Remove build message saying that a content file is still valid and will be skipped. Use OnApply for Effects, instead of an internal PreBindSetParameters. Removed unnecessary dependencies from EffectParameterCollection and EffectTechniqueCollection. Moved Apply from INativeEffect to INativeEffectPass as Apply can only be called on an EffectPass. Added IDisposable to many Native object interfaces. Added an InputLayoutManager so the InputLayouts don't get created on every call. Increased the amount of shared code for the GraphicsDevice between DX10 and DX11. Simplified the amount of stuff the Draw calls do. It's possible to use specific renderPasses when drawing and the drawing methods of the GraphicsDevice don't draw all effectPasses of an effec anymore. Fixed the bug that a DynamicVertexBuffer created a staging buffer when setting Elements for DX10 and DX11, which was unnecessary. Also it didn't create a staging before for normal VertexBuffers which made it not possible to set data there. Implement EffectAnnotations for DX10. Fixed SetRenderTargets for DX11.
370 lines
10 KiB
C#
370 lines
10 KiB
C#
using System;
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using ANX.Framework.NonXNA;
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using ANX.Framework.NonXNA.Development;
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// This file is part of the ANX.Framework created by the
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// "ANX.Framework developer group" and released under the Ms-PL license.
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// For details see: http://anxframework.codeplex.com/license
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namespace ANX.Framework.Graphics
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{
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[PercentageComplete(100)]
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[TestState(TestStateAttribute.TestState.Tested)]
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[Developer("AstrorEnales")]
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public class BasicEffect : Effect, IEffectMatrices, IEffectLights, IEffectFog
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{
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#region Private
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private Matrix world;
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private Matrix view;
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private Matrix projection;
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private bool preferPerPixelLighting;
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private bool isFogEnabled;
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private bool isLightingEnabled;
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private bool isVertexColorEnabled;
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private bool isTextureEnabled;
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private Vector3 diffuseColor;
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private Vector3 specularColor;
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private Vector3 fogColor;
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private Vector3 emissiveColor;
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private Vector3 ambientLightColor;
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#endregion
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#region Public
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public float FogEnd { get; set; }
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public float FogStart { get; set; }
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public Texture2D Texture { get; set; }
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public float SpecularPower { get; set; }
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public float Alpha { get; set; }
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public DirectionalLight DirectionalLight0 { get; private set; }
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public DirectionalLight DirectionalLight1 { get; private set; }
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public DirectionalLight DirectionalLight2 { get; private set; }
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public bool PreferPerPixelLighting
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{
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get { return preferPerPixelLighting; }
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set
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{
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preferPerPixelLighting = value;
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SelectTechnique();
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}
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}
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public Matrix Projection
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{
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get { return projection; }
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set { projection = value; }
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}
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public Matrix View
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{
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get { return view; }
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set { view = value; }
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}
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public Matrix World
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{
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get { return world; }
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set { world = value; }
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}
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public Vector3 AmbientLightColor
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{
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get { return ambientLightColor; }
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set { ambientLightColor = value; }
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}
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public bool LightingEnabled
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{
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get { return isLightingEnabled; }
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set
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{
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isLightingEnabled = value;
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SelectTechnique();
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}
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}
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public Vector3 FogColor
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{
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get { return fogColor; }
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set { fogColor = value; }
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}
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public bool FogEnabled
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{
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get { return isFogEnabled; }
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set
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{
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isFogEnabled = value;
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SelectTechnique();
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}
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}
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public bool TextureEnabled
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{
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get { return isTextureEnabled; }
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set
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{
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isTextureEnabled = value;
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SelectTechnique();
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}
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}
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public Vector3 DiffuseColor
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{
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get { return diffuseColor; }
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set { diffuseColor = value; }
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}
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public Vector3 EmissiveColor
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{
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get { return emissiveColor; }
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set { emissiveColor = value; }
