Ejemplo n.º 1
0
        public void TestDeleteMeshNoMemoryLeak()
        {
            var game = new DX11Game();

            game.InitDirectX();

            var renderer = new DeferredRenderer(game);
            var mesh     = UtilityMeshes.CreateBoxColored(new Color4(1, 0, 0), new Vector3(0.1f));

            DeferredMeshElement[] elements = new DeferredMeshElement[100];

            int i = 0;

            game.GameLoopEvent += delegate
            {
                elements[i]             = renderer.CreateMeshElement(mesh);
                elements[i].WorldMatrix =
                    Matrix.Translation((float)Math.Cos((float)i / elements.Length * MathHelper.TwoPi) * 5, 0,
                                       (float)Math.Sin((float)i / elements.Length * MathHelper.TwoPi) * 5);

                i = (i + 1) % elements.Length;
                //if (elements[i] != null) elements[i].Delete();

                renderer.Draw();
            };

            game.Run();
        }
Ejemplo n.º 2
0
        public void TestRenderManyMeshes()
        {
            var game = new DX11Game();

            game.InitDirectX();

            var renderer = new DeferredRenderer(game);
            var mesh     = UtilityMeshes.CreateBoxColored(new Color4(1, 0, 0), new Vector3(0.1f));

            DeferredMeshElement[] elements = new DeferredMeshElement[100];

            for (int i = 0; i < elements.Length; i++)
            {
                elements[i]             = renderer.CreateMeshElement(mesh);
                elements[i].WorldMatrix =
                    Matrix.Translation((float)Math.Cos((float)i / elements.Length * MathHelper.TwoPi) * 5, 0,
                                       (float)Math.Sin((float)i / elements.Length * MathHelper.TwoPi) * 5);
            }


            game.GameLoopEvent += delegate
            {
                renderer.Draw();
            };

            game.Run();
        }
 public void RemoveRenderData()
 {
     if (element != null)
     {
         element.Delete();
     }
     element = null;
 }
Ejemplo n.º 4
0
 public void Dispose()
 {
     foreach (var ent in entities)
     {
         ent.Batched = false;
         ent.get <BatchInfo>().Batch = null;
     }
     element.Delete();
     element = null;
 }
 private void createElement()
 {
     if (element != null && element.Mesh == entity.Mesh)
     {
         return;                                                 // already ok
     }
     RemoveRenderData();
     if (entity.Mesh == null)
     {
         return;
     }
     element = renderer.CreateMeshElement(entity.Mesh);
 }
        public void TestMeshRendererSimple()
        {
            var game = new DX11Game();

            game.InitDirectX();
            var context = game.Device.ImmediateContext;

            var mesh = RenderingTestsHelper.CreateSimpleTestMesh();

            var texturePool = new TexturePool(game);

            var gBuffer = new GBuffer(game.Device, 800, 600);

            var renderer = new DeferredMeshesRenderer(game, gBuffer, texturePool);


            DeferredMeshElement middle = null;

            for (int i = 0; i < 50; i++)
            {
                for (int j = 0; j < 50; j++)
                {
                    var el = renderer.AddMesh(mesh);
                    el.WorldMatrix = Matrix.Translation(MathHelper.Right * i * 2 + Vector3.UnitZ * j * 2);

                    if (i > 20 && i < 30 && j > 20 && j < 30)
                    {
                        el.Delete();
                    }
                }
            }

            game.GameLoopEvent += delegate
            {
                gBuffer.Clear();
                gBuffer.SetTargetsToOutputMerger();

                context.Rasterizer.State = game.HelperStates.RasterizerShowAll;

                renderer.Draw();

                context.ClearState();
                game.SetBackbuffer();

