public void UpdateFrustum() { var drawSys = DrawSystem.GetInstance(); var cameraSys = CameraSystem.GetInstance(); // frustum culling use always the ingame camera. this means that you can look down culling in editor mode var camera = cameraSys.IngameCamera; m_frustumMatrix = camera.GetCameraData().GetViewMatrix() * drawSys.GetDrawContext().GetHeadMatrix() * drawSys.ComputeProjectionTransform(); }
private void _OnLoad(object sender, EventArgs e) { #if DEBUG m_debugDialog = new DebugDialog(); m_debugDialog.Show(); var debugMenu = m_debugDialog.GetSystemMenuItem(); DrawSystem.GetInstance().CreateDebugMenu(debugMenu); GameSystem.GetInstance().CreateDebugMenu(debugMenu); CameraSystem.GetInstance().CreateDebugMenu(debugMenu); #endif // DEBUG }
private void _RegisterDebugEntity() { var entitySys = EntitySystem.GetInstance(); var entity = new GameEntity("frustum"); var layoutC = new LayoutComponent(); layoutC.Transform = Matrix.Identity; entity.AddComponent(layoutC); var drawC = new EasyDrawComponent((IDrawContext context, Matrix layout, DrawModel lastDrawModel) => { if (lastDrawModel != null) { lastDrawModel.Dispose(); } var cameraSys = CameraSystem.GetInstance(); if (cameraSys.IngameCamera != cameraSys.ActiveCamera) { // frustum is visible in editor mode var drawModel = DrawModel.CreateFrustum("frustum", _GetFrustumMatrix(), Color.Cyan); foreach (var node in drawModel.NodeList) { context.DrawDebugModel(layout, node.Mesh, DrawSystem.RenderMode.Transparency); } return(drawModel); } else { return(null); } }); entity.AddComponent(drawC); m_dbgModelEntity = entity; }
/// <summary> /// Update component /// </summary> /// <param name="dT">spend time [sec]</param> public override void Update(double dT) { var cameraSys = CameraSystem.GetInstance(); var drawSys = DrawSystem.GetInstance(); // Calc camera var viewHeadMat = cameraSys.GetCameraData().GetViewMatrix() * drawSys.GetDrawContext().GetHeadMatrix(); viewHeadMat.Invert(); var moveDirection = new Vector3(viewHeadMat.Backward.X, 0, viewHeadMat.Backward.Z); moveDirection.Normalize(); var gameSys = GameSystem.GetInstance(); switch (gameSys.Config.InputDevice) { case GameConfig.UserInputDevices.MouseKeyboard: { IMouseKeyboardInputSource src = InputSystem.GetInstance().MouseKeyboard; var v = Vector3.Zero; if (src.TestKeyState(Keys.W)) { v.Z += PositionFactor; } if (src.TestKeyState(Keys.A)) { v.X -= PositionFactor; } if (src.TestKeyState(Keys.D)) { v.X += PositionFactor; } if (src.TestKeyState(Keys.S)) { v.Z -= PositionFactor; } if (v.X != 0 || v.Z != 0) { float angleY = (float)Math.Atan2(moveDirection.X, moveDirection.Z); v = Vector3.Transform(v, Matrix3x3.RotationY(angleY)); m_behaviorC.RequestMove(v); m_behaviorC.RequestTurn(v); } } break; case GameConfig.UserInputDevices.Pad: { IPadInputSource src = InputSystem.GetInstance().Pad; float angleY = (float)Math.Atan2(moveDirection.X, moveDirection.Z); var thumbDir = src.LeftThumbInput.Direction; float magnitude = src.LeftThumbInput.NormalizedMagnitude; if (magnitude >= MinimumPadMagnitude) { var v = new Vector3(thumbDir.X, 0, thumbDir.Y); v = Vector3.Transform(v, Matrix3x3.RotationY(angleY)); v = v * magnitude; m_behaviorC.RequestMove(v); m_behaviorC.RequestTurn(v); } } break; default: Debug.Fail("unsupported input device type : " + gameSys.Config.InputDevice); break; } }
/// <summary> /// Update component /// </summary> /// <param name="dT">spend time [sec]</param> public override void Update(double dT) { var mapSys = MapSystem.GetInstance(); m_coroutine.Update(dT); if (!m_coroutine.HasCompleted()) { // wait for end of character operation return; } var cameraSys = CameraSystem.GetInstance(); var drawSys = DrawSystem.GetInstance(); var gameSys = GameSystem.GetInstance(); switch (gameSys.Config.InputDevice) { case GameConfig.UserInputDevices.MouseKeyboard: { IMouseKeyboardInputSource src = InputSystem.GetInstance().MouseKeyboard; var v = Vector3.Zero; if (src.TestKeyState(Keys.W)) { v.Z += PositionFactor; } if (src.TestKeyState(Keys.A)) { v.X -= PositionFactor; } if (src.TestKeyState(Keys.D)) { v.X += PositionFactor; } if (src.TestKeyState(Keys.S)) { v.Z -= PositionFactor; } if (v.X != 0 || v.Z != 0) { // @todo } } break; case GameConfig.UserInputDevices.Pad: { IPadInputSource src = InputSystem.GetInstance().Pad; // update move { _InputType inputType = _InputType.None; var thumbDir = src.LeftThumbInput.Direction; float magnitude = src.LeftThumbInput.NormalizedMagnitude; if (magnitude >= MinimumPadMagnitude) { // use pad stick if (thumbDir.Y <= -0.851) { inputType = _InputType.Backward; } else if (thumbDir.Y >= 0.851) { inputType = _InputType.Forward; } else { if (thumbDir.X < 0) { inputType = _InputType.Left; } else { inputType = _InputType.Right; } } } else { // use pad cross key if (src.TestButtonState(InputSystem.PadButtons.Down)) { inputType = _InputType.Backward; } else if (src.TestButtonState(InputSystem.PadButtons.Up)) { inputType = _InputType.Forward; } else if (src.TestButtonState(InputSystem.PadButtons.Left)) { inputType = _InputType.Left; } else if (src.TestButtonState(InputSystem.PadButtons.Right)) { inputType = _InputType.Right; } } #if true switch (inputType) { case _InputType.Forward: { var nextDir = MapLocation.GetForwardDirection(m_currentLocation.Direction); MapLocation?nextLocation = mapSys.Walk(m_currentLocation, nextDir); if (nextLocation.HasValue) { m_currentLocation = nextLocation.Value; var pose = mapSys.GetPose(m_currentLocation); m_coroutine.Start(new _MoveToTask(this, pose.TranslationVector)); // no turn } } break; case _InputType.Backward: { var nextDir = MapLocation.GetBackwardDirection(m_currentLocation.Direction); m_currentLocation.Direction = nextDir; var pose = mapSys.GetPose(m_currentLocation); m_coroutine.Start(new _TurnToTask(this, pose.Forward)); } break; case _InputType.Left: { var nextDir = MapLocation.GetLeftDirection(m_currentLocation.Direction); m_currentLocation.Direction = nextDir; var pose = mapSys.GetPose(m_currentLocation); m_coroutine.Start(new _TurnToTask(this, pose.Forward)); } break; case _InputType.Right: { var nextDir = MapLocation.GetRightDirection(m_currentLocation.Direction); m_currentLocation.Direction = nextDir; var pose = mapSys.GetPose(m_currentLocation); m_coroutine.Start(new _TurnToTask(this, pose.Forward)); } break; } #else switch (inputType) { case _InputType.Forward: { var nextDir = MapLocation.GetForwardDirection(m_currentLocation.Direction); MapLocation?nextLocation = mapSys.Walk(m_currentLocation, nextDir); if (nextLocation.HasValue) { m_currentLocation = nextLocation.Value; var pose = mapSys.GetPose(m_currentLocation); m_coroutine.Start(new _MoveToTask(this, pose.TranslationVector)); // no turn } } break; case _InputType.Backward: { var nextDir = MapLocation.GetBackwardDirection(m_currentLocation.Direction); MapLocation?nextLocation = mapSys.Walk(m_currentLocation, nextDir); if (nextLocation.HasValue) { m_currentLocation = nextLocation.Value; var pose = mapSys.GetPose(m_currentLocation); m_coroutine.Start(Coroutine.Join(new _TurnToTask(this, pose.Forward), new _MoveToTask(this, pose.TranslationVector))); } } break; case _InputType.Left: { var nextDir = MapLocation.GetLeftDirection(m_currentLocation.Direction); MapLocation?nextLocation = mapSys.Walk(m_currentLocation, nextDir); if (nextLocation.HasValue) { m_currentLocation = nextLocation.Value; var pose = mapSys.GetPose(m_currentLocation); m_coroutine.Start(Coroutine.Join(new _TurnToTask(this, pose.Forward), new _MoveToTask(this, pose.TranslationVector))); } } break; case _InputType.Right: { var nextDir = MapLocation.GetRightDirection(m_currentLocation.Direction); MapLocation?nextLocation = mapSys.Walk(m_currentLocation, nextDir); if (nextLocation.HasValue) { m_currentLocation = nextLocation.Value; var pose = mapSys.GetPose(m_currentLocation); m_coroutine.Start(Coroutine.Join(new _TurnToTask(this, pose.Forward), new _MoveToTask(this, pose.TranslationVector))); } } break; } #endif } } break; default: Debug.Fail("unsupported input device type : " + gameSys.Config.InputDevice); break; } }
