public void RenderLoop() { while (running) { try { if (resized) { reset(); } device.Clear(ClearFlags.Target, Color.Transparent, 0, 0); device.SetRenderState(RenderState.AlphaBlendEnable, true); device.SetRenderState(RenderState.CullMode, Cull.Clockwise); device.BeginScene(); fontRenderer.Begin(); textureRenderer.Begin(); try { Render.SafeInvoke(); } finally { textureRenderer.End(); fontRenderer.End(); device.EndScene(); device.Present(); } } catch (SharpDXException) { } } renderLocker.Set(); }
public void TryRender() { try { if (resized) { reset(); } device.Clear(ClearFlags.Target, Color.Transparent, 0, 0); device.SetRenderState(RenderState.AlphaBlendEnable, true); device.SetRenderState(RenderState.CullMode, Cull.Clockwise); device.BeginScene(); fontRenderer.Begin(); textureRenderer.Begin(); try { imguiRenderer.GetNewFrame(); Render.SafeInvoke(); imguiRenderer.Draw(); } finally { textureRenderer.End(); fontRenderer.End(); device.EndScene(); device.Present(); } renderLocker.Set(); } catch (SharpDXException) { } }
private void display() { stopwatch.Start(); advectVelocity(g_dvfield, g_vxfield, g_vyfield, DIM, RPADW, DIM, DT, g_tPitch); { g_planr2c.Exec(g_vxfield.DevicePointer); g_planr2c.Exec(g_vyfield.DevicePointer); diffuseProject(g_vxfield, g_vyfield, CPADW, DIM, DT, VIS, g_tPitch); g_planc2r.Exec(g_vxfield.DevicePointer); g_planc2r.Exec(g_vyfield.DevicePointer); } updateVelocity(g_dvfield, g_vxfield, g_vyfield, DIM, RPADW, DIM, g_tPitch); // Map D3D9 vertex buffer to CUDA { graphicsres.MapAllResources(); g_mparticles = graphicsres[0].GetMappedPointer <vertex>(); advectParticles(g_mparticles, g_dvfield, DIM, DIM, DT, g_tPitch); graphicsres.UnmapAllResources(); } device.Clear(ClearFlags.Target, new Color4(0.0f, 0, 0), 0.0f, 0); device.SetRenderState(RenderState.ZWriteEnable, false); device.SetRenderState(RenderState.AlphaBlendEnable, true); device.SetRenderState(RenderState.SourceBlend, Blend.One); device.SetRenderState(RenderState.DestinationBlend, Blend.One); device.SetRenderState(RenderState.PointSpriteEnable, true); float size = 16.0f; device.SetRenderState(RenderState.PointSize, size); device.SetTexture(0, g_pTexture); if (device.BeginScene().IsSuccess) { Result res; //Draw particles res = device.SetStreamSource(0, g_pVB, 0, Marshal.SizeOf(typeof(vertex))); device.VertexFormat = VertexFormat.Position | VertexFormat.Diffuse; res = device.DrawPrimitives(PrimitiveType.PointList, 0, DS); device.EndScene(); } stopwatch.Stop(); device.Present(); fpsCount++; if (fpsCount == fpsLimit) { float ifps = 1.0f / (stopwatch.GetElapsedTime() / 1000.0f); string fps = string.Format(System.Globalization.CultureInfo.InvariantCulture, "CUDA/D3D9 Stable Fluids ({0} x {1}): {2} fps", DIM, DIM, ifps); this.Text = fps; fpsCount = 0; fpsLimit = (int)Math.Max(ifps, 1.0f); } }
/// <summary> /// Renders the entire scene. /// </summary> /// <param name="doWaitForNextFame"><c>true</c>, if this method should wait to the correct frame start time /// before it renders, else <c>false</c>.</param> /// <returns><c>true</c>, if the caller should wait some milliseconds before rendering the next time.</returns> public static bool Render(bool doWaitForNextFame) { if (_device == null || !_deviceOk) { return(true); } #if (MAX_FRAMERATE == false) if (doWaitForNextFame) { WaitForNextFrame(); } #endif _frameRenderingStartTime = DateTime.Now; _renderAndResourceAccessLock.EnterReadLock(); try { _device.Clear(ClearFlags.Target, Color.Black, 1.0f, 0); _device.BeginScene(); _screenManager.Render(); _device.EndScene(); _device.PresentEx(_setup.Present); _fpsCounter += 1; TimeSpan ts = DateTime.Now - _fpsTimer; if (ts.TotalSeconds >= 1.0f) { float secs = (float)ts.TotalSeconds; SkinContext.FPS = _fpsCounter / secs; #if PROFILE_FRAMERATE ServiceRegistration.Get <ILogger>().Debug("RenderLoop: {0} frames per second, {1} total frames until last measurement", SkinContext.FPS, _fpsCounter); #endif _fpsCounter = 0; _fpsTimer = DateTime.Now; } ContentManager.Instance.Clean(); } catch (Direct3D9Exception e) { DeviceState state = CheckDeviceState(); ServiceRegistration.Get <ILogger>().Warn("GraphicsDevice: DirectX Exception, DeviceState: {0}", e, state); _deviceOk = state == DeviceState.Ok; return(!_deviceOk); } finally { _renderAndResourceAccessLock.ExitReadLock(); } return(false); }
/// <summary> /// Renders the entire scene. /// </summary> /// <param name="doWaitForNextFame"><c>true</c>, if this method should wait to the correct frame start time /// before it renders, else <c>false</c>.</param> /// <returns><c>true</c>, if the caller should wait some milliseconds before rendering the next time.</returns> public static bool Render(bool doWaitForNextFame) { if (_device == null || !_deviceOk) { return(true); } RenderStrategy.BeginRender(doWaitForNextFame); _renderAndResourceAccessLock.EnterReadLock(); try { _device.Clear(ClearFlags.Target, Color.Black, 1.0f, 0); _device.BeginScene(); Fire(DeviceSceneBegin); _screenManager.Render(); Fire(DeviceSceneEnd); _device.EndScene(); _device.PresentEx(RenderStrategy.PresentMode); Fire(DeviceScenePresented); ContentManager.Instance.Clean(); } catch (Direct3D9Exception e) { DeviceState state = CheckDeviceState(); ServiceRegistration.Get <ILogger>().Warn("GraphicsDevice: DirectX Exception, DeviceState: {0}", e, state); _deviceOk = state == DeviceState.Ok; return(!_deviceOk); } finally { _renderAndResourceAccessLock.ExitReadLock(); } return(false); }