Example #1
0
    private void RenderLoop(int iterations)
    {
        // Create a ray tracer, and create a reference to "sphere2" that we are going to bounce
        var rayTracer = new RayTracer(_width, _height);
        var scene     = rayTracer.DefaultScene;
        var sphere2   = (Sphere)scene.Things[0]; // The first item is assumed to be our sphere
        var baseY     = sphere2.Radius;

        sphere2.Center.Y = sphere2.Radius;

        // Timing determines how fast the ball bounces as well as diagnostics frames/second info
        var renderingTime = new Stopwatch();
        var totalTime     = Stopwatch.StartNew();

        // Keep rendering until the iteration count is hit
        for (_frames = 0; _frames < iterations; _frames++)
        {
            // Or the rendering task has been canceled
            if (_cancellation.IsCancellationRequested)
            {
                break;
            }

            // Get the next buffer
            var rgb = _freeBuffers.GetObject();

            // Determine the new position of the sphere based on the current time elapsed
            double dy2 = 0.8 * Math.Abs(Math.Sin(totalTime.ElapsedMilliseconds * Math.PI / 3000));
            sphere2.Center.Y = (float)(baseY + dy2);

            // Render the scene
            renderingTime.Reset();
            renderingTime.Start();
            ParallelOptions options = new ParallelOptions
            {
                MaxDegreeOfParallelism = _degreeOfParallelism,
                CancellationToken      = _cancellation.Token
            };
            if (!_parallel)
            {
                rayTracer.RenderSequential(scene, rgb);
            }
            else if (_showThreads)
            {
                rayTracer.RenderParallelShowingThreads(scene, rgb, options);
            }
            else
            {
                rayTracer.RenderParallel(scene, rgb, options);
            }
            renderingTime.Stop();

            _framesPerSecond = (1000.0 / renderingTime.ElapsedMilliseconds);
            _freeBuffers.PutObject(rgb);
        }
    }
Example #2
0
    private void RenderLoop(int iterations)
    {
        // Create a ray tracer, and create a reference to "sphere2" that we are going to bounce
        var rayTracer = new RayTracer(_width, _height);
        var scene = rayTracer.DefaultScene;
        var sphere2 = (Sphere)scene.Things[0]; // The first item is assumed to be our sphere
        var baseY = sphere2.Radius;
        sphere2.Center.Y = sphere2.Radius;

        // Timing determines how fast the ball bounces as well as diagnostics frames/second info
        var renderingTime = new Stopwatch();
        var totalTime = Stopwatch.StartNew();

        // Keep rendering until the iteration count is hit
        for (_frames = 0; _frames < iterations; _frames++)
        {
            // Or the rendering task has been canceled
            if (_cancellation.IsCancellationRequested)
            {
                break;
            }

            // Get the next buffer
            var rgb = _freeBuffers.GetObject();

            // Determine the new position of the sphere based on the current time elapsed
            double dy2 = 0.8 * Math.Abs(Math.Sin(totalTime.ElapsedMilliseconds * Math.PI / 3000));
            sphere2.Center.Y = (float)(baseY + dy2);

            // Render the scene
            renderingTime.Reset();
            renderingTime.Start();
            ParallelOptions options = new ParallelOptions
            {
                MaxDegreeOfParallelism = _degreeOfParallelism,
                CancellationToken = _cancellation.Token
            };
            if (!_parallel) rayTracer.RenderSequential(scene, rgb);
            else if (_showThreads) rayTracer.RenderParallelShowingThreads(scene, rgb, options);
            else rayTracer.RenderParallel(scene, rgb, options);
            renderingTime.Stop();

            _framesPerSecond = (1000.0 / renderingTime.ElapsedMilliseconds);
            _freeBuffers.PutObject(rgb);
        }
    }