//---------------------------------------------------------------------------------------------------------------------------------------------------
//
// Copyright (C)2007 DarkWynter Studios. All rights reserved.
//
//---------------------------------------------------------------------------------------------------------------------------------------------------
// {Contact : darkwynter.com for licensing information
//---------------------------------------------------------------------------------------------------------------------------------------------------
namespace DarkWynter.Stream
{
#region Using Statements
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System.Xml;
using System.ComponentModel;
#endregion
///
/// Vertex data containing Position and Normal info
///
public struct VertexPositionNormal
{
///
/// Position
///
public Vector3 Position;
///
/// Normal
///
public Vector3 Normal;
}
///
/// Used to pass instance data to shaders through existing gpu pipelines.
///
/// World matrix values are stored as follows:
/// Fog = World.M11, World.M12, World.M13, World.M14
/// Binormal = World.M21, World.M22, World.M23, World.M24
/// Tangent = World.M31, World.M32, World.M33, World.M34
/// Depth = World.M41, World.M42, World.M43, World.M44
///
public struct VertexFogBinormalTangentDepth
{
///
/// World.M11, World.M12, World.M13, World.M14
///
public Vector4 Fog;
///
/// World.M21, World.M22, World.M23, World.M24
///
public Vector4 Binormal;
///
/// World.M31, World.M32, World.M33, World.M34
///
public Vector4 Tangent;
///
/// World.M41, World.M42, World.M43, World.M44
///
public Vector4 Depth;
}
///
/// Stores all the draw function calls for game objects
///
public class Draw
{
///
/// Usage of the draw object
///
public enum DrawMethod : byte
{
///
/// Basic game object draw method
///
BasicGameObject_Draw,
///
/// Draw GPU object list
///
GPUObjectList_Draw
};
///
/// Model used by this GameObject.
///
public Model model { get { return _model; } set { _model = value; } }
private Model _model;
///
/// Location and orientation matrix passed to shaders.
///
public Matrix matrix { get { return _matrix; } set { _matrix = value; } }
private Matrix _matrix;
///
/// Textures associated with this object.
///
public List textureList { get { return _textureList; } set { _textureList = value; } }
private List _textureList = new List();
///
/// Needed to fix the rotation caused to animated models
///
public Matrix initialTransform { get { return _initialTransform; } set { _initialTransform = value; } }
private Matrix _initialTransform = Matrix.Identity;
///
/// Buffer to store vertices
///
public VertexBuffer vertexBuffer { get { return _vertexBuffer; } set { _vertexBuffer = value; } }
private VertexBuffer _vertexBuffer;
///
/// Vertex Declaration.
///
public VertexDeclaration vertexDeclaration { get { return _vertexDeclaration; } set { _vertexDeclaration = value; } }
private VertexDeclaration _vertexDeclaration;
///
/// Instance data (Fog, Binormal, Tangent, Depth)
/// Used for GameObject instancing
///
public VertexFogBinormalTangentDepth[] instanceDataFBTD { get { return _instanceDataFBTD; } set { _instanceDataFBTD = value; } }
private VertexFogBinormalTangentDepth[] _instanceDataFBTD;
///
/// Usage of the draw object
///
public DrawMethod drawMethod { get { return _drawMethod; } set { _drawMethod = value; } }
private DrawMethod _drawMethod;
///
/// Shader technique to use
///
public string technique { get { return _technique; } set { _technique = value; } }
private string _technique;
#region Stream formats for instancing
///
/// Tells the GPU how to format the streams for instancing
/// Uses the Fog, Binormal, Tangent and Depth fields of the stream
///
public VertexElement[] FBTDElements = new VertexElement[]
