- fixed issue #1005 (wrong model rendering due to vertex buffer offset problem)

- added new models for testing
This commit is contained in:
Glatzemann 2012-09-20 07:17:14 +00:00 committed by Konstantin Koch
parent 08b945da2e
commit 56488848f2
11 changed files with 2821 additions and 15 deletions

View File

@ -221,16 +221,30 @@ namespace ANX.Framework.Graphics
#region SetVertexBuffer
public void SetVertexBuffer(VertexBuffer vertexBuffer)
{
VertexBufferBinding[] bindings = new VertexBufferBinding[] { new VertexBufferBinding(vertexBuffer) };
this.currentVertexBufferBindings = bindings;
NativeDevice.SetVertexBuffers(bindings);
if (vertexBuffer != null)
{
VertexBufferBinding[] bindings = new VertexBufferBinding[] { new VertexBufferBinding(vertexBuffer) };
this.currentVertexBufferBindings = bindings;
NativeDevice.SetVertexBuffers(bindings);
}
else
{
SetVertexBuffers(null);
}
}
public void SetVertexBuffer(VertexBuffer vertexBuffer, int vertexOffset)
{
VertexBufferBinding[] bindings = new VertexBufferBinding[] { new VertexBufferBinding(vertexBuffer, vertexOffset) };
this.currentVertexBufferBindings = bindings;
NativeDevice.SetVertexBuffers(bindings);
if (vertexBuffer != null)
{
VertexBufferBinding[] bindings = new VertexBufferBinding[] { new VertexBufferBinding(vertexBuffer, vertexOffset) };
this.currentVertexBufferBindings = bindings;
NativeDevice.SetVertexBuffers(bindings);
}
else
{
SetVertexBuffers(null);
}
}
public void SetVertexBuffers(params Graphics.VertexBufferBinding[] vertexBuffers)

View File

@ -56,6 +56,8 @@ namespace ANX.RenderSystem.Windows.DX11
{
case SurfaceFormat.Color:
return SharpDX.DXGI.Format.R8G8B8A8_UNorm;
case SurfaceFormat.Dxt1:
return SharpDX.DXGI.Format.BC1_UNorm;
case SurfaceFormat.Dxt3:
return SharpDX.DXGI.Format.BC2_UNorm;
case SurfaceFormat.Dxt5:

View File

@ -211,8 +211,8 @@ namespace ANX.RenderSystem.Windows.DX10
nativeDevice.DrawIndexed(vertexCount, startIndex, baseVertex);
}
nativeDevice.InputAssembler.InputLayout.Dispose();
nativeDevice.InputAssembler.InputLayout = null;
//nativeDevice.InputAssembler.InputLayout.Dispose();
//nativeDevice.InputAssembler.InputLayout = null;
}
#endregion
@ -373,8 +373,8 @@ namespace ANX.RenderSystem.Windows.DX10
if (nativeVertexBuffer != null)
{
nativeVertexBufferBindings[i] = new Dx10.VertexBufferBinding(nativeVertexBuffer.NativeBuffer,
anxVertexBufferBinding.VertexBuffer.VertexDeclaration.VertexStride, anxVertexBufferBinding.VertexOffset);
int vertexStride = anxVertexBufferBinding.VertexBuffer.VertexDeclaration.VertexStride;
nativeVertexBufferBindings[i] = new Dx10.VertexBufferBinding(nativeVertexBuffer.NativeBuffer, vertexStride, anxVertexBufferBinding.VertexOffset * vertexStride);
}
else
{

View File

@ -386,7 +386,8 @@ namespace ANX.RenderSystem.Windows.DX11
if (nativeVertexBuffer != null)
{
nativeVertexBufferBindings[i] = new SharpDX.Direct3D11.VertexBufferBinding(nativeVertexBuffer.NativeBuffer, anxVertexBufferBinding.VertexBuffer.VertexDeclaration.VertexStride, anxVertexBufferBinding.VertexOffset);
int vertexStride = anxVertexBufferBinding.VertexBuffer.VertexDeclaration.VertexStride;
nativeVertexBufferBindings[i] = new SharpDX.Direct3D11.VertexBufferBinding(nativeVertexBuffer.NativeBuffer, vertexStride, anxVertexBufferBinding.VertexOffset * vertexStride);
}
else
{

View File

@ -47,7 +47,7 @@ namespace ModelSample
spriteBatch = new SpriteBatch(GraphicsDevice);
effect = Content.Load<Effect>("Effects/SimpleEffect");
cubeModel = Content.Load<Model>("Models/Cube");
cubeModel = Content.Load<Model>("Models/SphereAndCube");
cubeWorld = Matrix.Identity;
anxLogo = Content.Load<Model>("Models/ANX_vertex_color");
@ -56,13 +56,18 @@ namespace ModelSample
texture = Content.Load<Texture2D>("Textures/Test_100x100");
// Ovrride the basic effect in the model for testing
if (overrideWithSimpleEffect)
foreach (var mesh in cubeModel.Meshes)
{
foreach (var mesh in cubeModel.Meshes)
foreach (var part in mesh.MeshParts)
{
foreach (var part in mesh.MeshParts)
if (overrideWithSimpleEffect)
{
part.Effect = effect;
}
else
{
((BasicEffect)part.Effect).TextureEnabled = true;
((BasicEffect)part.Effect).EnableDefaultLighting();
}
}
}

