public ComplexDynamicMesh(DirectXCanvas canvas, int chunkCount = 20) { double scaleX = 1.0 / chunkCount; for (int i = 0; i < chunkCount; ++i) { DynamicMesh mesh = canvas.CreateMesh(); mesh.LocalTransform = new Matrix(scaleX, 0.0, 0.0, 1.0, -i / chunkCount, 0.0); DIPs.Add(mesh); } }
public override void BuildMesh(DirectX.DirectXCanvas canvas, ThreadScroll scroll) { DirectX.DynamicMesh builder = canvas.CreateMesh(); builder.Geometry = DirectX.Mesh.GeometryType.Lines; foreach (EventFrame frame in Group.MainThread.Events) { double x = scroll.TimeToUnit(frame.Header).Left; builder.AddLine(new Point(x, 0.0), new Point(x, 1.0), SplitLines); } BackgroundMeshLines = builder.Freeze(canvas.RenderDevice); DirectX.DynamicMesh builderHeader = canvas.CreateMesh(); builderHeader.AddRect(new Rect(0.0, 0.0, 1.0, (Height - RenderParams.BaseMargin) / scroll.Height), new Color[] { GradientTop, GradientTop, GradientBottom, GradientBottom }); BackgroundMeshTris = builderHeader.Freeze(canvas.RenderDevice); }
void BuildMeshNode(DirectX.DynamicMesh builder, ThreadScroll scroll, EventNode node, int level) { if (level == MaxDepth) { return; } Interval interval = scroll.TimeToUnit(node.Entry); double y = (double)level / MaxDepth; double h = 1.0 / MaxDepth; builder.AddRect(new Rect(interval.Left, y, interval.Width, h), node.Description.Color); foreach (EventNode child in node.Children) { BuildMeshNode(builder, scroll, child, level + 1); } }
public DynamicMesh CreateMesh(MeshType type = MeshType.Poly) { DynamicMesh mesh = new DynamicMesh(RenderDevice); switch (type) { case MeshType.Poly: mesh.Fragment = DefaultFragment; mesh.Projection = Mesh.ProjectionType.Unit; break; case MeshType.Text: mesh.Fragment = TextFragment; mesh.Projection = Mesh.ProjectionType.Pixel; break; default: break; } return(mesh); }
public override void BuildMesh(DirectX.DirectXCanvas canvas, ThreadScroll scroll) { DirectX.DynamicMesh builder = canvas.CreateMesh(); builder.Geometry = DirectX.Mesh.GeometryType.Lines; double headerHeight = 1.0; //(Height - RenderParams.BaseMargin) / scroll.Height; // Adding Tickers if (EnableTickers) { for (double tick = Math.Ceiling(scroll.TimeSlice.StartMS); tick < Math.Ceiling(scroll.TimeSlice.FinishMS); tick += 1.0) { double longX = scroll.TimeToUnit(new Tick { Start = Durable.MsToTick(tick) }); builder.AddLine(new Point(longX, headerHeight * 3.0 / 6.0), new Point(longX, headerHeight), TickColor); double medX = scroll.TimeToUnit(new Tick { Start = Durable.MsToTick(tick + 0.5) }); builder.AddLine(new Point(medX, headerHeight * 4.0 / 6.0), new Point(medX, headerHeight), TickColor); for (double miniTick = 0.1; miniTick < 1.0; miniTick += 0.1) { double miniX = scroll.TimeToUnit(new Tick { Start = Durable.MsToTick(tick + miniTick) }); builder.AddLine(new Point(miniX, headerHeight * 5.0 / 6.0), new Point(miniX, headerHeight), TickColor); } } } BackgroundMeshLines = builder.Freeze(canvas.RenderDevice); DirectX.DynamicMesh builderHeader = canvas.CreateMesh(); builderHeader.AddRect(new Rect(0.0, 0.0, 1.0, headerHeight), new Color[] { GradientTop, GradientTop, GradientBottom, GradientBottom }); BackgroundMeshTris = builderHeader.Freeze(canvas.RenderDevice); }
public override void BuildMesh(DirectX.DirectXCanvas canvas, ThreadScroll scroll) { // Build Mesh DirectX.DynamicMesh builder = canvas.CreateMesh(); DirectX.DynamicMesh syncBuilder = canvas.CreateMesh(); DirectX.DynamicMesh syncWorkBuilder = canvas.CreateMesh(); if (EventData.Sync != null && EventData.Sync.Intervals != null) { SyncReason stallReason = SyncReason.SyncReasonCount; long stallFrom = 0; int frameSyncIndex = 0; for (int i = 0; i < EventData.Sync.Intervals.Count; i++) { SyncInterval sync = EventData.Sync.Intervals[i]; Interval workInterval = scroll.TimeToUnit(sync); //draw work int coreColorIndex = (int)sync.Core; coreColorIndex = coreColorIndex % WorkColors.Length; Color WorkColor = WorkColors[coreColorIndex]; syncWorkBuilder.AddRect(new Rect(workInterval.Left, RenderParams.BaseMargin / Height, workInterval.Right - workInterval.Left, SyncLineHeight / Height), WorkColor); if (i == 0) { stallReason = sync.Reason; stallFrom = sync.Finish; continue; } long workStart = sync.Start; long workFinish = sync.Finish; while (frameSyncIndex < EventData.Events.Count && EventData.Events[frameSyncIndex].Finish < stallFrom) { ++frameSyncIndex; } //Ignoring all the waiting outside marked work to simplify the view if (frameSyncIndex < EventData.Events.Count && EventData.Events[frameSyncIndex].Start <= workStart) { Interval syncInterval = scroll.TimeToUnit(new Durable(stallFrom, workStart)); double syncWidth = syncInterval.Right - syncInterval.Left; if (syncWidth <= 0) { syncWidth = 0.1; } // draw sleep Color waitColor = IsUserInitiatedSync(stallReason) ? SynchronizationColorUser : SynchronizationColor; syncBuilder.AddRect(new Rect(syncInterval.Left, RenderParams.BaseMargin / Height, syncWidth, SyncLineHeight / Height), waitColor); } stallFrom = workFinish; stallReason = sync.Reason; } } foreach (EventFrame frame in EventData.Events) { Durable interval = Group.Board.TimeSlice; foreach (EventNode node in frame.CategoriesTree.Children) { BuildMeshNode(builder, scroll, node, 0); } } Mesh = builder.Freeze(canvas.RenderDevice); SyncMesh = syncBuilder.Freeze(canvas.RenderDevice); SyncWorkMesh = syncWorkBuilder.Freeze(canvas.RenderDevice); CallstackMeshPolys = canvas.CreateMesh(); CallstackMeshPolys.Projection = Mesh.ProjectionType.Pixel; CallstackMeshLines = canvas.CreateMesh(); CallstackMeshLines.Geometry = Mesh.GeometryType.Lines; CallstackMeshLines.Projection = Mesh.ProjectionType.Pixel; }