public SwapChainGraphicsPresenter(GraphicsDevice device, PresentationParameters presentationParameters) : base(device, presentationParameters)
        {
            gameWindow = (iPhoneOSGameView)Description.DeviceWindowHandle.NativeHandle;
            device.InitDefaultRenderTarget(presentationParameters);

            backBuffer = Texture.New2D(device, Description.BackBufferWidth, Description.BackBufferHeight, presentationParameters.BackBufferFormat, TextureFlags.RenderTarget | TextureFlags.ShaderResource);
        }
 public SwapChainGraphicsPresenter(GraphicsDevice device, PresentationParameters presentationParameters) : base(device, presentationParameters)
 {
     gameWindow = (iPhoneOSGameView)Description.DeviceWindowHandle.NativeHandle;
     device.InitDefaultRenderTarget(presentationParameters);
     backBuffer = device.DefaultRenderTarget;
     DepthStencilBuffer = device.windowProvidedDepthTexture;
 }
 public SwapChainGraphicsPresenter(GraphicsDevice device, PresentationParameters presentationParameters) : base(device, presentationParameters)
 {
     device.Begin();
     device.InitDefaultRenderTarget(presentationParameters);
     device.End();
     backBuffer = device.DefaultRenderTarget;
     DepthStencilBuffer = device.windowProvidedDepthTexture;
 }
        public SwapChainGraphicsPresenter(GraphicsDevice device, PresentationParameters presentationParameters) : base(device, presentationParameters)
        {
            device.InitDefaultRenderTarget(Description);
            //backBuffer = device.DefaultRenderTarget;
            // TODO: Review Depth buffer creation for both Android and iOS
            //DepthStencilBuffer = device.windowProvidedDepthTexture;

            backBuffer = Texture.New2D(device, Description.BackBufferWidth, Description.BackBufferHeight, presentationParameters.BackBufferFormat, TextureFlags.RenderTarget | TextureFlags.ShaderResource);
        }
        public SwapChainGraphicsPresenter(GraphicsDevice device, PresentationParameters presentationParameters)
            : base(device, presentationParameters)
        {
            PresentInterval = presentationParameters.PresentationInterval;

            backbuffer = new Texture(device);

            CreateSurface();

            // Initialize the swap chain
            CreateSwapChain();
        }
        /// <summary>
        /// Initializes a new instance of the <see cref="GraphicsPresenter" /> class.
        /// </summary>
        /// <param name="device">The device.</param>
        /// <param name="presentationParameters"> </param>
        protected GraphicsPresenter(GraphicsDevice device, PresentationParameters presentationParameters)
        {
            GraphicsDevice = device.RootDevice;
            Description = presentationParameters.Clone();

            ProcessPresentationParameters();

            DefaultViewport = new Viewport(0, 0, Description.BackBufferWidth, Description.BackBufferHeight);

            // Creates a default DepthStencilBuffer.
            CreateDepthStencilBuffer();
        }
        public SwapChainGraphicsPresenter(GraphicsDevice device, PresentationParameters presentationParameters)
            : base(device, presentationParameters)
        {
            PresentInterval = presentationParameters.PresentationInterval;

            // Initialize the swap chain
            swapChain = CreateSwapChain();

            backBuffer = new Texture(device).InitializeFrom(swapChain.GetBackBuffer<SharpDX.Direct3D11.Texture2D>(0), Description.BackBufferFormat.IsSRgb());

            // Reload should get backbuffer from swapchain as well
            //backBufferTexture.Reload = graphicsResource => ((Texture)graphicsResource).Recreate(swapChain.GetBackBuffer<SharpDX.Direct3D11.Texture>(0));
        }
            /// <summary>
            /// Constructor is private, because this is a singleton class:
            /// client controls should use the public AddRef method instead.
            /// </summary>
            GraphicsDeviceService(IntPtr windowHandle, int width, int height)
            {
                parameters = new PresentationParameters();

                parameters.BackBufferWidth = Math.Max(width, 1);
                parameters.BackBufferHeight = Math.Max(height, 1);
                parameters.BackBufferFormat = SurfaceFormat.Color;
                parameters.DepthStencilFormat = DepthFormat.Depth24;
                parameters.DeviceWindowHandle = windowHandle;
                parameters.PresentationInterval = PresentInterval.Immediate;
                parameters.IsFullScreen = false;

                graphicsDevice = new GraphicsDevice(GraphicsAdapter.DefaultAdapter,
                                                    GraphicsProfile.Reach,
                                                    parameters);
            }
Exemple #9
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        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            GraphicsDevice.SetRenderTarget(renderer);
            GraphicsDevice.Clear(Color.Black);

            spriteBatch.Begin();
            currentState.Draw(spriteBatch);
            spriteBatch.End();

            GraphicsDevice.SetRenderTarget(null);

            // Obraz będzie wyświetlany na środku ekranu i będą zachowane proporcje niezaleznie od tego,
            // jakie są wymiary okna.
            PresentationParameters windowSize = GraphicsDevice.PresentationParameters;
            Rectangle rendererPosition        = new Rectangle(0, 0, windowSize.BackBufferWidth,
                                                              windowSize.BackBufferHeight);


            if (rendererPosition.Width > rendererPosition.Height * 4.0 / 3.0) // za szerokie
            {
                rendererPosition.Width = (int)(rendererPosition.Height * (4.0 / 3.0));
                rendererPosition.X     = (int)((windowSize.BackBufferWidth - rendererPosition.Width) / 2.0);
            }
            else
            {
                rendererPosition.Height = (int)(rendererPosition.Width * (3.0 / 4.0));
                rendererPosition.Y      = (int)((windowSize.BackBufferHeight - rendererPosition.Height) / 2.0);
            }


            GraphicsDevice.Clear(Color.Black);
            spriteBatch.Begin();
            spriteBatch.Draw(renderer, rendererPosition, Color.White);
            spriteBatch.Draw(black_tile, rendererPosition, Color.White * transition_opacity);
            spriteBatch.End();
            base.Draw(gameTime);
        }
        /// <summary>
        /// BeginDraw により使用されるヘルパー。これは、グラフィック デバイスのステータスを
        /// チェックして、現在のコントロールの描画に十分大きく、デバイスがロストしていない
        /// ことを確認します。デバイスをリセットできなかった場合、エラー文字列を返します。
        /// </summary>
        string HandleDeviceReset()
        {
            bool deviceNeedsReset = false;

            switch (GraphicsDevice.GraphicsDeviceStatus)
            {
            case GraphicsDeviceStatus.Lost:
                // グラフィック デバイスがロストしている場合は、まったく使用できません。
                return("Graphics device lost");

            case GraphicsDeviceStatus.NotReset:
                // デバイスがリセットされていない状態の場合は、リセットを試みる必要があります。
                deviceNeedsReset = true;
                break;

            default:
                // デバイスの状態が問題ない場合、十分に大きいかどうかをチェックします。
                PresentationParameters pp = GraphicsDevice.PresentationParameters;

                deviceNeedsReset = (ClientSize.Width > pp.BackBufferWidth) ||
                                   (ClientSize.Height > pp.BackBufferHeight);
                break;
            }