                GBufferTest.DrawGBuffer(game, gBuffer);
            };


            game.Run();
        }
Ejemplo n.º 7
0
            public void Build()
            {
                IMesh mesh = new RAMMesh();

                foreach (var ent in entities)
                {
                    MeshBuilder.AppendMeshTo(ent.Mesh, mesh, ent.WorldMatrix);
                    ent.Batched = true;
                    ent.get <BatchInfo>().Batch = this;
                }
                var optimizer = new MeshOptimizer();

                mesh = optimizer.CreateOptimized(mesh);

                element = TW.Graphics.AcquireRenderer().CreateMeshElement(mesh);
            }
Ejemplo n.º 8
0
        public void Destroy()
        {
            IsDestroyed = true;

            if (RenderElement != null)
            {
                RenderElement.Delete();
            }
            RenderElement = null;
            if (Children != null)
            {
                for (int i = 0; i < 8; i++)
                {
                    Children[i].Destroy();
                }
            }
        }
Ejemplo n.º 9
0
        public void TestCullerObjects()
        {
            var game = new DX11Game();

            game.InitDirectX();
            Vector3       radius = new Vector3(100, 1000, 100);
            FrustumCuller culler = new FrustumCuller(new BoundingBox(-radius, radius), 6);

            var mesh = RenderingTestsHelper.CreateSimpleTestMesh();

            var texturePool = new TexturePool(game);

            var gBuffer = new GBuffer(game.Device, 800, 600);

            var renderer = new DeferredMeshesRenderer(game, gBuffer, texturePool);
            var final    = new CombineFinalRenderer(game, gBuffer);



            DeferredMeshElement middle = null;

            for (int i = 0; i < 50; i++)
            {
                for (int j = 0; j < 50; j++)
                {
                    var el = renderer.AddMesh(mesh);
                    el.WorldMatrix = Matrix.Translation(MathHelper.Right * i * 2 + Vector3.UnitZ * j * 2);

                    if (i > 20 && i < 30 && j > 20 && j < 30)
                    {
                        el.Delete();
                    }
                    else
                    {
                        culler.AddCullable(el);
                    }
                }
            }

            QuadTreeVisualizer visualizer = new QuadTreeVisualizer();

            List <TestCullObject> cullObjects = new List <TestCullObject>();



            SpectaterCamera cullCam = new SpectaterCamera(10f, 80);

            cullCam.Positie         = new Vector3(8, 10, 8);
            cullCam.EnableUserInput = false;

            bool rotate = true;

            int selectedNode = -1;

            var view = culler.CreateView();


            game.GameLoopEvent +=
                delegate
            {
                view.UpdateVisibility(cullCam.ViewProjection);
                var visibleCullables = view.GetVisibleCullables();

                if (rotate)
                {
                    cullCam.AngleHorizontal += game.Elapsed * MathHelper.Pi * (1 / 8f);
                }

                if (game.Keyboard.IsKeyPressed(Key.NumberPadPlus))
                {
                    selectedNode++;
                }
                if (game.Keyboard.IsKeyPressed(Key.NumberPadMinus))
                {
                    selectedNode--;
                }

                if (game.Keyboard.IsKeyPressed(Key.Return))
                {
                    int count = -1;
                    visualizer.RenderNodeGroundBoundig(game, culler.RootNode,
                                                       delegate(FrustumCuller.CullNode node, out Color4 col)
                    {
                        col = Color.Red.dx();
                        count++;
                        if (count == selectedNode)
                        {
                            node.Tag = "SELECTED!";
                        }
                        return(count == selectedNode);
                    });
                }

                if (game.Keyboard.IsKeyPressed(Key.NumberPad0))
                {
                    rotate = !rotate;
                }



                gBuffer.Clear();
                gBuffer.SetTargetsToOutputMerger();
                renderer.Draw();

                game.Device.ImmediateContext.ClearState();
                game.SetBackbuffer();

                final.DrawCombined();


                game.LineManager3D.AddViewFrustum(new BoundingFrustum(cullCam.ViewProjection), Color.White.dx());
                for (int i = 0; i < visibleCullables.Count; i++)
                {
                    game.LineManager3D.AddBox(visibleCullables[i].BoundingBox, Color.Red.dx());
                }
                visualizer.RenderNodeGroundBoundig(game, culler.RootNode,
                                                   delegate(FrustumCuller.CullNode node, out Color4 col)
                {
                    col = Color.Green.dx();

                    return(!view.IsNodeVisible(node));
                });

                visualizer.RenderNodeGroundBoundig(game, culler.RootNode,
                                                   delegate(FrustumCuller.CullNode node, out Color4 col)
                {
                    col = Color.Orange.dx();

                    return(view.IsNodeVisible(node));
                });

                cullCam.Update(game.Elapsed, game.Keyboard, game.Mouse);


