public void DoCulling()
        {
            totalPixelsVisible   = 0;
            terrainNodesVisible  = 0;
            objectsPixelsVisible = 0;

            //quadTreeObject.ComputeVisibility(Camera.GetCameraInstance());
            queryManager.Reset();

            occlusionRenderSurface.BeginScene(this.occlusionSurface);
            occlusionRenderSurface.Device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, System.Drawing.Color.White, 1.0f, 0);

            //scene.RenderScene(0, scene[null], false);

            scene.BeginRenderObject(0, scene[null]);
            foreach (IRenderable renderable in this.leaves)
            {
                scene.RenderObjectBoundingBox(renderable);
            }
            scene.EndRenderObject();

            queryManager.IssueAllQueries();

            this.totalPixelsVisible = queryManager.GetResults();
            occlusionRenderSurface.EndScene(Filter.None);

            this.totalPixelsVisible   = queryManager.TotalPixelsVisible;
            this.objectsPixelsVisible = queryManager.ObjectsPixelsVisible;
            this.terrainNodesVisible  = queryManager.TerrainNodesVisible;
        }
Beispiel #2
0
        public MDX1_Surface(Size size)
        {
            mSrcRect = new Rectangle(new Point(0, 0), size);

            mDisplay = Display.Impl as MDX1_Display;
            mDevice  = mDisplay.D3D_Device;

            /*
             * Bitmap bitmap = new Bitmap(size.Width, size.Height);
             * Graphics g = Graphics.FromImage(bitmap);
             * g.Clear(Color.FromArgb(0, 0, 0, 0));
             * g.Dispose();
             */
            //mTexture = Texture.FromBitmap(mDevice, bitmap, Usage.None, Pool.Managed);
            mTexture = new Ref <Texture>(new Texture(mDevice.Device, size.Width, size.Height, 1, Usage.None,
                                                     Format.A8R8G8B8, Pool.Managed));

            mRenderToSurface = new RenderToSurface(mDevice.Device, size.Width, size.Height,
                                                   Format.A8R8G8B8, true, DepthFormat.D16);

            mRenderToSurface.BeginScene(mTexture.Value.GetSurfaceLevel(0));
            mDevice.Clear(ClearFlags.Target, Color.FromArgb(0, 0, 0, 0).ToArgb(), 1.0f, 0);
            mRenderToSurface.EndScene(Filter.None);

            mRenderToSurface.Dispose();
            mRenderToSurface = null;

            mTextureSize = mSrcRect.Size;

            InitVerts();
        }
        public SDX_Surface(Size size)
        {
            mSrcRect = new Rectangle(new Point(0, 0), size);

            mDisplay = Display.Impl as SDX_Display;
            mDevice  = mDisplay.D3D_Device;

            mTexture = new Ref <Texture>(new Texture(mDevice.Device, size.Width, size.Height, 1, Usage.None,
                                                     Format.A8R8G8B8, Pool.Managed));

            RenderToSurface render = new RenderToSurface(mDevice.Device, size.Width, size.Height,
                                                         Format.A8R8G8B8, Format.D16);

            Viewport v = new Viewport(0, 0, size.Width, size.Height);

            render.BeginScene(mTexture.Value.GetSurfaceLevel(0), v);
            mDevice.Clear(ClearFlags.Target, Color.FromArgb(0, 0, 0, 0).ToArgb(), 1.0f, 0);
            render.EndScene(Filter.None);

            render.Dispose();
            render = null;

            mTextureSize = mSrcRect.Size;

            InitVerts();
        }
Beispiel #4
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        //--------------------//

        #region Render
        /// <summary>
        /// Renders the content of a delegate to this texture
        /// </summary>
        /// <param name="render">The content to be rendered</param>
        internal void RenderTo(Action render)
        {
            #region Sanity checks
            if (Disposed)
            {
                throw new ObjectDisposedException(ToString());
            }
            if (render == null)
            {
                throw new ArgumentNullException(nameof(render));
            }
            #endregion