            // デバイスをリセットする必要がありますか。
            if (deviceNeedsReset)
            {
                try
                {
                    graphicsDeviceService.ResetDevice(ClientSize.Width,
                                                      ClientSize.Height);
                }
                catch (Exception e)
                {
                    return("Graphics device reset failed\n\n" + e);
                }
            }

            return(null);
        }
        public RenderSystem(PresentationParameters parameters)
        {
            Adapters = GraphicsAdapter.EnumerateGraphicsAdapter();

            Device = new GraphicsDevice(Adapters[0]);

            SwapChain = new GraphicsSwapChain(parameters, Device);

            CommandList = new CommandList(Device);

            Texture = new Texture(Device, SwapChain);

            Shaders = new Shaders(Device, "Shaders/VertexShader.hlsl", "Shaders/PixelShader.hlsl");

            StateWireframe = new PipelineState(Device, FillMode.Wireframe, CullMode.None);

            StateSolid = new PipelineState(Device, FillMode.Solid, CullMode.None);

            Grid = new Grid(1, 1, 8, 8);

            VertexBuffer = new Buffer(Grid.SizeInBytes, Grid.Size, Device, ResourceInfo.VertexBuffer);

            IndexBuffer = new Buffer(Grid.IndexSizeInBytes, Grid.IndexSize, Device, ResourceInfo.IndexBuffer);

            ConstantBuffer = new Buffer(Utilities.SizeOf <Transform>(), Utilities.SizeOf <Transform>(), Device, ResourceInfo.ConstantBuffer);

            TextureAddressMode Wrap = TextureAddressMode.Wrap;

            SamplerState = new SamplerState(Device, Wrap, Wrap, Wrap, Filter.MinMagMipLinear);

            Camera = new Camera(CameraType.Static);

            Camera.Position = new Vector3(0.0f, 0.0f, -2.5f);

            Camera.SetLens((float)Math.PI / 4, 1.2f, 1.0f, 1000.0f);

            World = new Matrix[2];

            CubesTexture1 = Texture.LoadFromFile(Device, "UV_Grid_Lrg.jpg");
        }
Exemple #12
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        protected override void OnPaint(PaintEventArgs e)
        {
            dev.Clear(new Microsoft.Xna.Framework.Color(0, 0, 0, 0.0f));



            //Stream file = File.Open("icons\\tux.png", FileMode.Open);
            //Texture2D imageTexture = Texture2D.FromStream(dev, file);
            PresentationParameters pp          = dev.PresentationParameters;
            SpriteBatch            spriteBatch = new SpriteBatch(dev);
            Vector2 position = new Vector2(0, 0);

            double me_X = Data.GetMe().Pos1.x;
            double me_Y = Data.GetMe().Pos1.y;

            Actor[] actors = Data.GetMapItems();
            this.plot_obj.Clear();
            foreach (Actor actor in actors)
            {
                double dx = (me_X - actor.Pos1.x);
                double dy = (me_Y - actor.Pos1.y);
                if (Math.Abs(dx) < 200 && Math.Abs(dy) < 200)
                {
                    Vector2 fiks = this.CalcMinimapPos(dx, dy, actor.distanceFromMe);
                    this.plot_obj.Add(fiks);
                }
            }
            spriteBatch.Begin();
            foreach (Vector2 vec in this.plot_obj)
            {
                spriteBatch.Draw(fileTexture, vec, Color.White);
            }



            spriteBatch.Draw(fileTexture, minimapCenter, Color.White);
            spriteBatch.End();
            dev.Present();
            Invalidate();
        }
        partial void PlatformInitialize(PresentationParameters presentationParameters)
        {
            var surfaceFormat      = PreferredBackBufferFormat.GetColorFormat();
            var depthStencilFormat = PreferredDepthStencilFormat;

            // TODO: Need to get this data from the Presentation Parameters
            SDL.GL.SetAttribute(SDL.GL.Attribute.RedSize, surfaceFormat.R);
            SDL.GL.SetAttribute(SDL.GL.Attribute.GreenSize, surfaceFormat.G);
            SDL.GL.SetAttribute(SDL.GL.Attribute.BlueSize, surfaceFormat.B);
            SDL.GL.SetAttribute(SDL.GL.Attribute.AlphaSize, surfaceFormat.A);

            switch (depthStencilFormat)
            {
            case DepthFormat.None:
                SDL.GL.SetAttribute(SDL.GL.Attribute.DepthSize, 0);
                SDL.GL.SetAttribute(SDL.GL.Attribute.StencilSize, 0);
                break;

            case DepthFormat.Depth16:
                SDL.GL.SetAttribute(SDL.GL.Attribute.DepthSize, 16);
                SDL.GL.SetAttribute(SDL.GL.Attribute.StencilSize, 0);
                break;

            case DepthFormat.Depth24:
                SDL.GL.SetAttribute(SDL.GL.Attribute.DepthSize, 24);
                SDL.GL.SetAttribute(SDL.GL.Attribute.StencilSize, 0);
                break;

            case DepthFormat.Depth24Stencil8:
                SDL.GL.SetAttribute(SDL.GL.Attribute.DepthSize, 24);
                SDL.GL.SetAttribute(SDL.GL.Attribute.StencilSize, 8);
                break;
            }

            SDL.GL.SetAttribute(SDL.GL.Attribute.DoubleBuffer, 1);
            SDL.GL.SetAttribute(SDL.GL.Attribute.ContextMajorVersion, 2);
            SDL.GL.SetAttribute(SDL.GL.Attribute.ContextMinorVersion, 1);

            ((SDLGameWindow)_game.Window).CreateWindow();
        }
Exemple #14
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        public override void Activate()
        {
#if !EDITOR
            _content = new ContentManager(this.ScreenManager.Game.Services, "Content");

            //  Simulate something large loading because why not..
            //  Also doing it first so that the sounds load when it's finished.
            //Thread.Sleep(1000);

            //  Setup the Hud elements
            HUD.Instance.Load(this.ScreenManager);

            //  Initiate and setup the level class.
            //  Load level in a moment
            Camera.Instance.SetGameplayScreen(this);
            LoadLevel();

            //  Setup the SpriteManager.
            SpriteManager.Instance.Load(this.ScreenManager);



            //  Setup use of shadows if they're enabled.
            if (GameSettings.Instance.Shadows == SettingLevel.On)
            {
                PresentationParameters pp = this.ScreenManager.GraphicsDevice.PresentationParameters;

                rtMask   = new RenderTarget2D(this.ScreenManager.GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight);
                rtBlur   = new RenderTarget2D(this.ScreenManager.GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight);
                rtEffect = new RenderTarget2D(this.ScreenManager.GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight, false, SurfaceFormat.Color, DepthFormat.Depth24);

                _silhouetteEffect = _content.Load <Effect>("Assets/Other/Effects/MaskEffect");
            }

