コード例 #1
0
        public Renderer(RenderSurface surface)
        {
            Surface = surface;
            ContentArchive content;

            using (var stream = GetType().Assembly.GetManifestResourceStream("DemoRenderer.DemoRenderer.contentarchive"))
            {
                content = ContentArchive.Load(stream);
            }
            Shapes           = new ShapesExtractor(looper, pool);
            SphereRenderer   = new RayTracedRenderer <SphereInstance>(content, @"ShapeDrawing\RenderSpheres");
            CapsuleRenderer  = new RayTracedRenderer <CapsuleInstance>(content, @"ShapeDrawing\RenderCapsules");
            CylinderRenderer = new RayTracedRenderer <CylinderInstance>(content, @"ShapeDrawing\RenderCylinders");
            BoxRenderer      = new BoxRenderer(content);
            TriangleRenderer = new TriangleRenderer(content);
            MeshRenderer     = new MeshRenderer(Shapes.MeshCache, content);
            Lines            = new LineExtractor(pool, looper);
            LineRenderer     = new LineRenderer(content);
            Background       = new BackgroundRenderer(content);
            CompressToSwap   = new CompressToSwap(content);

            ImageRenderer  = new ImageRenderer(content);
            ImageBatcher   = new ImageBatcher(pool);
            GlyphRenderer  = new GlyphRenderer(content);
            TextBatcher    = new TextBatcher();
            UILineRenderer = new UILineRenderer(content);
            UILineBatcher  = new UILineBatcher();

            OnResize();
        }
コード例 #2
0
        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";
        }
コード例 #3
0
        public void Draw(TextBuilder characters, UILineBatcher lines, TextBatcher text)
        {
            //Collect information to define data window ranges.
            int minX = int.MaxValue;
            int maxX = int.MinValue;
            var minY = double.MaxValue;
            var maxY = double.MinValue;

            for (int i = 0; i < graphSeries.Count; ++i)
            {
                var data = graphSeries[i].Data;
                if (minX > data.Start)
                {
                    minX = data.Start;
                }
                if (maxX < data.End)
                {
                    maxX = data.End;
                }
                for (int j = data.Start; j < data.End; ++j)
                {
                    var value = data[j];
                    if (minY > value)
                    {
                        minY = value;
                    }
                    if (maxY < value)
                    {
                        maxY = value;
                    }
                }
            }
            //If no data series contain values, then just use a default size.
            if (minY == float.MinValue)
            {
                minY = 0;
                maxY = 1;
            }
            //You could make use of this earlier to avoid comparisons but it doesn't really matter!
            if (description.ForceVerticalAxisMinimumToZero)
            {
                minY = 0;
                if (maxY < 0)
                {
                    maxY = 1;
                }
            }

            //Calculate the data span that takes into account rounding. We want intervals to be evenly spaced, but also to match nicely rounded numbers.
            //That means the span must be equal to some rounded number multiplied by the number of intervals.
            var yDataSpan         = maxY - minY;
            var yIntervalCount    = description.TargetVerticalTickCount + 1;
            var rawIntervalLength = yDataSpan / yIntervalCount;
            var roundingOffset    = 0.5 * Math.Pow(0.1, description.VerticalIntervalLabelRounding);

            yDataSpan = Math.Round(rawIntervalLength * description.VerticalIntervalValueScale + roundingOffset, description.VerticalIntervalLabelRounding) *
                        (yIntervalCount / description.VerticalIntervalValueScale);

            //Draw the graph body axes.
            var lowerLeft  = description.BodyMinimum + new Vector2(0, description.BodySpan.Y);
            var upperRight = description.BodyMinimum + new Vector2(description.BodySpan.X, 0);
            var lowerRight = description.BodyMinimum + description.BodySpan;

            lines.Draw(description.BodyMinimum, lowerLeft, description.AxisLineRadius, description.BodyLineColor);
            lines.Draw(lowerLeft, lowerRight, description.AxisLineRadius, description.BodyLineColor);

            //Draw axis labels.
            characters.Clear().Append(description.HorizontalAxisLabel);
            var baseAxisLabelDistance       = description.IntervalTickLength + description.IntervalTextHeight * description.LineSpacingMultiplier;
            var verticalAxisLabelDistance   = baseAxisLabelDistance + 2 * description.VerticalTickTextPadding;
            var horizontalAxisLabelDistance = baseAxisLabelDistance + 2 * description.HorizontalTickTextPadding + description.AxisLabelHeight * description.LineSpacingMultiplier;

            text.Write(characters,
                       lowerLeft +
                       new Vector2((description.BodySpan.X - GlyphBatch.MeasureLength(characters, description.Font, description.AxisLabelHeight)) * 0.5f, horizontalAxisLabelDistance),
                       description.AxisLabelHeight, description.TextColor, description.Font);
            characters.Clear().Append(description.VerticalAxisLabel);
            text.Write(characters,
                       description.BodyMinimum +
                       new Vector2(-verticalAxisLabelDistance, (description.BodySpan.Y + GlyphBatch.MeasureLength(characters, description.Font, description.AxisLabelHeight)) * 0.5f),
                       description.AxisLabelHeight, new Vector2(0, -1), description.TextColor, description.Font);

