public RenderSystem(LoderGame game, SystemManager systemManager, EntityManager entityManager) { _game = game; _systemManager = systemManager; _entityManager = entityManager; _animationManager = game.animationManager; //_sortedRenderablePrimitives = new SortedDictionary<float, List<IRenderablePrimitive>>(); _cameraSystem = _systemManager.getSystem(SystemType.Camera) as CameraSystem; _graphicsDevice = game.GraphicsDevice; _spriteBatch = game.spriteBatch; _backgroundRenderer = new BackgroundRenderer(_spriteBatch); _fluidRenderTarget = new RenderTarget2D(_graphicsDevice, _graphicsDevice.Viewport.Width, _graphicsDevice.Viewport.Height); _renderedFluid = new RenderTarget2D(_graphicsDevice, _graphicsDevice.Viewport.Width, _graphicsDevice.Viewport.Height); _debugFluid = new RenderTarget2D(_graphicsDevice, _graphicsDevice.Viewport.Width, _graphicsDevice.Viewport.Height); _postSourceUnder = new RenderTarget2D(_graphicsDevice, _graphicsDevice.Viewport.Width, _graphicsDevice.Viewport.Height); _postSourceOver = new RenderTarget2D(_graphicsDevice, _graphicsDevice.Viewport.Width, _graphicsDevice.Viewport.Height); _contentManager = new ContentManager(game.Services); _contentManager.RootDirectory = "Content"; _fluidEffect = _contentManager.Load<Effect>("fluid_effect"); _fluidParticleTexture = _contentManager.Load<Texture2D>("fluid_particle"); _reticle = _contentManager.Load<Texture2D>("reticle"); _materialRenderer = new MaterialRenderer(game.GraphicsDevice, _contentManager, game.spriteBatch); _primitivesEffect = _contentManager.Load<Effect>("effects/primitives"); _pixel = new Texture2D(_graphicsDevice, 1, 1); _pixel.SetData<Color>(new [] { Color.White }); _circle = _contentManager.Load<Texture2D>("circle"); _tooltipFont = _contentManager.Load<SpriteFont>("shared_ui/tooltip_font"); }
private void SetBackground() { if (TileMapControl != null) { TileMapControl.BackgroundImage = BackgroundRenderer. RenderImage(); } }
/// <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 backgroundRenderer = new BackgroundRenderer(); player = new Player("PNG/playerShip1_blue", MathHelper.ToRadians(90)); asteroids = new List <Asteroid>(); base.Initialize(); }
public PointLocation GetPointLocation(Gdk.Point point) { if (BackgroundRenderer.GetPointLocation(drawing_area, point) == PointLocation.Outside) { return(PointLocation.Outside); } return(TitleBarRenderer.GetPointLocation(drawing_area, point)); }
public void Load(string mapName) { MapName = mapName; var mapLoader = new MapLoader($"data/maps/{MapName}.tmx"); Background = BackgroundRenderer.Render(mapLoader, 2f); }
void Awake() { instance = this; _tile = Material.Instantiate(_tile) as Material; _funkySun = Material.Instantiate(_funkySun) as Material; targetSunValue = sunValue = minSunValue; GetComponent <Renderer>().material.SetFloat("Value", 0.8f); AudioMenu.OnNextBeat += OnNextBeat; _currentPivotY = _targetPivotY = pivotY; }
public UCTextEditor() { InitializeComponent(); EditPageRow.Height = new GridLength(0); textEditor.TextArea.TextEntered += TextArea_TextEntered; textEditor.TextArea.TextEntering += TextArea_TextEntering; BackgroundRenderer = new BackgroundRenderer(textEditor); textEditor.TextArea.TextView.BackgroundRenderers.Add(BackgroundRenderer); }
private void OnEnable() { Logger.Log("Lighting system enabled.", Category.Lighting); //don't run lighting system on headless if (GameData.IsHeadlessServer) { return; } if (!SystemInfo.supportsAsyncGPUReadback) { Logger.LogWarning("LightingSystem: Async GPU Readback not supported on this machine, slower synchronous readback will" + " be used instead.", Category.Lighting); } HandlePPPositionRequest += ProviderPPPosition; // Initialize members. mMainCamera = gameObject.GetComponent <Camera>(); if (mMainCamera == null) { throw new Exception("FovSystemManager require Camera component to operate."); } ValidateMainCamera(mMainCamera, renderSettings); if (mOcclusionRenderer == null) { mOcclusionRenderer = OcclusionMaskRenderer.InitializeMaskRenderer(gameObject, renderSettings.occlusionLayers, materialContainer.OcclusionMaskShader); } if (mLightMaskRenderer == null) { mLightMaskRenderer = LightMaskRenderer.InitializeMaskRenderer(gameObject); } if (mBackgroundRenderer == null) { mBackgroundRenderer = BackgroundRenderer.InitializeMaskRenderer(gameObject); } if (mPostProcessingStack == null) { mPostProcessingStack = new PostProcessingStack(materialContainer); } if (!renderSettings.disableAsyncGPUReadback && SystemInfo.supportsAsyncGPUReadback) { mTextureDataRequest = new TextureDataRequest(); } operationParameters = new OperationParameters(mMainCamera, renderSettings, matrixRotationMode);; ResolveRenderingTextures(operationParameters); }
public override void Start() { var compositor = ((Xenko.Engine.Game)Game).SceneSystem.GraphicsCompositor; var collection = ((SceneRendererCollection)compositor.Game).Children; render = (RenderTextureSceneRenderer)collection[0]; collection[1] = blit = new BackgroundRenderer(); DoBackgroundBufferResize(); Game.Window.AllowUserResizing = true; Game.Window.ClientSizeChanged += BackgroundBufferResize; }