            // once the load has finished, we use ResetElapsedTime to tell the game's
            // timing mechanism that we have just finished a very long frame, and that
            // it should not try to catch up.
            ScreenManager.Game.ResetElapsedTime();
#endif
        }
        /// <summary>
        /// Helper used by BeginDraw. This checks the graphics device status,
        /// making sure it is big enough for drawing the current control, and
        /// that the device is not lost. Returns an error string if the device
        /// could not be reset.
        /// </summary>
        string HandleDeviceReset()
        {
            bool deviceNeedsReset = false;

            switch (GraphicsDevice.GraphicsDeviceStatus)
            {
            case GraphicsDeviceStatus.Lost:
                // If the graphics device is lost, we cannot use it at all.
                return("Graphics device lost");

            case GraphicsDeviceStatus.NotReset:
                // If device is in the not-reset state, we should try to reset it.
                deviceNeedsReset = true;
                break;

            default:
                // If the device state is ok, check whether it is big enough.
                PresentationParameters pp = GraphicsDevice.PresentationParameters;

                deviceNeedsReset = (ClientSize.Width > pp.BackBufferWidth) ||
                                   (ClientSize.Height > pp.BackBufferHeight);
                break;
            }

            // Do we need to reset the device?
            if (deviceNeedsReset)
            {
                try
                {
                    graphicsDeviceService.ResetDevice(ClientSize.Width,
                                                      ClientSize.Height);
                }
                catch (Exception e)
                {
                    return("Graphics device reset failed\n\n" + e);
                }
            }

            return(null);
        }
        /// <summary>
        /// Initializes a new instance of the <see cref="GraphicsPresenter" /> class.
        /// </summary>
        /// <param name="device">The device.</param>
        /// <param name="presentationParameters"> </param>
        protected GraphicsPresenter(GraphicsDevice device, PresentationParameters presentationParameters)
        {
            GraphicsDevice = device.RootDevice;
            var description = presentationParameters.Clone();

            // If we are creating a GraphicsPresenter with 
            if (device.Features.HasSRgb && device.ColorSpace == ColorSpace.Linear)
            {
                // If the device support SRgb and ColorSpace is linear, we use automatically a SRgb backbuffer
                if (description.BackBufferFormat == PixelFormat.R8G8B8A8_UNorm)
                {
                    description.BackBufferFormat = PixelFormat.R8G8B8A8_UNorm_SRgb;
                }
                else if (description.BackBufferFormat == PixelFormat.B8G8R8A8_UNorm)
                {
                    description.BackBufferFormat = PixelFormat.B8G8R8A8_UNorm_SRgb;
                }
            } else if (!device.Features.HasSRgb)
            {
                // If the device does not support SRgb, but the backbuffer format asked is SRgb, convert it to non SRgb
                if (description.BackBufferFormat == PixelFormat.R8G8B8A8_UNorm_SRgb)
                {
                    description.BackBufferFormat = PixelFormat.R8G8B8A8_UNorm;
                }
                else if (description.BackBufferFormat == PixelFormat.B8G8R8A8_UNorm_SRgb)
                {
                    description.BackBufferFormat = PixelFormat.B8G8R8A8_UNorm;
                }
            }

            Description = description;

            ProcessPresentationParameters();

            DefaultViewport = new Viewport(0, 0, Description.BackBufferWidth, Description.BackBufferHeight);

            // Creates a default DepthStencilBuffer.
            CreateDepthStencilBuffer();
        }
Exemple #17
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        /// <summary>
        ///
        /// </summary>
        private void CreateGraphicsDevice()
        {
            // Create Presentation Parameters
            PresentationParameters pp = new PresentationParameters();

            pp.BackBufferCount        = 1;
            pp.IsFullScreen           = false;
            pp.SwapEffect             = SwapEffect.Discard;
            pp.BackBufferWidth        = panelViewport.Width;
            pp.BackBufferHeight       = panelViewport.Height;
            pp.AutoDepthStencilFormat = DepthFormat.Depth24Stencil8;
            pp.EnableAutoDepthStencil = true;
            pp.PresentationInterval   = PresentInterval.Default;
            pp.BackBufferFormat       = SurfaceFormat.Unknown;
            pp.MultiSampleType        = MultiSampleType.None;

            // Create device
            mDevice = new GraphicsDevice(GraphicsAdapter.DefaultAdapter,
                                         DeviceType.Hardware, this.panelViewport.Handle,
                                         CreateOptions.HardwareVertexProcessing,
                                         pp);
        }
Exemple #18
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        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            gameBoard = new GameBoard(GameBoard.BoardName.Unicorn);
            gameBoard.Initialize();

            pp = GraphicsDevice.PresentationParameters;

            renderTarget1 = new RenderTarget2D(GraphicsDevice,
                                               pp.BackBufferWidth, pp.BackBufferHeight,
                                               false, pp.BackBufferFormat, pp.DepthStencilFormat,
                                               pp.MultiSampleCount, RenderTargetUsage.DiscardContents);
            renderTarget2 = new RenderTarget2D(GraphicsDevice,
                                               pp.BackBufferWidth, pp.BackBufferHeight,
                                               false, pp.BackBufferFormat, pp.DepthStencilFormat,
                                               pp.MultiSampleCount, RenderTargetUsage.DiscardContents);

            lastMouseState = Mouse.GetState();

            base.Initialize();
        }
Exemple #19
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        public Flash flash;       //For anyone reading this: Don't do this. This is a very bodged approach to doing this, because I implemented the foreground/background badly.
                                  //If you want to know how to properly do it: I think Draw() supports layers? I haven't looked much into it myself, but that would be how.

        public GraphicsHelper(Game host)
        {
            graphics = new GraphicsDeviceManager(host);

            graphics.PreferredBackBufferWidth  = windowWidth;
            graphics.PreferredBackBufferHeight = windowHeight;
            graphics.ApplyChanges();

            PresentationParameters pp = graphics.GraphicsDevice.PresentationParameters;

            render = new RenderTarget2D(graphics.GraphicsDevice, renderWidth, renderHeight, false, SurfaceFormat.Color, DepthFormat.None, pp.MultiSampleCount, RenderTargetUsage.DiscardContents);

            spriteBatch = new SpriteBatch(graphics.GraphicsDevice);

            BG = Game1.contentManager.Load <Texture2D>("BG");
            FG = Game1.contentManager.Load <Texture2D>("FG");

            font = Game1.contentManager.Load <SpriteFont>("font");

            flash = new Flash();     //again, don't. please.
            Objects.List.Add(flash); //please.
        }
Exemple #20
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        internal void INTERNAL_ResizeGraphicsDevice(int width, int height)
        {
            PresentationParameters pp = GraphicsDevice.PresentationParameters;

            // Only reset if there's an actual change in size
            if (pp.BackBufferWidth != width || pp.BackBufferHeight != height)
            {
                // We're about to reset a device, notify the application.
                OnDeviceResetting(this, EventArgs.Empty);

                pp.BackBufferWidth  = width;
                pp.BackBufferHeight = height;

                GraphicsDevice.Reset();

                // We just reset a device, notify the application.
                OnDeviceReset(this, EventArgs.Empty);