                /*int count = -1;
                 * visualizer.RenderNodeGroundBoundig(game, culler.RootNode,
                 * delegate(Culler.CullNode node, out Color col)
                 * {
                 *  col = Color.Red;
                 *  count++;
                 *  return count == selectedNode;
                 * });*/
            };



            game.Run();
        }
        public void TestMeshRendererSimpleCulling()
        {
            var game = new DX11Game();

            game.InitDirectX();
            var context = game.Device.ImmediateContext;

            var mesh = RenderingTestsHelper.CreateSimpleTestMesh();

            var texturePool = new TexturePool(game);

            var gBuffer = new GBuffer(game.Device, 800, 600);

            var renderer = new DeferredMeshesRenderer(game, gBuffer, texturePool);


            DeferredMeshElement middle = null;



            Vector3             radius = new Vector3(100, 1000, 100);
            FrustumCullerSimple culler = new FrustumCullerSimple(new BoundingBox(-radius, radius), 5);

            //QuadTreeVisualizer visualizer = new QuadTreeVisualizer();


            SpectaterCamera cullCam = new SpectaterCamera(10f, 80);

            cullCam.Positie         = new Vector3(8, 10, 8);
            cullCam.EnableUserInput = false;

            SpectaterCamera renderCam = game.SpectaterCamera;

            culler.CullCamera = cullCam;

            throw new NotImplementedException();
            //renderer.Culler = culler;

            bool rotate       = true;
            int  selectedNode = -1;



            for (int i = 0; i < 50; i++)
            {
                for (int j = 0; j < 50; j++)
                {
                    var el = renderer.AddMesh(mesh);
                    el.WorldMatrix = Matrix.Translation(MathHelper.Right * i * 2 + Vector3.UnitZ * j * 2);

                    if (i > 20 && i < 30 && j > 20 && j < 30)
                    {
                        el.Delete();
                    }
                }
            }
            game.GameLoopEvent += delegate
            {
                culler.UpdateVisibility();

                if (rotate)
                {
                    cullCam.AngleHorizontal += game.Elapsed * MathHelper.Pi * (1 / 8f);
                }
                cullCam.Update(game.Elapsed, game.Keyboard, game.Mouse);
                if (game.Keyboard.IsKeyPressed(Key.NumberPadPlus))
                {
                    selectedNode++;
                }
                if (game.Keyboard.IsKeyPressed(Key.NumberPadMinus))
                {
                    selectedNode--;
                }

                if (game.Keyboard.IsKeyPressed(Key.Return))
                {
                    int count = -1;
                    //visualizer.RenderNodeGroundBoundig(game, culler.RootNode,
                    //delegate(FrustumCuller.CullNode node, out Color col)
                    //{
                    //    col = Color.Red;
                    //    count++;
                    //    if (count == selectedNode)
                    //    {
                    //        node.Tag = "SELECTED!";
                    //    }
                    //    return count == selectedNode;
                    //});
                }

                if (game.Keyboard.IsKeyPressed(Key.NumberPad0))
                {
                    rotate = !rotate;
                }


                game.LineManager3D.AddViewFrustum(new BoundingFrustum(cullCam.ViewProjection), new Color4());
                //for (int i = 0; i < cullObjects.Count; i++)
                //{
                //    game.LineManager3D.AddBox(cullObjects[i].BoundingBox, Color.Red);
                //}
                //visualizer.RenderNodeGroundBoundig(game, culler.RootNode,
                //    delegate(FrustumCuller.CullNode node, out Color col)
                //    {
                //        if (node.Visible)
                //        {
                //            col = Color.Orange;
                //        }
                //        else
                //        {
                //            col = Color.Green;

                //        }

                //        return true;
                //    });



                gBuffer.Clear();
                gBuffer.SetTargetsToOutputMerger();

                context.Rasterizer.State = game.HelperStates.RasterizerShowAll;

                renderer.Draw();

                context.ClearState();
                game.SetBackbuffer();

                GBufferTest.DrawGBuffer(game, gBuffer);
            };

            game.Run();
        }