            // Don't initialise this earlier, would cause trouble with resetting the device
            if (_rtsHelper == null)
            {
                _rtsHelper = new RenderToSurface(_engine.Device, _rtsHelperSize.Width, _rtsHelperSize.Height,
                                                 _engine.PresentParams.BackBufferFormat, _engine.PresentParams.AutoDepthStencilFormat);
            }

            using (new ProfilerEvent("Rendering to texture"))
            {
                _rtsHelper.BeginScene(Surface, Viewport);
                render();
                _rtsHelper.EndScene(Filter.None);
            }
        }
    private void RenderBGPointer()
    {
        Viewport view = new Viewport();

        view.Width  = 128;
        view.Height = 128;
        view.MaxZ   = 1.0f;

        Matrix currentViewMatrix = device.Transform.View;

        rts.BeginScene(renderSurface, view);
        device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0);
        if (playerShip.State == ShipState.Normal &&
            opponentShip.State == ShipState.Normal)
        {
            Matrix pointerViewMatrix = Matrix.Translation(0, 2, -15);
            pointerViewMatrix    *= playerShip.Position.WorldMatrix;
            device.Transform.View = Matrix.Invert(pointerViewMatrix);

            bgPointer.Render();
            drawingFont.DrawText(2, 2, Color.LimeGreen, "Range: " + range.ToString());
        }
        rts.EndScene(Filter.Linear);
        device.Transform.View = currentViewMatrix;
    }
Beispiel #6
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        // ---]

        // [---
        private void renderizarNaTextura()
        {
            // Prepara a configuração da janela de visualização
            Viewport visao = new Viewport();

            visao.Width  = superficie_ntam;
            visao.Height = superficie_ntam;
            visao.MaxZ   = 1.0f;

            // Inicia a renderização da cena
            Renderizador.BeginScene(superficieAlvo, visao);

            // Limpa o dispositivo
            device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.White, 1.0f, 0);

            // Modo de preenchimento da renderização: pontos
            device.RenderState.FillMode = FillMode.Point;

            // Desenha o objeto na textura
            posicao = new Vector3(0.0f, 0.2f, -50.0f);
            rotacao = new Vector3(0, 0, 0);
            g_props = new Propriedades3D(posicao, rotacao);
            desenharObjeto(objeto3D, g_props);

            // Recupera modo de preenchimento da renderização: sólido
            device.RenderState.FillMode = FillMode.Solid;

            // Finaliza a cena no Renderizador
            Renderizador.EndScene(Filter.None);
        } // renderizarNaTextura()
Beispiel #7
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        public override void BeginRender()
        {
            // it looks like Direct3D creates a new surface.
            // so here we will create a new texture, and draw the current texture to it
            // then discard the old one.
            Texture t = new Texture(mDevice.Device, SurfaceWidth, SurfaceHeight, 1, Usage.None,
                                    Format.A8R8G8B8, Pool.Managed);

            Direct3D.Surface surfaceTarget = t.GetSurfaceLevel(0);

            mRenderToSurface = new RenderToSurface(mDevice.Device, SurfaceWidth, SurfaceHeight,
                                                   Format.A8R8G8B8, false, DepthFormat.D16);

            Viewport vp = new Viewport();

            vp.X      = 0;
            vp.Y      = 0;
            vp.Width  = SurfaceWidth;
            vp.Height = SurfaceHeight;

            mRenderToSurface.BeginScene(surfaceTarget, vp);

            Display.Clear();

            Draw();

            mTexture.Dispose();
            mTexture = new Ref <Texture>(t);
        }
Beispiel #8
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        /// <summary>Set up the cube map by rendering the scene into it</summary>
        private void RenderSceneIntoCubeMap(Device device, double totalTime, float elapsedTime, Vector3 position)
        {
            if (invalidated)
            {
                rendering = true;
                CameraBase cam = Framework.Instance.CurrentCamera;
                cubeCamera.LookFrom = position;
                Framework.Instance.CurrentCamera = cubeCamera;
                for (int f = 0; f < 6; ++f)
                {
                    CubeTexture cubeTex = cubeTexture.Texture as CubeTexture;
                    using (Surface s = cubeTex.GetCubeMapSurface((CubeMapFace)f, 0))
                    {
                        SetCubeMapCamera((CubeMapFace)f);