                // FIXME: When does this actually happen?
                UpdateTouchPanel();
            }
        }
Exemple #21
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        /// <summary>
        /// Load your graphics content.
        /// </summary>
        public static void LoadContent()
        {
            spriteBatch = new SpriteBatch(BeatShift.graphics.GraphicsDevice);

            bloomExtractEffect = BeatShift.contentManager.Load <Effect>("Shaders/BloomExtract");
            bloomCombineEffect = BeatShift.contentManager.Load <Effect>("Shaders/BloomCombine");
            gaussianBlurEffect = BeatShift.contentManager.Load <Effect>("Shaders/GaussianBlur");

            outputEffect = BeatShift.contentManager.Load <Effect>("Shaders/ShowTexture");

            blackTexture = BeatShift.contentManager.Load <Texture2D>("Textures/1pxBlack");

            // Look up the resolution and format of our main backbuffer.
            PresentationParameters pp = BeatShift.graphics.GraphicsDevice.PresentationParameters;

            int width  = pp.BackBufferWidth;
            int height = pp.BackBufferHeight;

            SurfaceFormat format = pp.BackBufferFormat;

            // Create a texture for rendering the main scene, prior to applying bloom.
            sceneRenderTarget = new RenderTarget2D(BeatShift.graphics.GraphicsDevice, width, height, false,
                                                   format, pp.DepthStencilFormat, pp.MultiSampleCount,
                                                   RenderTargetUsage.DiscardContents);

            glowRenderTarget = new RenderTarget2D(BeatShift.graphics.GraphicsDevice, width, height, false,
                                                  format, pp.DepthStencilFormat, pp.MultiSampleCount,
                                                  RenderTargetUsage.DiscardContents);

            // Create two rendertargets for the bloom processing. These are half the
            // size of the backbuffer, in order to minimize fillrate costs. Reducing
            // the resolution in this way doesn't hurt quality, because we are going
            // to be blurring the bloom images in any case.
            width  /= 2;
            height /= 2;

            renderTarget1 = new RenderTarget2D(BeatShift.graphics.GraphicsDevice, width, height, false, format, DepthFormat.None);
            renderTarget2 = new RenderTarget2D(BeatShift.graphics.GraphicsDevice, width, height, false, format, DepthFormat.None);
        }
Exemple #22
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        public SwapChain(Device device, PresentationParameters parameters) : base(device)
        {
            Parameters = parameters;

            SwapchainSource ??= parameters.SwapchainSource;

            surface = CreateSurface();

            CreateSwapChain();


            CreateBackBuffers();


            //DepthStencil = new Texture(device, new TextureDescription
            //{
            //    Flags = TextureFlags.DepthStencil,
            //    Usage = GraphicsResourceUsage.Default,
            //    Width = Parameters.BackBufferWidth,
            //    Height = Parameters.BackBufferHeight,
            //});
        }
Exemple #23
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        string HandleDeviceReset()
        {
            bool deviceNeedsReset = false;

            switch (GraphicsDevice.GraphicsDeviceStatus)
            {
            case GraphicsDeviceStatus.Lost:
                return("Graphics device lost");

            case GraphicsDeviceStatus.NotReset:
                deviceNeedsReset = true;
                break;

            default:
                PresentationParameters pp = GraphicsDevice.PresentationParameters;

                deviceNeedsReset = (ClientSize.Width > pp.BackBufferWidth) ||
                                   (ClientSize.Height > pp.BackBufferHeight);
                break;
            }

            if (deviceNeedsReset)
            {
                try
                {
                    graphicsDeviceService.ResetDevice(_renderTarget.Width,
                                                      _renderTarget.Height);

                    _renderTarget.Dispose();
                    _renderTarget = new SwapChainRenderTarget(GraphicsDevice, Handle, ClientSize.Width, ClientSize.Height);
                }
                catch (Exception e)
                {
                    return("Graphics device reset failed\n\n" + e);
                }
            }

            return(null);
        }
Exemple #24
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        private void CreateDevice(IntPtr windowHandle, int width, int height)
        {
            parameters = new PresentationParameters();

            parameters.BackBufferWidth      = Math.Max(width, 1);
            parameters.BackBufferHeight     = Math.Max(height, 1);
            parameters.BackBufferFormat     = SurfaceFormat.Color;
            parameters.DepthStencilFormat   = DepthFormat.Depth24;
            parameters.DeviceWindowHandle   = windowHandle;
            parameters.PresentationInterval = PresentInterval.Immediate;
            parameters.IsFullScreen         = false;

            graphicsDevice = new GraphicsDevice(
                GraphicsAdapter.DefaultAdapter,
                GraphicsProfile.Reach,
                parameters);

            if (DeviceCreated != null)
            {
                DeviceCreated(this, EventArgs.Empty);
            }
        }
        public void PlatformInitialize(PresentationParameters presentationParameters)
        {
            var surfaceFormat      = PreferredBackBufferFormat.GetColorFormat();
            var depthStencilFormat = PreferredDepthStencilFormat;

            Sdl.GL.SetAttribute(Sdl.GL.Attribute.RedSize, surfaceFormat.R);
            Sdl.GL.SetAttribute(Sdl.GL.Attribute.GreenSize, surfaceFormat.G);
            Sdl.GL.SetAttribute(Sdl.GL.Attribute.BlueSize, surfaceFormat.B);
            Sdl.GL.SetAttribute(Sdl.GL.Attribute.AlphaSize, surfaceFormat.A);

            switch (depthStencilFormat)
            {
            case DepthFormat.None:
                Sdl.GL.SetAttribute(Sdl.GL.Attribute.DepthSize, 0);
                Sdl.GL.SetAttribute(Sdl.GL.Attribute.StencilSize, 0);
                break;

            case DepthFormat.Depth16:
                Sdl.GL.SetAttribute(Sdl.GL.Attribute.DepthSize, 16);
                Sdl.GL.SetAttribute(Sdl.GL.Attribute.StencilSize, 0);
                break;

            case DepthFormat.Depth24:
                Sdl.GL.SetAttribute(Sdl.GL.Attribute.DepthSize, 24);
                Sdl.GL.SetAttribute(Sdl.GL.Attribute.StencilSize, 0);
                break;

            case DepthFormat.Depth24Stencil8:
                Sdl.GL.SetAttribute(Sdl.GL.Attribute.DepthSize, 24);
                Sdl.GL.SetAttribute(Sdl.GL.Attribute.StencilSize, 8);
                break;
            }

            Sdl.GL.SetAttribute(Sdl.GL.Attribute.DoubleBuffer, 1);
            Sdl.GL.SetAttribute(Sdl.GL.Attribute.ContextMajorVersion, 2);
            Sdl.GL.SetAttribute(Sdl.GL.Attribute.ContextMinorVersion, 1);

