public void LoadMaterials() { lock (this) { MyRender.GetRenderProfiler().StartProfilingBlock("MyModel::LoadData"); MyRender.Log.WriteLine("MyModel.LoadData -> START", LoggingOptions.LOADING_MODELS); MyRender.Log.IncreaseIndent(LoggingOptions.LOADING_MODELS); MyRender.Log.WriteLine("m_assetName: " + m_assetName, LoggingOptions.LOADING_MODELS); // Read data from model TAG parameter. There are stored vertex positions, triangle indices, vectors, ... everything we need. MyRender.GetRenderProfiler().StartProfilingBlock("Model - load data - import data"); string assetForImport = AssetName; var fsPath = Path.IsPathRooted(AssetName) ? AssetName : Path.Combine(MyFileSystem.ContentPath, AssetName); if (!MyFileSystem.FileExists(fsPath)) { MyRender.Log.WriteLine("ERROR: Asset " + AssetName + "not exists!"); assetForImport = @"Models\Debug\Error.mwm"; } MyRender.Log.WriteLine(String.Format("Importing asset {0}, path: {1}", assetForImport, AssetName), LoggingOptions.LOADING_MODELS); try { m_importer.ImportData(assetForImport); } catch { MyRender.Log.WriteLine(String.Format("Importing asset failed {0}", m_assetName)); throw; } MyRender.GetRenderProfiler().EndProfilingBlock(); MyRender.GetRenderProfiler().StartProfilingBlock("Model - load data - load tag data"); Dictionary<string, object> tagData = m_importer.GetTagData(); if (tagData.Count == 0) { throw new Exception(String.Format("Uncompleted tagData for asset: {0}, path: {1}", m_assetName, AssetName)); } MyRender.GetRenderProfiler().EndProfilingBlock(); MyRender.GetRenderProfiler().StartProfilingBlock("Model - load data - mesh"); m_meshContainer.Clear(); if (tagData.ContainsKey(MyImporterConstants.TAG_MESH_PARTS)) { List<int> indices = new List<int>(GetVerticesCount()); // Default capacity estimation List<MyMeshPartInfo> meshParts = tagData[MyImporterConstants.TAG_MESH_PARTS] as List<MyMeshPartInfo>; foreach (MyMeshPartInfo meshPart in meshParts) { if (meshPart.m_MaterialDesc != null) MyRenderModels.Materials[meshPart.m_MaterialDesc.MaterialName] = meshPart.m_MaterialDesc; MyRenderMesh mesh = new MyRenderMesh(meshPart, m_assetName); mesh.IndexStart = indices.Count; mesh.TriCount = meshPart.m_indices.Count / 3; System.Diagnostics.Debug.Assert(mesh.TriCount > 0); m_meshContainer.Add(mesh); } } PreloadTextures(LoadingMode.Immediate); m_importer.Clear(); MyRender.Log.DecreaseIndent(LoggingOptions.LOADING_MODELS); MyRender.Log.WriteLine("MyModel.LoadData -> END", LoggingOptions.LOADING_MODELS); MyRender.GetRenderProfiler().EndProfilingBlock(); } }
public override void GetRenderElementsForShadowmap(MyLodTypeEnum lodTypeEnum, List <MyRender.MyRenderElement> renderElements, List <MyRender.MyRenderElement> transparentRenderElements) { MyRenderModel model; int lodIndex = m_lods.Count > (int)lodTypeEnum ? (int)lodTypeEnum : 0; if (ShadowBoxLod && lodTypeEnum == MyLodTypeEnum.LOD1) { model = MyDebugDraw.ModelBoxLowRes; } else { model = m_lods[lodIndex].ShadowModel == null ? m_lods[lodIndex].Model : m_lods[lodIndex].ShadowModel; } if (model == null || model.LoadState != LoadState.Loaded) { return; } var drawMatrix = GetWorldMatrixForDraw(); if (m_drawTechnique == MyMeshDrawTechnique.GLASS) { int meshCount = model.GetMeshList().Count; for (int i = 0; i < meshCount; i++) { MyRenderMesh mesh = model.GetMeshList()[i]; MyRenderMeshMaterial material = mesh.Material; if (!material.Enabled) { continue; } VRageRender.MyRender.MyRenderElement renderElement; VRageRender.MyRender.AllocateRenderElement(out renderElement); if (!MyRender.IsRenderOverloaded) { //renderElement.DebugName = entity.Name; renderElement.RenderObject = this; renderElement.VertexBuffer = model.VertexBuffer; renderElement.IndexBuffer = model.IndexBuffer; renderElement.VertexCount = model.GetVerticesCount(); renderElement.VertexDeclaration = model.GetVertexDeclaration(); renderElement.VertexStride = model.GetVertexStride(); renderElement.InstanceBuffer = null; renderElement.BonesUsed = mesh.BonesUsed; renderElement.IndexStart = mesh.IndexStart; renderElement.TriCount = mesh.TriCount; renderElement.WorldMatrixForDraw = drawMatrix; renderElement.WorldMatrix = WorldMatrix; renderElement.Material = material; renderElement.DrawTechnique = m_drawTechnique == MyMeshDrawTechnique.MESH || m_drawTechnique == MyMeshDrawTechnique.GLASS ? material.DrawTechnique : m_drawTechnique; renderElement.Color = EntityColor * material.DiffuseColor; renderElement.Dithering = EntityDithering; renderElement.ColorMaskHSV = EntityColorMaskHSV; if (material.DrawTechnique == MyMeshDrawTechnique.GLASS) { renderElement.Dithering = mesh.GlassDithering; } else { renderElement.Dithering = 0; } if (m_instanceBuffer != null) { renderElement.VertexStride = m_lods[lodIndex].VertexStride; renderElement.VertexDeclaration = m_lods[lodIndex].VertexDeclaration; renderElement.InstanceBuffer = m_instanceBuffer.InstanceBuffer; renderElement.InstanceStart = m_instanceStart; renderElement.InstanceCount = m_instanceCount; renderElement.InstanceStride = m_instanceBuffer.Stride; renderElement.DrawTechnique = model.BoneIndices.Length > 0 ? MyMeshDrawTechnique.MESH_INSTANCED_SKINNED : MyMeshDrawTechnique.MESH_INSTANCED; } Debug.Assert(renderElement.VertexBuffer != null, "Vertex buffer cannot be null!"); Debug.Assert(renderElement.IndexBuffer != null, "Index buffer cannot be null!"); if (material.DrawTechnique == MyMeshDrawTechnique.HOLO) { if (transparentRenderElements != null) { transparentRenderElements.Add(renderElement); } } else { renderElements.Add(renderElement); } } } } else { if (!MyRender.IsRenderOverloaded) { int meshCount = model.GetMeshList().Count; bool separateMeshes = false; for (int i = 0; i < meshCount; i++) { MyRenderMesh mesh = model.GetMeshList()[i]; if (mesh.BonesUsed != null) { separateMeshes = true; break; } } if (!separateMeshes) { MyRender.MyRenderElement renderElement; MyRender.AllocateRenderElement(out renderElement); renderElement.RenderObject = this; renderElement.VertexBuffer = model.VertexBuffer; renderElement.IndexBuffer = model.IndexBuffer; renderElement.VertexCount = model.GetVerticesCount(); renderElement.VertexDeclaration = model.GetVertexDeclaration(); renderElement.VertexStride = model.GetVertexStride(); renderElement.InstanceBuffer = null; renderElement.Dithering = 0; renderElement.BonesUsed = null; if (m_instanceBuffer != null) { renderElement.VertexStride = m_lods[lodIndex].VertexStride; renderElement.VertexDeclaration = m_lods[lodIndex].VertexDeclaration; renderElement.InstanceBuffer = m_instanceBuffer.InstanceBuffer; renderElement.InstanceStart = m_instanceStart; renderElement.InstanceCount = m_instanceCount; renderElement.InstanceStride = m_instanceBuffer.Stride; } renderElement.IndexStart = 0; if (renderElement.IndexBuffer != null) { renderElement.TriCount = model.GetTrianglesCount(); } //renderElement.DebugName = entity.Name; renderElement.WorldMatrix = WorldMatrix; renderElement.WorldMatrixForDraw = drawMatrix; renderElements.Add(renderElement); } else { for (int i = 0; i < meshCount; i++) { MyRenderMesh mesh = model.GetMeshList()[i]; VRageRender.MyRender.MyRenderElement renderElement; VRageRender.MyRender.AllocateRenderElement(out renderElement); renderElement.RenderObject = this; renderElement.VertexBuffer = model.VertexBuffer; renderElement.IndexBuffer = model.IndexBuffer; renderElement.VertexCount = model.GetVerticesCount(); renderElement.VertexDeclaration = model.GetVertexDeclaration(); renderElement.VertexStride = model.GetVertexStride(); renderElement.InstanceBuffer = null; renderElement.Dithering = 0; renderElement.BonesUsed = mesh.BonesUsed; renderElement.IndexStart = mesh.IndexStart; renderElement.TriCount = mesh.TriCount; if (m_instanceBuffer != null) { renderElement.VertexStride = m_lods[lodIndex].VertexStride; renderElement.VertexDeclaration = m_lods[lodIndex].VertexDeclaration; renderElement.InstanceBuffer = m_instanceBuffer.InstanceBuffer; renderElement.InstanceStart = m_instanceStart; renderElement.InstanceCount = m_instanceCount; renderElement.InstanceStride = m_instanceBuffer.Stride; renderElement.DrawTechnique = model.BoneIndices.Length > 0 ? MyMeshDrawTechnique.MESH_INSTANCED_SKINNED : MyMeshDrawTechnique.MESH_INSTANCED; } renderElement.WorldMatrix = WorldMatrix; renderElement.WorldMatrixForDraw = drawMatrix; renderElements.Add(renderElement); } } } } }
// Sort of lazy-load, where constructor just saves information about what this model should be, but real load is done here - and only one time. // This loads only vertex data, doesn't touch GPU // Can be called from main and background thread public void LoadData() { if (m_loadedData) return; if (m_loadedContent) return; lock (this) { if (m_loadedData) return; if (m_loadedContent) return; MyRender.GetRenderProfiler().StartProfilingBlock("MyModel::LoadData"); MyRender.Log.WriteLine("MyModel.LoadData -> START", LoggingOptions.LOADING_MODELS); MyRender.Log.IncreaseIndent(LoggingOptions.LOADING_MODELS); MyRender.Log.WriteLine("m_assetName: " + m_assetName, LoggingOptions.LOADING_MODELS); // Read data from model TAG parameter. There are stored vertex positions, triangle indices, vectors, ... everything we need. MyRender.GetRenderProfiler().StartProfilingBlock("Model - load data - import data"); string assetForImport = AssetName; var fsPath = Path.IsPathRooted(AssetName) ? AssetName : Path.Combine(MyFileSystem.ContentPath, AssetName); if (!MyFileSystem.FileExists(fsPath)) { MyRender.Log.WriteLine("ERROR: Asset " + AssetName + "not exists!"); assetForImport = @"Models\Debug\Error.mwm"; } MyRender.Log.WriteLine(String.Format("Importing asset {0}, path: {1}", assetForImport, AssetName), LoggingOptions.LOADING_MODELS); try { m_importer.ImportData(assetForImport); } catch { MyRender.Log.WriteLine(String.Format("Importing asset failed {0}", m_assetName)); throw; } MyRender.GetRenderProfiler().EndProfilingBlock(); MyRender.GetRenderProfiler().StartProfilingBlock("Model - load data - load tag data"); Dictionary<string, object> tagData = m_importer.GetTagData(); if (tagData.Count == 0) { throw new Exception(String.Format("Uncompleted tagData for asset: {0}, path: {1}", m_assetName, AssetName)); } MyRender.GetRenderProfiler().EndProfilingBlock(); MyRender.GetRenderProfiler().StartProfilingBlock("Model - load data - vertex, normals, texture coords"); object patternScale; if (tagData.TryGetValue(MyImporterConstants.TAG_PATTERN_SCALE, out patternScale)) { PatternScale = (float)patternScale; } HalfVector4[] vertices = (HalfVector4[])tagData[MyImporterConstants.TAG_VERTICES]; //Dont assert, it can be animation //System.Diagnostics.Debug.Assert(vertices.Length > 0); Byte4[] normals = (Byte4[])tagData[MyImporterConstants.TAG_NORMALS]; m_vertices = new MyCompressedVertexNormal[vertices.Length]; if (normals.Length > 0) { for (int v = 0; v < vertices.Length; v++) { m_vertices[v] = new MyCompressedVertexNormal() { Position = vertices[v],// VF_Packer.PackPosition(ref vertices[v]), Normal = normals[v]//VF_Packer.PackNormalB4(ref normals[v]) }; } } else { for (int v = 0; v < vertices.Length; v++) { m_vertices[v] = new MyCompressedVertexNormal() { Position = vertices[v],// VF_Packer.PackPosition(ref vertices[v]), }; } } m_verticesCount = vertices.Length; HalfVector2[] forLoadingTexCoords0 = (HalfVector2[])tagData[MyImporterConstants.TAG_TEXCOORDS0]; m_forLoadingTexCoords0 = new HalfVector2[forLoadingTexCoords0.Length]; for (int t = 0; t < forLoadingTexCoords0.Length; t++) { m_forLoadingTexCoords0[t] = forLoadingTexCoords0[t];// new HalfVector2(forLoadingTexCoords0[t]); m_forLoadingTexCoords0[t] = new HalfVector2(m_forLoadingTexCoords0[t].ToVector2() / PatternScale); } MyRender.GetRenderProfiler().EndProfilingBlock(); MyRender.GetRenderProfiler().StartProfilingBlock("Model - load data - mesh"); m_meshContainer.Clear(); if (tagData.ContainsKey(MyImporterConstants.TAG_MESH_PARTS)) { List<int> indices = new List<int>(GetVerticesCount()); // Default capacity estimation int maxIndex = 0; List<MyMeshPartInfo> meshParts = tagData[MyImporterConstants.TAG_MESH_PARTS] as List<MyMeshPartInfo>; foreach (MyMeshPartInfo meshPart in meshParts) { if (meshPart.m_MaterialDesc != null) MyRenderModels.Materials[meshPart.m_MaterialDesc.MaterialName] = meshPart.m_MaterialDesc; MyRenderMesh mesh = new MyRenderMesh(meshPart, m_assetName); mesh.IndexStart = indices.Count; mesh.TriCount = meshPart.m_indices.Count / 3; System.Diagnostics.Debug.Assert(mesh.TriCount > 0); foreach (var i in meshPart.m_indices) { indices.Add(i); if (i > maxIndex) { maxIndex = i; } } m_meshContainer.Add(mesh); if (meshPart.m_MaterialDesc != null && meshPart.Technique == MyMeshDrawTechnique.GLASS) { float minimumGlassShadow = 0.0f; if (string.IsNullOrEmpty(meshPart.m_MaterialDesc.GlassCW)) continue; if (string.IsNullOrEmpty(meshPart.m_MaterialDesc.GlassCCW)) continue; var materialCW = MyTransparentMaterials.GetMaterial(meshPart.m_MaterialDesc.GlassCW); var materialCCW = MyTransparentMaterials.GetMaterial(meshPart.m_MaterialDesc.GlassCCW); mesh.GlassDithering = System.Math.Max(materialCW.Color.W, minimumGlassShadow); MyRenderMesh glassMesh = new MyRenderMesh(meshPart, m_assetName); glassMesh.GlassDithering = System.Math.Max(materialCCW.Color.W, minimumGlassShadow); glassMesh.IndexStart = indices.Count; glassMesh.TriCount = meshPart.m_indices.Count / 3; System.Diagnostics.Debug.Assert(glassMesh.TriCount > 0); for (int i = 0; i < meshPart.m_indices.Count; i += 3) { indices.Add(meshPart.m_indices[i + 0]); indices.Add(meshPart.m_indices[i + 