                        renderHelper.BeginScene(s);
                        cubeCamera.OnFrameMove(device, totalTime, elapsedTime);
                        cubeCamera.OnFrameRender(device, totalTime, elapsedTime);
                        if (OnFrameRenderMethod != null)
                        {
                            OnFrameRenderMethod(device, totalTime, elapsedTime);
                        }
                        device.Transform.World = Matrix.Identity;
                        renderHelper.EndScene(Filter.None);
                    }
                }
                Framework.Instance.CurrentCamera = cam;
                Framework.Instance.CurrentCamera.OnFrameRender(device, totalTime, elapsedTime);
                rendering   = false;
                invalidated = false;
            }
        }
Beispiel #9
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        private void DrawToSurface()
        {
            rts.BeginScene(surface);
            FillMode prevFillMode = d3dDevice.RenderState.FillMode;

            d3dDevice.RenderState.FillMode = FillMode.WireFrame;
            DrawQ3Map();
            d3dDevice.RenderState.FillMode = prevFillMode;
            rts.EndScene(Filter.None);
        }
Beispiel #10
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        void RenderThread()
        {
            Thread.CurrentThread.Name = "RenderThread";

            GameTime renderTime = new GameTime();

            while (!requestStop)
            {
                renderTime.Refresh(25);

                if (waitForReset)
                {
                    Thread.Sleep(100);
                    continue;
                }

                if (deviceReadyForRender)
                {
                    try
                    {
                        // render to texture
                        renderToSurface.BeginScene(renderToTexture.GetSurfaceLevel(0),
                                                   new Viewport(0, 0, engine.GameResolution.x * renderScale, engine.GameResolution.y * renderScale, 0f, 1f));
                        device.Clear(ClearFlags.Target, 0x000000, 5.0f, 0);
                        Render(renderTime);
                        renderToSurface.EndScene(Filter.Triangle);

                        // render texture to screen
                        device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, 0x00000000, 5.0f, 0);
                        device.BeginScene();
                        RenderTexture();
                        device.EndScene();

                        renderFinished.Set();
                    }
                    catch (Exception)
                    {
                    }

                    try
                    {
                        device.Present();
                    }
                    catch (Exception)
                    {
                        OnLostResetDevice();
                    }
                }
                else
                {
                    OnLostResetDevice();
                }
            }
        }
        void DoDraw(Device dev)
        {
            if (m_RogueForm == null)
            {
                return;
            }

            ///////////////////////////////////
            // Render the scene to the texture
            ///////////////////////////////////
            m_RenderToSurface.BeginScene(m_RenderSurface);
            {
                /////////
                // Clear
                /////////
                dev.Clear(ClearFlags.Target, m_ClearColor, 1.0f, 0);

                ///////////////////
                // Render each gfx
                ///////////////////
                foreach (IGfx gfx in m_Gfxs)
                {
                    gfx.Draw(dev);
                }
            }
            m_RenderToSurface.EndScene(Filter.None);

            //////////////////////////////////////////////////////
            // Then draw scene texture scaled to fit whole canvas
            //////////////////////////////////////////////////////
            m_Device.BeginScene();
            {
                m_Sprite.Begin(SpriteFlags.None);
                {
                    m_Sprite.Draw2D(m_RenderTexture, new Rectangle(0, 0, RogueGame.CANVAS_WIDTH, RogueGame.CANVAS_HEIGHT),
                                    new SizeF(m_RogueForm.ClientRectangle.Width, m_RogueForm.ClientRectangle.Height), PointF.Empty, Color.White);
                }
                m_Sprite.End();
            }
            m_Device.EndScene();
        }
Beispiel #12
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        public void Draw()
        {           // draw particles in _screenTexture
            RenderToSurface rts     = new RenderToSurface(_Device, _width, _height, _screenTexture.GetLevelDescription(0).Format);
            Surface         surface = _screenTexture.GetSurfaceLevel(0);

            rts.BeginScene(surface, new SharpDX.Viewport(0, 0, _width, _height, 0, 1));
            drawTexture(_backGroundTexture, _particles.Fade);
            DrawQuadParticles();
            rts.EndScene(Filter.None);
            surface.Dispose();
            rts.Dispose();

