Esempio n. 1
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    private void OnGraphicsDeviceResetting(object sender, EventArgs eventArgs)
    {
      RenderTargetPool.Clear();

      // Reset the texture stages. If a floating point texture is set, we get exceptions
      // when a sampler with bilinear filtering is set.
      GraphicsDevice.ResetTextures();
    }
Esempio n. 2
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    //private void OnGraphicsDeviceReset(object sender, EventArgs eventArgs)
    //{
    //}


    private void OnGraphicsDeviceDisposing(object sender, EventArgs eventArgs)
    {
      // Clean up resources.
      RenderTargetPool.Clear();

      // Dispose custom data. - Don't do this. Because the device will be
      // reset and automatically recreated when the game window moves between
      // screens for example...
      //foreach(var entry in Data)
      //  if (entry.Value is IDisposable)
      //    ((IDisposable)entry.Value).Dispose();
    }
Esempio n. 3
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    /// <summary>
    /// Releases the unmanaged resources used by an instance of the <see cref="GraphicsManager"/> class
    /// and optionally releases the managed resources.
    /// </summary>
    /// <param name="disposing">
    /// <see langword="true"/> to release both managed and unmanaged resources;
    /// <see langword="false"/> to release only unmanaged resources.
    /// </param>
    protected virtual void Dispose(bool disposing)
    {
      if (!IsDisposed)
      {
        if (disposing)
        {
          RenderTargetPool.Dispose();
          ShapeMeshCache.Dispose();
        }

        IsDisposed = true;
      }
    }
Esempio n. 4
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    /// <summary>
    /// Updates the graphics service and the registered graphics screens.
    /// </summary>
    /// <param name="deltaTime">The elapsed time since the last update.</param>
    /// <remarks>
    /// <para>
    /// This methods
    /// </para>
    /// <list type="bullet">
    /// <item>updates <see cref="DeltaTime"/>,</item>
    /// <item>increments <see cref="Frame"/>,</item>
    /// <item>
    /// updates the graphics screens, i.e. calls <see cref="GraphicsScreen.Update"/> of all graphics
    /// screens registered in the <see cref="Screens"/> collection
    /// </item>
    /// <item>and performs other internal tasks.</item>
    /// </list>
    /// <para>
    /// This method needs to be called once per frame before calling <see cref="Render(bool)"/>.
    /// </para>
    /// </remarks>
    public void Update(TimeSpan deltaTime)
    {
      ThrowIfDisposed();

      if (_context == null)
        _context = CreateRenderContext();

      DeltaTime = deltaTime;
      Time += deltaTime;

      _context.DeltaTime = deltaTime;
      _context.Time = Time;

      Frame = (Frame < int.MaxValue) ? Frame + 1 : 0;
      _context.Frame = Frame;

      try
      {
        // Create temporary list because original collection may be modified during update.
        CopyScreens(Screens, _tempScreens);

        // Update graphics screens.
        int numberOfScreens = _tempScreens.Count;
        for (int i = numberOfScreens - 1; i >= 0; i--)
        {
          var screen = _tempScreens[i];
          screen.Update(deltaTime);

          if (screen.IsVisible
              && screen.Coverage == GraphicsScreenCoverage.Full
              && !screen.RenderPreviousScreensToTexture)
          {
            // The current screen occludes all screens in the background.
            break;
          }
        }

        RenderTargetPool.Update();
        ShapeMeshCache.Update();
      }
      finally
      {
        // If GraphicsScreen.Update() throws, let's at least clear _tempScreens, so we can try again
        // in the next frame.
        _tempScreens.Clear();
      }
    }
Esempio n. 5
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    public GraphicsManager(GraphicsDevice graphicsDevice, GameWindow gameWindow, ContentManager content)
    {
      if (graphicsDevice == null)
        throw new ArgumentNullException("graphicsDevice");
      if (content == null)
        throw new ArgumentNullException("content");

      GraphicsDevice = graphicsDevice;
      graphicsDevice.DeviceResetting += OnGraphicsDeviceResetting;
      //graphicsDevice.DeviceReset += OnGraphicsDeviceReset;
      GraphicsDevice.Disposing += OnGraphicsDeviceDisposing;

      Content = content;

