Esempio n. 1
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        public override void Release()
        {
            if (variableNodes != null)
            {
                for (int i = 0; i < variableNodes.Count; i++)
                {
                    variableNodes[i].Release();
                }
                variableNodes.Clear();
                LightList <VariableDefinitionNode> .Release(ref variableNodes);
            }

            if (optionNodes != null)
            {
                for (int i = 0; i < optionNodes.Count; i++)
                {
                    optionNodes[i].Release();
                }
                optionNodes.Clear();
                LightList <AnimationOptionNode> .Release(ref optionNodes);
            }

            if (keyframeNodes != null)
            {
                for (int i = 0; i < keyframeNodes.Count; i++)
                {
                    keyframeNodes[i].Release();
                }
                keyframeNodes.Clear();
                LightList <KeyFrameNode> .Release(ref keyframeNodes);
            }

            StyleASTNodeFactory.s_AnimationRootNodePool.Release(this);
        }
Esempio n. 2
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        public void Tick()
        {
            Initialize();

            if (m_ActiveTransitions.Count == 0)
            {
                return;
            }

            for (int i = 0; i < m_ActiveTransitions.Count; i++)
            {
                RouteTransitionState state = m_ActiveTransitions[i].fn(tickElapsed);

                if (state == RouteTransitionState.Cancelled)
                {
                    // reset transition state
                    m_ActiveTransitions.Clear();
                    return;
                }

                if (state == RouteTransitionState.Completed)
                {
                    m_ActiveTransitions.RemoveAt(i--);
                }
            }

            if (m_ActiveTransitions.Count == 0)
            {
                EnterRoute(default);
Esempio n. 3
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        public virtual void OnUpdate()
        {
            m_KeyboardState = keyboardInputManager.UpdateKeyboardInputState();

            ProcessKeyboardEvents();
            ProcessMouseInput();

            LightList <UIElement> bindingUpdateList = BuildBindingUpdateList(m_ElementsThisFrame.Count > 0 ? m_ElementsThisFrame[0] : null);

            RunBindings(bindingUpdateList);

            if (!IsDragging)
            {
                ProcessMouseEvents();
            }
            else
            {
                RunMouseEvents(m_ExitedElements, InputEventType.MouseExit);
            }

            ProcessDragEvents();

            RunWriteBindingsAndReleaseList(bindingUpdateList);

            List <UIElement> temp = m_ElementsLastFrame;

            m_ElementsLastFrame = m_ElementsThisFrame;
            m_ElementsThisFrame = temp;

            for (int i = 0; i < m_ElementsLastFrame.Count; i++)
            {
                if (m_ElementsLastFrame[i].isDisabled || m_ElementsLastFrame[i].isDestroyed)
                {
                    m_ElementsLastFrame.RemoveAt(i--);
                }
            }

            m_ElementsThisFrame.Clear();
            m_EnteredElements.Clear();
            m_ExitedElements.Clear();

            if (IsMouseLeftUpThisFrame)
            {
                m_MouseDownElements.Clear();
            }
        }
Esempio n. 4
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        public void Destroy()
        {
            for (int i = 0; i < dynamicPool.Count; i++)
            {
                Object.Destroy(dynamicPool[i].mesh);
            }

            dynamicPool.Clear();
        }
Esempio n. 5
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        public override void Release()
        {
            for (int index = 0; index < children.Count; index++)
            {
                children[index].Release();
            }

            children.Clear();
        }
Esempio n. 6
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        private void ResetSharedStyles(LightList <UIStyleGroupContainer> updatedStyles)
        {
            int count = updatedStyles.Count;

            UIStyleGroupContainer[] updatedStyleArray = updatedStyles.array;

            for (int i = 0; i < styleGroupContainers.size; i++)
            {
                if (!updatedStyles.Contains(styleGroupContainers.array[i]))
                {
                    for (int j = 0; j < styleGroupContainers.array[i].groups.Length; j++)
                    {
                        RunCommands(styleGroupContainers.array[i].groups[j].normal.runCommands, false);
                    }
                }
            }

            availableStyles.Clear();
            styleGroupContainers.Clear();
            isInheritedMap = 0;
            propertyMap.Clear();

            styleGroupContainers.EnsureCapacity(updatedStyles.size);

            containedStates    = 0;
            hasAttributeStyles = false;