protected virtual void OnRenderCompleted(RenderResult result) { if (result.IsSuccess) { _completedRequest = result.Request; _completedBitmap = result.Bitmap; _bitmapInvalidated = false; InvalidateVisual(); BackgroundRenderer.RaiseRenderingFinished(this); } }
protected override void Initialize() { if (!IsDesignerHosted) { _spriteBatch = new SpriteBatch(GraphicsDevice); _backgroundRenderer = new BackgroundRenderer(_spriteBatch); System.Windows.Forms.Application.Idle += delegate { Invalidate(); }; MouseMove += new System.Windows.Forms.MouseEventHandler(BackgroundDisplay_MouseMove); FindForm().KeyDown += new System.Windows.Forms.KeyEventHandler(Parent_KeyDown); FindForm().KeyUp += new System.Windows.Forms.KeyEventHandler(Parent_KeyUp); } }
public KinectCanvas(KinectSensor kinectSensor, Size displaySize) { this.kinectSensor = kinectSensor; this.mapper = new KinectMapper(kinectSensor); this.displaySize = displaySize; this.drawingGroup = new DrawingGroup(); this.backgroundRenderer = new BackgroundRenderer(displaySize); this.skeletonRenderer = new SkeletonRenderer(displaySize); this.jointsRenderer = new JointsRenderer(displaySize); this.handsRenderer = new HandsRenderer(displaySize); this.edgeRenderer = new EdgeRenderer(displaySize); }
protected virtual void OnRenderCompleted(RenderResult result) { if (IsDisposed) { return; } completedRequest = result.Request; completedBitmap = result.Bitmap; bitmapInvalidated = false; InvalidateVisual(); BackgroundRenderer.RaiseRenderingFinished(this); }
public VideoPlayer() { _bg = new BackgroundRenderer( UrhoApplication.VIDEO_WIDTH_LOW, UrhoApplication.VIDEO_HEIGHT_LOW); _texture = new Texture2D(); _texture.SetSize( UrhoApplication.VIDEO_WIDTH_LOW, UrhoApplication.VIDEO_HEIGHT_LOW, Graphics.RGBAFormat, TextureUsage.Rendertarget); _texture.FilterMode = TextureFilterMode.Nearest; var renderSurface = _texture.RenderSurface; renderSurface.UpdateMode = RenderSurfaceUpdateMode.Updatealways; }
private void OnEnable() { //don't run lighting system on headless if (GameData.IsHeadlessServer) { return; } if (!SystemInfo.supportsAsyncGPUReadback) { UnityEngine.Debug.LogWarning("LightingSystem: Async GPU Readback not supported on this machine, slower synchronous readback will" + " be used instead."); } HandlePPPositionRequest += ProviderPPPosition; // Initialize members. mMainCamera = gameObject.GetComponent <Camera>(); if (mMainCamera == null) { throw new Exception("FovSystemManager require Camera component to operate."); } ValidateMainCamera(mMainCamera, renderSettings); if (mOcclusionRenderer == null) { mOcclusionRenderer = OcclusionMaskRenderer.InitializeMaskRenderer(gameObject, renderSettings.occlusionLayers, materialContainer.OcclusionMaskShader); } if (mLightMaskRenderer == null) { mLightMaskRenderer = LightMaskRenderer.InitializeMaskRenderer(gameObject); } if (mBackgroundRenderer == null) { mBackgroundRenderer = BackgroundRenderer.InitializeMaskRenderer(gameObject); } if (mPostProcessingStack == null) { mPostProcessingStack = new PostProcessingStack(materialContainer); } }
private void RenderToBitmapCore(TileIndex id) { rendering = true; var visible = GetTileBounds(id); Debug.WriteLine(string.Format("Visible is {0} for id={1}", visible.ToString(), id.ToString())); plotter.Visible = visible; //plotter.InvalidateVisual(); if (!BackgroundRenderer.GetUsesBackgroundRendering(child)) { // this is done to make all inside plotter to perform measure and arrange procedures plotter.Dispatcher.Invoke(() => { }, DispatcherPriority.Input); RenderTargetBitmap bmp = new RenderTargetBitmap((int)tileSize.Width, (int)tileSize.Height, 96, 96, PixelFormats.Pbgra32); bmp.Render(plotter); bmp.Freeze(); ReportSuccessAsync(null, bmp, id); rendering = false; } }
private void RenderChildToBitmap(TileIndex id) { if (rendering) { waitingIndexes.Enqueue(id); return; } renderingID = id; if (!BackgroundRenderer.GetUsesBackgroundRendering(child)) { plotter.Dispatcher.BeginInvoke((Action)(() => { RenderToBitmapCore(id); }), DispatcherPriority.Background); } else { RenderToBitmapCore(id); } }
private static void Go(string filename, ICollection <string> filenames, int width, int height, int fps, string background, string logo, string vgmFile, int previewFrameskip, float highPassFrequency, float scale, Type triggerAlgorithm, int viewSamples, int numColumns, string ffMpegPath, string ffMpegExtraArgs, string masterAudioFilename, float autoScale, Color gridColor, float gridWidth, bool gridOuter, Color zeroLineColor, float zeroLineWidth, float lineWidth) { filename = Path.GetFullPath(filename); var waitForm = new WaitForm(); waitForm.Show(); int sampleRate; using (var reader = new WaveFileReader(filenames.First())) { sampleRate = reader.WaveFormat.SampleRate; } // ReSharper disable once CompareOfFloatsByEqualityOperator int stepsPerFile = 1 + (highPassFrequency > 0 ? 