#region CPL License
/*
Nuclex Framework
Copyright (C) 2002-2009 Nuclex Development Labs
This library is free software; you can redistribute it and/or
modify it under the terms of the IBM Common Public License as
published by the IBM Corporation; either version 1.0 of the
License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
IBM Common Public License for more details.
You should have received a copy of the IBM Common Public
License along with this library
*/
#endregion
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Nuclex.Graphics.Batching {
///
/// Sets up a BasicEffect instance for primitives drawn by the PrimitiveBatch class
///
public class BasicEffectDrawContext : EffectDrawContext, IDisposable {
/// Initializes a new BasicEffect draw context
/// GraphicsDevice the effect will use
public BasicEffectDrawContext(GraphicsDevice graphicsDevice) :
base(createEffect(graphicsDevice)) {
this.basicEffect = base.effect as BasicEffect;
}
/// Immediately releases all resources owned by the primitive batch
public void Dispose() {
if(this.basicEffect != null) {
this.basicEffect.Dispose();
this.basicEffect = null;
}
}
/// The basic effect being managed by the draw context
///
/// Warning: If you change the settings of this effect after you've already
/// queued other primitives to be drawn, those primitives might be affected
/// nontheless if they haven't been rendered yet. The recommended usage is to
/// initialize an effect once for each set of settings you need and then keep
/// using those instances without modifying them.
///
public BasicEffect BasicEffect {
get { return this.basicEffect; }
}
/// Compares the effect parameters member by member
///
/// Other effect that will be compared against the context's own effect
///
/// True of all parameters of the other effect are equal
///
/// Override this to perform a comparison on the relevant parameters of
/// your custom effect. By default, this will return false, causing only
/// effect drawing contexts with the same effect object to be considered
/// for batching.
///
protected override bool CompareEffectParameters(Effect otherEffect) {
BasicEffect otherBasicEffect = otherEffect as BasicEffect;
if(otherBasicEffect == null)
return false;
BasicEffect thisBasicEffect = this.basicEffect;
bool topLevelPropertiesEqual =
(otherBasicEffect.Alpha == thisBasicEffect.Alpha) &&
(otherBasicEffect.AmbientLightColor == thisBasicEffect.AmbientLightColor) &&
(otherBasicEffect.DiffuseColor == thisBasicEffect.DiffuseColor) &&
(otherBasicEffect.EmissiveColor == thisBasicEffect.EmissiveColor) &&
(otherBasicEffect.FogColor == thisBasicEffect.FogColor) &&
(otherBasicEffect.FogEnabled == thisBasicEffect.FogEnabled) &&
(otherBasicEffect.FogEnd == thisBasicEffect.FogEnd) &&
(otherBasicEffect.FogStart == thisBasicEffect.FogStart) &&
(otherBasicEffect.LightingEnabled == thisBasicEffect.LightingEnabled) &&
(otherBasicEffect.PreferPerPixelLighting == thisBasicEffect.PreferPerPixelLighting) &&
(otherBasicEffect.Projection == thisBasicEffect.Projection) &&
(otherBasicEffect.SpecularColor == thisBasicEffect.SpecularColor) &&
(otherBasicEffect.SpecularPower == thisBasicEffect.SpecularPower) &&
(otherBasicEffect.Texture == thisBasicEffect.Texture) &&
(otherBasicEffect.TextureEnabled == thisBasicEffect.TextureEnabled) &&
(otherBasicEffect.VertexColorEnabled == thisBasicEffect.VertexColorEnabled) &&
(otherBasicEffect.View == thisBasicEffect.View) &&
(otherBasicEffect.World == thisBasicEffect.World);
return
topLevelPropertiesEqual &&
areEqual(otherBasicEffect.DirectionalLight0, thisBasicEffect.DirectionalLight0) &&
areEqual(otherBasicEffect.DirectionalLight1, thisBasicEffect.DirectionalLight1) &&
areEqual(otherBasicEffect.DirectionalLight2, thisBasicEffect.DirectionalLight2);
}
/// Compares two directional lights against each other
/// Left directional light that will be compared
/// Reft directional light that will be compared
/// True if both directional lights have identical properties
private static bool areEqual(DirectionalLight left, DirectionalLight right) {
return
(left.DiffuseColor == right.DiffuseColor) &&
(left.Direction == right.Direction) &&
(left.Enabled == right.Enabled) &&
(left.SpecularColor == right.SpecularColor);
}
/// Creates the effect used by the draw context
/// GraphicsDevice the effect will use
private static BasicEffect createEffect(GraphicsDevice graphicsDevice) {
return new BasicEffect(graphicsDevice);
}
/// The draw context's BasicEffect instance used for rendering
private BasicEffect basicEffect;
}
} // namespace Nuclex.Graphics.Batching