2]); indices.Add(meshPart.m_indices[i + 1]); } m_meshContainer.Add(glassMesh); } } if (maxIndex <= ushort.MaxValue) { // create 16 bit indices m_Indices_16bit = new ushort[indices.Count]; for (int i = 0; i < indices.Count; i++) { m_Indices_16bit[i] = (ushort)indices[i]; } } else { // use 32bit indices m_Indices = indices.ToArray(); } m_trianglesCount = indices.Count / 3; } MyRender.GetRenderProfiler().EndProfilingBlock(); MyRender.GetRenderProfiler().StartProfilingBlock("Model - load data - other data"); if (MyRenderConstants.RenderQualityProfile.UseNormals && m_forLoadingTexCoords0.Length > 0) { var verticesNum = vertices.Length; Byte4[] forLoadingTangents = (Byte4[])tagData[MyImporterConstants.TAG_TANGENTS]; Byte4[] forLoadingBitangents = (Byte4[])tagData[MyImporterConstants.TAG_BINORMALS]; m_forLoadingTangents = new Byte4[forLoadingTangents.Length]; for (int v = 0; v < forLoadingTangents.Length; v++) { var N = VF_Packer.UnpackNormal(m_vertices[v].Normal.PackedValue); var T = VF_Packer.UnpackNormal(forLoadingTangents[v].PackedValue); var B = VF_Packer.UnpackNormal(forLoadingBitangents[v].PackedValue); var tangentSign = new Vector4(T.X, T.Y, T.Z, 0); tangentSign.W = T.Cross(N).Dot(B) < 0 ? -1 : 1; m_forLoadingTangents[v] = VF_Packer.PackTangentSignB4(ref tangentSign); } } m_specularShininess = (float)tagData[MyImporterConstants.TAG_SPECULAR_SHININESS]; m_specularPower = (float)tagData[MyImporterConstants.TAG_SPECULAR_POWER]; m_rescaleFactor = (float)tagData[MyImporterConstants.TAG_RESCALE_FACTOR]; BoneIndices = (Vector4I[])tagData[MyImporterConstants.TAG_BLENDINDICES]; BoneWeights = (Vector4[])tagData[MyImporterConstants.TAG_BLENDWEIGHTS]; Animations = (ModelAnimations)tagData[MyImporterConstants.TAG_ANIMATIONS]; Bones = (MyModelBone[])tagData[MyImporterConstants.TAG_BONES]; if(BoneIndices.Length > 0 && Bones.Length > MyRenderConstants.MAX_SHADER_BONES) { List<MyMeshPartInfo> meshParts = tagData[MyImporterConstants.TAG_MESH_PARTS] as List<MyMeshPartInfo>; Dictionary<int, int> vertexChanged = new Dictionary<int,int>(); for(int p=0; p<meshParts.Count; p++) { var meshPart = meshParts[p]; Dictionary<int, int> bonesUsed = new Dictionary<int, int>(); int trianglesNum = meshPart.m_indices.Count / 3; for (int i = 0; i < trianglesNum; i++) { for (int j = 0; j < 3; j++) { int index = meshPart.m_indices[i * 3 + j]; if(BoneWeights[index].X > 0) bonesUsed[BoneIndices[index].X] = 1; if (BoneWeights[index].Y > 0) bonesUsed[BoneIndices[index].Y] = 1; if (BoneWeights[index].Z > 0) bonesUsed[BoneIndices[index].Z] = 1; if (BoneWeights[index].W > 0) bonesUsed[BoneIndices[index].W] = 1; } } var partBones = new List<int>(bonesUsed.Keys); partBones.Sort(); if (partBones.Count > 0 && partBones[partBones.Count - 1] >= MyRenderConstants.MAX_SHADER_BONES) { for(int i=0; i<partBones.Count; i++) { bonesUsed[partBones[i]] = i; } Dictionary<int, int> vertexTouched = new Dictionary<int, int>(); for (int i = 0; i < trianglesNum; i++) { for (int j = 0; j < 3; j++) { int index = meshPart.m_indices[i * 3 + j]; if(!vertexTouched.ContainsKey(index)) { if (BoneWeights[index].X > 0) BoneIndices[index].X = bonesUsed[BoneIndices[index].X]; if (BoneWeights[index].Y > 0) BoneIndices[index].Y = bonesUsed[BoneIndices[index].Y]; if (BoneWeights[index].Z > 0) BoneIndices[index].Z = bonesUsed[BoneIndices[index].Z]; if (BoneWeights[index].W > 