity, info.Stride, new IntPtr(ptr), info.DebugName); } else { var vb = Data[id.Index].VB; MyHwBuffers.ResizeVertexBuffer(vb, info.Capacity); DataBox srcBox = new DataBox(new IntPtr(ptr)); ResourceRegion dstRegion = new ResourceRegion(0, 0, 0, info.Stride * info.Capacity, 1, 1); MyRender11.ImmediateContext.UpdateSubresource(srcBox, vb.Buffer, 0, dstRegion); } } }
internal unsafe static void Init() { m_vs = MyShaders.CreateVs("line.hlsl"); m_ps = MyShaders.CreatePs("line.hlsl"); m_inputLayout = MyShaders.CreateIL(m_vs.BytecodeId, MyVertexLayouts.GetLayout(MyVertexInputComponentType.POSITION3, MyVertexInputComponentType.COLOR4)); m_currentBufferSize = 100000; m_VB = MyHwBuffers.CreateVertexBuffer(m_currentBufferSize, sizeof(MyVertexFormatPositionColor), BindFlags.VertexBuffer, ResourceUsage.Dynamic); }
internal static void Init() { m_VSCopy = MyShaders.CreateVs("postprocess_copy.hlsl"); { m_VBFullscreen = MyHwBuffers.CreateVertexBuffer(4, VRageRender.Vertex.MyVertexFormatPositionTextureH.STRIDE, BindFlags.VertexBuffer, ResourceUsage.Dynamic, null, "MyScreenPass.VBFullscreen"); m_vbData[0] = new VRageRender.Vertex.MyVertexFormatPositionTextureH(new Vector3(-1, -1, 0), new VRageMath.PackedVector.HalfVector2(0, 1f)); m_vbData[1] = new VRageRender.Vertex.MyVertexFormatPositionTextureH(new Vector3(-1, 1, 0), new VRageMath.PackedVector.HalfVector2(0, 0)); m_vbData[2] = new VRageRender.Vertex.MyVertexFormatPositionTextureH(new Vector3(1, -1, 0), new VRageMath.PackedVector.HalfVector2(1, 1f)); m_vbData[3] = new VRageRender.Vertex.MyVertexFormatPositionTextureH(new Vector3(1, 1, 0), new VRageMath.PackedVector.HalfVector2(1, 0f)); MyMapping mapping = MyMapping.MapDiscard(RC.DeviceContext, m_VBFullscreen.Buffer); mapping.WriteAndPosition(m_vbData, 0, 4); mapping.Unmap(); } { m_VBLeftPart = MyHwBuffers.CreateVertexBuffer(4, VRageRender.Vertex.MyVertexFormatPositionTextureH.STRIDE, BindFlags.VertexBuffer, ResourceUsage.Dynamic, null, "MyVRScreenPass.VBLeftPart"); m_vbData[0] = new VRageRender.Vertex.MyVertexFormatPositionTextureH(new Vector3(-1, -1, 0), new VRageMath.PackedVector.HalfVector2(0, 1)); m_vbData[1] = new VRageRender.Vertex.MyVertexFormatPositionTextureH(new Vector3(-1, 1, 0), new VRageMath.PackedVector.HalfVector2(0, 0)); m_vbData[2] = new VRageRender.Vertex.MyVertexFormatPositionTextureH(new Vector3(0, -1, 0), new VRageMath.PackedVector.HalfVector2(0.5f, 1)); m_vbData[3] = new VRageRender.Vertex.MyVertexFormatPositionTextureH(new Vector3(0, 1, 0), new VRageMath.PackedVector.HalfVector2(0.5f, 0f)); MyMapping mapping = MyMapping.MapDiscard(RC.DeviceContext, m_VBLeftPart.Buffer); mapping.WriteAndPosition(m_vbData, 0, 4); mapping.Unmap(); } { m_VBRightPart = MyHwBuffers.CreateVertexBuffer(4, VRageRender.Vertex.MyVertexFormatPositionTextureH.STRIDE, BindFlags.VertexBuffer, ResourceUsage.Dynamic, null, "MyVRScreenPass.VBRightPart"); m_vbData[0] = new VRageRender.Vertex.MyVertexFormatPositionTextureH(new Vector3(0, -1, 0), new VRageMath.PackedVector.HalfVector2(0.5f, 1)); m_vbData[1] = new