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}
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public Vector3 SpecularColor
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{
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get { return specularColor; }
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set { specularColor = value; }
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}
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public bool VertexColorEnabled
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{
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get { return isVertexColorEnabled; }
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set
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{
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isVertexColorEnabled = value;
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SelectTechnique();
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}
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}
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#endregion
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#region Constructor
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public BasicEffect(GraphicsDevice graphics)
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: base(graphics, GetByteCode(), GetSourceLanguage())
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{
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world = Matrix.Identity;
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view = Matrix.Identity;
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projection = Matrix.Identity;
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FogStart = 0f;
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FogEnd = 1f;
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Alpha = 1f;
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diffuseColor = Vector3.One;
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ambientLightColor = Vector3.One;
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emissiveColor = Vector3.One;
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specularColor = Vector3.One;
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SpecularPower = 16f;
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CreateLights(null);
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DirectionalLight0.Enabled = true;
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SelectTechnique();
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}
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protected BasicEffect(BasicEffect cloneSource)
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: base(cloneSource)
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{
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world = cloneSource.world;
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view = cloneSource.view;
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projection = cloneSource.projection;
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preferPerPixelLighting = cloneSource.preferPerPixelLighting;
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isFogEnabled = cloneSource.isFogEnabled;
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isLightingEnabled = cloneSource.isLightingEnabled;
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isVertexColorEnabled = cloneSource.isVertexColorEnabled;
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isTextureEnabled = cloneSource.isTextureEnabled;
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diffuseColor = cloneSource.diffuseColor;
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specularColor = cloneSource.specularColor;
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fogColor = cloneSource.fogColor;
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emissiveColor = cloneSource.emissiveColor;
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ambientLightColor = cloneSource.ambientLightColor;
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FogEnd = cloneSource.FogEnd;
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FogStart = cloneSource.FogStart;
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Texture = cloneSource.Texture;
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SpecularPower = cloneSource.SpecularPower;
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Alpha = cloneSource.Alpha;
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CreateLights(cloneSource);
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SelectTechnique();
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}
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#endregion
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#region GetByteCode
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private static byte[] GetByteCode()
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{
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var creator = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>();
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return creator.GetShaderByteCode(PreDefinedShader.BasicEffect);
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}
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#endregion
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#region GetSourceLanguage
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private static EffectSourceLanguage GetSourceLanguage()
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{
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var creator = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>();
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return creator.GetStockShaderSourceLanguage;
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}
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#endregion
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#region EnableDefaultLighting
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public void EnableDefaultLighting()
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{
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LightingEnabled = true;
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ambientLightColor = new Vector3(0.05333332f, 0.09882354f, 0.1819608f);
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DirectionalLight0.Direction = new Vector3(-0.5265408f, -0.5735765f, -0.6275069f);
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DirectionalLight0.DiffuseColor = new Vector3(1f, 0.9607844f, 0.8078432f);
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DirectionalLight0.SpecularColor = DirectionalLight0.DiffuseColor;
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DirectionalLight0.Enabled = true;
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DirectionalLight1.Direction = new Vector3(0.7198464f, 0.3420201f, 0.6040227f);
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DirectionalLight1.DiffuseColor = new Vector3(0.9647059f, 0.7607844f, 0.4078432f);
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DirectionalLight1.SpecularColor = Vector3.Zero;
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DirectionalLight1.Enabled = true;
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DirectionalLight2.Direction = new Vector3(0.4545195f, -0.7660444f, 0.4545195f);
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DirectionalLight2.DiffuseColor = new Vector3(0.3231373f, 0.3607844f, 0.3937255f);
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DirectionalLight2.SpecularColor = DirectionalLight2.DiffuseColor;
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DirectionalLight2.Enabled = true;
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}
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#endregion
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#region Clone
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public override Effect Clone()
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{
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return new BasicEffect(this);
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}
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#endregion
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#region CreateLights
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private void CreateLights(BasicEffect cloneSource)
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{
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DirectionalLight0 = new DirectionalLight(Parameters["DirLight0Direction"], Parameters["DirLight0DiffuseColor"],
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null, (cloneSource != null) ? cloneSource.DirectionalLight0 : null);
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DirectionalLight1 = new DirectionalLight(Parameters["DirLight1Direction"], Parameters["DirLight1DiffuseColor"],
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null, (cloneSource != null) ? cloneSource.DirectionalLight1 : null);