public void RenderFrame() { double dt = m_fps.GetDeltaTime(); var drawSys = DrawSystem.GetInstance(); var cameraSys = CameraSystem.GetInstance(); var inputSys = InputSystem.GetInstance(); var entitySys = EntitySystem.GetInstance(); var mapSys = MapSystem.GetInstance(); var cullingSys = CullingSystem.GetInstance(); // update fps { double avgDT = m_fps.GetAverageDeltaTime(); string text = String.Format("FPS:{0:f2}, DeltaTime:{1:f2}ms", 1.0 / avgDT, avgDT * 1000.0f); m_numberEntity.SetNumber(1.0f / (float)avgDT); } if (m_multiThreadCount > 1) { Task.WaitAll(m_taskList.ToArray()); var tmpTaskResult = new List <CommandList>(m_taskResultList); inputSys.Update(dt); entitySys.UpdateComponents(GameEntityComponent.UpdateLines.Input, dt); entitySys.UpdateComponents(GameEntityComponent.UpdateLines.Behavior, dt); cameraSys.Update(dt); entitySys.UpdateComponents(GameEntityComponent.UpdateLines.PostBehavior, dt); DrawSystem.WorldData worldData; worldData.AmbientColor = new Color3(0.4f, 0.45f, 0.55f); worldData.FogColor = new Color3(0.3f, 0.5f, 0.8f); worldData.NearClip = 0.01f; worldData.FarClip = 100.0f; worldData.DirectionalLight = new DrawSystem.DirectionalLightData() { Direction = new Vector3(0.3f, -0.2f, 0.4f), Color = new Color3(0.6f, 0.6f, 0.5f), }; worldData.Camera = cameraSys.GetCameraData(); drawSys.BeginScene(worldData); var context = drawSys.GetDrawContext(); entitySys.UpdateComponents(GameEntityComponent.UpdateLines.Posing, dt); mapSys.Update(dt, context); cullingSys.UpdateFrustum(); entitySys.UpdateComponents(GameEntityComponent.UpdateLines.PreDraw, dt); drawSys.GetDrawBuffer().Process(drawSys.GetDrawContext()); entitySys.UpdateComponents(GameEntityComponent.UpdateLines.Draw, dt); // start command list generation for the next frame m_taskList.Clear(); m_taskResultList.Clear(); m_taskResultList.AddRange(Enumerable.Repeat <CommandList>(null, m_multiThreadCount)); m_accTime += dt; for (int threadIndex = 0; threadIndex < m_multiThreadCount; ++threadIndex) { int resultIndex = threadIndex; var subThreadContext = drawSys.GetSubThreadContext(threadIndex); m_taskList.Add(Task.Run(() => { // todo : do sub-thread task m_taskResultList[resultIndex] = subThreadContext.FinishCommandList(); })); } foreach (var result in tmpTaskResult) { context.ExecuteCommandList(result); } m_numberEntity.SetPose(ChrSystem.GetInstance().Player.FindComponent <LayoutComponent>().Transform); m_numberEntity.Draw(context); drawSys.EndScene(); } else { // not supported } m_fps.EndFrame(); m_fps.BeginFrame(); }
public Scene(Device device, SwapChain swapChain, Panel renderTarget, HmdDevice hmd, bool bStereoRendering, int multiThreadCount) { var drawSys = DrawSystem.GetInstance(); var mapSys = MapSystem.GetInstance(); // load textures var textures = new List <TextureView>(new[] { TextureView.FromFile("dot", drawSys.D3D, "Image/dot.png"), TextureView.FromFile("floor", drawSys.D3D, "Image/floor.jpg"), }); var numTextures = new DrawSystem.TextureData[10]; for (int i = 0; i < 10; ++i) { var name = String.Format("number_{0}", i); numTextures[i] = new DrawSystem.TextureData { Resource = TextureView.FromFile(name, drawSys.D3D, String.Format("Image/{0}.png", name)), UvScale = Vector2.One, }; } textures.AddRange(numTextures.Select(item => item.Resource)); foreach (var tex in textures) { drawSys.ResourceRepository.AddResource(tex); } // create number entity m_fps = new FpsCounter(); m_numberEntity = new NumberEntity(new NumberEntity.InitParam() { Dot = new DrawSystem.TextureData { Resource = drawSys.ResourceRepository.FindResource <TextureView>("dot"), UvScale = Vector2.One, }, Numbers = numTextures, Layout = Matrix.RotationYawPitchRoll(1.0f, -1.5f, MathUtil.PI) * Matrix.Translation(-1.5f, 2.5f, -4.5f) }); // create map mapSys.LoadResource(); mapSys.CreateMap("Level/l9000.tmx"); // create player m_player = new PlayerEntity(); ChrSystem.GetInstance().Player = m_player; m_multiThreadCount = multiThreadCount; m_taskList = new List <Task>(m_multiThreadCount); m_taskResultList = new List <CommandList>(m_multiThreadCount); // other settings #if DEBUG CameraSystem.GetInstance().ActivateCamera(CameraSystem.FollowEntityCameraName); //CameraSystem.GetInstance().ActivateCamera(CameraSystem.FixedCameraName); //CameraSystem.GetInstance().ActivateCamera(CameraSystem.FreeCameraName); #else CameraSystem.GetInstance().ActivateCamera(CameraSystem.FollowEntityCameraName); #endif // DEBUG }