            //draw screenTexture in screen
            _Device.Viewport = new SharpDX.Viewport(0, 0, canvasWidth, canvasHeight, 0, 1);
            _Device.BeginScene();
            //
            _Device.Clear(ClearFlags.Target, new SharpDX.ColorBGRA(0.0f, 0.0f, 0.0f, 1.0f), 0.0f, 1);
            _Device.SetRenderState(RenderState.AlphaBlendEnable, true);
            _Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha);             //SourceColor SourceAlpha SourceAlpha*
            _Device.SetRenderState(RenderState.DestinationBlend, Blend.DestinationAlpha);   //DestinationAlpha SourceColor  DestinationColor*

            if (_pointBool)
            {
                drawTexture(_earthTexture, 1.0f);
            }
            else
            {
                drawTexture(_earthWhite, 1.0f);
            }

            drawTexture(_screenTexture, 1.0f);
            _Device.SetRenderState(RenderState.AlphaBlendEnable, false);
            _Device.EndScene();
            _Device.Present();

            Texture temp = _backGroundTexture;

            _backGroundTexture = _screenTexture;
            _screenTexture     = temp;
        }
Beispiel #13
0
 public void BeginScene()
 {
     _renderToSurface.BeginScene(_surface, _viewport);
 }
Beispiel #14
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        private void updateParticles()
        {
            int             particleRes = _particles.getParticleStateResolution();
            RenderToSurface rts         = new RenderToSurface(_Device, particleRes, particleRes, _stateParticleTexture1.GetLevelDescription(0).Format);
            Surface         surface     = _stateParticleTexture1.GetSurfaceLevel(0);

            rts.BeginScene(surface, new SharpDX.Viewport(0, 0, particleRes, particleRes, 0, 1));

            /*set parametres shader*/
            _updateParticleShader.SetTexture("d_wind", _windTexture);
            _Device.SetSamplerState(0, SamplerState.AddressU, TextureAddress.Clamp);
            _Device.SetSamplerState(0, SamplerState.AddressV, TextureAddress.Clamp);
            _Device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Linear);
            _Device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Linear);

            _updateParticleShader.SetTexture("d_particles", _stateParticleTexture0);
            _Device.SetSamplerState(1, SamplerState.AddressU, TextureAddress.Clamp);
            _Device.SetSamplerState(1, SamplerState.AddressV, TextureAddress.Clamp);
            _Device.SetSamplerState(1, SamplerState.MinFilter, TextureFilter.Point);
            _Device.SetSamplerState(1, SamplerState.MagFilter, TextureFilter.Point);

            //parametros JSON
            _updateParticleShader.SetValue("d_rand_seed", (float)new Random().NextDouble());
            _updateParticleShader.SetValue("d_wind_resolution", new float[] { _windData.width, _windData.height });
            _updateParticleShader.SetValue("d_wind_min", new float[] { _windData.uMin, _windData.vMin });
            _updateParticleShader.SetValue("d_wind_max", new float[] { _windData.uMax, _windData.vMax });
            _updateParticleShader.SetValue("d_particles_res", particleRes);
            _updateParticleShader.SetValue("d_particles_min", min_range);
            _updateParticleShader.SetValue("d_particles_max", max_range);

            //parametros Menu
            _updateParticleShader.SetValue("d_speed_factor", _particles.SpeedFactor);

            //correction texture inverse
            _updateParticleShader.SetValue("d_miPixX", -0.5f / _stateParticleTexture0.GetLevelDescription(0).Width);
            _updateParticleShader.SetValue("d_miPixY", -0.5f / _stateParticleTexture0.GetLevelDescription(0).Height);

            if (_particles.IsWave)
            {
                _updateParticleShader.Technique = "Wave";
            }
            else
            {
                _updateParticleShader.Technique = "Default";
            }

            /************************/
            _updateParticleShader.SetValue("d_ParticulesByBlock", _particlesPerBlock);
            _updateParticleShader.SetValue("d_delta", dx);
            /************************/

            _updateParticleShader.Begin();
            _updateParticleShader.BeginPass(0);
            UtilDraw.drawInQuad(_Device);
            _updateParticleShader.EndPass();
            _updateParticleShader.End();

            rts.EndScene(Filter.None);
            surface.Dispose();
            rts.Dispose();

