/// <summary> /// Lazily computes derived parameter values immediately before applying the effect. /// </summary> protected override void OnApply() { // Recompute the world+view+projection matrix or fog vector? dirtyFlags = EffectHelpers.SetWorldViewProjAndFog(dirtyFlags, ref world, ref view, ref projection, ref worldView, fogEnabled, fogStart, fogEnd, worldViewProjParam, fogVectorParam); // Recompute the diffuse/alpha material color parameter? if ((dirtyFlags & EffectDirtyFlags.MaterialColor) != 0) { diffuseColorParam.SetValue(new Vector4(diffuseColor * alpha, alpha)); dirtyFlags &= ~EffectDirtyFlags.MaterialColor; } // Recompute the shader index? if ((dirtyFlags & EffectDirtyFlags.ShaderIndex) != 0) { int shaderIndex = 0; if (!fogEnabled) { shaderIndex += 1; } if (vertexColorEnabled) { shaderIndex += 2; } shaderIndexParam.SetValue(shaderIndex); dirtyFlags &= ~EffectDirtyFlags.ShaderIndex; } }
/// <summary> /// Lazily computes derived parameter values immediately before applying the effect. /// </summary> protected override void OnApply() { // Recompute the world+view+projection matrix or fog vector? dirtyFlags = EffectHelpers.SetWorldViewProjAndFog(dirtyFlags, ref world, ref view, ref projection, ref worldView, fogEnabled, fogStart, fogEnd, worldViewProjParam, fogVectorParam); // Recompute the world inverse transpose and eye position? dirtyFlags = EffectHelpers.SetLightingMatrices(dirtyFlags, ref world, ref view, worldParam, worldInverseTransposeParam, eyePositionParam); // Recompute the diffuse/emissive/alpha material color parameters? if ((dirtyFlags & EffectDirtyFlags.MaterialColor) != 0) { EffectHelpers.SetMaterialColor(true, alpha, ref diffuseColor, ref emissiveColor, ref ambientLightColor, diffuseColorParam, emissiveColorParam); dirtyFlags &= ~EffectDirtyFlags.MaterialColor; } // Check if we can use the only-bother-with-the-first-light shader optimization. bool newOneLight = !light1.Enabled && !light2.Enabled; if (oneLight != newOneLight) { oneLight = newOneLight; dirtyFlags |= EffectDirtyFlags.ShaderIndex; } // Recompute the shader index? if ((dirtyFlags & EffectDirtyFlags.ShaderIndex) != 0) { int shaderIndex = 0; if (!fogEnabled) { shaderIndex += 1; } if (weightsPerVertex == 2) { shaderIndex += 2; } else if (weightsPerVertex == 4) { shaderIndex += 4; } if (preferPerPixelLighting) { shaderIndex += 12; } else if (oneLight) { shaderIndex += 6; } shaderIndexParam.SetValue(shaderIndex); dirtyFlags &= ~EffectDirtyFlags.ShaderIndex; } }
/// <summary> /// Lazily computes derived parameter values immediately before applying the effect. /// </summary> protected override void OnApply() { // Recompute the world+view+projection matrix or fog vector? dirtyFlags = EffectHelpers.SetWorldViewProjAndFog(dirtyFlags, ref world, ref view, ref projection, ref worldView, fogEnabled, fogStart, fogEnd, worldViewProjParam, fogVectorParam); // Recompute the diffuse/alpha material color parameter? if ((dirtyFlags & EffectDirtyFlags.MaterialColor) != 0) { diffuseColorParam.SetValue(new Vector4(diffuseColor * alpha, alpha)); dirtyFlags &= ~EffectDirtyFlags.MaterialColor; } // Recompute the alpha test settings? if ((dirtyFlags & EffectDirtyFlags.AlphaTest) != 0) { Vector4 alphaTest = new Vector4(); bool eqNe = false; // Convert reference alpha from 8 bit integer to 0-1 float format. float reference = (float)referenceAlpha / 255f; // Comparison tolerance of half the 8 bit integer precision. const float threshold = 0.5f / 255f; switch (alphaFunction) { case CompareFunction.Less: // Shader will evaluate: clip((a < x) ? z : w) alphaTest.X = reference - threshold; alphaTest.Z = 1; alphaTest.W = -1; break; case CompareFunction.LessEqual: // Shader will evaluate: clip((a < x) ? z : w) alphaTest.X = reference + threshold; alphaTest.Z = 1; alphaTest.W = -1; break; case CompareFunction.GreaterEqual: // Shader will evaluate: clip((a < x) ? z : w) alphaTest.X = reference - threshold; alphaTest.Z = -1; alphaTest.W = 1; break; case CompareFunction.Greater: // Shader will evaluate: clip((a < x) ? z : w) alphaTest.X = reference + threshold; alphaTest.Z = -1; alphaTest.W = 1; break; case CompareFunction.Equal: // Shader will evaluate: clip((abs(a - x) < Y) ? z : w) alphaTest.X = reference; alphaTest.Y = threshold; alphaTest.Z = 1; alphaTest.W = -1; eqNe = true; break; case CompareFunction.NotEqual: // Shader will evaluate: clip((abs(a - x) < Y) ? z : w) alphaTest.X = reference; alphaTest.Y = threshold; alphaTest.Z = -1; alphaTest.W = 1; eqNe = true; break; case CompareFunction.Never: // Shader will evaluate: clip((a < x) ? z : w) alphaTest.Z = -1; alphaTest.W = -1; break; case CompareFunction.Always: default: // Shader will evaluate: clip((a < x) ? z : w) alphaTest.Z = 1; alphaTest.W = 1; break; } alphaTestParam.SetValue(alphaTest); dirtyFlags &= ~EffectDirtyFlags.AlphaTest; // If we changed between less/greater vs. equal/notequal // compare modes, we must also update the shader index. if (isEqNe != eqNe) { isEqNe = eqNe; dirtyFlags |= EffectDirtyFlags.ShaderIndex; } } // Recompute the shader index? if ((dirtyFlags & EffectDirtyFlags.ShaderIndex) != 0) { int shaderIndex = 0; if (!fogEnabled) { shaderIndex += 1; } if (vertexColorEnabled) { shaderIndex += 2; } if (isEqNe) { shaderIndex += 4; } shaderIndexParam.SetValue(shaderIndex); dirtyFlags &= ~EffectDirtyFlags.ShaderIndex; } }