            ((SdlGameWindow)SdlGameWindow.Instance).CreateWindow();
        }
Exemple #26
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        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            const String root = "Sprites01_64";

            images = new Texture2D[10];
            for (int index = 0; index < 10; index++)
            {
                string suffix    = (index + 1).ToString().PadLeft(2, '0');
                String assetName = String.Format("{0}/{1}/{2}{3}", root, entityType, actionType, suffix);
                images[index] = Content.Load <Texture2D>(assetName);
            }

            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // Render target
            PresentationParameters pp = GraphicsDevice.PresentationParameters;
            int width  = pp.BackBufferWidth;
            int height = pp.BackBufferHeight;

            renderTarget = new RenderTarget2D(GraphicsDevice, width, height, 1, GraphicsDevice.DisplayMode.Format);
        }
Exemple #27
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        public void SetupCameraTexturesAndFonts()
        {
            // Set the form click-through

            //int initialStyle = GetWindowLong(this.Handle, -20);
            //SetWindowLong(this.Handle, -20, initialStyle | 0x80000 | 0x20);

            // Create device presentation parameters
            PresentationParameters p = new PresentationParameters();

            p.IsFullScreen         = false;
            p.DeviceWindowHandle   = this.Handle;
            p.BackBufferFormat     = SurfaceFormat.Vector4;
            p.PresentationInterval = PresentInterval.One;

            // Create XNA graphics device
            dev = new GraphicsDevice(GraphicsAdapter.DefaultAdapter, GraphicsProfile.Reach, p);


            //dev.BlendState = BlendState.AlphaBlend;

            // Init basic effect
            effect = new BasicEffect(dev);

            //Image2Texture(global::Skype.Properties.Resources.ILTRight1, dev, ref rightArrow);
            //Image2Texture(global::fishnado.Properties.Resources.Black, dev, ref blackTexture);
            //Image2Texture(global::fishnado.Properties.Resources.White, dev, ref whiteTexture);
            Image2Texture(System.Drawing.Image.FromFile("Graphics/Images/WhiteCircle.png"), dev, ref circleTexture);
            Image2Texture(System.Drawing.Image.FromFile("Graphics/Images/WhiteSquare.png"), dev, ref squareTexture);
            Image2Texture(System.Drawing.Image.FromFile("Graphics/Images/moe.png"), dev, ref moeTexture);

            IServiceProvider            isp = new ServiceCollection();
            CustomGraphicsDeviceService gds = new CustomGraphicsDeviceService();

            gds.GraphicsDevice = dev;
            ((ServiceCollection)isp).AddService <IGraphicsDeviceService>(gds);
            contentManager = new ContentManager(isp);
            font           = contentManager.Load <SpriteFont>("Graphics/SpriteFonts/Courier");
        }
Exemple #28
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        protected override void Initialize()
        {
            base.Initialize();

            PresentationParameters pp = GraphicsDevice.PresentationParameters;

            width  = pp.BackBufferWidth;
            height = pp.BackBufferHeight;

            // Camera Position und View-Vector festlegen
            camera.Position = new Vector3(0.0f, 3.0f, 10.0f);
            camera.LookAt(new Vector3(0.0f, 1.0f, 0.0f));

            float sin = (float)Math.Sin(MathHelper.ToRadians(30.0f));
            float cos = (float)Math.Cos(MathHelper.ToRadians(30.0f));

            float lightHeight = 5.0f;
            float lightRadius = 10.0f;

            // Eigenschaften der Lichter setzen
            lights.NearPlaneDistance = 2.0f;
            lights.FarPlaneDistance  = 20.0f;
            lights.Speed             = 0.5f;

            lights.Add(0.0f, lightHeight, lightRadius);
            lights.Add(cos * lightRadius, lightHeight, -sin * lightRadius);
            lights.Add(-cos * lightRadius, lightHeight, -sin * lightRadius);

            // Würfel und Pick-Ray auf unsichtbar setzen
            cubes.Visible = false;
            ray.Visible   = false;

            // Camera-Tracker deaktivieren
            cameraTracker.Enabled = false;


            // Antialiasing auf 4x setzen
            GraphicsDevice.PresentationParameters.MultiSampleCount = 4;
        }
        public void Resize(Vector2 WindowSize)
        {
            if (WindowSize.X < 100 || WindowSize.Y < 0)
            {
                return;
            }

            try
            {
                if (renderTarget1 != null)
                {
                    renderTarget1.Dispose();
                }
            }
            catch (Exception e)
            {
                Console.WriteLine(e.Message);
            }
            try
            {
                if (renderTarget2 != null)
                {
                    renderTarget2.Dispose();
                }
            }
            catch (Exception e)
            {
                Console.WriteLine(e.Message);
            }

            PresentationParameters pp = Game1.graphicsDevice.PresentationParameters;
            int           width       = (int)WindowSize.X / 2;
            int           height      = (int)WindowSize.Y / 2;
            SurfaceFormat format      = pp.BackBufferFormat;
            DepthFormat   depthFormat = pp.DepthStencilFormat;

            renderTarget1 = new RenderTarget2D(Game1.graphicsDevice, width, height, false, format, depthFormat);
            renderTarget2 = new RenderTarget2D(Game1.graphicsDevice, width, height, false, format, depthFormat);
        }
        /// <summary>
        /// Helper used by <see cref="OnCompositionTargetRendering"/>.
        /// This checks the graphics device status,
        /// making sure it is big enough for drawing the current control, and
        /// that the device is not lost. Returns an error string if the device
        /// could not be reset.
        /// </summary>
        private GraphicsDeviceResetStatus HandleDeviceReset(int width, int height)
        {
            bool deviceNeedsReset;

            switch (_graphicsService.GraphicsDevice.GraphicsDeviceStatus)
            {
            case GraphicsDeviceStatus.Lost:
                // If the graphics device is lost, we cannot use it at all.
                return(GraphicsDeviceResetStatus.Lost);

            case GraphicsDeviceStatus.NotReset:
                // If device is in the not-reset state, we should try to reset it.
                deviceNeedsReset = true;
                break;

            default:
                // If the device state is ok, check whether it is big enough.
                PresentationParameters pp = _graphicsService.GraphicsDevice.PresentationParameters;

                deviceNeedsReset = (width > pp.BackBufferWidth) ||
                                   (height > pp.BackBufferHeight);
                break;
            }