1 : 0) + 2; int totalProgress = filenames.Count * stepsPerFile; int progress = 0; var loadTask = Task.Run(() => { // Do a parallel read of all files var channels = filenames.AsParallel().Select((wavFilename, channelIndex) => { var reader = new WaveFileReader(wavFilename); var buffer = new float[reader.SampleCount]; // We read the file and convert to mono reader.ToSampleProvider().ToMono().Read(buffer, 0, (int)reader.SampleCount); Interlocked.Increment(ref progress); // We don't care about ones where the samples are all equal // ReSharper disable once CompareOfFloatsByEqualityOperator if (buffer.Length == 0 || buffer.All(s => s == buffer[0])) { // So we skip steps here reader.Dispose(); Interlocked.Add(ref progress, stepsPerFile - 1); return(null); } if (highPassFrequency > 0) { // Apply the high pass filter var filter = BiQuadFilter.HighPassFilter(reader.WaveFormat.SampleRate, highPassFrequency, 1); for (int i = 0; i < buffer.Length; ++i) { buffer[i] = filter.Transform(buffer[i]); } Interlocked.Increment(ref progress); } float max = float.MinValue; foreach (var sample in buffer) { max = Math.Max(max, Math.Abs(sample)); } return(new { Data = buffer, WavReader = reader, Max = max }); }).Where(ch => ch != null).ToList(); if (autoScale > 0 || scale > 1) { // Calculate the multiplier float multiplier = 1.0f; if (autoScale > 0) { multiplier = autoScale / channels.Max(channel => channel.Max); } if (scale > 1) { multiplier *= scale; } // ...and we apply it channels.AsParallel().Select(channel => channel.Data).ForAll(samples => { for (int i = 0; i < samples.Length; ++i) { samples[i] *= multiplier; } Interlocked.Increment(ref progress); }); } return(channels.ToList()); }); while (!loadTask.IsCompleted) { Application.DoEvents(); Thread.Sleep(1); waitForm.Progress("Reading data...", (double)progress / totalProgress); } var voiceData = loadTask.Result.Select(channel => channel.Data).ToList(); waitForm.Close(); // Emit normalised data to a WAV file for later mixing if (masterAudioFilename == null) { // Generate a temp filename masterAudioFilename = filename + ".wav"; // Mix the audio. We should probably not be re-reading it here... should do this in one pass. foreach (var reader in loadTask.Result.Select(channel => channel.WavReader)) { reader.Position = 0; } var mixer = new MixingSampleProvider(loadTask.Result.Select(channel => channel.WavReader.ToSampleProvider())); var length = (int)loadTask.Result.Max(channel => channel.WavReader.SampleCount); var mixedData = new float[length * mixer.WaveFormat.Channels]; mixer.Read(mixedData, 0, mixedData.Length); // Then we want to deinterleave it var leftChannel = new float[length]; var rightChannel = new float[length]; for (int i = 0; i < length; ++i) { leftChannel[i] = mixedData[i * 2]; rightChannel[i] = mixedData[i * 2 + 1]; } // Then Replay Gain it // The +3 is to make it at "YouTube loudness", which is a lot louder than ReplayGain defaults to. var replayGain = new TrackGain(sampleRate); replayGain.AnalyzeSamples(leftChannel, rightChannel); float multiplier = (float)Math.Pow(10, (replayGain.GetGain() + 3) / 20); Debug.WriteLine($"ReplayGain multiplier is {multiplier}"); // And apply it for (int i = 0; i < mixedData.Length; ++i) { mixedData[i] *= multiplier; } WaveFileWriter.CreateWaveFile( masterAudioFilename, new FloatArraySampleProvider(mixedData, sampleRate).ToWaveProvider()); } var backgroundImage = new BackgroundRenderer(width, height, Color.Black); if (background != null) { using (var bm = Image.FromFile(background)) { backgroundImage.Add(new ImageInfo(bm, ContentAlignment.MiddleCenter, true, DockStyle.None, 0.5f)); } } if (logo != null) { using (var bm = Image.FromFile(logo)) { backgroundImage.Add(new ImageInfo(bm, ContentAlignment.BottomRight, false, DockStyle.None, 1)); } } if (vgmFile != null) { var gd3 = Gd3Tag.LoadFromVgm(vgmFile); var gd3Text = gd3.ToString(); if (gd3Text.Length > 0) { backgroundImage.Add(new TextInfo(gd3Text, "Tahoma", 16, ContentAlignment.BottomLeft, FontStyle.Regular, DockStyle.Bottom, Color.White)); } } var renderer = new WaveformRenderer { BackgroundImage = backgroundImage.Image, Columns = numColumns, FramesPerSecond = fps, Width = width, Height = height, SamplingRate = sampleRate, RenderedLineWidthInSamples = viewSamples, RenderingBounds = backgroundImage.WaveArea }; if (gridColor != Color.Empty && gridWidth > 0) { renderer.Grid = new WaveformRenderer.GridConfig { Color = gridColor, Width = gridWidth, DrawBorder = gridOuter }; } if (zeroLineColor != Color.Empty && zeroLineWidth > 0) { renderer.ZeroLine = new WaveformRenderer.ZeroLineConfig { Color = zeroLineColor, Width = zeroLineWidth }; } foreach (var channel in voiceData) { renderer.AddChannel(new Channel(channel, Color.White, lineWidth, "Hello world", Activator.CreateInstance(triggerAlgorithm) as ITriggerAlgorithm, 0)); } var outputs = new List <IGraphicsOutput>(); if (ffMpegPath != null) { outputs.Add(new FfmpegOutput(ffMpegPath, filename, width, height, fps, ffMpegExtraArgs, masterAudioFilename)); } if (previewFrameskip > 0) { outputs.Add(new PreviewOutput(previewFrameskip)); } try { renderer.Render(outputs); } catch (Exception) { // Should mean it was cancelled } finally { foreach (var graphicsOutput in outputs) { graphicsOutput.Dispose(); } } }