            /*Change index for fading and reset*/
            updateIndexReset();

            /*exchange texture*/
            _tempTexture           = _stateParticleTexture0;
            _stateParticleTexture0 = _stateParticleTexture1;
            _stateParticleTexture1 = _tempTexture;
        }
Beispiel #15
0
        public void RenderTextures(Device device, double totalTime, float elapsedTime)
        {
            if (qualityLevel != QualityLevelEnum.Low)
            {
                rendering = true;
                if (reflectionSurface == null)
                {
                    reflectionSurface = reflectionTexture.GetSurfaceLevel(0);
                }
                if (refractionSurface == null)
                {
                    refractionSurface = refractionTexture.GetSurfaceLevel(0);
                }
                renderHelper.BeginScene(reflectionSurface);
                //Surface screen = device.GetRenderTarget(0);
                //Surface reflectionSurface = reflectionTexture.GetSurfaceLevel(0);
                device.Clear(ClearFlags.ZBuffer | ClearFlags.Target, 0x00000000, 1.0f, 0);
                Framework.Instance.CurrentCamera.Reflected = true;

                /*
                 * // create matrices to render with
                 * Matrix camMatrix = Framework.Instance.CurrentCamera.ReflectionMatrix *
                 *  Framework.Instance.CurrentCamera.ProjectionMatrix;
                 * camMatrix.Invert();
                 * camMatrix.Transpose(camMatrix);
                 *
                 * //Plane reflectionClipPlane = Plane.FromPointNormal(Vector3.Empty, planeNormalDirection);
                 * Plane reflectionClipPlane = new Plane(0f, 1f, 0f, 0.1f);
                 * reflectionClipPlane.Transform(camMatrix);
                 *
                 * device.ClipPlanes[0].Plane = reflectionClipPlane;
                 * device.ClipPlanes[0].Enabled = true;
                 */
                device.Transform.View = Framework.Instance.CurrentCamera.ReflectionMatrix;
                if (onFrameRender != null)
                {
                    onFrameRender(device, totalTime, elapsedTime, true);
                }
                Framework.Instance.CurrentCamera.Reflected = false;

                waterShader.SetVariable("xReflectionMap", reflectionTexture);

                //device.ClipPlanes.DisableAll();

                device.Transform.World = Matrix.Identity;
                device.Transform.View  = Framework.Instance.CurrentCamera.ViewMatrix;
                renderHelper.EndScene(Filter.None);


                renderHelper.BeginScene(refractionSurface);
                device.Clear(ClearFlags.ZBuffer | ClearFlags.Target, 0x00000000, 1.0f, 0);

                //device.Transform.View = Framework.Instance.CurrentCamera.ViewMatrix;
                if (onFrameRender != null)
                {
                    onFrameRender(device, totalTime, elapsedTime, false);
                }
                waterShader.SetVariable("xRefractionMap", refractionTexture);
                //device.ClipPlanes.DisableAll();
                //device.Transform.World = Matrix.Identity;
                //device.Transform.View = Framework.Instance.CurrentCamera.ViewMatrix;
                renderHelper.EndScene(Filter.None);

                if (reflectionSurface != null)
                {
                    reflectionSurface.Dispose();
                    reflectionSurface = null;
                }
                if (refractionSurface != null)
                {
                    refractionSurface.Dispose();
                    refractionSurface = null;
                }

                rendering = false;
            }
        }
Beispiel #16
0
        /// <summary>
        /// Method to build shadow maps.
        /// </summary>
        public void RenderShadowMap(LightObj light, int num, Matrix projection)
        {
            Matrix lightMatrix = Matrix.LookAtRH(light.Direction, new Vector3(0, 0, 0), new Vector3(0, 1, 0)) * projection;

            switch (num)
            {
            case 0:
                shadowHelp.BeginScene(shadowMap.GetSurfaceLevel(0));                        //, device.Viewport);
                break;

            case 1:
                shadowHelp.BeginScene(shadowMap2.GetSurfaceLevel(0), device.Viewport);
                break;

