コード例 #1
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="gameTime"></param>
        /// <param name="stereoEye"></param>
        public override void Draw(GameTime gameTime, Fusion.Graphics.StereoEye stereoEye)
        {
            var device = Game.GraphicsDevice;
            var cam    = Game.GetService <GreatCircleCamera>();

            int lastCommand = 0;

            if (commandQueue.Count > 0)
            {
                lastCommand = commandQueue.Dequeue();
            }

            // Calculate positions: ----------------------------------------------------
            lay.UseGPU        = Config.UseGPU;
            lay.SpringTension = Config.SpringTension;
            lay.StepMode      = Config.StepMode;
            lay.Update(lastCommand);

            // Render: -----------------------------------------------------------------
            Params param = new Params();

            param.View         = cam.GetViewMatrix(stereoEye);
            param.Projection   = cam.GetProjectionMatrix(stereoEye);
            param.SelectedNode = referenceNodeIndex;

            render(device, lay, param, gameTime);

            // Debug output: ------------------------------------------------------------
//			var debStr = Game.GetService<DebugStrings>();
//			debStr.Add( Color.Yellow, "drawing " + nodeList.Count + " points" );
//			debStr.Add( Color.Yellow, "drawing " + edgeList.Count + " lines" );
//			debStr.Add( Color.Black, lay.UseGPU ? "Using GPU" : "Not using GPU" );
            base.Draw(gameTime, stereoEye);
        }
コード例 #2
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="gameTime"></param>
        /// <param name="stereoEye"></param>
        public override void Draw(GameTime gameTime, Fusion.Graphics.StereoEye stereoEye)
        {
            var ds = Game.GetService <DebugStrings>();

            ds.Add("{0}", injectionCount);

            var device = Game.GraphicsDevice;

            device.ResetStates();

            device.SetTargets(null, device.BackbufferColor);

            int w = device.DisplayBounds.Width;
            int h = device.DisplayBounds.Height;

            //var map	=	"SV_POSITION.xyzw;COLOR0.xyzw;COLOR1.xyzw;TEXCOORD0.xyzw;TEXCOORD1.xyzw;TEXCOORD2.xyzw";

            Params param = new Params();

            param.View         = Matrix.Identity;
            param.Projection   = Matrix.OrthoOffCenterRH(0, w, h, 0, -9999, 9999);
            param.MaxParticles = 100;
            param.DeltaTime    = gameTime.ElapsedSec;

            paramsCB.SetData(param);



            device.VertexShaderConstants[0]   = paramsCB;
            device.GeometryShaderConstants[0] = paramsCB;
            device.PixelShaderConstants[0]    = paramsCB;

            device.PixelShaderSamplers[0] = SamplerState.LinearWrap;


            //
            //	Simulate :
            //
            device.PipelineState = factory[(int)Flags.SIMULATION];

            device.SetupVertexInput(simulationSrcVB, null);
            device.SetupVertexOutput(simulationDstVB, 0);

            device.DrawAuto();

            //
            //	Inject :
            //
            injectionVB.SetData(injectionBufferCPU);

            device.PipelineState = factory[(int)Flags.INJECTION];

            device.SetupVertexInput(injectionVB, null);
            device.SetupVertexOutput(simulationDstVB, -1);

            device.Draw(injectionCount, 0);

            SwapParticleBuffers();

            //
            //	Render
            //
            paramsCB.SetData(param);
            device.VertexShaderConstants[0]   = paramsCB;
            device.GeometryShaderConstants[0] = paramsCB;
            device.PixelShaderConstants[0]    = paramsCB;

            device.PipelineState = factory[(int)Flags.RENDER];

            device.PixelShaderResources[0] = texture;

            device.SetupVertexOutput(null, 0);
            device.SetupVertexInput(simulationSrcVB, null);

            //device.Draw( Primitive.PointList, injectionCount, 0 );

            device.DrawAuto();
            //device.Draw( Primitive.PointList, MaxSimulatedParticles, 0 );


            ClearParticleBuffer();

            base.Draw(gameTime, stereoEye);
        }
コード例 #3
0
ファイル: SoundDemo.cs プロジェクト: nkast/FusionFramework
 /// <summary>
 ///
 /// </summary>
 /// <param name="gameTime"></param>
 /// <param name="stereoEye"></param>
 protected override void Draw(GameTime gameTime, Fusion.Graphics.StereoEye stereoEye)
 {
     base.Draw(gameTime, stereoEye);
 }
コード例 #4
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="gameTime"></param>
        /// <param name="stereoEye"></param>
        public override void Draw(GameTime gameTime, Fusion.Graphics.StereoEye stereoEye)
        {
            var device = Game.GraphicsDevice;

            int w = device.DisplayBounds.Width;
            int h = device.DisplayBounds.Height;