void Paint() { if (!IsDrawable) { return; } using (var cr2 = Gdk.CairoHelper.Create(GdkWindow)) { //Much kudos to Ian McIntosh if (surface == null) { surface = cr2.CreateSimilarToTarget(WindowWidth, WindowHeight); } using (var cr = new Context(surface)) { if (preview) { Gdk.Color bgColor; using (Gtk.Style rcstyle = Gtk.Rc.GetStyle(this)) { bgColor = rcstyle.Backgrounds [(int)StateType.Normal]; } cr.SetSourceRGBA(bgColor.ConvertToCairo(1)); } else { cr.SetSourceRGBA(0, 0, 0, 0); } cr.Operator = Cairo.Operator.Source; cr.Paint(); cr.Operator = Cairo.Operator.Over; BackgroundRenderer.RenderItem(cr, drawing_area); RenderTitleBar(cr); do { if (text_box_scale > 0) { RenderTextModeOverlay(cr); if (text_box_scale == 1) { RenderTextModeText(cr); continue; } } if (BezelDefaults.RenderDescriptionText) { RenderDescriptionText(cr); } //--------------First Pane--------------- RenderPane(Pane.First, cr); //------------Second Pane---------------- RenderPane(Pane.Second, cr); //------------Third Pane----------------- if (ThirdPaneVisible) { RenderPane(Pane.Third, cr); } if (text_box_scale > 0) { RenderTextModeOverlay(cr); } } while (false); if (DrawShadow) { Util.Appearance.DrawShadow(cr, drawing_area.X, drawing_area.Y, drawing_area.Width, drawing_area.Height, WindowRadius, new Util.ShadowParameters(.5, ShadowRadius)); } if (window_scale != 1) //we are likely in preview mode, though this can be set on the fly { cr2.Scale(window_scale, window_scale); } cr2.SetSourceSurface(surface, 0, 0); cr2.Operator = Operator.Source; cr2.Paint(); } } }
public override void Run(Size size) { _gui = _guiManager.Create(size, ViewModel); Glfw.Init(); // Create GLFW window _window = Glfw.CreateWindow(size.Width, size.Height, "OpenCAD", GlfwMonitorPtr.Null, GlfwWindowPtr.Null); Glfw.SetWindowSizeCallback(_window, (wnd, newwidth, newheight) => { GL.Viewport(0, 0, newwidth, newheight); _gui.Resize(new Size(newwidth, newheight)); }); Glfw.SetCursorPosCallback(_window, (wnd, x, y) => _gui.MouseMove(new Point((int)x, (int)y))); Glfw.SetWindowFocusCallback(_window, (wnd, focus) => _messageAggregator.Add(new FocusChangedMessage(this, focus))); Glfw.SetMouseButtonCallback(_window, OnCbfun); // Enable the OpenGL context for the current window Glfw.MakeContextCurrent(_window); GL.Enable(EnableCap.Texture2D); GL.Enable(EnableCap.VertexArray); GL.Enable(EnableCap.CullFace); GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.Blend); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); //var back = new BackgroundRenderer(new GradientBackground(Color.YellowGreen, Color.Blue, Color.Plum, Color.Aquamarine)); var back = new BackgroundRenderer(new SolidBackground(Color.FromArgb(35, 30, 32))); var gui = new GUIRenderer(); _modelRenderer = new ModelRenderer(); _gui.Resize(size); while (!Glfw.WindowShouldClose(_window)) { // Poll GLFW window events Glfw.PollEvents(); // If you press escape the window will close if (Glfw.GetKey(_window, Key.Escape)) { Glfw.SetWindowShouldClose(_window, true); } _gui.Update(); if (_gui.IsDirty) { //Console.WriteLine("Dirty"); gui.Texture.Update(_gui); } // Set OpenGL clear colour to red GL.ClearColor(1.0f, 0.0f, 0.0f, 1.0f); // Clear the screen GL.Clear(ClearBufferMask.ColorBufferBit); back.Render(); var model = ViewModel as IHasScenes; if (model != null) { _modelRenderer.Render(model.CurrentScene); } //if (CurrentScene != null) //{ // _modelRenderer.Render(CurrentScene); //} gui.Render(); // Swap the front and back buffer, displaying the scene Glfw.SwapBuffers(_window); } // Finally, clean up Glfw, and close the window Glfw.Terminate(); }
public Renderer(RenderSurface surface) { looper = new ParallelLooper(); Surface = surface; using (var stream = new MemoryStream(Resources.DemoRendererShaders)) { ShaderCache = ShaderCache.Load(stream); } Shapes = new ShapesExtractor(looper); SphereRenderer = new SphereRenderer(surface.Device, ShaderCache); Lines = new LineExtractor(looper); LineRenderer = new LineRenderer(surface.Device, ShaderCache); Background = new BackgroundRenderer(surface.Device, ShaderCache); CompressToSwap = new CompressToSwap(surface.Device, ShaderCache); GlyphRenderer = new GlyphRenderer(surface.Device, surface.Context, ShaderCache); TextBatcher = new TextBatcher(); UILineRenderer = new UILineRenderer(surface.Device, ShaderCache); UILineBatcher = new UILineBatcher(); OnResize(); var rasterizerStateDescription = RasterizerStateDescription.Default(); rasterizerStateDescription.IsFrontCounterClockwise = true; rasterizerStateDescription.CullMode = CullMode.None; rasterizerState = new RasterizerState(Surface.Device, rasterizerStateDescription); rasterizerState.DebugName = "Default Rasterizer State"; var opaqueDepthStencilDescription = new DepthStencilStateDescription { IsDepthEnabled = true, DepthWriteMask = DepthWriteMask.All, //Note depth reversal. DepthComparison = Comparison.Greater, IsStencilEnabled = false }; opaqueDepthState = new DepthStencilState(Surface.Device, opaqueDepthStencilDescription); opaqueDepthState.DebugName = "Opaque Depth State"; var opaqueBlendStateDescription = BlendStateDescription.Default(); opaqueBlendState = new BlendState(Surface.Device, opaqueBlendStateDescription); opaqueBlendState.DebugName = "Opaque Blend State"; var uiDepthStateDescription = new DepthStencilStateDescription { IsDepthEnabled = false, DepthWriteMask = DepthWriteMask.Zero, //Note depth reversal. DepthComparison = Comparison.Greater, IsStencilEnabled = false }; uiDepthState = new DepthStencilState(Surface.Device, uiDepthStateDescription); uiDepthState.DebugName = "UI Depth State"; //The UI will use premultiplied alpha. var uiBlendStateDescription = BlendStateDescription.Default(); uiBlendStateDescription.RenderTarget[0].IsBlendEnabled = true; uiBlendStateDescription.RenderTarget[0].SourceBlend = BlendOption.One; uiBlendStateDescription.RenderTarget[0].SourceAlphaBlend = BlendOption.One; uiBlendStateDescription.RenderTarget[0].DestinationBlend = BlendOption.InverseSourceAlpha; uiBlendStateDescription.RenderTarget[0].DestinationAlphaBlend = BlendOption.InverseSourceAlpha; uiBlendStateDescription.RenderTarget[0].BlendOperation = BlendOperation.Add; uiBlendStateDescription.RenderTarget[0].AlphaBlendOperation = BlendOperation.Add; uiBlendStateDescription.RenderTarget[0].RenderTargetWriteMask = ColorWriteMaskFlags.All; uiBlendState = new BlendState(Surface.Device, uiBlendStateDescription); uiBlendState.DebugName = "UI Blend State"; }
public override void Draw(Squared.Render.Frame frame) { CreateRenderTargets(); LightmapMaterials.ViewportScale = new Vector2(1f / LightmapScale); LightmapMaterials.ProjectionMatrix = Matrix.CreateOrthographicOffCenter( 0, BackgroundLightmap.Width, BackgroundLightmap.Height, 0, 0, 1 ); using (var backgroundGroup = BatchGroup.ForRenderTarget(frame, 0, Background)) { ClearBatch.AddNew(backgroundGroup, 1, Game.ScreenMaterials.Clear, clearColor: Color.Transparent); using (var bb = BitmapBatch.New(backgroundGroup, 2, Game.ScreenMaterials.WorldSpaceBitmap)) { for (var i = 0; i < 1; i++) { var layer = Layers[i]; var dc = new BitmapDrawCall(layer, Vector2.Zero); dc.SortKey = i; bb.Add(dc); } } } using (var foregroundGroup = BatchGroup.ForRenderTarget(frame, 1, Foreground)) { ClearBatch.AddNew(foregroundGroup, 1, Game.ScreenMaterials.Clear, clearColor: Color.Transparent); using (var bb = BitmapBatch.New(foregroundGroup, 2, Game.ScreenMaterials.WorldSpaceBitmap)) { for (var i = 1; i < Layers.Length; i++) { var layer = Layers[i]; var dc = new BitmapDrawCall(layer, Vector2.Zero); dc.SortKey = i; bb.Add(dc); } } } using (var backgroundLightGroup = BatchGroup.ForRenderTarget(frame, 4, BackgroundLightmap)) { ClearBatch.AddNew(backgroundLightGroup, 1, LightmapMaterials.Clear, clearColor: new Color(32, 32, 32, 255), clearZ: 0, clearStencil: 0); BackgroundRenderer.RenderLighting(frame, backgroundLightGroup, 2); } using (var foregroundLightGroup = BatchGroup.ForRenderTarget(frame, 5, ForegroundLightmap)) { ClearBatch.AddNew(foregroundLightGroup, 1, LightmapMaterials.Clear, clearColor: new Color(96, 96, 96, 255), clearZ: 0, clearStencil: 0); ForegroundRenderer.RenderLighting(frame, foregroundLightGroup, 2); } SetRenderTargetBatch.AddNew(frame, 49, null); ClearBatch.AddNew(frame, 50, Game.ScreenMaterials.Clear, clearColor: Color.Black, clearZ: 0, clearStencil: 0); if (ShowLightmap) { using (var bb = BitmapBatch.New(frame, 55, Game.ScreenMaterials.WorldSpaceBitmap)) { var dc = new BitmapDrawCall(BackgroundLightmap, Vector2.Zero, LightmapScale); bb.Add(dc); } ParticleRenderer.Draw(frame, 56); } else { var dc = new BitmapDrawCall(Background, Vector2.Zero); var material = LightmapMaterials.Get(LightmapMaterials.WorldSpaceLightmappedBitmap, blendState: BlendState.AlphaBlend); using (var bb = BitmapBatch.New(frame, 55, material)) { dc.Textures = new TextureSet(Background, BackgroundLightmap); dc.SortKey = 0; bb.Add(dc); } ParticleRenderer.Draw(frame, 56); using (var bb = BitmapBatch.New(frame, 57, material)) { dc.Textures = new TextureSet(Foreground, ForegroundLightmap); dc.SortKey = 1; bb.Add(dc); } } if (ShowOutlines || (Dragging != null)) { BackgroundRenderer.RenderOutlines(frame, 59, true); } }
protected override void LoadContent() { Logger.log("LoderGame.LoadContent method started."); Texture2D pixel = new Texture2D(GraphicsDevice, 1, 1); pixel.SetData <Color>(new[] { Color.White }); _logo = Content.Load <Texture2D>("logo"); // TODO: Be more selective about which resources to load? ResourceManager.initialize(GraphicsDevice); ResourceManager.loadAllCharacters(TitleContainer.OpenStream(ResourceManager.characterPath)); ResourceManager.loadAllCircuits(TitleContainer.OpenStream(ResourceManager.circuitPath)); ResourceManager.loadAllDialogue(TitleContainer.OpenStream(ResourceManager.dialoguePath)); ResourceManager.loadAllItems(TitleContainer.OpenStream(ResourceManager.itemPath)); ResourceManager.loadAllBlueprints(TitleContainer.OpenStream(ResourceManager.blueprintPath)); ResourceManager.loadAllMaterials(TitleContainer.OpenStream(ResourceManager.materialPath)); ResourceManager.loadAllBackgrounds(TitleContainer.OpenStream(ResourceManager.backgroundPath)); ResourceManager.loadAllWorldMaps(TitleContainer.OpenStream(ResourceManager.worldMapPath)); ResourceManager.loadAllRopeMaterials(TitleContainer.OpenStream(ResourceManager.ropeMaterialPath)); ResourceManager.loadAllQuests(TitleContainer.OpenStream(ResourceManager.questPath)); // Load user interface textures string[] interfaceTextures = { "blue_pane_top_left_corner", "blue_pane_top_right_corner", "blue_pane_bottom_right_corner", "blue_pane_bottom_left_corner", "blue_pane_left_side", "blue_pane_top_side", "blue_pane_right_side", "blue_pane_bottom_side", "blue_pane_background", "stone_pane_top_left_corner", "stone_pane_top_right_corner", "stone_pane_bottom_right_corner", "stone_pane_bottom_left_corner", "stone_pane_left_side", "stone_pane_top_side", "stone_pane_right_side", "stone_pane_bottom_side", "stone_pane_background", "cancel_button", "cancel_button_over", "okay_button", "okay_button_over", "line_indicator", "progress_bar_background", "progress_bar_fill", "progress_bar_border" }; foreach (string texture in interfaceTextures) { if (File.Exists(ResourceManager.texturePath + "/" + texture + ".png") || File.Exists(ResourceManager.texturePath + "/" + texture + ".jpg")) { ResourceManager.getTexture(texture); } else { ResourceManager.setTexture(texture, Content.Load <Texture2D>("shared_ui/" + texture)); } } ResourceManager.setTexture("pixel", pixel); _spriteBatch = new SpriteBatch(GraphicsDevice); _arial = Content.Load <SpriteFont>("arial"); _menuBackgroundRenderer = new BackgroundRenderer(_spriteBatch); // Scripts _scriptManager.addScript("home_village", new HomeVillageScript(_systemManager, _entityManager)); _scriptManager.addScript("dagny_house", new DagnyHouseScript(_systemManager, _entityManager)); _scriptManager.addScript("home_village_ravine", new HomeVillageRavineScript(_systemManager, _entityManager)); Logger.log("LoderGame.LoadContent method finished."); }
public Renderer(RenderSurface surface) { looper = new ParallelLooper(); Surface = surface; using (var stream = GetType().Assembly.GetManifestResourceStream("DemoRenderer.DemoRenderer.shaderarchive")) { ShaderCache = ShaderCache.Load(stream); } pool = new BufferPool(); Shapes = new ShapesExtractor(Surface.Device, looper, pool); SphereRenderer = new RayTracedRenderer <SphereInstance>(surface.Device, ShaderCache, @"ShapeDrawing\RenderSpheres.hlsl"); CapsuleRenderer = new RayTracedRenderer <CapsuleInstance>(surface.Device, ShaderCache, @"ShapeDrawing\RenderCapsules.hlsl"); BoxRenderer = new BoxRenderer(surface.Device, ShaderCache); TriangleRenderer = new TriangleRenderer(surface.Device, ShaderCache); MeshRenderer = new MeshRenderer(surface.Device, Shapes.MeshCache, ShaderCache); Lines = new LineExtractor(pool, looper); LineRenderer = new LineRenderer(surface.Device, ShaderCache); Background = new BackgroundRenderer(surface.Device, ShaderCache); CompressToSwap = new CompressToSwap(surface.Device, ShaderCache); GlyphRenderer = new GlyphRenderer(surface.Device, surface.Context, ShaderCache); TextBatcher = new TextBatcher(); UILineRenderer = new UILineRenderer(surface.Device, ShaderCache); UILineBatcher = new UILineBatcher(); OnResize(); var rasterizerStateDescription = RasterizerStateDescription.Default(); rasterizerStateDescription.IsFrontCounterClockwise = true; rasterizerStateDescription.CullMode = CullMode.Back; rasterizerState = new RasterizerState(Surface.Device, rasterizerStateDescription); rasterizerState.DebugName = "Default Rasterizer State"; var opaqueDepthStencilDescription = new DepthStencilStateDescription { IsDepthEnabled = true, DepthWriteMask = DepthWriteMask.All, //Note depth reversal. DepthComparison = Comparison.Greater, IsStencilEnabled = false }; opaqueDepthState = new DepthStencilState(Surface.Device, opaqueDepthStencilDescription); opaqueDepthState.DebugName = "Opaque Depth State"; var opaqueBlendStateDescription = BlendStateDescription.Default(); opaqueBlendState = new BlendState(Surface.Device, opaqueBlendStateDescription); opaqueBlendState.DebugName = "Opaque Blend State"; var a2cBlendStateDescription = BlendStateDescription.Default(); a2cBlendStateDescription.AlphaToCoverageEnable = true; a2cBlendState = new BlendState(Surface.Device, a2cBlendStateDescription); a2cBlendState.DebugName = "A2C Blend State"; var uiDepthStateDescription = new DepthStencilStateDescription { IsDepthEnabled = false, DepthWriteMask = DepthWriteMask.Zero, //Note depth reversal. DepthComparison = Comparison.Greater, IsStencilEnabled = false }; uiDepthState = new DepthStencilState(Surface.Device, uiDepthStateDescription); uiDepthState.DebugName = "UI Depth State"; //The UI will use premultiplied alpha. var uiBlendStateDescription = BlendStateDescription.Default(); uiBlendStateDescription.RenderTarget[0].IsBlendEnabled = true; uiBlendStateDescription.RenderTarget[0].SourceBlend = BlendOption.One; uiBlendStateDescription.RenderTarget[0].SourceAlphaBlend = BlendOption.One; uiBlendStateDescription.RenderTarget[0].DestinationBlend = BlendOption.InverseSourceAlpha; uiBlendStateDescription.RenderTarget[0].DestinationAlphaBlend = BlendOption.InverseSourceAlpha; uiBlendStateDescription.RenderTarget[0].BlendOperation = BlendOperation.Add; uiBlendStateDescription.RenderTarget[0].AlphaBlendOperation = BlendOperation.Add; uiBlendStateDescription.RenderTarget[0].RenderTargetWriteMask = ColorWriteMaskFlags.All; uiBlendState = new BlendState(Surface.Device, uiBlendStateDescription); uiBlendState.DebugName = "UI Blend State"; }
