using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace MonoGame.Extended.Graphics.Effects
{
///
/// An that uses the standard chain of matrix transformations to represent a 3D object on a 2D
/// monitor.
///
///
///
public abstract class MatrixChainEffect : Effect, IMatrixChainEffect
{
private Matrix _projection = Matrix.Identity;
private Matrix _view = Matrix.Identity;
private Matrix _world = Matrix.Identity;
private bool _worldViewProjectionIsDirty;
private EffectParameter _worldViewProjectionParameter;
///
/// Initializes a new instance of the class.
///
/// The graphics device.
/// The effect code.
protected MatrixChainEffect(GraphicsDevice graphicsDevice, byte[] effectCode)
: base(graphicsDevice, effectCode)
{
CacheEffectParameters();
}
///
/// Initializes a new instance of the class.
///
/// The clone source.
protected MatrixChainEffect(Effect cloneSource)
: base(cloneSource)
{
CacheEffectParameters();
}
///
/// Gets or sets the model-to-world .
///
///
/// The model-to-world .
///
public Matrix World
{
get { return _world; }
set { SetWorld(ref value); }
}
///
/// Gets or sets the world-to-view .
///
///
/// The world-to-view .
///
public Matrix View
{
get { return _view; }
set { SetView(ref value); }
}
///
/// Gets or sets the view-to-projection .
///
///
/// The view-to-projection .
///
public Matrix Projection
{
get { return _projection; }
set { SetProjection(ref value); }
}
///
/// Sets the model-to-world .
///
/// The model-to-world .
public void SetWorld(ref Matrix world)
{
_world = world;
_worldViewProjectionIsDirty = true;
}
///
/// Sets the world-to-view .
///
/// The world-to-view .
public void SetView(ref Matrix view)
{
_view = view;
_worldViewProjectionIsDirty = true;
}
///
/// Sets the view-to-projection .
///
/// The view-to-projection .
public void SetProjection(ref Matrix projection)
{
_projection = projection;
_worldViewProjectionIsDirty = true;
}
private void CacheEffectParameters()
{
_worldViewProjectionParameter = Parameters["WorldViewProjection"];
}
///
/// Computes derived parameter values immediately before applying the effect.
///
protected override bool OnApply()
{
base.OnApply();
// ReSharper disable once InvertIf
if (_worldViewProjectionIsDirty)
{
_worldViewProjectionIsDirty = false;
Matrix worldViewProjection;
Matrix.Multiply(ref _world, ref _view, out worldViewProjection);
Matrix.Multiply(ref worldViewProjection, ref _projection, out worldViewProjection);
_worldViewProjectionParameter.SetValue(worldViewProjection);
}
// in MonoGame 3.6 this method won't return anything; see https://github.com/MonoGame/MonoGame/pull/5090
return false;
}
}
}