#region File Description
//-----------------------------------------------------------------------------
// SkinnedEffect.cs
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#endregion
#region Using Statements
using System;
#endregion
namespace Microsoft.Xna.Framework.Graphics
{
///
/// Built-in effect for rendering skinned character models.
///
public class SkinnedEffect : Effect, IEffectMatrices, IEffectLights, IEffectFog
{
public const int MaxBones = 72;
#region Effect Parameters
EffectParameter textureParam;
EffectParameter diffuseColorParam;
EffectParameter emissiveColorParam;
EffectParameter specularColorParam;
EffectParameter specularPowerParam;
EffectParameter eyePositionParam;
EffectParameter fogColorParam;
EffectParameter fogVectorParam;
EffectParameter worldParam;
EffectParameter worldInverseTransposeParam;
EffectParameter worldViewProjParam;
EffectParameter bonesParam;
EffectParameter shaderIndexParam;
#endregion
#region Fields
bool preferPerPixelLighting;
bool oneLight;
bool fogEnabled;
Matrix world = Matrix.Identity;
Matrix view = Matrix.Identity;
Matrix projection = Matrix.Identity;
Matrix worldView;
Vector3 diffuseColor = Vector3.One;
Vector3 emissiveColor = Vector3.Zero;
Vector3 ambientLightColor = Vector3.Zero;
float alpha = 1;
DirectionalLight light0;
DirectionalLight light1;
DirectionalLight light2;
float fogStart = 0;
float fogEnd = 1;
int weightsPerVertex = 4;
EffectDirtyFlags dirtyFlags = EffectDirtyFlags.All;
#endregion
#region Public Properties
///
/// Gets or sets the world matrix.
///
public Matrix World
{
get { return world; }
set
{
world = value;
dirtyFlags |= EffectDirtyFlags.World | EffectDirtyFlags.WorldViewProj | EffectDirtyFlags.Fog;
}
}
///
/// Gets or sets the view matrix.
///
public Matrix View
{
get { return view; }
set
{
view = value;
dirtyFlags |= EffectDirtyFlags.WorldViewProj | EffectDirtyFlags.EyePosition | EffectDirtyFlags.Fog;
}
}
///
/// Gets or sets the projection matrix.
///
public Matrix Projection
{
get { return projection; }
set
{
projection = value;
dirtyFlags |= EffectDirtyFlags.WorldViewProj;
}
}
///
/// Gets or sets the material diffuse color (range 0 to 1).
///
public Vector3 DiffuseColor
{
get { return diffuseColor; }
set
{
diffuseColor = value;
dirtyFlags |= EffectDirtyFlags.MaterialColor;
}
}
///
/// Gets or sets the material emissive color (range 0 to 1).
///
public Vector3 EmissiveColor
{
get { return emissiveColor; }
set
{
emissiveColor = value;
dirtyFlags |= EffectDirtyFlags.MaterialColor;
}
}
///
/// Gets or sets the material specular color (range 0 to 1).
///
public Vector3 SpecularColor
{
get { return specularColorParam.GetValueVector3(); }
set { specularColorParam.SetValue(value); }
}
///
/// Gets or sets the material specular power.
///
public float SpecularPower
{
get { return specularPowerParam.GetValueSingle(); }
set { specularPowerParam.SetValue(value); }
}
///
/// Gets or sets the material alpha.
///
public float Alpha
{
get { return alpha; }
set
{
alpha = value;
dirtyFlags |= EffectDirtyFlags.MaterialColor;
}
}
///
/// Gets or sets the per-pixel lighting prefer flag.
///
public bool PreferPerPixelLighting
{
get { return preferPerPixelLighting; }
set
{
if (preferPerPixelLighting != value)
{
preferPerPixelLighting = value;
dirtyFlags |= EffectDirtyFlags.ShaderIndex;
}
}
}
///
/// Gets or sets the ambient light color (range 0 to 1).
///
public Vector3 AmbientLightColor
{
get { return ambientLightColor; }
set
{
ambientLightColor = value;
dirtyFlags |= EffectDirtyFlags.MaterialColor;
}
}
///
/// Gets the first directional light.