            Params param = new Params();

            param.View         = Matrix.Identity;
            param.Projection   = Matrix.OrthoOffCenterRH(0, w, h, 0, -9999, 9999);
            param.MaxParticles = 0;
            param.DeltaTime    = gameTime.ElapsedSec;


            device.ComputeShaderConstants[0]  = paramsCB;
            device.VertexShaderConstants[0]   = paramsCB;
            device.GeometryShaderConstants[0] = paramsCB;
            device.PixelShaderConstants[0]    = paramsCB;

            device.PixelShaderSamplers[0] = SamplerState.LinearWrap;


            //
            //	Inject :
            //
            injectionBuffer.SetData(injectionBufferCPU);
            device.Clear(simulationBufferDst, Int4.Zero);

            device.ComputeShaderResources[1] = injectionBuffer;
            device.SetCSRWBuffer(0, simulationBufferDst, 0);

            param.MaxParticles = injectionCount;
            paramsCB.SetData(param);
            //device.CSConstantBuffers[0] = paramsCB ;

            device.PipelineState = factory[(int)Flags.INJECTION];
            device.Dispatch(MathUtil.IntDivUp(MaxInjectingParticles, BlockSize));

            ClearParticleBuffer();

            //
            //	Simulate :
            //
            device.ComputeShaderResources[1] = simulationBufferSrc;

            param.MaxParticles = MaxSimulatedParticles;
            paramsCB.SetData(param);
            device.ComputeShaderConstants[0] = paramsCB;

            device.PipelineState = factory[(int)Flags.SIMULATION];
            device.Dispatch(MathUtil.IntDivUp(MaxSimulatedParticles, BlockSize));                //*/

            SwapParticleBuffers();


            //
            //	Render
            //
            device.PipelineState = factory[(int)Flags.DRAW];
            device.SetCSRWBuffer(0, null);
            device.PixelShaderResources[0]    = texture;
            device.GeometryShaderResources[1] = simulationBufferSrc;

            device.Draw(MaxSimulatedParticles, 0);


            /*var testSrc = new Particle[MaxSimulatedParticles];
             * var testDst = new Particle[MaxSimulatedParticles];
             *
             * simulationBufferSrc.GetData( testSrc );
             * simulationBufferDst.GetData( testDst );*/

            base.Draw(gameTime, stereoEye);
        }
コード例 #5
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="gameTime"></param>
        /// <param name="stereoEye"></param>
        public override void Draw(GameTime gameTime, Fusion.Graphics.StereoEye stereoEye)
        {
            var ui = Game.GetService <UserInterface>();

            ui.Draw(gameTime, StereoEye.Mono);

            Game.GraphicsDevice.ClearBackbuffer(Color.Black, 1, 0);
            var device = Game.GraphicsDevice;
            var cam    = Game.GetService <OrbitCamera>();
            var inp    = Game.InputDevice;

            int w = Game.GraphicsDevice.DisplayBounds.Width;
            int h = Game.GraphicsDevice.DisplayBounds.Height;

            param.View         = cam.GetViewMatrix(stereoEye);
            param.Projection   = cam.GetProjectionMatrix(stereoEye);
            param.MaxParticles = 0;
            param.DeltaTime    = gameTime.ElapsedSec;
            param.LinkSize     = linkSize;



            device.ComputeShaderConstants[0]  = paramsCB;
            device.VertexShaderConstants[0]   = paramsCB;
            device.GeometryShaderConstants[0] = paramsCB;
            device.PixelShaderConstants[0]    = paramsCB;


            device.PixelShaderSamplers[0] = SamplerState.LinearWrap;


            //	Simulate : ------------------------------------------------------------------------


            param.MaxParticles = injectionCount;
            paramsCB.SetData(param);


            device.ComputeShaderConstants[0] = paramsCB;

            if (state == State.RUN)
            {
                for (int i = 0; i < 20; i++)
                {
                    // calculate accelerations: ---------------------------------------------------
                    device.SetCSRWBuffer(0, simulationBufferSrc, MaxSimulatedParticles);

                    device.ComputeShaderResources[2] = linksPtrBuffer;
                    device.ComputeShaderResources[3] = linksBuffer;

                    param.MaxParticles = MaxSimulatedParticles;
                    paramsCB.SetData(param);

                    device.ComputeShaderConstants[0] = paramsCB;

                    device.PipelineState = factory[(int)Flags.SIMULATION | (int)cfg.IType];


                    device.Dispatch(MathUtil.IntDivUp(MaxSimulatedParticles, BlockSize));


