Konstantin Koch 3cd7efbba4 Migrated StencilBuffer example and removed memory leaks for DX10 and DX11
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.
2015-10-14 23:59:27 +02:00

385 lines
11 KiB
C#

using System;
using ANX.Framework.NonXNA;
using ANX.Framework.NonXNA.Development;
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
namespace ANX.Framework.Graphics
{
[PercentageComplete(100)]
[TestState(TestStateAttribute.TestState.Untested)]
[Developer("AstrorEnales")]
public class SkinnedEffect : Effect, IEffectMatrices, IEffectLights, IEffectFog
{
public const int MaxBones = 72;
#region Private
private Matrix world;
private Matrix view;
private Matrix projection;
private bool preferPerPixelLighting;
private bool isFogEnabled;
private Vector3 diffuseColor;
private Vector3 specularColor;
private Vector3 fogColor;
private Vector3 emissiveColor;
private Vector3 ambientLightColor;
private readonly Matrix[] bones;
private int weightsPerBone;
#endregion
#region Public
public float FogEnd { get; set; }
public float FogStart { get; set; }
public Texture2D Texture { get; set; }
public float Alpha { get; set; }
public float SpecularPower { get; set; }
public DirectionalLight DirectionalLight0 { get; private set; }
public DirectionalLight DirectionalLight1 { get; private set; }
public DirectionalLight DirectionalLight2 { get; private set; }
public int WeightsPerVertex
{
get
{
return weightsPerBone;
}
set
{
if (value != 1 && value != 2 && value != 4)
throw new ArgumentOutOfRangeException("Weights per bone only allows 1, 2 or 4 as value!");
weightsPerBone = value;
}
}
public bool PreferPerPixelLighting
{
get { return preferPerPixelLighting; }
set
{
preferPerPixelLighting = value;
SelectTechnique();
}
}
public Matrix Projection
{
get { return projection; }
set { projection = value; }
}
public Matrix View
{
get { return view; }
set { view = value; }
}
public Matrix World
{
get { return world; }
set { world = value; }
}
public Vector3 AmbientLightColor
{
get { return ambientLightColor; }
set { ambientLightColor = value; }
}
public bool LightingEnabled
{
get { return true; }
set
{
if (value == false)
throw new NotSupportedException("SkinnedEffect without Lighting isn't supported!");
}
}
public Vector3 FogColor
{
get { return fogColor; }
set { fogColor = value; }
}
public bool FogEnabled
{
get { return isFogEnabled; }
set
{
isFogEnabled = value;
SelectTechnique();
}
}
public Vector3 DiffuseColor
{
get { return diffuseColor; }
set { diffuseColor = value; }
}
public Vector3 EmissiveColor
{
get { return emissiveColor; }
set { emissiveColor = value; }
}
public Vector3 SpecularColor
{
get { return specularColor; }
set { specularColor = value; }
}
#endregion
#region Constructor
public SkinnedEffect(GraphicsDevice graphics)
: base(graphics, GetByteCode(), GetSourceLanguage())
{
world = Matrix.Identity;
view = Matrix.Identity;
projection = Matrix.Identity;
FogStart = 0f;
FogEnd = 1f;
Alpha = 1f;
diffuseColor = Vector3.One;
ambientLightColor = Vector3.One;
emissiveColor = Vector3.One;
specularColor = Vector3.One;
SpecularPower = 16f;
WeightsPerVertex = 4;
CreateLights(null);
DirectionalLight0.Enabled = true;
bones = new Matrix[MaxBones];
for (int index = 0; index < MaxBones; index++)
bones[index] = Matrix.Identity;
SelectTechnique();
}
protected SkinnedEffect(SkinnedEffect cloneSource)
: base(cloneSource)
{
world = cloneSource.world;
view = cloneSource.view;
projection = cloneSource.projection;
preferPerPixelLighting = cloneSource.preferPerPixelLighting;
isFogEnabled = cloneSource.isFogEnabled;
diffuseColor = cloneSource.diffuseColor;
specularColor = cloneSource.specularColor;
fogColor = cloneSource.fogColor;
emissiveColor = cloneSource.emissiveColor;
ambientLightColor = cloneSource.ambientLightColor;
FogEnd = cloneSource.FogEnd;
FogStart = cloneSource.FogStart;
Texture = cloneSource.Texture;
SpecularPower = cloneSource.SpecularPower;
Alpha = cloneSource.Alpha;
WeightsPerVertex = cloneSource.WeightsPerVertex;
for (int index = 0; index < MaxBones; index++)
bones[index] = cloneSource.bones[index];
CreateLights(cloneSource);
SelectTechnique();
}
#endregion
#region GetByteCode
private static byte[] GetByteCode()
{
var creator = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>();
return creator.GetShaderByteCode(PreDefinedShader.SkinnedEffect);
}
#endregion
#region GetSourceLanguage
private static EffectSourceLanguage GetSourceLanguage()
{
var creator = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>();
return creator.GetStockShaderSourceLanguage;
}
#endregion
#region Clone
public override Effect Clone()
{
return new SkinnedEffect(this);
}
#endregion
#region CreateLights
private void CreateLights(SkinnedEffect cloneSource)
{
DirectionalLight0 = new DirectionalLight(Parameters["DirLight0Direction"], Parameters["DirLight0DiffuseColor"],
null, (cloneSource != null) ? cloneSource.DirectionalLight0 : null);