///
public DirectionalLight DirectionalLight0 { get { return light0; } }
///
/// Gets the second directional light.
///
public DirectionalLight DirectionalLight1 { get { return light1; } }
///
/// Gets the third directional light.
///
public DirectionalLight DirectionalLight2 { get { return light2; } }
///
/// Gets or sets the fog enable flag.
///
public bool FogEnabled
{
get { return fogEnabled; }
set
{
if (fogEnabled != value)
{
fogEnabled = value;
dirtyFlags |= EffectDirtyFlags.ShaderIndex | EffectDirtyFlags.FogEnable;
}
}
}
///
/// Gets or sets the fog start distance.
///
public float FogStart
{
get { return fogStart; }
set
{
fogStart = value;
dirtyFlags |= EffectDirtyFlags.Fog;
}
}
///
/// Gets or sets the fog end distance.
///
public float FogEnd
{
get { return fogEnd; }
set
{
fogEnd = value;
dirtyFlags |= EffectDirtyFlags.Fog;
}
}
///
/// Gets or sets the fog color.
///
public Vector3 FogColor
{
get { return fogColorParam.GetValueVector3(); }
set { fogColorParam.SetValue(value); }
}
///
/// Gets or sets the current texture.
///
public Texture2D Texture
{
get { return textureParam.GetValueTexture2D(); }
set { textureParam.SetValue(value); }
}
///
/// Gets or sets the number of skinning weights to evaluate for each vertex (1, 2, or 4).
///
public int WeightsPerVertex
{
get { return weightsPerVertex; }
set
{
if ((value != 1) &&
(value != 2) &&
(value != 4))
{
throw new ArgumentOutOfRangeException("value");
}
weightsPerVertex = value;
dirtyFlags |= EffectDirtyFlags.ShaderIndex;
}
}
///
/// Sets an array of skinning bone transform matrices.
///
public void SetBoneTransforms(Matrix[] boneTransforms)
{
if ((boneTransforms == null) || (boneTransforms.Length == 0))
throw new ArgumentNullException("boneTransforms");
if (boneTransforms.Length > MaxBones)
throw new ArgumentException();
bonesParam.SetValue(boneTransforms);
}
///
/// Gets a copy of the current skinning bone transform matrices.
///
public Matrix[] GetBoneTransforms(int count)
{
if (count <= 0 || count > MaxBones)
throw new ArgumentOutOfRangeException("count");
Matrix[] bones = bonesParam.GetValueMatrixArray(count);
// Convert matrices from 43 to 44 format.
for (int i = 0; i < bones.Length; i++)
{
bones[i].M44 = 1;
}
return bones;
}
///
/// This effect requires lighting, so we explicitly implement
/// IEffectLights.LightingEnabled, and do not allow turning it off.
///
bool IEffectLights.LightingEnabled
{
get { return true; }
set { if (!value) throw new NotSupportedException("SkinnedEffect does not support setting LightingEnabled to false."); }
}
#endregion
#region Methods
///
/// Creates a new SkinnedEffect with default parameter settings.
///
public SkinnedEffect(GraphicsDevice device)
: base(device, Resources.SkinnedEffect)
{
CacheEffectParameters(null);
DirectionalLight0.Enabled = true;
SpecularColor = Vector3.One;
SpecularPower = 16;
Matrix[] identityBones = new Matrix[MaxBones];
for (int i = 0; i < MaxBones; i++)
{
identityBones[i] = Matrix.Identity;
}
SetBoneTransforms(identityBones);
}
///
/// Creates a new SkinnedEffect by cloning parameter settings from an existing instance.
///
protected SkinnedEffect(SkinnedEffect cloneSource)
: base(cloneSource)
{
CacheEffectParameters(cloneSource);
preferPerPixelLighting = cloneSource.preferPerPixelLighting;
fogEnabled = cloneSource.fogEnabled;
world = cloneSource.world;
view = cloneSource.view;
projection = cloneSource.projection;
diffuseColor = cloneSource.diffuseColor;
emissiveColor = cloneSource.emissiveColor;
ambientLightColor = cloneSource.ambientLightColor;
alpha = cloneSource.alpha;
fogStart = cloneSource.fogStart;
fogEnd = cloneSource.fogEnd;
weightsPerVertex = cloneSource.weightsPerVertex;
}
///
/// Creates a clone of the current SkinnedEffect instance.
