/// <summary> /// Draws the scenery patch /// </summary> /// <param name="sceneryEffect">Scenery effect</param> /// <param name="techniqueFn">Function for technique</param> /// <param name="bufferManager">Buffer manager</param> public void DrawScenery(IGeometryDrawer sceneryEffect, BufferManager bufferManager) { var graphics = this.Game.Graphics; int count = 0; foreach (string meshName in this.DrawingData.Meshes.Keys) { var meshDict = this.DrawingData.Meshes[meshName]; foreach (string materialName in meshDict.Keys) { var mesh = meshDict[materialName]; var material = this.DrawingData.Materials[materialName]; var technique = sceneryEffect.GetTechnique(mesh.VertextType, false); sceneryEffect.UpdatePerObject(0, material, 0, true); bufferManager.SetIndexBuffer(mesh.IndexBuffer.Slot); bufferManager.SetInputAssembler(technique, mesh.VertexBuffer.Slot, mesh.Topology); count += mesh.IndexBuffer.Count > 0 ? mesh.IndexBuffer.Count : mesh.VertexBuffer.Count; for (int p = 0; p < technique.PassCount; p++) { graphics.EffectPassApply(technique, p, 0); mesh.Draw(graphics); } } } Counters.InstancesPerFrame++; Counters.PrimitivesPerFrame += count / 3; }
/// <summary> /// Draws a mesh /// </summary> /// <param name="context">Context</param> /// <param name="effect">Effect</param> /// <param name="meshName">Mesh name</param> /// <returns>Returns the number of drawn triangles</returns> private int DrawMesh(DrawContext context, IGeometryDrawer effect, string meshName) { int count = 0; var graphics = this.Game.Graphics; var mode = context.DrawerMode; var meshDict = this.DrawingData.Meshes[meshName]; var localTransform = this.GetTransformByName(meshName); effect.UpdatePerFrameFull(localTransform, context); foreach (string materialName in meshDict.Keys) { var mesh = meshDict[materialName]; var material = this.DrawingData.Materials[materialName]; bool transparent = material.Material.IsTransparent && this.Description.AlphaEnabled; if (mode.HasFlag(DrawerModes.OpaqueOnly) && transparent) { continue; } if (mode.HasFlag(DrawerModes.TransparentOnly) && !transparent) { continue; } effect.UpdatePerObject(this.AnimationOffset, material, this.TextureIndex, this.UseAnisotropicFiltering); this.BufferManager.SetIndexBuffer(mesh.IndexBuffer.Slot); var technique = effect.GetTechnique(mesh.VertextType, false); this.BufferManager.SetInputAssembler(technique, mesh.VertexBuffer.Slot, mesh.Topology); count += mesh.IndexBuffer.Count > 0 ? mesh.IndexBuffer.Count / 3 : mesh.VertexBuffer.Count / 3; for (int p = 0; p < technique.PassCount; p++) { graphics.EffectPassApply(technique, p, 0); mesh.Draw(graphics); } } return(count); }
/// <summary> /// Draws a mesh with a geometry drawer /// </summary> /// <param name="effect">Effect</param> /// <param name="drawingData">Drawing data</param> /// <param name="mode">Drawer mode</param> /// <param name="meshName">Mesh name</param> /// <param name="index">Instance buffer index</param> /// <param name="length">Instance buffer length</param> /// <returns>Returns the number of drawn triangles</returns> private int DrawMesh(IGeometryDrawer effect, DrawingData drawingData, DrawerModes mode, string meshName, int index, int length) { int count = 0; var graphics = this.Game.Graphics; var meshDict = drawingData.Meshes[meshName]; foreach (string materialName in meshDict.Keys) { var mesh = meshDict[materialName]; var material = drawingData.Materials[materialName]; bool transparent = material.Material.IsTransparent && this.Description.AlphaEnabled; if (mode.HasFlag(DrawerModes.OpaqueOnly) && transparent) { continue; } if (mode.HasFlag(DrawerModes.TransparentOnly) && !transparent) { continue; } count += mesh.IndexBuffer.Count > 0 ? mesh.IndexBuffer.Count / 3 : mesh.VertexBuffer.Count / 3; effect.UpdatePerObject(0, material, 0, this.UseAnisotropicFiltering); this.BufferManager.SetIndexBuffer(mesh.IndexBuffer.Slot); var technique = effect.GetTechnique(mesh.VertextType, true); this.BufferManager.SetInputAssembler(technique, mesh.VertexBuffer.Slot, mesh.Topology); for (int p = 0; p < technique.PassCount; p++) { graphics.EffectPassApply(technique, p, 0); mesh.Draw(graphics, index, length); } } return(count); }