Example #1
0
        /// <summary>
        /// Function to set up the renderer.
        /// </summary>
        /// <param name="renderer">Renderer to use.</param>
        public void SetupRenderer(Gorgon2D renderer)
        {
            if (DesignMode)
            {
                return;
            }

            try
            {
                Gorgon.ApplicationIdleLoopMethod = null;

                if (_renderer != renderer)
                {
                    CleanUpRenderer();
                }

                if (renderer == null)
                {
                    return;
                }

                _renderer = renderer;
                _graphics = renderer.Graphics;

                if (_swapChain == null)
                {
                    _swapChain = _graphics.Output.CreateSwapChain("ImageDisplay",
                                                                  new GorgonSwapChainSettings
                    {
                        Window = panelTextureDisplay,
                        Format = BufferFormat.R8G8B8A8_UIntNormal
                    });
                }

                if (_lastState == null)
                {
                    _lastState = renderer.Begin2D();
                }

                if (_defaultTexture == null)
                {
                    _defaultTexture = _graphics.Textures.CreateTexture <GorgonTexture2D>("DefaultPattern", Resources.Pattern);
                }

                if (_clipper == null)
                {
                    InitializeClipper(null, RectangleF.Empty);
                }

                _region = new RectangleF(0, 0, 1, 1);

                _renderer.Target = _swapChain;

                Gorgon.ApplicationIdleLoopMethod = Idle;
            }
            finally
            {
                ValidateCommands();
            }
        }
Example #2
0
        /// <summary>
        /// Function to clean up the renderer objects.
        /// </summary>
        private void CleanUpRenderer()
        {
            if (_renderer == null)
            {
                return;
            }

            if (_lastState != null)
            {
                _renderer.End2D(_lastState);
                _lastState = null;
            }

            if (_texture != null)
            {
                _texture.Dispose();
                _texture = null;
            }

            if (_defaultTexture != null)
            {
                _defaultTexture.Dispose();
                _defaultTexture = null;
            }

            if (_swapChain != null)
            {
                _swapChain.Dispose();
                _swapChain = null;
            }

            _clipper  = null;
            _graphics = null;
        }
Example #3
0
        /// <summary>
        /// Function to handle idle time for the application.
        /// </summary>
        /// <returns>TRUE to continue processing, FALSE to stop.</returns>
        private static bool Idle()
        {
            // Clear to our gray color.
            _swap.Clear(Color.FromArgb(173, 173, 173), 1.0f);

            // Animate the ball.
            UpdateBall();

            // Draw our planes.
            foreach (var plane in _planes)
            {
                plane.Draw();
            }

            // Draw the main sphere.
            _sphere.Draw();

            // Draw the sphere shadow first.
            var spherePosition = _sphere.Position;

            Graphics.Output.DepthStencilState.States = _noDepth;
            Graphics.Shaders.PixelShader.Current     = _pixelShaderShadow;
            _sphere.Position = new Vector3(spherePosition.X + 0.25f, spherePosition.Y - 0.125f, spherePosition.Z);
            _sphere.Draw();

            // Reset our sphere position, pixel shader and depth writing state.
            _sphere.Position = spherePosition;
            Graphics.Output.DepthStencilState.States = _depth;
            Graphics.Shaders.PixelShader.Current     = _pixelShader;

            // Draw our text.
            // Use this to show how incredibly slow and terrible my 3D code is.

            // Tell the 2D renderer to remember the current state of the 3D scene.
            _3DState = _2D.Begin2D();

            _2D.Drawing.FilledRectangle(new RectangleF(0, 0, _mainForm.ClientSize.Width - 1.0f, 38.0f), Color.FromArgb(128, 0, 0, 0));
            _2D.Drawing.DrawRectangle(new RectangleF(0, 0, _mainForm.ClientSize.Width, 38.0f), Color.White);
            _2D.Drawing.DrawString(Graphics.Fonts.DefaultFont,
                                   "FPS: " + GorgonTiming.AverageFPS.ToString("0.0")
                                   + "\nDelta: " + (GorgonTiming.AverageDelta * 1000.0f).ToString("0.0##") + " milliseconds",
                                   new Vector2(3.0f, 0.0f), GorgonColor.White);
            // Draw our logo because I'm insecure.
            _2D.Drawing.Blit(Graphics.Textures.GorgonLogo,
                             new RectangleF(_mainForm.ClientSize.Width - Graphics.Textures.GorgonLogo.Settings.Width,
                                            _mainForm.ClientSize.Height - Graphics.Textures.GorgonLogo.Settings.Height,
                                            Graphics.Textures.GorgonLogo.Settings.Width,
                                            Graphics.Textures.GorgonLogo.Settings.Height));

            // Note that we're rendering here but not flipping the buffer (the 'false' parameter).  This just delays the page
            // flipping until later.  Technically, we don't need to do this here because it's the last thing we're doing, but
            // if we had more rendering to do after, we'd have to flip manually.
            _2D.Flush();

            // Restore the 3D scene state.
            _2D.End2D(_3DState);

            // Now we flip our buffers.
            // We need to this or we won't see anything.
            _swap.Flip();

            return(true);
        }