public void OnPopulateRenderQueue(PopulateRenderQueue msg) { // Sanity check if (Mesh == null || Materials == null) return; // Get transform matrix Transform transform = Owner.GetComponent<Transform>(); Matrix mtx = transform.ObjectToWorld; // Render all submeshes for (int i = 0; i < Materials.Length; i++) if (Materials[i] != null) msg.SceneManager.QueueDraw(Mesh, i, Materials[i], mtx); }
public void OnInitialise(InitialiseMessage msg) { // Initialise scene manager Console.WriteLine("Initialising scene manager..."); // Initialise messages queuemsg = new PopulateRenderQueue(); queuemsg.SceneManager = this; cameramsg = new PopulateCameraList(); cameramsg.Cameras = new OrderedList<Camera>(new CameraComparer()); cameramsg.ShadowCasters = new HashSet<ShadowCaster>(); lightmsg = new PopulateLightList(); lightmsg.Lights = new OrderedList<Light>(new LightComparer()); psysmsg = new PopulateParticleSystemList(); psysmsg.ParticleSystems = new List<ParticleSystem>(); // Create render queue workitempool = new ResourcePool<RenderWorkItem>(); renderqueue = new OrderedList<RenderWorkItem>(new RenderWorkItemComparer()); effectqueue = new OrderedList<PostProcessEffect>(new PostProcessEffectComparer()); // Setup GBuffer Renderer renderer = Owner.GetComponent<Renderer>(); gbuffer = renderer.CreateRenderTarget(1, "GBuffer"); gbuffer.ClearColour = new Color4(0.0f, 0.0f, 0.0f, 0.0f); gbuffer.AddDepthComponent(); gbuffer_colour = gbuffer.AddTextureComponent(); gbuffer_normal = gbuffer.AddTextureComponent(SlimDX.DXGI.Format.R32G32B32A32_Float); gbuffer_position = gbuffer.AddTextureComponent(SlimDX.DXGI.Format.R32G32B32A32_Float); gbuffer_material = gbuffer.AddTextureComponent(SlimDX.DXGI.Format.R32G32B32A32_Float); gbuffer.Finish(); // Setup light accumulation buffer lightaccum = renderer.CreateRenderTarget(1, "LightAccum"); lightaccum.ClearColour = new Color4(1.0f, 0.0f, 0.0f, 0.0f); lightaccum_diffuse = lightaccum.AddTextureComponent(SlimDX.DXGI.Format.R32G32B32A32_Float); lightaccum_specular = lightaccum.AddTextureComponent(SlimDX.DXGI.Format.R32G32B32A32_Float); lightaccum.Finish(); // Setup particle accumulation buffer particleaccum = renderer.CreateRenderTarget(1, "ParticleAccum"); particleaccum.ClearColour = new Color4(0.0f, 0.0f, 0.0f, 0.0f); particleaccum_colour = particleaccum.AddTextureComponent(); particleaccum.Finish(); // Setup swap buffers swapA = renderer.CreateRenderTarget(1, "SwapA"); swapA_colour = swapA.AddTextureComponent(); swapA.Finish(); swapB = renderer.CreateRenderTarget(1, "SwapB"); swapB_colour = swapB.AddTextureComponent(); swapB.Finish(); // Setup materials MaterialSystem matsys = Owner.GetComponent<MaterialSystem>(); mat_blit = matsys.CreateMaterial("blit", "blit"); mat_blit.SetParameter("smpTexture", renderer.Sampler_Clamp); mat_blitlight = matsys.CreateMaterial("blit_light", "blit_light"); mat_blitlight.SetParameter("smpTexture", renderer.Sampler_Clamp); mat_blitlight.SetParameter("texColour", gbuffer.GetTexture(gbuffer_colour)); mat_blitlight.SetParameter("texDiffuseLight", lightaccum.GetTexture(lightaccum_diffuse)); mat_blitlight.SetParameter("texSpecularLight", lightaccum.GetTexture(lightaccum_specular)); // Setup lights mat_lights = new Dictionary<LightType, Material>(); mat_lights.Add(LightType.Ambient, matsys.CreateMaterial("light_ambient", "light_ambient")); mat_lights.Add(LightType.Directional, matsys.CreateMaterial("light_directional", "light_directional")); mat_lights.Add(LightType.Point, matsys.CreateMaterial("light_point", "light_point")); foreach (Material mat in mat_lights.Values) { mat.SetParameter("texNormal", gbuffer.GetTexture(gbuffer_normal)); mat.SetParameter("texPosition", gbuffer.GetTexture(gbuffer_position)); mat.SetParameter("texMaterial", gbuffer.GetTexture(gbuffer_material)); mat.SetParameter("smpTexture", renderer.Sampler_Clamp); } // Setup meshes mesh_fs = MeshBuilder.BuildFullscreenQuad(); mesh_skybox = MeshBuilder.BuildCube(); }