VRageRender.Vertex.MyVertexFormatPositionTextureH(new Vector3(0, 1, 0), new VRageMath.PackedVector.HalfVector2(0.5f, 0)); m_vbData[2] = new VRageRender.Vertex.MyVertexFormatPositionTextureH(new Vector3(1, -1, 0), new VRageMath.PackedVector.HalfVector2(1, 1)); m_vbData[3] = new VRageRender.Vertex.MyVertexFormatPositionTextureH(new Vector3(1, 1, 0), new VRageMath.PackedVector.HalfVector2(1, 0)); MyMapping mapping = MyMapping.MapDiscard(RC.DeviceContext, m_VBRightPart.Buffer); mapping.WriteAndPosition(m_vbData, 0, 4); mapping.Unmap(); } // just some shader bytecode is selected m_IL = MyShaders.CreateIL(m_VSCopy.BytecodeId, MyVertexLayouts.GetLayout(MyVertexInputComponentType.POSITION3, MyVertexInputComponentType.TEXCOORD0_H)); }
internal unsafe static void ResetCascades() { m_initializedShadowCascadesCount = MyRenderProxy.Settings.ShadowCascadeCount; ShadowCascadeSplitDepths = new float[m_initializedShadowCascadesCount + 1]; ShadowCascadeScales = new Vector4[m_initializedShadowCascadesCount]; m_shadowCascadeLightDirections = new Vector3D[m_initializedShadowCascadesCount]; m_shadowCascadeFramesSinceUpdate = new int[m_initializedShadowCascadesCount]; m_cascadesBoundingsVertices = MyHwBuffers.CreateVertexBuffer(8 * m_initializedShadowCascadesCount, sizeof(Vector3), BindFlags.VertexBuffer, ResourceUsage.Dynamic); ResizeCascades(); }
internal unsafe void AllocateStreamOutBuffer(int vertexStride) { Dispose(); // padding to some power of 2 m_allocationSize = ((m_allocationSize + 511) / 512) * 512; const int maxAlloc = 5 * 1024 * 1024; m_allocationSize = Math.Min(maxAlloc, m_allocationSize); Debug.Assert(m_stream == VertexBufferId.NULL); m_stream = MyHwBuffers.CreateVertexBuffer(m_allocationSize, vertexStride, BindFlags.VertexBuffer | BindFlags.StreamOutput, ResourceUsage.Default); }
private static void InitInternal(Vector2[] vertsForMask) { m_VB = MyHwBuffers.CreateVertexBuffer(vertsForMask.Length, MyVertexFormat2DPosition.STRIDE, BindFlags.VertexBuffer, ResourceUsage.Dynamic, null, "MyStereoStencilMask.VB"); MyMapping mapping = MyMapping.MapDiscard(RC.DeviceContext, m_VB.Buffer); mapping.WriteAndPosition(vertsForMask, 0, vertsForMask.Length); mapping.Unmap(); m_vs = MyShaders.CreateVs("stereo_stencil_mask.hlsl"); m_ps = MyShaders.CreatePs("stereo_stencil_mask.hlsl"); m_il = MyShaders.CreateIL(m_vs.BytecodeId, MyVertexLayouts.GetLayout(MyVertexInputComponentType.POSITION2)); }
internal unsafe void AllocateStreamOutBuffer() { Dispose(); var stride = sizeof(Vector3) + sizeof(uint); // padding to some power of 2 m_allocationSize = ((m_allocationSize + 511) / 512) * 512; const int maxAlloc = 5 * 1024 * 1024; m_allocationSize = m_allocationSize > maxAlloc ? maxAlloc : m_allocationSize; m_stream = MyHwBuffers.CreateVertexBuffer(m_allocationSize, stride, BindFlags.VertexBuffer | BindFlags.StreamOutput, ResourceUsage.Default); }
