Finished the Primitives-Sample, but there are still rendering errors in hardware instancing part. The sample currently works with plain XNA to have a working base.

This commit is contained in:
Glatzemann 2011-12-16 09:21:39 +00:00
parent c8bb0b6443
commit dfa2a4665a
3 changed files with 220 additions and 17 deletions

View File

@ -23,11 +23,19 @@ namespace Primitives
Texture2D bgTexture;
BasicEffect basicEffect;
Effect hardwareInstanceEffect;
Matrix viewMatrix;
Matrix projectionMatrix;
Matrix instancedProjectionMatrix;
Matrix worldMatrix;
float rotation = 0.0f;
DynamicVertexBuffer instanceVertexBuffer;
VertexBuffer cubeNoIndicesBuffer;
VertexBuffer cubeVertexBuffer;
IndexBuffer cubeIndexBuffer;
#region Corners of cube
static Vector3 topLeftFront = new Vector3( -1.0f, 1.0f, 1.0f );
@ -41,21 +49,90 @@ namespace Primitives
#endregion
VertexPositionColor[] cubeNoIndices = new VertexPositionColor[] { new VertexPositionColor(topLeftFront, Color.White),
new VertexPositionColor(bottomRightFront, Color.White),
new VertexPositionColor(bottomLeftFront, Color.White),
Matrix[] instanceTransformMatrices = new Matrix[] { Matrix.CreateTranslation(0.0f, 0.0f, 0.0f),
Matrix.CreateTranslation(5.0f, 0.0f, 0.0f),
Matrix.CreateTranslation(10.0f, 0.0f, 0.0f),
};
new VertexPositionColor(topLeftFront, Color.White),
new VertexPositionColor(topRightFront, Color.White),
new VertexPositionColor(bottomRightFront, Color.White),
VertexDeclaration instanceDecl = new VertexDeclaration
(
new VertexElement(0, VertexElementFormat.Vector4, VertexElementUsage.BlendWeight, 0),
new VertexElement(16, VertexElementFormat.Vector4, VertexElementUsage.BlendWeight, 1),
new VertexElement(32, VertexElementFormat.Vector4, VertexElementUsage.BlendWeight, 2),
new VertexElement(48, VertexElementFormat.Vector4, VertexElementUsage.BlendWeight, 3)
);
new VertexPositionColor(topLeftBack, Color.White),
new VertexPositionColor(bottomLeftBack, Color.White),
new VertexPositionColor(bottomRightBack, Color.White),
VertexPositionColor[] cubeVertices = new VertexPositionColor[] { new VertexPositionColor(topLeftFront, Color.White),
new VertexPositionColor(bottomLeftFront, Color.White),
new VertexPositionColor(topRightFront, Color.White),
new VertexPositionColor(bottomRightFront, Color.White),
new VertexPositionColor(topLeftBack, Color.White),
new VertexPositionColor(topRightBack, Color.White),
new VertexPositionColor(bottomLeftBack, Color.White),
new VertexPositionColor(bottomRightBack, Color.White)
};
short[] cubeIndices = new short[] { 0, 3, 1,
0, 2, 3,
4, 6, 7,
4, 7, 5,
0, 4, 2,
2, 4, 5,
1, 3, 6,
3, 7, 6,
0, 1, 6,
6, 4, 0,
2, 7, 3,
7, 2, 5 };
VertexPositionColor[] cubeNoIndices = new VertexPositionColor[] { new VertexPositionColor(topLeftFront, Color.White), // 0
new VertexPositionColor(bottomRightFront, Color.White), // 3
new VertexPositionColor(bottomLeftFront, Color.White), // 1
new VertexPositionColor(topLeftFront, Color.White), // 0
new VertexPositionColor(topRightFront, Color.White), // 2
new VertexPositionColor(bottomRightFront, Color.White), // 3
new VertexPositionColor(topLeftBack, Color.White), // 4
new VertexPositionColor(bottomLeftBack, Color.White), // 6
new VertexPositionColor(bottomRightBack, Color.White), // 7
new VertexPositionColor(topLeftBack, Color.White), // 4
new VertexPositionColor(bottomRightBack, Color.White), // 7
new VertexPositionColor(topRightBack, Color.White), // 5
new VertexPositionColor(topLeftFront, Color.White), // 0
new VertexPositionColor(topLeftBack, Color.White), // 4
new VertexPositionColor(topRightFront, Color.White), // 2
new VertexPositionColor(topRightFront, Color.White), // 2
new VertexPositionColor(topLeftBack, Color.White), // 4
new VertexPositionColor(topRightBack, Color.White), // 5
new VertexPositionColor(bottomLeftFront, Color.White), // 1
new VertexPositionColor(bottomRightFront, Color.White), // 3
new VertexPositionColor(bottomLeftBack, Color.White), // 6
new VertexPositionColor(bottomRightFront, Color.White), // 3
new VertexPositionColor(bottomRightBack, Color.White), // 7
new VertexPositionColor(bottomLeftBack, Color.White), // 6
new VertexPositionColor(topLeftFront, Color.White), // 0
new VertexPositionColor(bottomLeftFront, Color.White), // 1
new VertexPositionColor(bottomLeftBack, Color.White), // 6
new VertexPositionColor(bottomLeftBack, Color.White), // 6
new VertexPositionColor(topLeftBack, Color.White), // 4
new VertexPositionColor(topLeftFront, Color.White), // 0
new VertexPositionColor(topRightFront, Color.White), // 2
new VertexPositionColor(bottomRightBack, Color.White), // 7
new VertexPositionColor(bottomRightFront, Color.White), // 3
new VertexPositionColor(bottomRightBack, Color.White), // 7
new VertexPositionColor(topRightFront, Color.White), // 2
new VertexPositionColor(topRightBack, Color.White), // 5
new VertexPositionColor(topLeftBack, Color.White),
