Esempio n. 1
0
        public bool ExecuteTask()
        {
            lock (mInstLock)
            {
                if (mIsHalted)
                {
                    return(true);
                }

                if (WaitingInstances.Count > 0)
                {
                    for (int i = 0; WaitingInstances.Count > 0; ++i)
                    {
                        var data = WaitingInstances.First();
                        ActiveInstances.Add(data);
                        WaitingInstances.Remove(data);
                    }
                    if (Renderer.InstanceDataBuffer != null)
                    {
                        Renderer.InstanceDataBuffer.Dispose();
                    }
                    int size = Marshal.SizeOf(typeof(Models.MDX.MdxInstanceData));
                    Renderer.InstanceDataBuffer = new VertexBuffer(Game.GameManager.GraphicsThread.GraphicsManager.Device, ActiveInstances.Count * size, Usage.WriteOnly, VertexFormat.Diffuse, Pool.Managed);
                    DataStream strm = Renderer.InstanceDataBuffer.Lock(0, 0, LockFlags.None);
                    Models.MDX.MdxInstanceData[] InstData = ActiveInstances.ToArray();
                    strm.WriteRange(InstData);
                    Renderer.InstanceDataBuffer.Unlock();
                    Renderer.numInstances = ActiveInstances.Count;
                }
            }
            return(WaitingInstances.Count == 0);
        }
Esempio n. 2
0
        internal void UpdateVisibility()
        {
            lock (mInstLock)
            {
                if (mIsHalted)
                {
                    return;
                }

                List <Models.MDX.MdxInstanceData> VisibleInstances = new List <Models.MDX.MdxInstanceData>();
                List <Models.MDX.MdxInstanceData> TmpInvis         = new List <Models.MDX.MdxInstanceData>();
                bool changed = false;
                foreach (var inst in InvisibleInstances)
                {
                    if (IsInstanceVisible(new Vector3(inst.ModelMatrix.M41, inst.ModelMatrix.M42, inst.ModelMatrix.M43)))
                    {
                        changed = true;
                        VisibleInstances.Add(inst);
                    }
                    else
                    {
                        TmpInvis.Add(inst);
                    }
                }

                foreach (var inst in ActiveInstances)
                {
                    if (IsInstanceVisible(new Vector3(inst.ModelMatrix.M41, inst.ModelMatrix.M42, inst.ModelMatrix.M43)))
                    {
                        VisibleInstances.Add(inst);
                    }
                    else
                    {
                        changed = true;
                        TmpInvis.Add(inst);
                    }
                }

                ActiveInstances       = VisibleInstances;
                InvisibleInstances    = TmpInvis;
                Renderer.numInstances = ActiveInstances.Count;
                if (ActiveInstances.Count == 0)
                {
                    return;
                }

                if (changed == false && mUpdateLists == false)
                {
                    return;
                }

                if (Renderer.InstanceDataBuffer != null)
                {
                    Renderer.InstanceDataBuffer.Dispose();
                }

                int size = Marshal.SizeOf(typeof(Models.MDX.MdxInstanceData));
                Renderer.InstanceDataBuffer = new VertexBuffer(Game.GameManager.GraphicsThread.GraphicsManager.Device, ActiveInstances.Count * size, Usage.WriteOnly, VertexFormat.Diffuse, Pool.Managed);
                DataStream strm = Renderer.InstanceDataBuffer.Lock(0, 0, LockFlags.None);
                Models.MDX.MdxInstanceData[] InstData = ActiveInstances.ToArray();
                strm.WriteRange(InstData);
                Renderer.InstanceDataBuffer.Unlock();
                Renderer.numInstances = ActiveInstances.Count;

                mUpdateLists = false;
            }
        }