示例#1
0
        public override void Initialize(AssetHelper assets)
        {
            if (isPartOfStaticBatch)
            {
                return;
            }

            filter = (MeshFilter)GetComponent(typeof(MeshFilter));
            Material[] mats = materials;
            if (mats.HasElements())
            {
                mats = mats.Where(m => m != null).ToArray();
            }
            if (filter.meshToRender != null && mats.HasElements())
            {
                bounds = filter.meshToRender.bounds;

                if (!ApplicationSettings.UseFallbackRendering)
                {
                    // TODO: The thought is that this can actually be done at compile time so the initialization will occur at runtime
                    renderItems = new RenderItem[mats.Length];
                    for (int i = 0; i < mats.Length; i++)
                    {
                        RenderItem item = RenderItem.Create(mats[i], filter.meshToRender, i, transform);
                        item.Initialize(Camera.Device);
                        renderItems[i] = item;
                    }
                }
            }
        }
示例#2
0
        public override void Start()
        {
            base.Start();
            filter = (MeshFilter)GetComponent(typeof(MeshFilter));
            if (filter.meshToRender != null)
            {
                bounds = filter.meshToRender.bounds;

                if (material != null)
                {
                    // Determine what vertex buffer to create
                    Mesh m = filter.meshToRender;
                    bool hasTexture = (material.mainTexture != null && material.shader.supportsTextures);
                    bool hasVertexColor = (m.colors.HasElements() && material.shader.supportsVertexColor);
                    bool hasLights = (Light.HasLights && m.normals.HasElements() && material.shader.supportsLights);

                    if (hasTexture)
                    {
                        if (hasVertexColor)
                        {
                            // NOTE: Here, lights are not supported
                            VertexPositionColorTexture[] data = new VertexPositionColorTexture[m.vertexCount];
                            for (int i = 0; i < m.vertexCount; i++)
                            {
                                data[i] = new VertexPositionColorTexture(
                                    m.vertices[i],
                                    m.colors[i],
                                    m.uv[i]
                                );
                            }
                            vBuffer = new VertexBuffer(Camera.Device, data.GetType().GetElementType(), data.Length, BufferUsage.WriteOnly);
                            vBuffer.SetData(data);
                        }
                        else
                        {
                            if (hasLights)
                            {
                                VertexPositionNormalTexture[] data = new VertexPositionNormalTexture[m.vertexCount];
                                for (int i = 0; i < m.vertexCount; i++)
                                {
                                    data[i] = new VertexPositionNormalTexture(
                                        m.vertices[i],
                                        m.normals[i],
                                        m.uv[i]
                                    );
                                }
                                vBuffer = new VertexBuffer(Camera.Device, data.GetType().GetElementType(), data.Length, BufferUsage.WriteOnly);
                                vBuffer.SetData(data);
                            }
                            else
                            {
                                VertexPositionTexture[] data = new VertexPositionTexture[m.vertexCount];
                                for (int i = 0; i < m.vertexCount; i++)
                                {
                                    data[i] = new VertexPositionTexture(
                                        m.vertices[i],
                                        m.uv[i]
                                    );
                                }
                                vBuffer = new VertexBuffer(Camera.Device, data.GetType().GetElementType(), data.Length, BufferUsage.WriteOnly);
                                vBuffer.SetData(data);
                            }
                        }
                    }
                    else
                    {
                        if (hasVertexColor)
                        {
                            VertexPositionColor[] data = new VertexPositionColor[m.vertexCount];
                            for (int i = 0; i < m.vertexCount; i++)
                            {
                                data[i] = new VertexPositionColor(
                                    m.vertices[i],
                                    m.colors[i]
                                );
                            }
                            vBuffer = new VertexBuffer(Camera.Device, data.GetType().GetElementType(), data.Length, BufferUsage.WriteOnly);
                            vBuffer.SetData(data);
                        }
                        else
                        {
                            // Not supported yet
                        }
                    }

                }

            }
        }