internal unsafe static void Init() { m_vs = MyShaders.CreateVs("sprite.hlsl"); m_ps = MyShaders.CreatePs("sprite.hlsl"); m_inputLayout = MyShaders.CreateIL(m_vs.BytecodeId, MyVertexLayouts.GetLayout( new MyVertexInputComponent(MyVertexInputComponentType.CUSTOM_HALF4_0, MyVertexInputComponentFreq.PER_INSTANCE), new MyVertexInputComponent(MyVertexInputComponentType.CUSTOM_HALF4_1, MyVertexInputComponentFreq.PER_INSTANCE), new MyVertexInputComponent(MyVertexInputComponentType.CUSTOM_HALF4_2, MyVertexInputComponentFreq.PER_INSTANCE), new MyVertexInputComponent(MyVertexInputComponentType.COLOR4, MyVertexInputComponentFreq.PER_INSTANCE) )); m_currentBufferSize = 100000; m_VB = MyHwBuffers.CreateVertexBuffer(m_currentBufferSize, sizeof(MyVertexFormatSpritePositionTextureRotationColor), BindFlags.VertexBuffer, ResourceUsage.Dynamic); m_contextsStack.Add(new MySpritesContext()); }
internal unsafe void UpdateCube(List <MyCubeInstanceData> instanceData, int capacity) { Debug.Assert(m_type == MyRenderInstanceBufferType.Cube); var instancesNum = instanceData.Count; if (m_capacity < instancesNum && VB != VertexBufferId.NULL) { MyHwBuffers.Destroy(VB); VB = VertexBufferId.NULL; } if (m_capacity < instancesNum) { m_capacity = Math.Max(instancesNum, capacity); VB = MyHwBuffers.CreateVertexBuffer(m_capacity, sizeof(MyVertexFormatCubeInstance), null, m_debugName + " instances buffer"); } var rawBuffer = new MyVertexFormatCubeInstance[m_capacity]; for (int i = 0; i < instancesNum; i++) { fixed(byte *pSource = instanceData[i].RawBones(), pTarget = rawBuffer[i].bones) { for (int j = 0; j < MyRender11Constants.CUBE_INSTANCE_BONES_NUM * 4; j++) { pTarget[j] = pSource[j]; } } rawBuffer[i].translationRotation = new HalfVector4(instanceData[i].m_translationAndRot); rawBuffer[i].colorMaskHSV = new HalfVector4(instanceData[i].ColorMaskHSV); } fixed(MyVertexFormatCubeInstance *dataPtr = rawBuffer) { DataBox srcBox = new DataBox(new IntPtr(dataPtr)); ResourceRegion dstRegion = new ResourceRegion(0, 0, 0, sizeof(MyVertexFormatCubeInstance) * instancesNum, 1, 1); MyRender11.ImmediateContext.UpdateSubresource(srcBox, VB.Buffer, 0, dstRegion); } BumpRenderable(); }
internal unsafe static void Init() { m_vs = MyShaders.CreateVs("billboard.hlsl", "vs"); m_ps = MyShaders.CreatePs("billboard.hlsl", "ps"); m_vsLit = MyShaders.CreateVs("billboard.hlsl", "vs", MyShaderHelpers.FormatMacros("LIT_PARTICLE")); m_psLit = MyShaders.CreatePs("billboard.hlsl", "ps", MyShaderHelpers.FormatMacros("LIT_PARTICLE")); m_inputLayout = MyShaders.CreateIL(m_vs.BytecodeId, MyVertexLayouts.GetLayout(MyVertexInputComponentType.POSITION3, MyVertexInputComponentType.TEXCOORD0_H)); //MyCallbacks.RegisterDeviceResetListener(new OnDeviceResetDelegate(OnDeviceRestart)); InitBillboardsIndexBuffer(MaxBillboards); m_VB = MyHwBuffers.CreateVertexBuffer(MaxBillboards * 4, sizeof(MyVertexFormatPositionTextureH), BindFlags.VertexBuffer, ResourceUsage.Dynamic); var stride = sizeof(MyBillboardData); m_SB = MyHwBuffers.CreateStructuredBuffer(MaxBillboards, stride, true); MyTextureAtlas.ParseAtlasDescription("Textures\\Particles\\", "Textures\\Particles\\ParticlesAtlas.tai", m_atlasedTextures); }