            LightList <StylePropertyId> toUpdate = LightList <StylePropertyId> .Get();

            if (instanceStyle != null)
            {
                CreateStyleEntry(toUpdate, instanceStyle, instanceStyle.normal, StyleType.Instance, StyleState.Normal, 0);
                CreateStyleEntry(toUpdate, instanceStyle, instanceStyle.hover, StyleType.Instance, StyleState.Hover, 0);
                CreateStyleEntry(toUpdate, instanceStyle, instanceStyle.focused, StyleType.Instance, StyleState.Focused, 0);
                CreateStyleEntry(toUpdate, instanceStyle, instanceStyle.active, StyleType.Instance, StyleState.Active, 0);
            }

            for (int i = 0; i < count; i++)
            {
                CreateStyleGroups(updatedStyleArray[i], toUpdate);
                styleGroupContainers.array[i] = updatedStyleArray[i];
            }

            styleGroupContainers.size = count;

            SortStyles();

            UpdatePropertyMap(toUpdate);

            LightList <StylePropertyId> .Release(ref toUpdate);
        }
Esempio n. 7
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        public VertigoMaterial GetInstance(string materialName, string keyword0 = null, string keyword1 = null, string keyword2 = null, string keyword3 = null)
        {
            if (keyword0 != null)
            {
                s_Keywords.Add(keyword0);
            }
            if (keyword1 != null)
            {
                s_Keywords.Add(keyword1);
            }
            if (keyword2 != null)
            {
                s_Keywords.Add(keyword2);
            }
            if (keyword3 != null)
            {
                s_Keywords.Add(keyword3);
            }
            VertigoMaterial retn = GetInstance(materialName, s_Keywords);

            s_Keywords.Clear();
            return(retn);
        }
Esempio n. 8
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		/// <summary>
		///		Populate a light list with an ordered set of the lights which are closest
		/// </summary>
		/// <remarks>
		///		<p>
		///		Note that since directional lights have no position, they are always considered
		///		closer than any point lights and as such will always take precedence.
		///		</p>
		///		<p>
		///		Subclasses of the default SceneManager may wish to take into account other issues
		///		such as possible visibility of the light if that information is included in their
		///		data structures. This basic scenemanager simply orders by distance, eliminating
		///		those lights which are out of range.
		///		</p>
		///		<p>
		///		The number of items in the list max exceed the maximum number of lights supported
		///		by the renderer, but the extraneous ones will never be used. In fact the limit will
		///		be imposed by Pass::getMaxSimultaneousLights.
		///		</p>
		/// </remarks>
		/// <param name="position">The position at which to evaluate the list of lights</param>
		/// <param name="radius">The bounding radius to test</param>
		/// <param name="destList">List to be populated with ordered set of lights; will be cleared by this method before population.</param>
		public virtual void PopulateLightList( Vector3 position, float radius, LightList destList )
		{
			// Really basic trawl of the lights, then sort
			// Subclasses could do something smarter
			destList.Clear();
			float squaredRadius = radius * radius;

			MovableObjectCollection lightList = this.GetMovableObjectCollection( LightFactory.TypeName );

			// loop through the scene lights an add ones in range
			foreach ( Light light in lightList.Values )
			{
				if ( light.IsVisible )
				{
					if ( light.Type == LightType.Directional )
					{
						// no distance
						light.tempSquaredDist = 0.0f;
						destList.Add( light );
					}
					else
					{
						light.tempSquaredDist = ( light.DerivedPosition - position ).LengthSquared;
						light.tempSquaredDist -= squaredRadius;
						// only add in-range lights
						float range = light.AttenuationRange;
						if ( light.tempSquaredDist <= ( range * range ) )
						{
							destList.Add( light );
						}
					}
				} // if
			} // for

