示例#1
0
        static public void UpdateForwardLights()
        {
            const float RADIUS_FOR_LIGHTS = 400;

            BoundingSphere sphere = new BoundingSphere(MyCamera.Position, RADIUS_FOR_LIGHTS);

            GetRenderProfiler().StartProfilingBlock("Setup lights");

            MyEffectModelsDNS effectDNS = (MyEffectModelsDNS)GetEffect(MyEffects.ModelDNS);

            MyLights.UpdateEffect(effectDNS.DynamicLights, ref sphere, true);
            MyLights.UpdateEffectReflector(effectDNS.Reflector, true);

            MyEffectVoxels effectVoxels = (MyEffectVoxels)GetEffect(MyEffects.VoxelsMRT);

            MyLights.UpdateEffect(effectVoxels.DynamicLights, ref sphere, true);
            MyLights.UpdateEffectReflector(effectVoxels.Reflector, true);

            MyEffectDecals effectDecals = (MyEffectDecals)GetEffect(MyEffects.Decals);

            MyLights.UpdateEffect(effectDecals.DynamicLights, ref sphere, true);
            MyLights.UpdateEffectReflector(effectDecals.Reflector, true);

            GetRenderProfiler().EndProfilingBlock(); //Setup lights
        }
示例#2
0
        public override MyEffectBase PrepareAndBeginShader(MyRender.MyRenderSetup setup, MyLodTypeEnum lodType)
        {
            var shader = (MyEffectModelsDNS)MyRender.GetEffect(MyEffects.ModelDNS);

            SetupBaseEffect(shader, setup, lodType);

            MyEffectModelsDNS dnsShader = shader as MyEffectModelsDNS;

            dnsShader.SetHalfPixel(MyRenderCamera.Viewport.Width, MyRenderCamera.Viewport.Height);
            dnsShader.SetScale(MyRender.GetScaleForViewport(MyRender.GetRenderTarget(MyRenderTargets.Depth)));

            bool useDepth = lodType != MyLodTypeEnum.LOD_NEAR;

            if (useDepth)
            {
                // DepthStencilState.DepthRead;
                MyStateObjects.DepthStencil_TestFarObject_DepthReadOnly.Apply();
            }
            else
            {
                DepthStencilState.DepthRead.Apply();
            }
            MyStateObjects.Holo_BlendState.Apply();

            shader.ApplyHolo(!useDepth);
            shader.Begin(0, SharpDX.Direct3D9.FX.None);
            return(shader);
        }
        public sealed override void SetupEntity(MyEffectBase shader, MyRender.MyRenderElement renderElement)
        {
            base.SetupEntity(shader, renderElement);

            MyEffectModelsDNS effectDNS = shader as MyEffectModelsDNS;

            MyRenderCharacter character = renderElement.RenderObject as MyRenderCharacter;

            var bonesUsed = renderElement.BonesUsed;

            if (character.SkinMatrices != null)
            {
                if (bonesUsed == null)
                {
                    for (int i = 0; i < Math.Min(character.SkinMatrices.Length, MyRenderConstants.MAX_SHADER_BONES); i++)
                    {
                        m_bonesBuffer[i] = character.SkinMatrices[i];
                    }
                }
                else
                {
                    for (int i = 0; i < bonesUsed.Length; i++)
                    {
                        m_bonesBuffer[i] = character.SkinMatrices[bonesUsed[i]];
                    }
                }

                effectDNS.SetBones(m_bonesBuffer);
            }
        }
示例#4
0
        public override void SetupEntity(MyEffectBase shader, MyRender.MyRenderElement renderElement)
        {
            MyEffectModelsDNS effectDNS = shader as MyEffectModelsDNS;

            effectDNS.SetWorldMatrix((Matrix)renderElement.WorldMatrixForDraw);
            effectDNS.SetDiffuseColor(renderElement.Color);
            effectDNS.Dithering = renderElement.Dithering;
            effectDNS.Time      = (float)MyRender.InterpolationTime.Miliseconds;
            effectDNS.SetColorMaskHSV(renderElement.ColorMaskHSV);
        }
        public override void SetupEntity(MyEffectBase shader, MyRender.MyRenderElement renderElement)
        {
            MyEffectModelsDNS effectDNS = shader as MyEffectModelsDNS;

            // This is required, it's position of whole group
            effectDNS.SetWorldMatrix((Matrix)renderElement.WorldMatrixForDraw);

            // This should be in instance buffer when required
            effectDNS.SetDiffuseColor(renderElement.Color);
            effectDNS.Dithering = renderElement.Dithering;
            effectDNS.SetColorMaskHSV(renderElement.ColorMaskHSV);
            effectDNS.SetEmissivity(0);
        }
        static public void UpdateForwardLights()
        {
            GetRenderProfiler().StartProfilingBlock("Setup lights");

            MyEffectModelsDNS effectDNS = (MyEffectModelsDNS)GetEffect(MyEffects.ModelDNS);

            MyLights.UpdateEffect(effectDNS.DynamicLights, true);
            MyLights.UpdateEffectReflector(effectDNS.Reflector, true);

            MyEffectVoxels effectVoxels = (MyEffectVoxels)GetEffect(MyEffects.VoxelsMRT);

            MyLights.UpdateEffect(effectVoxels.DynamicLights, true);
            MyLights.UpdateEffectReflector(effectVoxels.Reflector, true);

            MyEffectDecals effectDecals = (MyEffectDecals)GetEffect(MyEffects.Decals);

            MyLights.UpdateEffect(effectDecals.DynamicLights, true);
            MyLights.UpdateEffectReflector(effectDecals.Reflector, true);

            GetRenderProfiler().EndProfilingBlock(); //Setup lights
        }