0) BoneIndices[index].W = bonesUsed[BoneIndices[index].W]; vertexTouched[index] = 1; int changes = 0; vertexChanged.TryGetValue(index, out changes); vertexChanged[index] = changes + 1; } } } m_meshContainer[p].BonesUsed = partBones.ToArray(); } } if (vertexChanged.Values.Count > 0) Debug.Assert(vertexChanged.Values.Max() < 2, "Vertex shared between model parts, will likely result in wrong skinning"); } BoundingBox = (BoundingBox)tagData[MyImporterConstants.TAG_BOUNDING_BOX]; BoundingSphere = (BoundingSphere)tagData[MyImporterConstants.TAG_BOUNDING_SPHERE]; BoundingBoxSize = BoundingBox.Max - BoundingBox.Min; BoundingBoxSizeHalf = BoundingBoxSize / 2.0f; Dictionary<string, MyModelDummy> Dummies = tagData[MyImporterConstants.TAG_DUMMIES] as Dictionary<string, MyModelDummy>; MyRender.GetRenderProfiler().EndProfilingBlock(); if (tagData.ContainsKey(MyImporterConstants.TAG_LODS)) { var tagLODs = tagData[MyImporterConstants.TAG_LODS]; LODs.Clear(); LODs.AddArray((MyLODDescriptor[])tagLODs); foreach (var lodDesc in LODs) { if (!string.IsNullOrEmpty(lodDesc.RenderQuality)) { lodDesc.RenderQualityList = new List<int>(); string[] qualityStrings = lodDesc.RenderQuality.ToUpper().Split(new char[] {','}, StringSplitOptions.RemoveEmptyEntries); foreach (string qs in qualityStrings) { string qs2 = qs.Trim(); if (qs2 == "LOW") lodDesc.RenderQualityList.Add((int)MyRenderQualityEnum.LOW); else if (qs2 == "NORMAL") lodDesc.RenderQualityList.Add((int)MyRenderQualityEnum.NORMAL); else if (qs2 == "HIGH") lodDesc.RenderQualityList.Add((int)MyRenderQualityEnum.HIGH); else if (qs2 == "EXTREME") lodDesc.RenderQualityList.Add((int)MyRenderQualityEnum.EXTREME); } } } } MyRender.Log.WriteLine("Vertexes.Length: " + GetVerticesCount(), LoggingOptions.LOADING_MODELS); MyRender.Log.WriteLine("Centered: " + (bool)tagData[MyImporterConstants.TAG_CENTERED], LoggingOptions.LOADING_MODELS); MyRender.Log.WriteLine("UseChannelTextures: " + (bool)tagData[MyImporterConstants.TAG_USE_CHANNEL_TEXTURES], LoggingOptions.LOADING_MODELS); MyRender.Log.WriteLine("Length in meters: " + (float)tagData[MyImporterConstants.TAG_LENGTH_IN_METERS], LoggingOptions.LOADING_MODELS); MyRender.Log.WriteLine("Rescale to length in meters?: " + (bool)tagData[MyImporterConstants.TAG_RESCALE_TO_LENGTH_IN_METERS], LoggingOptions.LOADING_MODELS); MyRender.Log.WriteLine("SpecularShininess: " + m_specularShininess, LoggingOptions.LOADING_MODELS); MyRender.Log.WriteLine("SpecularPower: " + m_specularPower, LoggingOptions.LOADING_MODELS); MyRender.Log.WriteLine("RescaleFactor: " + m_rescaleFactor, LoggingOptions.LOADING_MODELS); MyRender.Log.WriteLine("BoundingBox: " + BoundingBox, LoggingOptions.LOADING_MODELS); MyRender.Log.WriteLine("BoundingSphere: " + BoundingSphere, LoggingOptions.LOADING_MODELS); MyPerformanceCounter.PerAppLifetime.MyModelsCount++; MyPerformanceCounter.PerAppLifetime.MyModelsMeshesCount += m_meshContainer.Count; MyPerformanceCounter.PerAppLifetime.MyModelsVertexesCount += GetVerticesCount(); MyPerformanceCounter.PerAppLifetime.MyModelsTrianglesCount += m_trianglesCount; ModelInfo = new MyModelInfo(GetTrianglesCount(), GetVerticesCount(), BoundingBoxSize); m_loadedData = true; m_importer.Clear(); MyRender.Log.DecreaseIndent(LoggingOptions.LOADING_MODELS); MyRender.Log.WriteLine("MyModel.LoadData -> END", LoggingOptions.LOADING_MODELS); MyRender.GetRenderProfiler().EndProfilingBlock(); } }