			// Sort Destination light list.
			// TODO: Not needed yet since the current LightList is a sorted list under the hood already
			//destList.Sort();
		}
Esempio n. 9
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		/// <summary>
		///		Render a group with the added complexity of additive texture shadows.
		/// </summary>
		/// <param name="group">Render queue group.</param>
		private void RenderAdditiveTextureShadowedQueueGroupObjects( RenderQueueGroup group )
		{
			LightList tempLightList = new LightList();
			foreach ( RenderPriorityGroup priorityGroup in group.PriorityGroups.Values )
			{
				// Sort the queue first
				priorityGroup.Sort( this.cameraInProgress );

				// Clear light list
				tempLightList.Clear();

				// Render all the ambient passes first, no light iteration, no lights
				this.RenderSolidObjects( priorityGroup.solidPasses, false, tempLightList );
				// Also render any objects which have receive shadows disabled
				this.renderingNoShadowQueue = true;
				this.RenderSolidObjects( priorityGroup.solidPassesNoShadow, true );
				this.renderingNoShadowQueue = false;

				// only perform this next part if we're in the 'normal' render stage, to avoid
				// doing it during the render to texture
				if ( this.illuminationStage == IlluminationRenderStage.None )
				{
					// Iterate over lights, render masked
					int sti = 0;
					foreach ( Light light in this.lightsAffectingFrustum )
					{
						// Set light state
						if ( light.CastShadows && sti < this.shadowTextures.Count )
						{
							Texture shadowTex = this.shadowTextures[ sti ];
							// Get camera for current shadow texture
							Camera camera = shadowTex.GetBuffer().GetRenderTarget().GetViewport( 0 ).Camera;
							// Hook up receiver texture
							Pass targetPass = this.shadowTextureCustomReceiverPass != null
												  ? this.shadowTextureCustomReceiverPass
												  : this.shadowReceiverPass;
							targetPass.GetTextureUnitState( 0 ).SetTextureName( shadowTex.Name );
							// Hook up projection frustum
							targetPass.GetTextureUnitState( 0 ).SetProjectiveTexturing( true, camera );
							this.autoParamDataSource.TextureProjector = camera;
							// Remove any spot fader layer
							if ( targetPass.TextureUnitStageCount > 1 &&
								 targetPass.GetTextureUnitState( 1 ).TextureName == "spot_shadow_fade.png" )
							{
								// remove spot fader layer (should only be there if
								// we previously used modulative shadows)
								targetPass.RemoveTextureUnitState( 1 );
							}
							// Set lighting / blending modes
							targetPass.SetSceneBlending( SceneBlendFactor.One, SceneBlendFactor.One );
							targetPass.LightingEnabled = true;
							targetPass.Load();
							// increment shadow texture since used
							++sti;
							this.illuminationStage = IlluminationRenderStage.RenderReceiverPass;
						}
						else
						{
							this.illuminationStage = IlluminationRenderStage.None;
						}

						// render lighting passes for this light
						tempLightList.Clear();
						tempLightList.Add( light );

						this.RenderSolidObjects( priorityGroup.solidPassesDiffuseSpecular, false, tempLightList );
					} // for each light
					this.illuminationStage = IlluminationRenderStage.None;

					// Now render decal passes, no need to set lights as lighting will be disabled
					this.RenderSolidObjects( priorityGroup.solidPassesDecal, false );
				}
			} // for each priority

			foreach ( RenderPriorityGroup priorityGroup in group.PriorityGroups.Values )
			{
				// Do transparents
				this.RenderTransparentObjects( priorityGroup.transparentPasses, true );
			} // for each priority
		}
Esempio n. 10
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		/// <summary>
		///		Render a group with the added complexity of additive stencil shadows.
		/// </summary>
		/// <param name="group">Render queue group.</param>
		protected virtual void RenderAdditiveStencilShadowedQueueGroupObjects( RenderQueueGroup group )
		{
			LightList tempLightList = new LightList();

			foreach ( RenderPriorityGroup priorityGroup in group.PriorityGroups.Values )
			{
				// sort the group first
				priorityGroup.Sort( this.cameraInProgress );

				// Clear light list
				tempLightList.Clear();