            //Position tickmarks, tick labels, and background lines along the axes.
            {
                var   xDataIntervalSize = (maxX - minX) / (description.TargetHorizontalTickCount + 1f);
                var   previousTickValue = int.MinValue;
                float valueToPixels     = description.BodySpan.X / (maxX - minX);
                for (int i = 0; i < description.TargetHorizontalTickCount + 2; ++i)
                {
                    //Round pen offset such that the data tick lands on an integer.
                    var valueAtTick = i * xDataIntervalSize;
                    var tickValue   = (int)Math.Round(valueAtTick);
                    if (tickValue == previousTickValue)
                    {
                        //Don't bother creating redundant ticks.
                        continue;
                    }
                    previousTickValue = tickValue;

                    var penPosition   = lowerLeft + new Vector2(tickValue * valueToPixels, 0);
                    var tickEnd       = penPosition + new Vector2(0, description.IntervalTickLength);
                    var backgroundEnd = penPosition - new Vector2(0, description.BodySpan.Y);
                    lines.Draw(penPosition, tickEnd, description.IntervalTickRadius, description.BodyLineColor);
                    lines.Draw(penPosition, backgroundEnd, description.BackgroundLineRadius, description.BodyLineColor);
                    characters.Clear().Append(tickValue);
                    text.Write(characters, tickEnd +
                               new Vector2(GlyphBatch.MeasureLength(characters, description.Font, description.IntervalTextHeight) * -0.5f,
                                           description.HorizontalTickTextPadding + description.IntervalTextHeight * description.LineSpacingMultiplier),
                               description.IntervalTextHeight, description.TextColor, description.Font);
                }
            }
            {
                var yDataIntervalSize = yDataSpan / (description.TargetVerticalTickCount + 1f);
                var previousTickValue = double.MinValue;
                //Note the inclusion of the scale. Rounding occurs post-scale; moving back to pixels requires undoing the scale.
                var valueToPixels = description.BodySpan.Y / (yDataSpan * description.VerticalIntervalValueScale);
                for (int i = 0; i < description.TargetVerticalTickCount + 2; ++i)
                {
                    var tickValue = Math.Round((minY + yDataIntervalSize * i) * description.VerticalIntervalValueScale, description.VerticalIntervalLabelRounding);
                    if (tickValue == previousTickValue)
                    {
                        //Don't bother creating redundant ticks.
                        continue;
                    }
                    previousTickValue = tickValue;

                    var penPosition = lowerLeft - new Vector2(0, (float)(tickValue * valueToPixels));

                    var tickEnd       = penPosition - new Vector2(description.IntervalTickLength, 0);
                    var backgroundEnd = penPosition + new Vector2(description.BodySpan.X, 0);
                    lines.Draw(penPosition, tickEnd, description.IntervalTickRadius, description.BodyLineColor);
                    lines.Draw(penPosition, backgroundEnd, description.BackgroundLineRadius, description.BodyLineColor);
                    characters.Clear().Append(tickValue, description.VerticalIntervalLabelRounding);
                    text.Write(characters,
                               tickEnd + new Vector2(-description.VerticalTickTextPadding, 0.5f * GlyphBatch.MeasureLength(characters, description.Font, description.IntervalTextHeight)),
                               description.IntervalTextHeight, new Vector2(0, -1), description.TextColor, description.Font);
                }
            }

            //Draw the line graphs on top of the body.
            {
                var dataToPixelsScale = new Vector2(description.BodySpan.X / (maxX - minX), (float)(description.BodySpan.Y / yDataSpan));
                Vector2 DataToScreenspace(int x, double y)
                {
                    var graphCoordinates  = new Vector2(x - minX, (float)(y - minY)) * dataToPixelsScale;
                    var screenCoordinates = graphCoordinates;

                    screenCoordinates.Y = description.BodySpan.Y - screenCoordinates.Y;
                    screenCoordinates  += description.BodyMinimum;
                    return(screenCoordinates);
                }

                for (int i = 0; i < graphSeries.Count; ++i)
                {
                    var series = graphSeries[i];
                    var data   = series.Data;
                    var count  = data.End - data.Start;
                    if (count > 0)
                    {
                        var previousScreenPosition = DataToScreenspace(data.Start, data[data.Start]);
                        if (count > 1)
                        {
                            for (int j = data.Start + 1; j < data.End; ++j)
                            {
                                var currentScreenPosition = DataToScreenspace(j, data[j]);
                                lines.Draw(previousScreenPosition, currentScreenPosition, series.LineRadius, series.LineColor);
                                previousScreenPosition = currentScreenPosition;
                            }
                        }
                        else
                        {
                            //Only one datapoint. Draw a zero length line just to draw a dot. (The shader can handle it without producing nans.)
                            lines.Draw(previousScreenPosition, previousScreenPosition, series.LineRadius, series.LineColor);
                        }
                    }
                }
            }

            //Draw the legend entry last. Alpha blending will put it on top in case the legend is positioned on top of the body.
            {
                var penPosition       = description.LegendMinimum;
                var legendLineSpacing = description.LegendNameHeight * 1.5f;
                penPosition.Y += legendLineSpacing;

                for (int i = 0; i < graphSeries.Count; ++i)
                {
                    var series    = graphSeries[i];
                    var lineStart = new Vector2(penPosition.X, penPosition.Y);
                    var lineEnd   = lineStart + new Vector2(description.LegendLineLength, -0.7f * description.LegendNameHeight);

                    lines.Draw(lineStart, lineEnd, series.LineRadius, series.LineColor);
                    var textStart = new Vector2(lineEnd.X + series.LineRadius + description.LegendNameHeight * 0.2f, penPosition.Y);
                    characters.Clear().Append(series.Name);
                    text.Write(characters, textStart, description.LegendNameHeight, description.TextColor, description.Font);
                    penPosition.Y += legendLineSpacing;
                }
            }
        }
コード例 #4
0
ファイル: Renderer.cs プロジェクト: impoetk/bepuphysics2
        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";
        }