protected override void LoadContent() { Logger.log("LoderGame.LoadContent method started."); Texture2D pixel = new Texture2D(GraphicsDevice, 1, 1); pixel.SetData<Color>(new[] { Color.White }); _logo = Content.Load<Texture2D>("logo"); // TODO: Be more selective about which resources to load? ResourceManager.initialize(GraphicsDevice); ResourceManager.loadAllCharacters(TitleContainer.OpenStream(ResourceManager.characterPath)); ResourceManager.loadAllCircuits(TitleContainer.OpenStream(ResourceManager.circuitPath)); ResourceManager.loadAllDialogue(TitleContainer.OpenStream(ResourceManager.dialoguePath)); ResourceManager.loadAllItems(TitleContainer.OpenStream(ResourceManager.itemPath)); ResourceManager.loadAllBlueprints(TitleContainer.OpenStream(ResourceManager.blueprintPath)); ResourceManager.loadAllMaterials(TitleContainer.OpenStream(ResourceManager.materialPath)); ResourceManager.loadAllBackgrounds(TitleContainer.OpenStream(ResourceManager.backgroundPath)); ResourceManager.loadAllWorldMaps(TitleContainer.OpenStream(ResourceManager.worldMapPath)); ResourceManager.loadAllRopeMaterials(TitleContainer.OpenStream(ResourceManager.ropeMaterialPath)); ResourceManager.loadAllQuests(TitleContainer.OpenStream(ResourceManager.questPath)); // Load user interface textures string[] interfaceTextures = { "blue_pane_top_left_corner", "blue_pane_top_right_corner", "blue_pane_bottom_right_corner", "blue_pane_bottom_left_corner", "blue_pane_left_side", "blue_pane_top_side", "blue_pane_right_side", "blue_pane_bottom_side", "blue_pane_background", "stone_pane_top_left_corner", "stone_pane_top_right_corner", "stone_pane_bottom_right_corner", "stone_pane_bottom_left_corner", "stone_pane_left_side", "stone_pane_top_side", "stone_pane_right_side", "stone_pane_bottom_side", "stone_pane_background", "cancel_button", "cancel_button_over", "okay_button", "okay_button_over", "line_indicator", "progress_bar_background", "progress_bar_fill", "progress_bar_border" }; foreach (string texture in interfaceTextures) { if (File.Exists(ResourceManager.texturePath + "/" + texture + ".png") || File.Exists(ResourceManager.texturePath + "/" + texture + ".jpg")) { ResourceManager.getTexture(texture); } else { ResourceManager.setTexture(texture, Content.Load<Texture2D>("shared_ui/" + texture)); } } ResourceManager.setTexture("pixel", pixel); _spriteBatch = new SpriteBatch(GraphicsDevice); _arial = Content.Load<SpriteFont>("arial"); _menuBackgroundRenderer = new BackgroundRenderer(_spriteBatch); // Scripts _scriptManager.addScript("home_village", new HomeVillageScript(_systemManager, _entityManager)); _scriptManager.addScript("dagny_house", new DagnyHouseScript(_systemManager, _entityManager)); _scriptManager.addScript("home_village_ravine", new HomeVillageRavineScript(_systemManager, _entityManager)); Logger.log("LoderGame.LoadContent method finished."); }
protected override void OnRender(DrawingContext drawingContext) { if (DesignerProperties.GetIsInDesignMode(this)) { return; } if (plotter == null) { return; } BackgroundRenderer.SetRenderingState(this, RenderingState.DuringRendering); Debug.WriteLine("RenderingState = " + BackgroundRenderer.GetRenderingState(this)); rendering = true; invalidatePending = false; base.OnRender(drawingContext); var transform = plotter.Viewport.Transform; Rect output = plotter.Viewport.Output; DataRect visible = plotter.Viewport.Visible; visibleBounds = visible; var tileInfos = GetVisibleTiles(); //Debug.WriteLine(String.Format("OnRender: {0}", DateTime.Now.TimeOfDay.ToString())); int notLoadedTilesCount = 0; var dc = drawingContext; var lowerTilesList = GetLoadedLowerTiles(tileInfos); // displaying lower tiles if (showLowerTiles) { foreach (var tileInfo in lowerTilesList) { var tile = tileInfo.Id; if (server.IsLoaded(tile)) { var bmp = server[tile]; DataRect visibleRect = tileProvider.GetTileBounds(tile); Rect screenRect = visibleRect.ViewportToScreen(transform); Rect enlargedRect = EnlargeRect(screenRect); dc.PushClip(tileInfo.Clip); dc.DrawImage(bmp, enlargedRect); dc.Pop(); //if (!visibleRect.IntersectsWith(visible)) //{ // dc.DrawRectangle(Brushes.Red, null, output); //} if (drawDebugBounds) { DrawDebugInfo(dc, enlargedRect, tile); } } else { server.BeginLoadImage(tile); } } } foreach (var tileInfo in tileInfos) { if (server.IsLoaded(tileInfo.Tile)) { var bmp = server[tileInfo.Tile]; Rect enlargedRect = EnlargeRect(tileInfo.ScreenBounds); drawingContext.DrawImage(bmp, enlargedRect); // drawing debug bounds if (drawDebugBounds) { DrawDebugInfo(drawingContext, tileInfo.ScreenBounds, tileInfo.Tile); } } else { server.BeginLoadImage(tileInfo.Tile); notLoadedTilesCount++; } } if (notLoadedTilesCount == 0 && (notLoadedTilesCount != prevNotLoadedTilesCount)) { RaiseEvent(new RoutedEventArgs(BackgroundRenderer.RenderingFinished)); BackgroundRenderer.SetRenderingState(this, RenderingState.RenderingFinished); Debug.WriteLine("Rendering finished"); } prevNotLoadedTilesCount = notLoadedTilesCount; if (prevNotLoadedTilesCount == 0) { prevNotLoadedTilesCount = -1; } rendering = false; }