            case 2:
                shadowHelp.BeginScene(shadowMap3.GetSurfaceLevel(0), device.Viewport);
                break;
            }

            device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0);

            effect.Technique = "ShadowMap";
            effect.SetValue("maxDepth", light.Distance * 3);
            effect.SetValue("lightWVP", lightMatrix);

            effect.Begin(FX.None);
            effect.BeginPass(0);

            if (groundPlane.Enabled)
            {
                groundPlane.Mesh.DrawSubset(0);
            }

            for (int i = 0; i < mesh.Count; i++)
            {
                if (mesh[i].Enabled)
                {
                    mesh[i].Mesh.DrawSubset(0);
                }
            }

            effect.EndPass();
            effect.End();

            shadowHelp.EndScene(Filter.Point);

//			shadowMap = shadowTest.

            switch (num)
            {
            case 0:
                effect.SetValue("shadowMapLight1", shadowMap);
                break;

            case 1:
                effect.SetValue("shadowMapLight2", shadowMap2);
                break;

            case 2:
                effect.SetValue("shadowMapLight3", shadowMap3);
                break;
            }
        }
Beispiel #17
0
        /// <summary>
        /// Renders the scene.
        /// </summary>
        public void RenderScene(Color background, List <LightObj> lights, Camera camera)
        {
            bool useGlow = false;

            // Sets the variables for the shader.
            SetVariables(lights, camera);
            //effect.Technique = "Test";

            for (int i = 0; i < mesh.Count; i++)
            {
                if (mesh[i].Emissive.Enable && !mesh[i].Emissive.Path.Equals(""))
                {
                    useGlow = true;
                    break;
                }
            }

            // If/Else statement to control rendering with emissive glow or not.
            if (useGlow)
            {
                RenderGlow();
            }
            else
            {
                BeginRender(background);
            }

            // If emissive glow is used, the base scene is rendered to a texture.
            if (useGlow)
            {
                surfRender.BeginScene(renderedScene.GetSurfaceLevel(0), device.Viewport);
                device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, background, 1.0f, 0);
            }

            if (groundPlane.Enabled)
            {
                RenderModel((Model)groundPlane, lights[0].Shadows, 0);
            }

            // Loops through all the models and renders each.
            for (int i = 0; i < mesh.Count; i++)
            {
                if (mesh[i].Enabled)
                {
                    RenderModel(mesh[i], lights[0].Shadows, 0);
                }
            }

            if (showLights)
            {
                using (Sprite spriteobject = new Sprite(device))
                {
                    foreach (LightObj light in lights)
                    {
                        if (!light.Enabled)
                        {
                            continue;
                        }

                        spriteobject.SetWorldViewRH(device.Transform.World, device.Transform.View);

                        spriteobject.Begin(SpriteFlags.AlphaBlend | SpriteFlags.Billboard | SpriteFlags.SortTexture | SpriteFlags.ObjectSpace);
                        //spriteobject.Transform = Matrix.Scaling(0.25f, 0.25f, 0.25f);
                        spriteobject.Draw(lightTexture, Rectangle.Empty, Vector3.Empty, light.Direction, Color.White);
                        spriteobject.End();
                    }
                }
            }

            // If emissive glow is used, the textures are set to the shader and rendered to a sprite.
            if (useGlow)
            {
                surfRender.EndScene(Filter.None);

                effect.SetValue("renderedScene", renderedScene);

                BeginRender(background);

                using (Sprite spriteobject = new Sprite(device))
                {
                    prevTechnique    = effect.Technique;
                    effect.Technique = "Bloom";

                    effect.Begin(FX.None);

                    spriteobject.Begin(SpriteFlags.None);

                    effect.BeginPass(0);

                    spriteobject.Draw(renderedGlow, Rectangle.Empty, new Vector3(0, 0, 0), new Vector3(0, 0, 0), Color.White);

                    effect.EndPass();

                    spriteobject.End();

                    effect.End();

                    effect.Technique = prevTechnique;
                }
            }

            EndRender();
        }
 /// <summary>
 /// Zahajeni renderingu do textury
 /// </summary>
 public void BeginScene()
 {
     renderToSurface.BeginScene(surface);
 }