internal unsafe static void Init() { m_vs = MyShaders.CreateVs("billboard.hlsl"); m_ps = MyShaders.CreatePs("billboard.hlsl"); m_vsLit = MyShaders.CreateVs("billboard.hlsl", new [] { new ShaderMacro("LIT_PARTICLE", null) }); m_psLit = MyShaders.CreatePs("billboard.hlsl", new[] { new ShaderMacro("LIT_PARTICLE", null) }); m_psAlphaCutout = MyShaders.CreatePs("billboard.hlsl", new[] { new ShaderMacro("ALPHA_CUTOUT", null) }); m_psAlphaCutoutAndLit = MyShaders.CreatePs("billboard.hlsl", new[] { new ShaderMacro("ALPHA_CUTOUT", null), new ShaderMacro("LIT_PARTICLE", null) }); m_inputLayout = MyShaders.CreateIL(m_vs.BytecodeId, MyVertexLayouts.GetLayout(MyVertexInputComponentType.POSITION3, MyVertexInputComponentType.TEXCOORD0_H)); //MyCallbacks.RegisterDeviceResetListener(new OnDeviceResetDelegate(OnDeviceRestart)); InitBillboardsIndexBuffer(MaxBillboards); m_VB = MyHwBuffers.CreateVertexBuffer(MaxBillboards * 4, sizeof(MyVertexFormatPositionTextureH), BindFlags.VertexBuffer, ResourceUsage.Dynamic, null, "MyBillboardRenderer"); var stride = sizeof(MyBillboardData); m_SB = MyHwBuffers.CreateStructuredBuffer(MaxBillboards, stride, true, null, "MyBillboardRenderer"); m_atlas = new MyTextureAtlas("Textures\\Particles\\", "Textures\\Particles\\ParticlesAtlas.tai"); }
public unsafe MyDebugMesh(MyRenderMessageDebugDrawMesh message) { vbuffer = MyHwBuffers.CreateVertexBuffer(message.VertexCount, sizeof(MyVertexFormatPositionColor), BindFlags.VertexBuffer, ResourceUsage.Dynamic, null, "MyDebugMesh"); Update(message); }
MyRenderMeshInfo LoadMesh(string assetName, out MyLODDescriptor[] LodDescriptors) { //Debug.Assert(assetName.EndsWith(".mwm")); #region Temporary for mwm endings if (!assetName.EndsWith(".mwm")) { assetName += ".mwm"; } #endregion var meshVertexInput = MyVertexInputLayout.Empty; LodDescriptors = null; MyRenderMeshInfo result = new MyRenderMeshInfo(); var importer = new MyModelImporter(); var fsPath = Path.IsPathRooted(assetName) ? assetName : Path.Combine(MyFileSystem.ContentPath, assetName); if (!MyFileSystem.FileExists(fsPath)) { System.Diagnostics.Debug.Fail("Model " + assetName + " does not exists!"); return(MyAssetsLoader.GetDebugMesh().LODs[0].m_meshInfo); } string contentPath = null; if (Path.IsPathRooted(assetName) && assetName.ToLower().Contains("models")) { contentPath = assetName.Substring(0, assetName.ToLower().IndexOf("models")); } try { importer.ImportData(fsPath, new string[] { MyImporterConstants.TAG_VERTICES, MyImporterConstants.TAG_BLENDINDICES, MyImporterConstants.TAG_BLENDWEIGHTS, MyImporterConstants.TAG_NORMALS, MyImporterConstants.TAG_TEXCOORDS0, MyImporterConstants.TAG_TANGENTS, MyImporterConstants.TAG_BINORMALS, MyImporterConstants.TAG_BONES, MyImporterConstants.TAG_MESH_PARTS, MyImporterConstants.TAG_BOUNDING_BOX, MyImporterConstants.TAG_BOUNDING_SPHERE, MyImporterConstants.TAG_LODS, }); Dictionary <string, object> tagData = importer.GetTagData(); // extract data var positions = (HalfVector4[])tagData[MyImporterConstants.TAG_VERTICES]; System.Diagnostics.Debug.Assert(positions.Length > 0); var verticesNum = positions.Length; var