DirectionalLight1 = new DirectionalLight(Parameters["DirLight1Direction"], Parameters["DirLight1DiffuseColor"],
null, (cloneSource != null) ? cloneSource.DirectionalLight1 : null);
DirectionalLight2 = new DirectionalLight(Parameters["DirLight2Direction"], Parameters["DirLight2DiffuseColor"],
null, (cloneSource != null) ? cloneSource.DirectionalLight2 : null);
}
#endregion
#region EnableDefaultLighting
public void EnableDefaultLighting()
{
LightingEnabled = true;
ambientLightColor = new Vector3(0.05333332f, 0.09882354f, 0.1819608f);
DirectionalLight0.Direction = new Vector3(-0.5265408f, -0.5735765f, -0.6275069f);
DirectionalLight0.DiffuseColor = new Vector3(1f, 0.9607844f, 0.8078432f);
DirectionalLight0.SpecularColor = DirectionalLight0.DiffuseColor;
DirectionalLight0.Enabled = true;
DirectionalLight1.Direction = new Vector3(0.7198464f, 0.3420201f, 0.6040227f);
DirectionalLight1.DiffuseColor = new Vector3(0.9647059f, 0.7607844f, 0.4078432f);
DirectionalLight1.SpecularColor = Vector3.Zero;
DirectionalLight1.Enabled = true;
DirectionalLight2.Direction = new Vector3(0.4545195f, -0.7660444f, 0.4545195f);
DirectionalLight2.DiffuseColor = new Vector3(0.3231373f, 0.3607844f, 0.3937255f);
DirectionalLight2.SpecularColor = DirectionalLight2.DiffuseColor;
DirectionalLight2.Enabled = true;
}
#endregion
#region GetBoneTransforms
public Matrix[] GetBoneTransforms(int count)
{
if (count <= 0)
throw new ArgumentOutOfRangeException("count");
if (count > 72)
throw new ArgumentException("The maximum number of allowed bones for the SkinnedEffect is " + MaxBones + "!");
var result = new Matrix[MaxBones];
for (int index = 0; index < MaxBones; index++)
{
result[index] = bones[index];
}
return result;
}
#endregion
#region SetBoneTransforms
public void SetBoneTransforms(Matrix[] boneTransforms)
{
if (boneTransforms == null || boneTransforms.Length == 0)
throw new ArgumentNullException("boneTransforms");
if (boneTransforms.Length > 72)
throw new ArgumentException("The maximum number of allowed bones for the SkinnedEffect is " + MaxBones + "!");
for (int index = 0; index < MaxBones; index++)
bones[index] = index < boneTransforms.Length ? boneTransforms[index] : Matrix.Identity;
}
#endregion
protected internal override void OnApply()
{
Matrix worldView;
Matrix.Multiply(ref world, ref view, out worldView);
Matrix wvp;
Matrix.Multiply(ref worldView, ref projection, out wvp);
Parameters["WorldViewProj"].SetValue(wvp);
SetLightingMatrices();
SetMaterialColor();
Parameters["Bones"].SetValue(bones);
Parameters["FogColor"].SetValue(fogColor);
Parameters["SpecularPower"].SetValue(SpecularPower);
Parameters["SpecularColor"].SetValue(specularColor);
if (Texture != null)
Parameters["Texture"].SetValue(Texture);
if (isFogEnabled)
SetFogVector(ref worldView);
else
Parameters["FogVector"].SetValue(Vector4.Zero);
SelectTechnique();
}
#region SelectTechnique
private void SelectTechnique()
{
string name = "";
if (WeightsPerVertex == 1)
name = "OneBone";
else if (WeightsPerVertex == 2)
name = "TwoBones";
else if (WeightsPerVertex == 4)
name = "FourBones";
bool oneLight = DirectionalLight1.Enabled == false && DirectionalLight2.Enabled == false;
if (preferPerPixelLighting)
name += "PixelLighting";
else if (oneLight)
name += "OneLight";
else
name += "VertexLighting";
if (isFogEnabled == false)
name += "NoFog";
CurrentTechnique = Techniques[name];
}
#endregion
#region SetLightingMatrices
private void SetLightingMatrices()
{
Matrix worldInverse;
Matrix.Invert(ref world, out worldInverse);
Matrix worldInverseTranspose;
Matrix.Transpose(ref worldInverse, out worldInverseTranspose);
Parameters["World"].SetValue(world);
Parameters["WorldInverseTranspose"].SetValue(worldInverseTranspose);
Matrix viewInverse;
Matrix.Invert(ref view, out viewInverse);
Parameters["EyePosition"].SetValue(viewInverse.Translation);
}
#endregion
#region SetMaterialColor
private void SetMaterialColor()
{
Vector4 diffuse;
diffuse.X = diffuseColor.X * Alpha;
diffuse.Y = diffuseColor.Y * Alpha;
diffuse.Z = diffuseColor.Z * Alpha;
diffuse.W = Alpha;
Vector3 emissive;
emissive.X = (emissiveColor.X + ambientLightColor.X * diffuseColor.X) * Alpha;
emissive.Y = (emissiveColor.Y + ambientLightColor.Y * diffuseColor.Y) * Alpha;
emissive.Z = (emissiveColor.Z + ambientLightColor.Z * diffuseColor.Z) * Alpha;
Parameters["DiffuseColor"].SetValue(diffuse);
Parameters["EmissiveColor"].SetValue(emissive);
}
#endregion
#region SetFogVector
private void SetFogVector(ref Matrix worldView)
{
if (FogStart == FogEnd)
{
Parameters["FogVector"].SetValue(new Vector4(0f, 0f, 0f, 1f));
return;
}
float fogFactor = 1f / (FogStart - FogEnd);
Vector4 value;
value.X = worldView.M13 * fogFactor;
value.Y = worldView.M23 * fogFactor;
value.Z = worldView.M33 * fogFactor;
value.W = (worldView.M43 + FogStart) * fogFactor;
Parameters["FogVector"].SetValue(value);
}
#endregion
}
}