new VertexPositionColor(bottomRightBack, Color.White),
new VertexPositionColor(topRightBack, Color.White)
};
public Game1()
@ -82,9 +159,11 @@ namespace Primitives
spriteBatch = new SpriteBatch(GraphicsDevice);
this.basicEffect = new BasicEffect(GraphicsDevice);
this.hardwareInstanceEffect = Content.Load<Effect>(@"Effects/HardwareInstancing");
this.worldMatrix = Matrix.Identity;
this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, GraphicsDevice.Viewport.AspectRatio, 0.1f, 10.0f);
this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, 300f/200f, 0.1f, 50.0f);
this.instancedProjectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, 600f / 200f, 0.1f, 50.0f);
this.viewMatrix = Matrix.CreateLookAt(new Vector3(5, 5, 5), new Vector3(0, 0, 0), Vector3.Up);
this.font = Content.Load<SpriteFont>(@"Fonts/Debug");
@ -98,6 +177,20 @@ namespace Primitives
this.cubeNoIndicesBuffer = new VertexBuffer(GraphicsDevice, typeof(VertexPositionColor), cubeNoIndices.Length, BufferUsage.None);
this.cubeNoIndicesBuffer.SetData<VertexPositionColor>(cubeNoIndices);
//
// create a Vertex- and IndexBuffer for a cube with indexed primitives
//
this.cubeVertexBuffer = new VertexBuffer(GraphicsDevice, typeof(VertexPositionColor), cubeVertices.Length, BufferUsage.None);
this.cubeVertexBuffer.SetData<VertexPositionColor>(cubeVertices);
this.cubeIndexBuffer = new IndexBuffer(GraphicsDevice, typeof(short), this.cubeIndices.Length, BufferUsage.None);
this.cubeIndexBuffer.SetData<short>(this.cubeIndices);
//
// create a VertexBuffer for the transformation matrices used by DrawInstancedPrimitives
//
this.instanceVertexBuffer = new DynamicVertexBuffer(GraphicsDevice, instanceDecl, 3, BufferUsage.WriteOnly);
}
protected override void UnloadContent()
@ -111,6 +204,9 @@ namespace Primitives
Keyboard.GetState().IsKeyDown(Keys.Escape))
this.Exit();
rotation += 1.0f * (float)gameTime.ElapsedGameTime.TotalSeconds;
this.worldMatrix = Matrix.CreateRotationY(rotation);
base.Update(gameTime);
}
@ -118,6 +214,7 @@ namespace Primitives
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
this.GraphicsDevice.Viewport = new Viewport(0, 0, 600, 600);
spriteBatch.Begin();
@ -135,17 +232,63 @@ namespace Primitives
spriteBatch.End();
this.GraphicsDevice.RasterizerState = new RasterizerState() { CullMode = CullMode.None, FillMode = FillMode.WireFrame };
this.GraphicsDevice.RasterizerState = new RasterizerState() { CullMode = CullMode.CullCounterClockwiseFace, FillMode = FillMode.WireFrame };
this.basicEffect.World = this.worldMatrix;
this.basicEffect.VertexColorEnabled = true;
this.basicEffect.View = this.viewMatrix;
this.basicEffect.World = this.worldMatrix;
this.basicEffect.Projection = this.projectionMatrix;
this.basicEffect.CurrentTechnique.Passes[0].Apply();
#region DrawPrimitives
GraphicsDevice.Viewport = new Viewport(0, 200, 300, 200);
GraphicsDevice.SetVertexBuffer(this.cubeNoIndicesBuffer);
GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, cubeNoIndices.Length / 3);
#endregion // DrawPrimitives
#region DrawIndexedPrimitives
GraphicsDevice.Viewport = new Viewport(300, 200, 300, 200);
GraphicsDevice.SetVertexBuffer(this.cubeVertexBuffer);
GraphicsDevice.Indices = this.cubeIndexBuffer;
GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, cubeVertices.Length, 0, cubeNoIndices.Length / 3);
#endregion
#region DrawUserPrimitives
GraphicsDevice.Viewport = new Viewport(0, 400, 300, 200);
GraphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.TriangleList, this.cubeNoIndices, 0, this.cubeNoIndices.Length / 3);
#endregion
#region DrawUserIndexedPrimitives
GraphicsDevice.Viewport = new Viewport(300, 400, 300, 200);
GraphicsDevice.DrawUserIndexedPrimitives<VertexPositionColor>(PrimitiveType.TriangleList, this.cubeVertices, 0, this.cubeVertices.Length, this.cubeIndices, 0, this.cubeIndices.Length / 3);
#endregion
#region DrawInstancedPrimitives
GraphicsDevice.Viewport = new Viewport(0, 0, 600, 200);
this.hardwareInstanceEffect.Parameters["View"].SetValue(this.viewMatrix);
this.hardwareInstanceEffect.Parameters["Projection"].SetValue(this.instancedProjectionMatrix);
this.hardwareInstanceEffect.Parameters["World"].SetValue(this.worldMatrix);
this.hardwareInstanceEffect.CurrentTechnique.Passes[0].Apply();
instanceVertexBuffer.SetData(this.instanceTransformMatrices, 0, this.instanceTransformMatrices.Length, SetDataOptions.Discard);
GraphicsDevice.SetVertexBuffers(cubeVertexBuffer, new VertexBufferBinding(instanceVertexBuffer, 0, 1));
GraphicsDevice.Indices = this.cubeIndexBuffer;
GraphicsDevice.DrawInstancedPrimitives(PrimitiveType.TriangleList, 0, 0, this.cubeVertices.Length, 0, this.cubeIndices.Length / 3, 3);
#endregion
base.Draw(gameTime);
}
private void DrawShadowText(SpriteBatch spriteBatch, SpriteFont font, String text, Vector2 position, Color foreground, Color shadow)