                    // move particles: ------------------------------------------------------------
                    device.SetCSRWBuffer(0, simulationBufferSrc, MaxSimulatedParticles);
                    device.ComputeShaderConstants[0] = paramsCB;

                    device.PipelineState = factory[(int)Flags.MOVE | (int)cfg.IType];
                    device.Dispatch(MathUtil.IntDivUp(MaxSimulatedParticles, BlockSize));
                }
            }


            // draw points: ------------------------------------------------------------------------

            device.PipelineState           = factory[(int)Flags.POINT];
            device.PixelShaderResources[0] = texture;
            device.SetCSRWBuffer(0, null);
            device.GeometryShaderResources[1] = simulationBufferSrc;
            device.Draw(MaxSimulatedParticles, 0);
            device.Draw(ParticleList.Count, 0);


            // draw lines: --------------------------------------------------------------------------

            device.PipelineState = factory[(int)Flags.LINE];

            device.GeometryShaderResources[1] = simulationBufferSrc;
            device.GeometryShaderResources[3] = linksBuffer;

            device.Draw(linkList.Count, 0);

            ui.Draw(gameTime, stereoEye);

            // --------------------------------------------------------------------------------------

            var sb = Game.GetService <SpriteBatch>();

            sb.Begin();

            sb.End();

            var debStr = Game.GetService <DebugStrings>();

            debStr.Add(Color.Yellow, "drawing " + ParticleList.Count + " points");
            debStr.Add(Color.Yellow, "drawing " + linkList.Count + " lines");

            base.Draw(gameTime, stereoEye);
        }
コード例 #6
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="gameTime"></param>
        /// <param name="stereoEye"></param>
        public override void Draw(GameTime gameTime, Fusion.Graphics.StereoEye stereoEye)
        {
            Game.GraphicsDevice.ClearBackbuffer(Color.White, 1, 0);
            var device = Game.GraphicsDevice;
            var cam    = Game.GetService <OrbitCamera>();
            var inp    = Game.InputDevice;

            int w = Game.GraphicsDevice.DisplayBounds.Width;
            int h = Game.GraphicsDevice.DisplayBounds.Height;

            param.View         = cam.GetViewMatrix(stereoEye);
            param.Projection   = cam.GetProjectionMatrix(stereoEye);
            param.MaxParticles = 0;
            param.DeltaTime    = gameTime.ElapsedSec;
            param.LinkSize     = linkSize;



            device.ComputeShaderConstants[0]  = paramsCB;
            device.VertexShaderConstants[0]   = paramsCB;
            device.GeometryShaderConstants[0] = paramsCB;
            device.PixelShaderConstants[0]    = paramsCB;


            device.PixelShaderSamplers[0] = SamplerState.LinearWrap;


            //	Simulate : ------------------------------------------------------------------------
            //

            param.MaxParticles = injectionCount;
            paramsCB.SetData(param);


            device.ComputeShaderConstants[0] = paramsCB;



            if (state == State.RUN)
            {
                for (int i = 0; i < 10; i++)
                {
                    // calculate accelerations: ---------------------------------------------------
                    device.SetCSRWBuffer(0, simulationBufferSrc, MaxSimulatedParticles);

                    device.ComputeShaderResources[2] = linksPtrBuffer;
                    device.ComputeShaderResources[3] = linksBuffer;

                    param.MaxParticles = MaxSimulatedParticles;
                    paramsCB.SetData(param);

                    device.ComputeShaderConstants[0] = paramsCB;

                    device.PipelineState = factory[(int)Flags.SIMULATION | (int)cfg.IType];


                    device.Dispatch(MathUtil.IntDivUp(MaxSimulatedParticles, BlockSize));



                    // move particles: ------------------------------------------------------------
                    device.SetCSRWBuffer(0, simulationBufferSrc, MaxSimulatedParticles);
                    device.ComputeShaderConstants[0] = paramsCB;



                    device.PipelineState = factory[(int)Flags.MOVE | (int)cfg.IType];
                    device.Dispatch(MathUtil.IntDivUp(MaxSimulatedParticles, BlockSize));                    //*/
                }
            }
            // ------------------------------------------------------------------------------------