boneIndices = (Vector4I[])tagData[MyImporterConstants.TAG_BLENDINDICES]; var boneWeights = (Vector4[])tagData[MyImporterConstants.TAG_BLENDWEIGHTS]; var normals = (Byte4[])tagData[MyImporterConstants.TAG_NORMALS]; var texcoords = (HalfVector2[])tagData[MyImporterConstants.TAG_TEXCOORDS0]; var tangents = (Byte4[])tagData[MyImporterConstants.TAG_TANGENTS]; var bintangents = (Byte4[])tagData[MyImporterConstants.TAG_BINORMALS]; var tangentBitanSgn = new Byte4[verticesNum]; for (int i = 0; i < verticesNum; i++) { var N = VF_Packer.UnpackNormal(normals[i].PackedValue); var T = VF_Packer.UnpackNormal(tangents[i].PackedValue); var B = VF_Packer.UnpackNormal(bintangents[i].PackedValue); var tanW = new Vector4(T.X, T.Y, T.Z, 0); tanW.W = T.Cross(N).Dot(B) < 0 ? -1 : 1; tangentBitanSgn[i] = VF_Packer.PackTangentSignB4(ref tanW); } bool hasBonesInfo = false; if (boneIndices.Length > 0 && boneWeights.Length > 0) { hasBonesInfo = true; } var bones = (MyModelBone[])tagData[MyImporterConstants.TAG_BONES]; // var vertexBuffers = new List <VertexBufferId>(); IndexBufferId indexBuffer = IndexBufferId.NULL; var submeshes = new Dictionary <string, List <MyDrawSubmesh> >(); var submeshes2 = new Dictionary <string, List <MySubmeshInfo> >(); var submeshesMeta = new List <MySubmeshInfo>(); int indicesNum = 0; bool missingMaterial = false; if (tagData.ContainsKey(MyImporterConstants.TAG_MESH_PARTS)) { var indices = new List <uint>(positions.Length); uint maxIndex = 0; var meshParts = tagData[MyImporterConstants.TAG_MESH_PARTS] as List <MyMeshPartInfo>; foreach (MyMeshPartInfo meshPart in meshParts) { # region Bones indirection int[] bonesRemapping = null; if (boneIndices.Length > 0 && bones.Length > MyRender11Constants.SHADER_MAX_BONES) { Dictionary <int, int> vertexChanged = new Dictionary <int, int>(); Dictionary <int, int> bonesUsed = new Dictionary <int, int>(); int trianglesNum = meshPart.m_indices.Count / 3; for (int i = 0; i < trianglesNum; i++) { for (int j = 0; j < 3; j++) { int index = meshPart.m_indices[i * 3 + j]; if (boneWeights[index].X > 0) { bonesUsed[boneIndices[index].X] = 1; } if (boneWeights[index].Y > 0) { bonesUsed[boneIndices[index].Y] = 1; } if (boneWeights[index].Z > 0) { bonesUsed[boneIndices[index].Z] = 1; } if (boneWeights[index].W > 0) { bonesUsed[boneIndices[index].W] = 1; } } } if (bonesUsed.Count > MyRender11Constants.SHADER_MAX_BONES) { Debug.Assert(bonesUsed.Count <= MyRender11Constants.SHADER_MAX_BONES, "Model \"" + assetName + "\"'s part uses more than 60 bones, please split model on more parts"); } var partBones = new List <int>(bonesUsed.Keys); partBones.Sort(); if (partBones.Count > 0 && partBones[partBones.Count - 1] >= MyRender11Constants.SHADER_MAX_BONES) { for (int i = 0; i < partBones.Count; i++) { bonesUsed[partBones[i]] = i; } Dictionary <int, int> vertexTouched = new Dictionary <int, int>(); for (int i = 0; i < trianglesNum; i++) { for (int j = 0; j < 3; j++) { int index = meshPart.m_indices[i * 3 + j]; if (!vertexTouched.ContainsKey(index)) { if (boneWeights[index].X > 