            // Do we need to reset the device?
            if (deviceNeedsReset)
            {
                try
                {
                    _graphicsService.ResetDevice(width, height);
                }
                catch
                {
                    return(GraphicsDeviceResetStatus.ResetFailed);
                }
            }

            return(GraphicsDeviceResetStatus.Normal);
        }
Exemple #31
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        internal void ResetWindowBounds(bool toggleFullScreen)
        {
            Rectangle clientBounds = this.Window.ClientBounds;
            bool      isActive     = this.IsActive;

            this.IsActive = false;
            GraphicsDeviceManager graphicsDeviceManager = (GraphicsDeviceManager)this.Game.Services.GetService(typeof(IGraphicsDeviceManager));

            this.VSyncEnabled = graphicsDeviceManager.SynchronizeWithVerticalRetrace;
            if (graphicsDeviceManager.IsFullScreen)
            {
                clientBounds = new Rectangle(0, 0, graphicsDeviceManager.PreferredBackBufferWidth, graphicsDeviceManager.PreferredBackBufferHeight);
                if (DisplayDevice.Default.Width != graphicsDeviceManager.PreferredBackBufferWidth || DisplayDevice.Default.Height != graphicsDeviceManager.PreferredBackBufferHeight)
                {
                    DisplayDevice.Default.ChangeResolution(graphicsDeviceManager.PreferredBackBufferWidth, graphicsDeviceManager.PreferredBackBufferHeight, DisplayDevice.Default.BitsPerPixel, DisplayDevice.Default.RefreshRate);
                }
            }
            else
            {
                DisplayDevice.Default.RestoreResolution();
                clientBounds.Width  = graphicsDeviceManager.PreferredBackBufferWidth;
                clientBounds.Height = graphicsDeviceManager.PreferredBackBufferHeight;
            }
            GraphicsDevice graphicsDevice = graphicsDeviceManager.GraphicsDevice;

            if (graphicsDevice != null)
            {
                PresentationParameters presentationParameters = graphicsDevice.PresentationParameters;
                presentationParameters.BackBufferHeight = clientBounds.Height;
                presentationParameters.BackBufferWidth  = clientBounds.Width;
            }
            if (graphicsDeviceManager.IsFullScreen != this.isCurrentlyFullScreen)
            {
                this._view.ToggleFullScreen();
            }
            this._view.ChangeClientBounds(clientBounds);
            this.isCurrentlyFullScreen = graphicsDeviceManager.IsFullScreen;
            this.IsActive = isActive;
        }
Exemple #32
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        /// <summary>
        /// Creates the <see cref="Microsoft.Xna.Framework.Graphics.GraphicsDevice"/>.
        /// </summary>
        /// <param name="control">The host control.</param>
        /// <param name="width"></param>
        /// <param name="height"></param>
        public void CreateDevice(Control control, int width, int height)
        {
            this.host = control;

            PresentationParameters pp;

            pp = new PresentationParameters();

            pp.BackBufferWidth  = width;
            pp.BackBufferHeight = height;
            pp.BackBufferFormat = SurfaceFormat.Color;

            pp.EnableAutoDepthStencil = true;
            pp.AutoDepthStencilFormat = DepthFormat.Depth24;

            this.GraphicsDevice = new GraphicsDevice(GraphicsAdapter.DefaultAdapter, DeviceType.Hardware, control.Handle, pp);

            if (this.DeviceCreated != null)
            {
                this.DeviceCreated(this, EventArgs.Empty);
            }
        }
Exemple #33
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        static public SharpDX.DXGI.SwapEffect ToSwapEffect(PresentationParameters present)
        {
            SharpDX.DXGI.SwapEffect effect;

            switch (present.PresentationInterval)
            {
            case PresentInterval.One:
            case PresentInterval.Two:
            default:
                effect = SharpDX.DXGI.SwapEffect.FlipSequential;
                break;

            case PresentInterval.Immediate:
                effect = SharpDX.DXGI.SwapEffect.Sequential;
                break;
            }

            //if (present.RenderTargetUsage != RenderTargetUsage.PreserveContents && present.MultiSampleCount == 0)
            //effect = SharpDX.DXGI.SwapEffect.Discard;

            return(effect);
        }
        public LevelSelectState()
        {
            //GameCampaign.levelMap = new LevelData[6, 3];

            wireframe = TextureLib.getLoadedTexture("shipWireframe.png");

            PresentationParameters pp = AnimationLib.GraphicsDevice.PresentationParameters;

            textureScreen        = new RenderTarget2D(AnimationLib.GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight, false, AnimationLib.GraphicsDevice.DisplayMode.Format, DepthFormat.Depth24);
            halfTextureScreen    = new RenderTarget2D(AnimationLib.GraphicsDevice, pp.BackBufferWidth / 2, pp.BackBufferHeight / 2, false, AnimationLib.GraphicsDevice.DisplayMode.Format, DepthFormat.Depth24);
            quarterTextureScreen = new RenderTarget2D(AnimationLib.GraphicsDevice, pp.BackBufferWidth / 4, pp.BackBufferHeight / 4, false, AnimationLib.GraphicsDevice.DisplayMode.Format, DepthFormat.Depth24);
            sb2 = new SpriteBatch(AnimationLib.GraphicsDevice);

            /*
             * for (int i = 0; i < GameCampaign.levelMap.GetLength(0); i++)
             * {
             *  for (int j = 0; j < GameCampaign.levelMap.GetLength(1); j++)
             *  {
             *      GameCampaign.levelMap[i, j] = new LevelData(Game1.rand.NextDouble(), Game1.rand.NextDouble(), Game1.rand.NextDouble(), Game1.rand.NextDouble());
             *  }
             * }
             *
             * GameCampaign.levelMap[0, 0].visible = false;
             * GameCampaign.levelMap[0, 2].visible = false;
             * GameCampaign.levelMap[GameCampaign.levelMap.GetLength(0) - 1, 0].visible = false;
             * GameCampaign.levelMap[GameCampaign.levelMap.GetLength(0) - 1, 2].visible = false;
             */

            selectedLevelX = GameCampaign.PlayerLevelProgress + 1;
            selectedLevelY = GameCampaign.PlayerFloorHeight;

            cursorPosition      = new Vector2(((GameCampaign.PlayerLevelProgress * 128) + drawMapTestOffset.X), ((GameCampaign.PlayerFloorHeight * 96) + drawMapTestOffset.Y));
            cursorAnimationTime = 0;

            state = LevelSelectStateState.AnimateIn;

            openingSoundMade = false;
        }
Exemple #35
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        public OverlayForm(System.Windows.Forms.Screen screen, OverlayData overlay_data)
        {
            this.screen       = screen;
            this.overlay_data = overlay_data;
            InitializeComponent();

            ShowInTaskbar   = false;
            StartPosition   = System.Windows.Forms.FormStartPosition.Manual;
            FormBorderStyle = System.Windows.Forms.FormBorderStyle.None; // no borders
            SetBounds(screen.Bounds.Left, screen.Bounds.Top, screen.Bounds.Width, screen.Bounds.Height);
            TopMost = true;                                              // make the form always on top
            Visible = true;                                              // Important! if this isn't set, then the form is not shown at all

            // Set the form click-through
            int initialStyle = GetWindowLong(this.Handle, -20);

            SetWindowLong(this.Handle, -20, initialStyle | 0x80000 | 0x20);
            // Create device presentation parameters

            PresentationParameters p = new PresentationParameters();

            p.IsFullScreen         = false;
            p.DeviceWindowHandle   = this.Handle;
            p.BackBufferFormat     = SurfaceFormat.Vector4;
            p.PresentationInterval = PresentInterval.One;

            // Create XNA graphics device
            dev    = new GraphicsDevice(GraphicsAdapter.DefaultAdapter, GraphicsProfile.Reach, p);
            scaleX = 2.0f / dev.Viewport.Width;
            scaleY = 2.0f / dev.Viewport.Height;
            // Init basic effect
            effect = new BasicEffect(dev);

