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