0) { boneIndices[index].X = bonesUsed[boneIndices[index].X]; } if (boneWeights[index].Y > 0) { boneIndices[index].Y = bonesUsed[boneIndices[index].Y]; } if (boneWeights[index].Z > 0) { boneIndices[index].Z = bonesUsed[boneIndices[index].Z]; } if (boneWeights[index].W > 0) { boneIndices[index].W = bonesUsed[boneIndices[index].W]; } vertexTouched[index] = 1; int changes = 0; vertexChanged.TryGetValue(index, out changes); vertexChanged[index] = changes + 1; } } } bonesRemapping = partBones.ToArray(); } if (vertexChanged.Values.Count > 0) { Debug.Assert(vertexChanged.Values.Max() < 2, "Vertex shared between model parts, will likely result in wrong skinning"); } } #endregion int startIndex = indices.Count; int indexCount = meshPart.m_indices.Count; uint minIndex = (uint)meshPart.m_indices[0]; foreach (var i in meshPart.m_indices) { indices.Add((uint)i); minIndex = Math.Min(minIndex, (uint)i); } uint baseVertex = minIndex; for (int i = startIndex; i < startIndex + indexCount; i++) { indices[i] -= minIndex; maxIndex = Math.Max(maxIndex, indices[i]); } #region Material var materialDesc = meshPart.m_MaterialDesc; var matId = MyMeshMaterials1.GetMaterialId(materialDesc, contentPath); var partKey = MyMeshMaterials1.Table[matId.Index].Technique; var materialName = MyMeshMaterials1.Table[matId.Index].Name; var list = submeshes.SetDefault(partKey, new List <MyDrawSubmesh>()); list.Add(new MyDrawSubmesh(indexCount, startIndex, (int)baseVertex, MyMeshMaterials1.GetProxyId(matId), bonesRemapping)); submeshesMeta.Add(new MySubmeshInfo { IndexCount = indexCount, StartIndex = startIndex, BaseVertex = (int)baseVertex, BonesMapping = bonesRemapping, Material = materialName.ToString(), Technique = partKey }); var list2 = submeshes2.SetDefault(partKey, new List <MySubmeshInfo>()); list2.Add(submeshesMeta[submeshesMeta.Count - 1]); #endregion } indicesNum = indices.Count; #region Fill gpu buffes unsafe { if (maxIndex <= ushort.MaxValue) { // create 16 bit indices var indices16 = new ushort[indices.Count]; for (int i = 0; i < indices.Count; i++) { indices16[i] = (ushort)indices[i]; } result.Indices = indices16; fixed(ushort *I = indices16) { indexBuffer = MyHwBuffers.CreateIndexBuffer(indices16.Length, Format.R16_UInt, BindFlags.IndexBuffer, ResourceUsage.Immutable, new IntPtr(I), assetName + " index buffer"); } } else { var indicesArray = indices.ToArray(); fixed(uint *I = indicesArray) { indexBuffer = MyHwBuffers.CreateIndexBuffer(indices.Count, Format.R32_UInt, BindFlags.IndexBuffer, ResourceUsage.Immutable, new IntPtr(I), assetName + " index buffer"); } } } unsafe { if (!hasBonesInfo) { var vertices = new MyVertexFormatPositionH4[verticesNum]; for (int i = 0; i < verticesNum; i++) { vertices[i] = new MyVertexFormatPositionH4(positions[i]); } meshVertexInput = meshVertexInput.Append(MyVertexInputComponentType.POSITION_PACKED); result.VertexPositions = vertices; fixed(MyVertexFormatPositionH4 *V = vertices) { vertexBuffers.Add(MyHwBuffers.CreateVertexBuffer(verticesNum, sizeof(MyVertexFormatPositionH4), BindFlags.VertexBuffer, ResourceUsage.Immutable, new