{
new VertexElement(0, 0, VertexElementFormat.Vector3, VertexElementMethod.Default, VertexElementUsage.Position, 0),
new VertexElement(0, sizeof(float) * 3, VertexElementFormat.Vector3, VertexElementMethod.Default, VertexElementUsage.Normal, 0),
new VertexElement(0, sizeof(float) * 6, VertexElementFormat.Vector2, VertexElementMethod.Default, VertexElementUsage.TextureCoordinate, 0),
new VertexElement(1, 0, VertexElementFormat.Vector4, VertexElementMethod.Default, VertexElementUsage.TextureCoordinate, 1),
new VertexElement(1, sizeof(float) * 4, VertexElementFormat.Vector4, VertexElementMethod.Default, VertexElementUsage.TextureCoordinate, 2),
new VertexElement(1, sizeof(float) * 8, VertexElementFormat.Vector4, VertexElementMethod.Default, VertexElementUsage.TextureCoordinate, 3),
new VertexElement(1, sizeof(float) * 12, VertexElementFormat.Vector4, VertexElementMethod.Default, VertexElementUsage.TextureCoordinate, 4),
};
///
/// Tells the GPU how to format the streams for instancing
/// Used for instanced animation
///
public VertexElement[] InstAnimElements = new VertexElement[]
{
new VertexElement(0, 0, VertexElementFormat.Vector3, VertexElementMethod.Default, VertexElementUsage.Position, 0),
new VertexElement(0, sizeof(float) * 3, VertexElementFormat.Vector3, VertexElementMethod.Default, VertexElementUsage.Normal, 0),
new VertexElement(0, sizeof(float) * 6, VertexElementFormat.Vector2, VertexElementMethod.Default, VertexElementUsage.TextureCoordinate, 0),
new VertexElement(0, sizeof(float) * 8, VertexElementFormat.Byte4, VertexElementMethod.Default, VertexElementUsage.BlendIndices, 0),
new VertexElement(0, sizeof(float) * 9, VertexElementFormat.Color, VertexElementMethod.Default, VertexElementUsage.BlendWeight, 0),
new VertexElement(1, 0, VertexElementFormat.Vector4, VertexElementMethod.Default, VertexElementUsage.TextureCoordinate, 1),
new VertexElement(1, sizeof(float) * 4, VertexElementFormat.Vector4, VertexElementMethod.Default, VertexElementUsage.TextureCoordinate, 2),
new VertexElement(1, sizeof(float) * 8, VertexElementFormat.Vector4, VertexElementMethod.Default, VertexElementUsage.TextureCoordinate, 3),
new VertexElement(1, sizeof(float) * 12, VertexElementFormat.Vector4, VertexElementMethod.Default, VertexElementUsage.TextureCoordinate, 4),
};
#endregion
///
/// Constructor
///
public Draw()
{
}
///
/// Constructor
///
/// The draw method to use
/// Technique to use
public Draw(DrawMethod method, string drawTechnique)
{
drawMethod = method;
technique = drawTechnique;
}
///
/// Base draw function which calls the required functions depending on the draw method of this object
///
public void DoDraw(GraphicsDevice gd)
{
switch (drawMethod)
{
case DrawMethod.BasicGameObject_Draw:
{
DrawBasicGO(gd);
break;
}
case DrawMethod.GPUObjectList_Draw:
{
DrawGPUObjectList(gd);
break;
}
}
}
private void DrawBasicGO(GraphicsDevice gd)
{
//ShaderParameters.DrawFX.World.SetValue(matrix);
//ShaderParameters.DrawFX.modelTexture1.SetValue(textureList[0]);
//ShaderParameters.DrawFX.bumpTexture1.SetValue(textureList[1]);
// Draw the model
TriStrips(gd);
}
private void DrawGPUObjectList(GraphicsDevice gd)
{
//ShaderParameters.DrawFX.modelTexture1.SetValue(textureList[0]);
//ShaderParameters.DrawFX.bumpTexture1.SetValue(textureList[1]);
// Set the vertex declaration
gd.VertexDeclaration = vertexDeclaration;
gd.Vertices[0].SetFrequencyOfIndexData(instanceDataFBTD.Length);
// Tell GPU how many times to run through the instance data and set the stream.
gd.Vertices[1].SetSource(vertexBuffer, 0, gd.VertexDeclaration.GetVertexStrideSize(1));
gd.Vertices[1].SetFrequencyOfInstanceData(1);
// Draw the model
InstancedTriStrips(gd);
}
///
/// Draws a stand alone model with no instancing or triangle stripping.