				// Render all the ambient passes first, no light iteration, no lights
				this.illuminationStage = IlluminationRenderStage.Ambient;
				this.RenderSolidObjects( priorityGroup.solidPasses, false, tempLightList );
				// Also render any objects which have receive shadows disabled
				this.renderingNoShadowQueue = true;
				this.RenderSolidObjects( priorityGroup.solidPassesNoShadow, true );
				this.renderingNoShadowQueue = false;

				// Now iterate per light
				this.illuminationStage = IlluminationRenderStage.PerLight;

				foreach ( Light light in lightsAffectingFrustum )
				{
					// Set light state

					if ( light.CastShadows )
					{
						// Clear stencil
						this.targetRenderSystem.ClearFrameBuffer( FrameBufferType.Stencil );
						this.RenderShadowVolumesToStencil( light, this.cameraInProgress );
						// turn stencil check on
						this.targetRenderSystem.StencilCheckEnabled = true;
						// NB we render where the stencil is equal to zero to render lit areas
						this.targetRenderSystem.SetStencilBufferParams( CompareFunction.Equal, 0 );
					}

					// render lighting passes for this light
					tempLightList.Clear();
					tempLightList.Add( light );

					this.RenderSolidObjects( priorityGroup.solidPassesDiffuseSpecular, false, tempLightList );

					// Reset stencil params
					this.targetRenderSystem.SetStencilBufferParams();
					this.targetRenderSystem.StencilCheckEnabled = false;
					this.targetRenderSystem.SetDepthBufferParams();
				} // for each light

				// Now render decal passes, no need to set lights as lighting will be disabled
				this.illuminationStage = IlluminationRenderStage.Decal;
				this.RenderSolidObjects( priorityGroup.solidPassesDecal, false );
			} // for each priority

			// reset lighting stage
			this.illuminationStage = IlluminationRenderStage.None;

			// Iterate again
			foreach ( RenderPriorityGroup priorityGroup in group.PriorityGroups.Values )
			{
				// Do transparents
				this.RenderTransparentObjects( priorityGroup.transparentPasses, true );
			} // for each priority
		}
Esempio n. 11
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 public void OnReset()
 {
     m_Routers.Clear();
 }
Esempio n. 12
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 public void Release()
 {
     importedStyleConstants.Clear();
     constantsWithReferences.Clear();
     constants.Clear();
 }
Esempio n. 13
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 public void Clear()
 {
     store.Clear();
 }
        /// <summary>
        ///		Overriden from SceneManager.
        /// </summary>
        /// <param name="position">The position at which to evaluate the list of lights</param>
        /// <param name="radius">The bounding radius to test</param>
        /// <param name="destList">List to be populated with ordered set of lights; will be cleared by this method before population.</param>
        protected override void PopulateLightList(Vector3 position, float radius, LightList destList)
        {
            BspNode positionNode = level.FindLeaf(position);
            BspNode[] lightNodes = new BspNode[lightList.Count];

            for (int i = 0; i < lightList.Count; i++)
            {
                Light light = lightList[i];
                lightNodes[i] = (BspNode) level.objectToNodeMap.FindFirst(light);
            }

            // Trawl of the lights that are visible from position, then sort
            destList.Clear();
            float squaredRadius = radius * radius;

            // loop through the scene lights an add ones in range and visible from positionNode
            for(int i = 0; i < lightList.Count; i++)
            {
                TextureLight light = (TextureLight) lightList[i];

                if(light.IsVisible && level.IsLeafVisible(positionNode, lightNodes[i]))
                {
                    if(light.Type == LightType.Directional)
                    {
                        // no distance
                        light.TempSquaredDist = 0.0f;
                        destList.Add(light);
                    }
                    else
                    {
                        light.TempSquaredDist = (light.DerivedPosition - position).LengthSquared;
                        light.TempSquaredDist -= squaredRadius;
                        // only add in-range lights
                        float range = light.AttenuationRange;
                        if(light.TempSquaredDist <= (range * range))
                        {
                            destList.Add(light);
                        }
                    }
                } // if
            } // for

            // Sort Destination light list.
            // TODO: Not needed yet since the current LightList is a sorted list under the hood already
            //destList.Sort();
        }