// Initialize protected override void Initialize() { // Resources _spriteBatch = new SpriteBatch(GraphicsDevice); _backgroundRenderer = new BackgroundRenderer(_spriteBatch); _contentManager = new ContentManager(Services, "Content"); _pixel = new Texture2D(GraphicsDevice, 1, 1); _pixel.SetData<Color>(new[] { Color.White }); _circle = _contentManager.Load<Texture2D>("circle"); _playerSpawnIcon = _contentManager.Load<Texture2D>("actor_icons\\player_spawn"); _itemIcon = _contentManager.Load<Texture2D>("actor_icons\\item"); _circuitIcon = _contentManager.Load<Texture2D>("actor_icons\\circuit"); _revoluteIcon = _contentManager.Load<Texture2D>("actor_icons\\revolute"); _prismaticIcon = _contentManager.Load<Texture2D>("actor_icons\\prismatic"); _decalIcon = _contentManager.Load<Texture2D>("actor_icons\\decal"); _tooltipIcon = _contentManager.Load<Texture2D>("actor_icons/tooltip"); _font = _contentManager.Load<SpriteFont>("arial"); _coreContentManager = new ContentManager(Services, "Content"); _primitivesEffect = _coreContentManager.Load<Effect>("effects\\primitives"); // Draw loop Application.Idle += delegate { Invalidate(); }; // Input MouseDown += new MouseEventHandler(LevelView_MouseDown); MouseEnter += new EventHandler(LevelView_MouseEnter); MouseLeave += new EventHandler(LevelView_MouseLeave); MouseWheel += new MouseEventHandler(LevelView_MouseWheel); }
public override void Draw(Squared.Render.Frame frame) { CreateRenderTargets(); LightmapMaterials.ViewportScale = new Vector2(1f / LightmapScale); LightmapMaterials.ProjectionMatrix = Matrix.CreateOrthographicOffCenter( 0, BackgroundLightmap.Width, BackgroundLightmap.Height, 0, 0, 1 ); using (var backgroundGroup = BatchGroup.ForRenderTarget(frame, 0, Background)) { ClearBatch.AddNew(backgroundGroup, 1, Game.ScreenMaterials.Clear, clearColor: Color.Transparent); using (var bb = BitmapBatch.New(backgroundGroup, 2, Game.ScreenMaterials.WorldSpaceBitmap)) { for (var i = 0; i < 1; i++) { var layer = Layers[i]; var dc = new BitmapDrawCall(layer, Vector2.Zero); dc.SortKey = i; bb.Add(dc); } } } using (var foregroundGroup = BatchGroup.ForRenderTarget(frame, 1, Foreground)) { ClearBatch.AddNew(foregroundGroup, 1, Game.ScreenMaterials.Clear, clearColor: Color.Transparent); using (var bb = BitmapBatch.New(foregroundGroup, 2, Game.ScreenMaterials.WorldSpaceBitmap)) { for (var i = 1; i < Layers.Length; i++) { var layer = Layers[i]; var dc = new BitmapDrawCall(layer, Vector2.Zero); dc.SortKey = i; bb.Add(dc); } } } if (ShowBrickSpecular) { using (var bricksLightGroup = BatchGroup.ForRenderTarget(frame, 2, ForegroundLightmap)) { ClearBatch.AddNew(bricksLightGroup, 1, LightmapMaterials.Clear, clearColor: new Color(0, 0, 0, 255), clearZ: 0, clearStencil: 0); ForegroundRenderer.RenderLighting(frame, bricksLightGroup, 2); } } if (ShowAOShadow) { using (var aoShadowFirstPassGroup = BatchGroup.ForRenderTarget(frame, 3, AOShadowScratch)) { ClearBatch.AddNew(aoShadowFirstPassGroup, 1, LightmapMaterials.Clear, clearColor: Color.Transparent); using (var bb = BitmapBatch.New(aoShadowFirstPassGroup, 2, Game.ScreenMaterials.ScreenSpaceHorizontalGaussianBlur5Tap)) { bb.Add(new BitmapDrawCall(Foreground, Vector2.Zero, 1f / LightmapScale)); } } } using (var backgroundLightGroup = BatchGroup.ForRenderTarget(frame, 4, BackgroundLightmap)) { ClearBatch.AddNew(backgroundLightGroup, 1, LightmapMaterials.Clear, clearColor: new Color(40, 40, 40, 255), clearZ: 0, clearStencil: 0); BackgroundRenderer.RenderLighting(frame, backgroundLightGroup, 2); if (ShowBrickSpecular) { using (var foregroundLightBatch = BitmapBatch.New(backgroundLightGroup, 3, MaskedForegroundMaterial)) { var dc = new BitmapDrawCall( ForegroundLightmap, Vector2.Zero ); dc.Textures = new TextureSet(dc.Textures.Texture1, BricksLightMask); foregroundLightBatch.Add(dc); } } else { ForegroundRenderer.RenderLighting(frame, backgroundLightGroup, 3); } if (ShowAOShadow) { using (var aoShadowBatch = BitmapBatch.New(backgroundLightGroup, 4, AOShadowMaterial)) { var dc = new BitmapDrawCall( AOShadowScratch, new Vector2(0, 4) ); dc.MultiplyColor = Color.Black; dc.AddColor = Color.White; aoShadowBatch.Add(dc); } } } using (var foregroundLightGroup = BatchGroup.ForRenderTarget(frame, 5, ForegroundLightmap)) { ClearBatch.AddNew(foregroundLightGroup, 1, LightmapMaterials.Clear, clearColor: new Color(127, 127, 127, 255), clearZ: 0, clearStencil: 0); ForegroundRenderer.RenderLighting(frame, foregroundLightGroup, 2); } SetRenderTargetBatch.AddNew(frame, 49, null); ClearBatch.AddNew(frame, 50, Game.ScreenMaterials.Clear, clearColor: Color.Black, clearZ: 0, clearStencil: 0); if (ShowLightmap) { using (var bb = BitmapBatch.New(frame, 55, Game.ScreenMaterials.WorldSpaceBitmap)) { var dc = new BitmapDrawCall(BackgroundLightmap, Vector2.Zero, LightmapScale); bb.Add(dc); } } else { var dc = new BitmapDrawCall(Background, Vector2.Zero); var material = LightmapMaterials.Get(LightmapMaterials.WorldSpaceLightmappedBitmap, blendState: BlendState.AlphaBlend); using (var bb = BitmapBatch.New(frame, 55, material)) { dc.Textures = new TextureSet(Background, BackgroundLightmap); dc.SortKey = 0; bb.Add(dc); } ParticleRenderer.Draw(frame, 56); using (var bb = BitmapBatch.New(frame, 57, material)) { dc.Textures = new TextureSet(Foreground, ForegroundLightmap); dc.SortKey = 1; bb.Add(dc); } } if (ShowOutlines || (Dragging != null)) { BackgroundRenderer.RenderOutlines(frame, 59, true); } }