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DirectionalLight2 = new DirectionalLight(Parameters["DirLight2Direction"], Parameters["DirLight2DiffuseColor"],
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null, (cloneSource != null) ? cloneSource.DirectionalLight2 : null);
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}
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#endregion
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protected internal override void OnApply()
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{
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Matrix worldView;
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Matrix.Multiply(ref world, ref view, out worldView);
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Matrix wvp;
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Matrix.Multiply(ref worldView, ref projection, out wvp);
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Parameters["WorldViewProj"].SetValue(wvp);
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SetLightingMatrices();
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SetMaterialColor();
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Parameters["FogColor"].SetValue(fogColor);
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Parameters["SpecularPower"].SetValue(SpecularPower);
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Parameters["SpecularColor"].SetValue(specularColor);
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if (Texture != null)
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Parameters["Texture"].SetValue(Texture);
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if (isFogEnabled)
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SetFogVector(ref worldView);
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else
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Parameters["FogVector"].SetValue(Vector4.Zero);
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SelectTechnique();
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}
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#region SelectTechnique
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private void SelectTechnique()
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{
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string techniqueName = "BasicEffect";
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if (isLightingEnabled)
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{
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if (preferPerPixelLighting)
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techniqueName += "PixelLighting";
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else
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{
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bool isLight1Disabled = DirectionalLight1 == null || DirectionalLight1.Enabled == false;
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bool isLight2Disabled = DirectionalLight2 == null || DirectionalLight2.Enabled == false;
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if (isLight1Disabled && isLight2Disabled)
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techniqueName += "OneLight";
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else
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techniqueName += "VertexLighting";
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}
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}
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if (isTextureEnabled)
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techniqueName += "Texture";
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if (isVertexColorEnabled)
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techniqueName += "VertexColor";
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if (isFogEnabled == false)
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techniqueName += "NoFog";
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CurrentTechnique = Techniques[techniqueName];
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}
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#endregion
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#region SetLightingMatrices
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private void SetLightingMatrices()
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{
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Matrix worldInverse;
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Matrix.Invert(ref world, out worldInverse);
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Matrix worldInverseTranspose;
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Matrix.Transpose(ref worldInverse, out worldInverseTranspose);
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Parameters["World"].SetValue(world);
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Parameters["WorldInverseTranspose"].SetValue(worldInverseTranspose);
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Matrix viewInverse;
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Matrix.Invert(ref view, out viewInverse);
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Parameters["EyePosition"].SetValue(viewInverse.Translation);
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}
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#endregion
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#region SetMaterialColor
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private void SetMaterialColor()
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{
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Vector4 diffuse;
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if (isLightingEnabled)
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{
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diffuse.X = diffuseColor.X * Alpha;
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diffuse.Y = diffuseColor.Y * Alpha;
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diffuse.Z = diffuseColor.Z * Alpha;
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diffuse.W = Alpha;
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Vector3 emissive;
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emissive.X = (emissiveColor.X + ambientLightColor.X * diffuseColor.X) * Alpha;
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emissive.Y = (emissiveColor.Y + ambientLightColor.Y * diffuseColor.Y) * Alpha;
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emissive.Z = (emissiveColor.Z + ambientLightColor.Z * diffuseColor.Z) * Alpha;
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Parameters["DiffuseColor"].SetValue(diffuse);
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Parameters["EmissiveColor"].SetValue(emissive);
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return;
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}
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diffuse.X = (diffuseColor.X + emissiveColor.X) * Alpha;
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diffuse.Y = (diffuseColor.Y + emissiveColor.Y) * Alpha;
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diffuse.Z = (diffuseColor.Z + emissiveColor.Z) * Alpha;
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diffuse.W = Alpha;
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Parameters["DiffuseColor"].SetValue(diffuse);
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}
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#endregion
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#region SetFogVector
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private void SetFogVector(ref Matrix worldView)
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{
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if (FogStart == FogEnd)
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{
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Parameters["FogVector"].SetValue(new Vector4(0f, 0f, 0f, 1f));
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return;
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}
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float fogFactor = 1f / (FogStart - FogEnd);
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Vector4 value;
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value.X = worldView.M13 * fogFactor;
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value.Y = worldView.M23 * fogFactor;
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value.Z = worldView.M33 * fogFactor;
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value.W = (worldView.M43 + FogStart) * fogFactor;
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Parameters["FogVector"].SetValue(value);
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}
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#endregion
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}
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}
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