///
public override Effect Clone()
{
return new SkinnedEffect(this);
}
///
/// Sets up the standard key/fill/back lighting rig.
///
public void EnableDefaultLighting()
{
AmbientLightColor = EffectHelpers.EnableDefaultLighting(light0, light1, light2);
}
///
/// Looks up shortcut references to our effect parameters.
///
void CacheEffectParameters(SkinnedEffect cloneSource)
{
textureParam = Parameters["Texture"];
diffuseColorParam = Parameters["DiffuseColor"];
emissiveColorParam = Parameters["EmissiveColor"];
specularColorParam = Parameters["SpecularColor"];
specularPowerParam = Parameters["SpecularPower"];
eyePositionParam = Parameters["EyePosition"];
fogColorParam = Parameters["FogColor"];
fogVectorParam = Parameters["FogVector"];
worldParam = Parameters["World"];
worldInverseTransposeParam = Parameters["WorldInverseTranspose"];
worldViewProjParam = Parameters["WorldViewProj"];
bonesParam = Parameters["Bones"];
shaderIndexParam = Parameters["ShaderIndex"];
light0 = new DirectionalLight(Parameters["DirLight0Direction"],
Parameters["DirLight0DiffuseColor"],
Parameters["DirLight0SpecularColor"],
(cloneSource != null) ? cloneSource.light0 : null);
light1 = new DirectionalLight(Parameters["DirLight1Direction"],
Parameters["DirLight1DiffuseColor"],
Parameters["DirLight1SpecularColor"],
(cloneSource != null) ? cloneSource.light1 : null);
light2 = new DirectionalLight(Parameters["DirLight2Direction"],
Parameters["DirLight2DiffuseColor"],
Parameters["DirLight2SpecularColor"],
(cloneSource != null) ? cloneSource.light2 : null);
}
///
/// Lazily computes derived parameter values immediately before applying the effect.
///
protected internal override void OnApply()
{
// Recompute the world+view+projection matrix or fog vector?
dirtyFlags = EffectHelpers.SetWorldViewProjAndFog(dirtyFlags, ref world, ref view, ref projection, ref worldView, fogEnabled, fogStart, fogEnd, worldViewProjParam, fogVectorParam);
// Recompute the world inverse transpose and eye position?
dirtyFlags = EffectHelpers.SetLightingMatrices(dirtyFlags, ref world, ref view, worldParam, worldInverseTransposeParam, eyePositionParam);
// Recompute the diffuse/emissive/alpha material color parameters?
if ((dirtyFlags & EffectDirtyFlags.MaterialColor) != 0)
{
EffectHelpers.SetMaterialColor(true, alpha, ref diffuseColor, ref emissiveColor, ref ambientLightColor, diffuseColorParam, emissiveColorParam);
dirtyFlags &= ~EffectDirtyFlags.MaterialColor;
}
// Check if we can use the only-bother-with-the-first-light shader optimization.
bool newOneLight = !light1.Enabled && !light2.Enabled;
if (oneLight != newOneLight)
{
oneLight = newOneLight;
dirtyFlags |= EffectDirtyFlags.ShaderIndex;
}
// Recompute the shader index?
if ((dirtyFlags & EffectDirtyFlags.ShaderIndex) != 0)
{
int shaderIndex = 0;
if (!fogEnabled)
shaderIndex += 1;
if (weightsPerVertex == 2)
shaderIndex += 2;
else if (weightsPerVertex == 4)
shaderIndex += 4;
if (preferPerPixelLighting)
shaderIndex += 12;
else if (oneLight)
shaderIndex += 6;
shaderIndexParam.SetValue(shaderIndex);
dirtyFlags &= ~EffectDirtyFlags.ShaderIndex;
}
}
#endregion
}
}