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@ -0,0 +1,54 @@
float4x4 World;
float4x4 View;
float4x4 Projection;
struct VertexShaderInput
{
float4 Position : POSITION0;
float4 Color : COLOR0;
};
struct VertexShaderOutput
{
float4 Position : POSITION0;
float4 Color : COLOR0;
};
VertexShaderOutput HardwareInstancingVertexShader(VertexShaderInput input, float4x4 instanceTransform : BLENDWEIGHT)
{
VertexShaderOutput output;
// Apply the world and camera matrices to compute the output position.
float4 worldPosition = mul(input.Position, instanceTransform);
float4 viewPosition = mul(worldPosition, View);
output.Position = mul(viewPosition, Projection);
output.Color = input.Color;
return output;
}
float4 PixelShaderFunction(VertexShaderOutput input) : SV_Target
{
return input.Color;
}
/*
technique10 HardwareInstancing
{
pass Pass1
{
VertexShader = compile vs_4_0 HardwareInstancingVertexShader();
PixelShader = compile ps_4_0 PixelShaderFunction();
}
}
*/
technique HardwareInstancing
{
pass Pass1
{
VertexShader = compile vs_2_0 HardwareInstancingVertexShader();
PixelShader = compile ps_2_0 PixelShaderFunction();
}
}

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@ -96,7 +96,13 @@
<Processor>TextureProcessor</Processor>
</Compile>
</ItemGroup>
<ItemGroup />
<ItemGroup>
<Compile Include="Effects\HardwareInstancing.fx">
<Name>HardwareInstancing</Name>
<Importer>EffectImporter</Importer>
<Processor>EffectProcessor</Processor>
</Compile>
</ItemGroup>
<ItemGroup>
<Compile Include="Models\Cube.fbx">
<Name>Cube</Name>