///
private void TriList(GraphicsDevice gd)
{
foreach (ModelMesh mesh in model.Meshes)
{
gd.Indices = mesh.IndexBuffer;
foreach (ModelMeshPart part in mesh.MeshParts)
{
gd.VertexDeclaration = part.VertexDeclaration;
gd.Vertices[0].SetSource(mesh.VertexBuffer, part.StreamOffset, part.VertexStride);
part.Effect.CurrentTechnique = part.Effect.Techniques[technique];
part.Effect.Begin();
for (int k = 0; k < part.Effect.CurrentTechnique.Passes.Count; k++)
{
EffectPass pass = part.Effect.CurrentTechnique.Passes[k];
pass.Begin();
gd.DrawIndexedPrimitives(PrimitiveType.TriangleList,
part.BaseVertex,
0,
part.NumVertices,
part.StartIndex,
part.PrimitiveCount);
pass.End();
}
part.Effect.End();
}
}
}
///
/// Draws a stand alone model that uses the triangle-strip content processor for loading.
///
private void TriStrips(GraphicsDevice gd)
{
foreach (ModelMesh mesh in model.Meshes)
{
gd.Indices = mesh.IndexBuffer;
foreach (ModelMeshPart part in mesh.MeshParts)
{
part.Effect.CurrentTechnique = part.Effect.Techniques[technique];
gd.VertexDeclaration = part.VertexDeclaration;
gd.Vertices[0].SetSource(mesh.VertexBuffer, part.StreamOffset, part.VertexStride);
int numPrimitives;
if (mesh.IndexBuffer.IndexElementSize == IndexElementSize.SixteenBits)
{
numPrimitives = mesh.IndexBuffer.SizeInBytes / sizeof(ushort);
}
else
{
numPrimitives = mesh.IndexBuffer.SizeInBytes / sizeof(int);
}
numPrimitives -= 2;
part.Effect.Begin();
foreach (EffectPass pass in part.Effect.CurrentTechnique.Passes)
{
pass.Begin();
gd.DrawIndexedPrimitives(PrimitiveType.TriangleStrip,
part.BaseVertex,
0,
part.NumVertices,
part.StartIndex,
numPrimitives);
pass.End();
}
part.Effect.End();
}
}
}
///
/// Draws an instanced model that uses the standard content processor.
///
private void InstancedTriList(GraphicsDevice gd)
{
foreach (ModelMesh mesh in model.Meshes)
{
// Set the index buffer
gd.Indices = mesh.IndexBuffer;
// Tell the GPU how many times to run through the vertex data and set the stream.
gd.Vertices[0].SetSource(mesh.VertexBuffer, 0, gd.VertexDeclaration.GetVertexStrideSize(0));
foreach (ModelMeshPart part in mesh.MeshParts)
{
part.Effect.CurrentTechnique = part.Effect.Techniques[technique];
part.Effect.Begin();
for (int k = 0; k < part.Effect.CurrentTechnique.Passes.Count; k++)
{
EffectPass pass = part.Effect.CurrentTechnique.Passes[k];
pass.Begin();
gd.DrawIndexedPrimitives(PrimitiveType.TriangleList,
part.BaseVertex,
0,
part.NumVertices,
part.StartIndex,
part.PrimitiveCount);
pass.End();
}
part.Effect.End();
}
}
}
///
/// Draws an instanced model that uses the triangle-strip content processor.
///
private void InstancedTriStrips(GraphicsDevice gd)
{
foreach (ModelMesh mesh in model.Meshes)
{
// Set the index buffer
gd.Indices = mesh.IndexBuffer;
int numPrimitives;
if (mesh.IndexBuffer.IndexElementSize == IndexElementSize.SixteenBits)
{
numPrimitives = mesh.IndexBuffer.SizeInBytes / sizeof(ushort);
}
else
{
numPrimitives = mesh.IndexBuffer.SizeInBytes / sizeof(int);
}
numPrimitives -= 2;
// Tell the GPU how many times to run through the vertex data and set the stream.
gd.Vertices[0].SetSource(mesh.VertexBuffer, 0, gd.VertexDeclaration.GetVertexStrideSize(0));
foreach (ModelMeshPart part in mesh.MeshParts)
{
part.Effect.CurrentTechnique = part.Effect.Techniques[technique];
part.Effect.Begin();
for (int k = 0; k < part.Effect.CurrentTechnique.Passes.Count; k++)
{
EffectPass pass = part.Effect.CurrentTechnique.Passes[k];
pass.Begin();
//gd.RenderState.FillMode = Stream.Statics_Stream.RenderSettings.fillMode;
gd.DrawIndexedPrimitives(PrimitiveType.TriangleStrip,
part.BaseVertex,
0,
part.NumVertices,
part.StartIndex,
numPrimitives);
pass.End();
}
part.Effect.End();
}
}
}
}
}