internal void CollectRenderElements(List <VRageRender.MyRender.MyRenderElement> renderElements, List <VRageRender.MyRender.MyRenderElement> transparentRenderElements, MyRenderModel model, List <MyRenderMeshMaterial> materials, int lodIndex) { if (model.LoadState == LoadState.Unloaded) { //model.LoadInDraw(LoadingMode.Background); model.LoadInDraw(LoadingMode.Immediate); return; } if (model.LoadState == LoadState.Loading) { return; } if (m_instanceBuffer != null && m_instanceCount == 0) { return; } var drawMatrix = GetWorldMatrixForDraw(); int meshCount = model.GetMeshList().Count; for (int i = 0; i < meshCount; i++) { MyRenderMesh mesh = model.GetMeshList()[i]; MyRenderMeshMaterial material = model.HasSharedMaterials ? mesh.Material : materials[i]; if (!material.Enabled) { continue; } if (material.DrawTechnique == MyMeshDrawTechnique.GLASS && EntityDithering == 0) { m_drawTechnique = MyMeshDrawTechnique.GLASS; continue; } //Preload needs to be here because of reloadcontent material.PreloadTexture(LoadingMode.Background); VRageRender.MyRender.MyRenderElement renderElement; VRageRender.MyRender.AllocateRenderElement(out renderElement); if (!MyRender.IsRenderOverloaded) { //renderElement.DebugName = entity.Name; renderElement.RenderObject = this; renderElement.VertexBuffer = model.VertexBuffer; renderElement.IndexBuffer = model.IndexBuffer; renderElement.VertexCount = model.GetVerticesCount(); renderElement.VertexDeclaration = model.GetVertexDeclaration(); renderElement.VertexStride = model.GetVertexStride(); renderElement.InstanceBuffer = null; renderElement.BonesUsed = mesh.BonesUsed; renderElement.IndexStart = mesh.IndexStart; renderElement.TriCount = mesh.TriCount; renderElement.WorldMatrixForDraw = drawMatrix; renderElement.WorldMatrix = WorldMatrix; renderElement.Material = material; renderElement.DrawTechnique = m_drawTechnique == MyMeshDrawTechnique.MESH || m_drawTechnique == MyMeshDrawTechnique.GLASS ? material.DrawTechnique : m_drawTechnique; renderElement.Color = EntityColor * material.DiffuseColor; renderElement.Dithering = mesh.GlassDithering == 0 ? EntityDithering : mesh.GlassDithering; renderElement.ColorMaskHSV = EntityColorMaskHSV; if (m_instanceBuffer != null) { renderElement.VertexStride = m_lods[lodIndex].VertexStride; renderElement.VertexDeclaration = m_lods[lodIndex].VertexDeclaration; renderElement.InstanceBuffer = m_instanceBuffer.InstanceBuffer; renderElement.InstanceStart = m_instanceStart; renderElement.InstanceCount = m_instanceCount; renderElement.InstanceStride = m_instanceBuffer.Stride; if (m_instanceBuffer.Type == MyRenderInstanceBufferType.Generic) { renderElement.DrawTechnique = renderElement.DrawTechnique == MyMeshDrawTechnique.ALPHA_MASKED ? MyMeshDrawTechnique.MESH_INSTANCED_GENERIC_MASKED : MyMeshDrawTechnique.MESH_INSTANCED_GENERIC; } else { renderElement.DrawTechnique = model.BoneIndices.Length > 0 ? MyMeshDrawTechnique.MESH_INSTANCED_SKINNED : MyMeshDrawTechnique.MESH_INSTANCED; } } Debug.Assert(renderElement.VertexBuffer != null, "Vertex buffer cannot be null!"); Debug.Assert(renderElement.IndexBuffer != null, "Index buffer cannot be null!"); if (material.DrawTechnique == MyMeshDrawTechnique.HOLO) { if (transparentRenderElements != null) { transparentRenderElements.Add(renderElement); } } else { renderElements.Add(renderElement); } } } }