Example #1
0
        private static void Draw(WritableTexture screen, Func <Shader> shaderFactory, FaceDrawer faceDrawer, int startY, int endY, World world)
        {
            var shaderState = new ShaderState(30, world);
            var shader      = shaderFactory();

            shader.World(world);

            for (var i = 0; i < world.WorldObject.Model.Geometry.Faces.Count; i++)
            {
                faceDrawer.Draw(i, screen, shader, shaderState, startY, endY);
            }
        }
Example #2
0
        private async Task TwoPhaseDraw(World world, Tuple <int, int>[] regions, WritableTexture screen)
        {
            _firstPhaseScreen.Clear();
            _faceDrawer.Init(RenderMode.Fill);

            var firstPhaseTasks = regions.Select(
                region =>
                new Task(
                    () =>
                    Draw(_firstPhaseScreen, world.WorldObject.FirstPhaseShaderFactory, _faceDrawer, region.Item1,
                         region.Item2, world)))
                                  .ToArray();

            foreach (var task in firstPhaseTasks)
            {
                task.Start();
            }
            await Task.WhenAll(firstPhaseTasks).ConfigureAwait(false);

            _faceDrawer.Init(world.RenderMode);

            var secondPhaseTasks = regions.Select(
                region =>
                new Task(() =>
            {
                var shaderState = new ShaderState(30, world);
                var shader      = world.WorldObject.ShaderFactory();
                shader.World(world, _firstPhaseScreen);

                for (var i = 0; i < world.WorldObject.Model.Geometry.Faces.Count; i++)
                {
                    _faceDrawer.Draw(i, screen, shader, shaderState, region.Item1, region.Item2);
                }
            }))
                                   .ToArray();

            foreach (var task in secondPhaseTasks)
            {
                task.Start();
            }

            await Task.WhenAll(secondPhaseTasks).ConfigureAwait(false);
        }
Example #3
0
        public void Draw(int faceIndex, WritableTexture screen, Shader shader, ShaderState shaderState, int startY, int endY)
        {
            var faceState     = shaderState.Face;
            var vertexState   = shaderState.Vertex;
            var fragmentState = shaderState.Fragment;

            faceState.Clear();
            vertexState.Clear();

            shader.Face(faceState, faceIndex);
            var v04 = shader.Vertex(vertexState, faceIndex, 0);
            var v14 = shader.Vertex(vertexState, faceIndex, 1);
            var v24 = shader.Vertex(vertexState, faceIndex, 2);

            var v0 = new Vector3(v04.X / v04.W, v04.Y / v04.W, v04.Z / v04.W);
            var v1 = new Vector3(v14.X / v14.W, v14.Y / v14.W, v14.Z / v14.W);
            var v2 = new Vector3(v24.X / v24.W, v24.Y / v24.W, v24.Z / v24.W);

            var diff1 = Vector3.Subtract(v1, v0);
            var diff2 = Vector3.Subtract(v2, v1);

            var normal = Vector3.Cross(diff1, diff2);

            normal = Vector3.Normalize(normal);

            var directionCulling = Vector3.Dot(normal, new Vector3(0, 0, 1));

            if (directionCulling <= 0)
            {
                return;
            }

            if (_useFill)
            {
                DrawFilling(screen, startY, endY, v0, v1, v2, fragmentState, faceState, vertexState, shader);
            }

            if (_useBorders)
            {
                DrawBorders(faceIndex, screen, shader, shaderState, startY, endY);
            }
        }
Example #4
0
        private void DrawBorders(int faceIndex, WritableTexture screen, Shader shader, ShaderState shaderState, int startY, int endY)
        {
            shaderState.Vertex.Clear();
            var v0 = shader.Vertex(shaderState.Vertex, faceIndex, 0);
            var v1 = shader.Vertex(shaderState.Vertex, faceIndex, 1);
            var v2 = shader.Vertex(shaderState.Vertex, faceIndex, 2);

            var screenCoords = new[]
            {
                new Vector3(v0.X / v0.W, v0.Y / v0.W, v0.Z / v0.W),
                new Vector3(v1.X / v1.W, v1.Y / v1.W, v1.Z / v1.W),
                new Vector3(v2.X / v2.W, v2.Y / v2.W, v2.Z / v2.W)
            };

            DrawSolidLine((int)screenCoords[0].X, (int)screenCoords[0].Y, (int)screenCoords[1].X, (int)screenCoords[1].Y,
                          screen, _borderColor, startY, endY);
            DrawSolidLine((int)screenCoords[1].X, (int)screenCoords[1].Y, (int)screenCoords[2].X, (int)screenCoords[2].Y,
                          screen, _borderColor, startY, endY);
            DrawSolidLine((int)screenCoords[2].X, (int)screenCoords[2].Y, (int)screenCoords[0].X, (int)screenCoords[0].Y,
                          screen, _borderColor, startY, endY);
        }