      RenderTargetPool = new RenderTargetPool(this);
      Screens = new GraphicsScreenCollection();

      if (gameWindow != null)
        GameForm = PlatformHelper.GetForm(gameWindow.Handle);

      PresentationTargets = new PresentationTargetCollection();
      PresentationTargets.CollectionChanged += OnPresentationTargetsChanged;

      EffectInterpreters = new EffectInterpreterCollection
      {
        new StockEffectInterpreter(),
        new DefaultEffectInterpreter(),
        new SceneEffectInterpreter(),

        new TerrainEffectInterpreter(),

        new Dxsas08EffectInterpreter(),
      };
      EffectBinders = new EffectBinderCollection
      {
        new StockEffectBinder(),
        new DefaultEffectBinder(this),
        new SceneEffectBinder(),

        new TerrainEffectBinder(),

      };

      Data = new Dictionary<string, object>();
      Frame = -1;
      ShapeMeshCache = new ShapeMeshCache(this);
    }
Esempio n. 6
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    /// <summary>
    /// Renders all visible <see cref="GraphicsScreen" />s.
    /// </summary>
    /// <param name="screens">The graphics screens.</param>
    private void RenderScreens(IList<GraphicsScreen> screens)
    {
      if (GraphicsDevice == null || GraphicsDevice.IsDisposed)
        return;

      // Create temporary list because original collection may be modified during update.
      try
      {
        CopyScreens(screens, _tempScreens);

        // ----- Render screens from back to front.
        var finalViewport = _context.Viewport;
        var finalRenderTarget = _context.RenderTarget;
        GraphicsScreen screenThatRequiresSourceTexture = null;  // The next screen that needs the previous screens as source.
        int numberOfScreens = _tempScreens.Count;
        for (int i = GetIndexOfFirstVisibleScreen(_tempScreens); i < numberOfScreens; i++)
        {
          var screen = _tempScreens[i];

          if (screen == screenThatRequiresSourceTexture)
          {
            Debug.Assert(_context.RenderTarget != null, "Previous graphics screens should have been rendered into an off-screen render target.");
            Debug.Assert(_context.SourceTexture == null, "The RenderContext.SourceTexture should have been recycled.");

            _context.SourceTexture = _context.RenderTarget;
            _context.RenderTarget = finalRenderTarget;
            screenThatRequiresSourceTexture = null;
          }

          if (screenThatRequiresSourceTexture == null)
          {
            // Check if one of the next screens needs the current output in an off-screen render target.
            for (int j = i + 1; j < numberOfScreens; j++)
            {
              var topScreen = _tempScreens[j];
              if (topScreen.IsVisible && topScreen.RenderPreviousScreensToTexture)
              {
                screenThatRequiresSourceTexture = topScreen;
                var format = topScreen.SourceTextureFormat;

                // If not specified, choose default values for width and height.
                if (!format.Width.HasValue)
                  format.Width = finalViewport.Width;
                if (!format.Height.HasValue)
                  format.Height = finalViewport.Height;

                _context.RenderTarget = RenderTargetPool.Obtain2D(format);
                break;
              }
            }
          }

          GraphicsDevice.SetRenderTarget(_context.RenderTarget);

          // For the back buffer we use the special viewport. Off-screen render targets
          // always use the full size.
          if (_context.RenderTarget == finalRenderTarget)
            GraphicsDevice.Viewport = finalViewport;

          // Make sure the viewport in the render context is up-to-date.
          // (Note: SetRenderTarget() always resets GraphicsDevice.Viewport.)
          _context.Viewport = GraphicsDevice.Viewport;

          screen.Render(_context);

          if (_context.SourceTexture != null)
          {
            RenderTargetPool.Recycle(_context.SourceTexture as RenderTarget2D);
            _context.SourceTexture = null;
          }
        }

        Debug.Assert(_context.SourceTexture == null, "The RenderContext.SourceTexture should have been recycled.");
        Debug.Assert(_context.RenderTarget == finalRenderTarget, "The last graphics screen must render into the back buffer.");
      }
      finally
      {
        // If GraphicsScreen.Render() throws, let's at least clear _tempScreens, so we can try again
        // in the next frame.
        _tempScreens.Clear();
      }
    }