示例#1
0
 public void AddCommand(Shader shader, ShaderAction setup, Action <RenderState> cleanup, Matrix4 world, Lighting lt, RenderUserData user, VertexBuffer buffer, PrimitiveTypes primitive, int baseVertex, int start, int count, bool transparent, int layer, float z = 0)
 {
     if (transparent)
     {
         Transparents[transparentCommand++] = new RenderCommand()
         {
             Source      = shader,
             ShaderSetup = setup,
             World       = world,
             UserData    = user,
             Cleanup     = cleanup,
             Buffer      = buffer,
             Lights      = lt,
             Start       = start,
             Count       = count,
             Primitive   = primitive,
             CmdType     = RenderCmdType.Shader,
             SortLayer   = transparent ? layer : SortLayers.OPAQUE,
             Z           = z
         };
     }
     else
     {
         throw new InvalidOperationException();
     }
 }
示例#2
0
 //TODO: Implement MaterialAnim for asteroids
 public unsafe void AddCommandFade(RenderMaterial material, Matrix4 world, Lighting lights, VertexBuffer buffer, PrimitiveTypes primitive, int start, int count, int layer, Vector2 fadeParams, float z = 0)
 {
     Transparents[transparentCommand++] = new RenderCommand()
     {
         Source       = material,
         MaterialAnim = null,
         Lights       = lights,
         Buffer       = buffer,
         Start        = start,
         Count        = count,
         Primitive    = primitive,
         CmdType      = RenderCmdType.MaterialFade,
         BaseVertex   = *(int *)(&fadeParams.X),
         Index        = *(int *)(&fadeParams.Y),
         World        = world,
         SortLayer    = layer,              //Fade is always transparent
         Z            = z
     };
 }
 public PhysicsDebugRenderer()
 {
     shader     = Shaders.PhysicsDebug.Get();
     linebuffer = new VertexBuffer(typeof(VertexPositionColor), MAX_LINES * 2, true);
 }
示例#4
0
 public void AddCommand(RenderMaterial material, MaterialAnim anim, Matrix4 world, Lighting lights, VertexBuffer buffer, PrimitiveTypes primitive, int baseVertex, int start, int count, int layer, float z = 0)
 {
     if (material.IsTransparent)
     {
         Transparents[transparentCommand++] = new RenderCommand()
         {
             Source       = material,
             MaterialAnim = anim,
             Lights       = lights,
             Buffer       = buffer,
             BaseVertex   = baseVertex,
             Start        = start,
             Count        = count,
             Primitive    = primitive,
             CmdType      = RenderCmdType.Material,
             World        = world,
             SortLayer    = layer,
             Z            = z
         };
     }
     else
     {
         material.MaterialAnim = anim;
         material.World        = world;
         material.Use(rstate, buffer.VertexType, ref lights);
         buffer.Draw(primitive, baseVertex, start, count);
         if (material.DoubleSided)
         {
             material.FlipNormals = true;
             material.UpdateFlipNormals();
             rstate.CullFace = CullFaces.Front;
             buffer.Draw(primitive, baseVertex, start, count);
             rstate.CullFace      = CullFaces.Back;
             material.FlipNormals = false;
         }
     }
 }
        //Code for baking an asteroid cube into a mesh
        void CreateBufferObject()
        {
            verts   = new List <VertexPositionNormalDiffuseTexture>();
            indices = new List <ushort>();
            //Gather a list of all materials
            List <Material> mats = new List <Material>();

            if (field.AllowMultipleMaterials)
            {
                foreach (var ast in field.Cube)
                {
                    var f = (ModelFile)ast.Drawable.LoadFile(sys.ResourceManager);
                    f.Initialize(sys.ResourceManager);
                    var l0 = f.Levels[0];
                    for (int i = l0.StartMesh; i < l0.StartMesh + l0.MeshCount; i++)
                    {
                        var  m   = l0.Mesh.Meshes[i].Material;
                        bool add = true;
                        foreach (var mat in mats)
                        {
                            if (m.Name == mat.Name)
                            {
                                add = false;
                                break;
                            }
                        }
                        if (add)
                        {
                            mats.Add(m);
                        }
                    }
                }
            }
            else
            {
                var f = (ModelFile)field.Cube[0].Drawable.LoadFile(sys.ResourceManager);
                f.Initialize(sys.ResourceManager);
                var msh = f.Levels[0];
                mats.Add(msh.Mesh.Meshes[msh.StartMesh].Material);
            }
            //Create the draw calls
            foreach (var mat in mats)
            {
                var start = indices.Count;
                foreach (var ast in field.Cube)
                {
                    AddAsteroidToBuffer(ast, mat, mats.Count == 1);
                }
                var count = indices.Count - start;
                cubeDrawCalls.Add(new DrawCall()
                {
                    Material = mat, StartIndex = start, Count = count
                });
            }
            cube_vbo = new VertexBuffer(typeof(VertexPositionNormalDiffuseTexture), verts.Count);
            cube_ibo = new ElementBuffer(indices.Count);
            cube_ibo.SetData(indices.ToArray());
            cube_vbo.SetData(verts.ToArray());
            cube_vbo.SetElementBuffer(cube_ibo);
            verts   = null;
            indices = null;
        }