            // Extend aero glass style on form init
            OnResize(null);
            refresher = new Thread(new ThreadStart(this.RedrawCycle));
            refresher.Start();
        }
Exemple #36
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        public HUD(IntPtr windowHandle)
        {
            // Create device presentation parameters
            PresentationParameters p = new PresentationParameters();

            p.IsFullScreen         = false;
            p.DeviceWindowHandle   = windowHandle;
            p.BackBufferFormat     = SurfaceFormat.Vector4;
            p.PresentationInterval = PresentInterval.One;

            // Create XNA graphics device
            dev = new GraphicsDevice(GraphicsAdapter.DefaultAdapter, GraphicsProfile.Reach, p);

            using (FileStream stream = new FileStream(@"Content\Target.png", FileMode.Open))
            {
                targetTexture = Texture2D.FromStream(dev, stream);
            }

            using (FileStream stream = new FileStream(@"Content\Move.png", FileMode.Open))
            {
                moveModeTexture = Texture2D.FromStream(dev, stream);
            }

            using (FileStream stream = new FileStream(@"Content\Pointer.png", FileMode.Open))
            {
                pointerModeTexture = Texture2D.FromStream(dev, stream);
            }

            using (FileStream stream = new FileStream(@"Content\ControllerNotFound.png", FileMode.Open))
            {
                controllerNotFoundTexture = Texture2D.FromStream(dev, stream);
            }

            // Init basic effect
            effect = new BasicEffect(dev);

            spriteBatch = new SpriteBatch(dev);
        }
Exemple #37
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        public bool CreateGraphicsContext(IntPtr hwnd, ref PresentationParameters pp)
        {
            //define presentation parameters
            pp = new PresentationParameters();
            pp.BackBufferCount    = 1;
            pp.BackBufferFormat   = SurfaceFormat.Unknown;
            pp.DeviceWindowHandle = hwnd;
            pp.IsFullScreen       = false;
            pp.SwapEffect         = SwapEffect.Discard;
            pp.BackBufferHeight   = Control.FromHandle(hwnd).Height;
            pp.BackBufferWidth    = Control.FromHandle(hwnd).Width;
            //Initialize Z-buffer - need this for winform
            pp.EnableAutoDepthStencil = true;
            pp.AutoDepthStencilFormat = DepthFormat.Depth24;

            if (m_XNA_GraphicsDevice != null)
            {
                return(false);
            }
            //create an XNA graphics device
            m_XNA_GraphicsDevice = new GraphicsDevice(GraphicsAdapter.DefaultAdapter, DeviceType.Hardware,
                                                      hwnd, pp);

            //check if graphics device was created
            Debug.Assert(m_XNA_GraphicsDevice != null, "XNA Graphics Device did not Initialize");

            m_EffectPool  = new EffectPool();
            m_BasicEffect = new BasicEffect(m_XNA_GraphicsDevice, m_EffectPool);

            //set the model matrix to identity
            m_BasicEffect.World      = Matrix.Identity;
            m_BasicEffect.View       = Matrix.Identity;
            m_BasicEffect.Projection = Matrix.Identity;
            m_XNA_GraphicsDevice.RenderState.DepthBufferEnable      = true;
            m_XNA_GraphicsDevice.RenderState.DepthBufferWriteEnable = true;

            return(true);
        }
Exemple #38
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        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            const String root = "Sprites01_64";

            monsters   = new Texture2D[8];
            monstNames = new string[8];
            for (int index = 0; index < 4; index++)
            {
                int    count      = index * 2 + 0;
                String assetName0 = String.Format("{0}/{1}", (MonsterLett)index, (MonsterType)0);
                monstNames[count] = assetName0.Replace("/", "_");
                monsters[count]   = Content.Load <Texture2D>(root + "/" + assetName0);

                count = index * 2 + 1;
                String assetName1 = String.Format("{0}/{1}", (MonsterLett)index, (MonsterType)1);
                monstNames[count] = assetName1.Replace("/", "_");
                monsters[count]   = Content.Load <Texture2D>(root + "/" + assetName1);
            }

            players     = new Texture2D[5];
            playerNames = new string[5];
            for (int index = 0; index < 5; index++)
            {
                String assetName = String.Format("Player/{0}", (PlayerType)index);
                playerNames[index] = assetName.Replace("/", "_");
                players[index]     = Content.Load <Texture2D>(root + "/" + assetName);
            }

            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // Render target
            PresentationParameters pp = GraphicsDevice.PresentationParameters;
            int width  = pp.BackBufferWidth;
            int height = pp.BackBufferHeight;

            renderTarget = new RenderTarget2D(GraphicsDevice, width, height, 1, GraphicsDevice.DisplayMode.Format);
        }
Exemple #39
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        private void AddGraphicsService()
        {
            // ----- Storage
            // Create a "virtual file system" for reading game assets.
            var titleStorage       = new TitleStorage("Content");
            var assetsStorage      = new ZipStorage(titleStorage, "DigitalRune.Editor.Game.zip");
            var digitalRuneStorage = new ZipStorage(titleStorage, "DigitalRune.zip");
            var vfsStorage         = new VfsStorage();

            vfsStorage.MountInfos.Add(new VfsMountInfo(titleStorage, null));
            vfsStorage.MountInfos.Add(new VfsMountInfo(assetsStorage, null));
            vfsStorage.MountInfos.Add(new VfsMountInfo(digitalRuneStorage, null));

            // ----- Content
            _contentManager = new StorageContentManager(Editor.Services, vfsStorage);
            //_contentManager = new ContentManager(serviceContainer, "Content");
            Editor.Services.Register(typeof(ContentManager), null, _contentManager);

            // ----- Animations
            _animationManager = new AnimationManager();
            Editor.Services.Register(typeof(IAnimationService), null, _animationManager);

            // ----- Graphics
            // Create Direct3D 11 device.
            var presentationParameters = new PresentationParameters
            {
                BackBufferWidth    = 1,
                BackBufferHeight   = 1,
                DeviceWindowHandle = IntPtr.Zero
            };
            var graphicsDevice = new GraphicsDevice(GraphicsAdapter.DefaultAdapter, GraphicsProfile.HiDef, presentationParameters);

            Editor.Services.Register(typeof(IGraphicsDeviceService), null, new GraphicsDeviceManager(graphicsDevice));

            // Create and register the graphics manager.
            _graphicsManager = new GraphicsManager(graphicsDevice, _contentManager);
            Editor.Services.Register(typeof(IGraphicsService), null, _graphicsManager);
        }
 protected virtual void CreateOrUpdatePresenter()
 {
     if (Presenter == null)
     {
         PixelFormat resizeFormat;
         var size = GetRequestedSize(out resizeFormat);
         var presentationParameters = new PresentationParameters((int)size.X, (int)size.Y, Window.NativeWindow, resizeFormat) { DepthStencilFormat = PreferredDepthStencilFormat };
         presentationParameters.PresentationInterval = PresentInterval.Immediate;
         Presenter = new SwapChainGraphicsPresenter(GraphicsDevice, presentationParameters);
         isBackBufferToResize = false;
     }
 }
        /// Initializes a new instance of the AvateeringXNA class.
        public AvateeringXNA()
        {
            Window.Title = "Test1";
            IsFixedTimeStep = false;
            IsMouseVisible = true;