IntPtr(V), assetName + " vertex buffer " + vertexBuffers.Count)); } } else { var vertices = new MyVertexFormatPositionSkinning[verticesNum]; for (int i = 0; i < verticesNum; i++) { vertices[i] = new MyVertexFormatPositionSkinning( positions[i], new Byte4(boneIndices[i].X, boneIndices[i].Y, boneIndices[i].Z, boneIndices[i].W), boneWeights[i]); } meshVertexInput = meshVertexInput.Append(MyVertexInputComponentType.POSITION_PACKED) .Append(MyVertexInputComponentType.BLEND_WEIGHTS).Append(MyVertexInputComponentType.BLEND_INDICES); fixed(MyVertexFormatPositionSkinning *V = vertices) { vertexBuffers.Add(MyHwBuffers.CreateVertexBuffer(verticesNum, sizeof(MyVertexFormatPositionSkinning), BindFlags.VertexBuffer, ResourceUsage.Immutable, new IntPtr(V), assetName + " vertex buffer " + vertexBuffers.Count)); } } // add second stream { var vertices = new MyVertexFormatTexcoordNormalTangent[verticesNum]; for (int i = 0; i < verticesNum; i++) { vertices[i] = new MyVertexFormatTexcoordNormalTangent(texcoords[i], normals[i], tangentBitanSgn[i]); } fixed(MyVertexFormatTexcoordNormalTangent *V = vertices) { vertexBuffers.Add(MyHwBuffers.CreateVertexBuffer(verticesNum, sizeof(MyVertexFormatTexcoordNormalTangent), BindFlags.VertexBuffer, ResourceUsage.Immutable, new IntPtr(V), assetName + " vertex buffer " + vertexBuffers.Count)); } result.VertexExtendedData = vertices; meshVertexInput = meshVertexInput .Append(MyVertexInputComponentType.NORMAL, 1) .Append(MyVertexInputComponentType.TANGENT_SIGN_OF_BITANGENT, 1) .Append(MyVertexInputComponentType.TEXCOORD0_H, 1); } } #endregion } #region Extract lods if (tagData.ContainsKey(MyImporterConstants.TAG_LODS)) { var tagLODs = tagData[MyImporterConstants.TAG_LODS]; if (((MyLODDescriptor[])tagLODs).Length > 0) { } LodDescriptors = (MyLODDescriptor[])((MyLODDescriptor[])tagLODs).Clone(); } #endregion if (missingMaterial) { Debug.WriteLine(String.Format("Mesh {0} has missing material", assetName)); } //indexBuffer.SetDebugName(assetName + " index buffer"); int c = 0; //vertexBuffers.ForEach(x => x.SetDebugName(assetName + " vertex buffer " + c++)); // result.BoundingBox = (BoundingBox)tagData[MyImporterConstants.TAG_BOUNDING_BOX]; result.BoundingSphere = (BoundingSphere)tagData[MyImporterConstants.TAG_BOUNDING_SPHERE]; result.VerticesNum = verticesNum; result.IndicesNum = indicesNum; result.VertexLayout = meshVertexInput; result.IB = indexBuffer; result.VB = vertexBuffers.ToArray(); result.IsAnimated = hasBonesInfo; result.Parts = submeshes.ToDictionary(x => x.Key, x => x.Value.ToArray()); result.PartsMetadata = submeshes2.ToDictionary(x => x.Key, x => x.Value.ToArray()); result.m_submeshes = submeshesMeta; IsAnimated |= result.IsAnimated; importer.Clear(); return(result); }
private unsafe void InitVertexBuffer(int numberOfCascades) { DestroyVertexBuffer(); m_cascadesBoundingsVertices = MyHwBuffers.CreateVertexBuffer(8 * numberOfCascades, sizeof(Vector3), BindFlags.VertexBuffer, ResourceUsage.Dynamic, null, "MyShadowCascadesPostProcess"); }