View File

@ -142,10 +142,18 @@
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<Name>ANX.PlatformSystem.Windows</Name>
</ProjectReference>
<ProjectReference Include="..\..\..\RenderSystems\ANX.Framework.GL3\ANX.RenderSystem.GL3.csproj">
<Project>{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}</Project>
<Name>ANX.RenderSystem.GL3</Name>
</ProjectReference>
<ProjectReference Include="..\..\..\RenderSystems\ANX.RenderSystem.Windows.DX10\ANX.RenderSystem.Windows.DX10.csproj">
<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
<Name>ANX.RenderSystem.Windows.DX10</Name>
</ProjectReference>
<ProjectReference Include="..\..\..\RenderSystems\ANX.RenderSystem.Windows.DX11\ANX.RenderSystem.Windows.DX11.csproj">
<Project>{B30DE9C2-0926-46B6-8351-9AF276C472D5}</Project>
<Name>ANX.RenderSystem.Windows.DX11</Name>
</ProjectReference>
<ProjectReference Include="..\..\SampleContent\SampleContent.contentproj">
<Project>{FA6E229D-4504-47B1-8A23-2D3FCC13F778}</Project>
<Name>SampleContent</Name>

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Property: "FrontAxisSign", "int", "",1
Property: "CoordAxis", "int", "",0
Property: "CoordAxisSign", "int", "",1
Property: "UnitScaleFactor", "double", "",1
}
}
}
; Object relations
;------------------------------------------------------------------
Relations: {
Model: "Model::Cube_001", "Mesh" {
}
Model: "Model::Cube", "Mesh" {
}
Model: "Model::Producer Perspective", "Camera" {
}
Model: "Model::Producer Top", "Camera" {
}
Model: "Model::Producer Bottom", "Camera" {
}
Model: "Model::Producer Front", "Camera" {
}
Model: "Model::Producer Back", "Camera" {
}
Model: "Model::Producer Right", "Camera" {
}
Model: "Model::Producer Left", "Camera" {
}
Model: "Model::Camera Switcher", "CameraSwitcher" {
}
Material: "Material::Test__TestGrid1024", "" {
}
Texture: "Texture::TestGrid1024", "TextureVideoClip" {
}
Video: "Video::TestGrid1024", "Clip" {
}
}
; Object connections
;------------------------------------------------------------------
Connections: {
Connect: "OO", "Model::Cube_001", "Model::Scene"
Connect: "OO", "Model::Cube", "Model::Scene"
Connect: "OO", "Material::Test__TestGrid1024", "Model::Cube_001"
Connect: "OO", "Material::Test__TestGrid1024", "Model::Cube"
Connect: "OO", "Texture::TestGrid1024", "Model::Cube_001"
Connect: "OO", "Texture::TestGrid1024", "Model::Cube"
Connect: "OO", "Video::TestGrid1024", "Texture::TestGrid1024"
}
;Takes and animation section
;----------------------------------------------------
Takes: {
Current: "Default Take"
}
;Version 5 settings
;------------------------------------------------------------------
Version5: {
AmbientRenderSettings: {
Version: 101
AmbientLightColor: 0.0,0.0,0.0,0
}
FogOptions: {
FogEnable: 0
FogMode: 0
FogDensity: 0.000
FogStart: 5.000
FogEnd: 25.000
FogColor: 0.1,0.1,0.1,1
}
Settings: {
FrameRate: "24"
TimeFormat: 1
SnapOnFrames: 0
ReferenceTimeIndex: -1
TimeLineStartTime: 0
TimeLineStopTime: 479181389250
}
RendererSetting: {
DefaultCamera: "Producer Perspective"
DefaultViewingMode: 0
}
}

View File

@ -155,6 +155,27 @@
<Processor>TextureProcessor</Processor>
</Compile>
</ItemGroup>
<ItemGroup>
<Compile Include="Models\Sphere.fbx">
<Name>Sphere</Name>
<Importer>FbxImporter</Importer>
<Processor>ModelProcessor</Processor>
</Compile>
</ItemGroup>
<ItemGroup>
<Compile Include="Models\SphereAndCube.fbx">
<Name>SphereAndCube</Name>
<Importer>FbxImporter</Importer>
<Processor>ModelProcessor</Processor>
</Compile>
</ItemGroup>
<ItemGroup>
<Compile Include="Models\TwoCubes.fbx">
<Name>TwoCubes</Name>
<Importer>FbxImporter</Importer>
<Processor>ModelProcessor</Processor>
</Compile>
</ItemGroup>
<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\$(XnaFrameworkVersion)\Microsoft.Xna.GameStudio.ContentPipeline.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.