            //    Components.Add(new FrameRateCounter(this));  - откл. т.к. вызывает баг - меняет порядок отрисовки 3Д объектов

            // Setup the graphics device for rendering
            graphics = new GraphicsDeviceManager(this);
            presentationParameters = new PresentationParameters();
            SetScreenMode();
            graphics.PreparingDeviceSettings += GraphicsDevicePreparingDeviceSettings;
            graphics.SynchronizeWithVerticalRetrace = true;
            graphics.PreferMultiSampling = true;     // включили anti-aliasing
            graphics.SynchronizeWithVerticalRetrace = true;
              //  presentationParameters.MultiSampleCount = 4;

            Content.RootDirectory = "Content";

            // The Kinect sensor will use 640x480 for the color stream (default) and 640x480 for depth
            chooser = new KinectChooser(this, ColorImageFormat.RgbResolution640x480Fps30, DepthImageFormat.Resolution640x480Fps30);
            Services.AddService(typeof(KinectChooser), chooser);

            // Optionally set near mode for close range avateering (0.4m up to 3m)
            chooser.NearMode = true;

            // Optionally set seated mode for upper-body only tracking here (typically used with near mode for close to camera tracking)
            chooser.SeatedMode = true;

            // Adding these objects as XNA Game components enables automatic calls to the overridden LoadContent, Update, etc.. methods
            Components.Add(chooser);

            // Create a ground plane for the model to stand on
            //planarXzGrid = new GridXz(this, new Vector3(0, 0, 0), new Vector2(500, 500), new Vector2(10, 10), Color.Black);
            //Components.Add(planarXzGrid);
            //drawGrid = false;

            worldAxes = new CoordinateCross(this, 500);
            Components.Add(worldAxes);

            // Create the avatar animator
            //animator = new AvatarAnimator(this, RetargetMatrixHierarchyToAvatarMesh, AvateeringXNA.skeletonTranslationScaleFactor);
            //Components.Add(animator);

            // Drawing options

            skeletonDetected = true;

            // Setup the depth stream
            depthStream = new DepthStreamRenderer(this);

            // Setup the skeleton stream the same as depth stream
            skeletonStream = new SkeletonStreamRenderer(this, SkeletonToDepthMap);

            // Update Depth and Skeleton Stream size and location based on the back-buffer
            UpdateStreamSizeAndLocation();

            previousKeyboard = Keyboard.GetState();

            previousCollideResult2 = ContainmentType.Disjoint;

            CursorRight = new Cursor(this, "cursor_ball");

            CursorLeft = new Cursor(this, "cursor_ball");

              //  Video_box2 = new IconBoxVideo(this, "wildlife1");

              //  iconboxAudio1 = new IconBoxAudio(this, "Kalimba");

              //  iconboxPicture1 = new IconBoxPicture(this, "Lighthouse");

              //  iconboxText1 = new IconBoxText(this);

            BossPanel = new MainOperatorPanel(this);

            CurrentTask[0] = new Task(this, Task.MediaType.Audio, Task.ManagerStatus.Assigned, Task.ProgressStatus.New, Task.PresentationType.PanelIcon, "Kalimba", 12);
            CurrentTask[0].LoadContent(this);

            CurrentTask[1] = new Task(this, Task.MediaType.Video, Task.ManagerStatus.NotAssigned, Task.ProgressStatus.New, Task.PresentationType.PanelIcon, "wildlife1", 4);
            CurrentTask[1].LoadContent(this);

            CurrentTask[2] = new Task(this, Task.MediaType.Picture, Task.ManagerStatus.Finished, Task.ProgressStatus.New, Task.PresentationType.PanelIcon, "Lighthouse", 37);
            CurrentTask[2].LoadContent(this);
        }
        private void FitPresentationParametersToWindowRatio(int windowWidth, int windowHeight, PresentationParameters parameters)
        {
            var desiredWidth = parameters.BackBufferWidth;
            var desiredHeight = parameters.BackBufferHeight;

            if (windowWidth >= windowHeight) // Landscape => use height as base
            {
                parameters.BackBufferHeight = (int)(desiredWidth * (float)windowHeight / (float)windowWidth);
            }
            else // Portrait => use width as base
            {
                parameters.BackBufferWidth = (int)(desiredHeight * (float)windowWidth / (float)windowHeight);
            }
        }
 private void FitPresentationParametersToWindowSize(int windowWidth, int windowHeight, PresentationParameters parameters)
 {
     parameters.BackBufferWidth = windowWidth;
     parameters.BackBufferHeight = windowHeight;
 }
 private void FitPresentationParametersToDesiredValues(int windowWidth, int windowHeight, PresentationParameters parameters)
 {
     // nothing to do (default behavior)
 }
 /// <summary>
 /// Initializes a new instance of the <see cref="GraphicsDeviceInformation" /> class.
 /// </summary>
 public GraphicsDeviceInformation()
 {
     Adapter = GraphicsAdapterFactory.Default;
     PresentationParameters = new PresentationParameters();
 }
 public SwapChainGraphicsPresenter(GraphicsDevice device, PresentationParameters presentationParameters) : base(device, presentationParameters)
 {
     device.InitDefaultRenderTarget(presentationParameters);
     backBuffer = Texture.New2D(device, Description.BackBufferWidth, Description.BackBufferHeight, presentationParameters.BackBufferFormat, TextureFlags.RenderTarget | TextureFlags.ShaderResource);
 }
 /// <summary>
 /// Initializes this instance.
 /// </summary>
 /// <param name="adapter">The graphics adapter.</param>
 /// <param name="profile">The graphics profile.</param>
 protected void Initialize(GraphicsAdapter adapter, GraphicsProfile profile, PresentationParameters presentationParameters, object windowHandle)
 {
     throw new NotImplementedException();
 }
Exemple #48
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 /// <summary>
 /// Set and modify any platform specific presentation information.
 /// </summary>
 public override void OnPreparePresentationParameters(PresentationParameters parameters)
 {
     parameters.BackBufferWidth = 1280;
     parameters.BackBufferHeight = 720;
     parameters.DepthStencilFormat = DepthFormat.Depth24Stencil8;
 }
Exemple #49
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        private void FitPresentationParametersToWindowRatio(int windowWidth, int windowHeight, PresentationParameters parameters)
        {
            var panelRatio = (float)windowWidth / windowHeight;
            var desiredWidth = parameters.BackBufferWidth;
            var desiredHeight = parameters.BackBufferHeight;

            if (panelRatio >= 1.0f) // Landscape => use height as base
            {
                parameters.BackBufferHeight = (int)(desiredWidth / panelRatio);
            }
            else // Portrait => use width as base
            {
                parameters.BackBufferWidth = (int)(desiredHeight * panelRatio);
            }
        }