            //	Render: ---------------------------------------------------------------------------
            //

            device.SetCSRWBuffer(0, null);

            // draw lines: --------------------------------------------------------------------------

            if (drawLinks == true)
            {
                device.PipelineState = factory[(int)Flags.LINE];


                device.GeometryShaderResources[1] = simulationBufferSrc;
                device.GeometryShaderResources[3] = linksBuffer;


                device.Draw(linkList.Count, 0);
            }


            // draw points: ------------------------------------------------------------------------


            device.PipelineState = factory[(int)Flags.POINT];

            device.PixelShaderSamplers[0]  = SamplerState.AnisotropicWrap;
            device.PixelShaderResources[0] = texture;

            device.GeometryShaderResources[1] = simulationBufferSrc;

            //          device.Draw(MaxSimulatedParticles, 0);


            device.Draw(ParticleList.Count, 0);



            // --------------------------------------------------------------------------------------



            var debStr = Game.GetService <DebugStrings>();

            //debStr.Add("Press I to start simulation");
            //debStr.Add("Press L to speed up simulation");
            //debStr.Add("Press K to slow down simulation");
            //debStr.Add("Press Q to pause/unpause");

            //if (currentParticle != -1)
            //{
            //	if (currentParticle >= 100)
            //	{
            //		debStr.Add(Color.Yellow, "CUSTOMER");
            //		debStr.Add(Color.Yellow, "links Count " + ParticleList[currentParticle].linksCount);
            //	}
            //	else {
            //		debStr.Add(Color.Yellow, "Asset " + ParticleList[currentParticle].Assets);
            //		debStr.Add(Color.Yellow, "links Count " + ParticleList[currentParticle].linksCount);
            //		debStr.Add(Color.Yellow, "Id " + ParticleList[currentParticle].Id);
            //	}

            //}
            var sb = Game.GetService <SpriteBatch>();

            //int w = Game.GraphicsDevice.DisplayBounds.Width;
            //int h = Game.GraphicsDevice.DisplayBounds.Height;
            sb.Begin();
            //sb.DrawSprite(line, w - 50, h - 50, line.Width, line.Height / 3, 0, Color.White);

            Color col = Color.Red;

            col.G += 100;
            col.B += 100;
            sb.DrawSprite(texture, w - 170, h - 125, 40, 40, 0, Color.Green);
            sb.DrawSprite(texture, w - 170, h - 95, 40, 40, 0, Color.Blue);
            sb.DrawSprite(texture, w - 170, h - 65, 40, 40, 0, col);

            font1.DrawString(sb, "Bank", w - 150, h - 122, Color.Black);
            font1.DrawString(sb, "Customer", w - 150, h - 91, Color.Black);
            font1.DrawString(sb, "Bankrupt", w - 150, h - 61, Color.Black);

            foreach (var plot in Plot1.dataPlot)
            {
                plot.Draw(sb, h, 1, w, Plot1.scale, maxArr);
            }

            foreach (var plot in Plot2.dataPlot)
            {
                plot.Draw(sb, h, 2, w, Plot2.scale, maxArr);
            }

            foreach (var plot in Plot3.dataPlot)
            {
                plot.Draw(sb, h, 3, w, Plot3.scale, maxArr);
            }

            foreach (var plot in Plot4.dataPlot)
            {
                plot.Draw(sb, h, 4, w, Plot4.scale, maxArr);
            }

            foreach (var plot in Plot5.dataPlot)
            {
                plot.Draw(sb, h, 5, w, Plot5.scale, maxArr);
            }


            Plot1.Draw(sb, h, 5, w, Plot5.scale, Plot5.maxValue);
            //bool a = true;
            //if (locki == true)
            //{

            //	for (int i = 0; i < 100; i++)
            //	{
            //		foreach (var plot in dataPlot1)
            //		{
            //			plot.x -= 0.01f;
            //		}
            //	}
            //}



            //	sb.Restart();
            //font1.DrawString(sb, "Lenna Soderberg", 130, 230, Color.Plum);
            sb.End();



            //debStr.Add(Color.Yellow, "drawing " + ParticleList.Count + " points");
            //debStr.Add(Color.Yellow, "drawing " + linkList.Count + " lines");


            base.Draw(gameTime, stereoEye);
        }