예제 #1
0
        private static void DrawScene()
        {
            AddDebugQueueMessage("Frame render start");

            MyGpuProfiler.IC_BeginBlock("UpdateSceneFrame");
            UpdateSceneFrame();
            MyGpuProfiler.IC_EndBlock();

            MyGpuProfiler.IC_BeginBlock("Clear");
            MyGBuffer.Main.Clear(VRageMath.Color.Black);
            MyGpuProfiler.IC_EndBlock();

            if (MyOpenVR.Static != null)
            {
                ProfilerShort.Begin("OpenVR.WaitForNextStart");
                MyOpenVR.WaitForNextStart();
                ProfilerShort.End();
            }

            IBorrowedRtvTexture debugAmbientOcclusion; // TODO: Think of another way to get this texture to the DebugRenderer...

            ProfilerShort.Begin("DrawGameScene");
            DrawGameScene(Backbuffer, out debugAmbientOcclusion);
            ProfilerShort.End();
            if (MyOpenVR.Static != null)
            {
                ProfilerShort.Begin("OpenVR.DisplayEye");
                MyGpuProfiler.IC_BeginBlock("OpenVR.DisplayEye");
                MyGBuffer.Main.Clear(VRageMath.Color.Black);//image is in HMD now, lets draw the rest for overlay
                MyOpenVR.Static.DisplayEye(MyRender11.Backbuffer.Resource.NativePointer);
                MyGpuProfiler.IC_EndBlock();
                ProfilerShort.End();
            }

            ProfilerShort.Begin("Draw scene debug");
            MyGpuProfiler.IC_BeginBlock("Draw scene debug");
            DrawSceneDebug();
            ProfilerShort.End();

            ProfilerShort.Begin("ProcessDebugMessages");
            ProcessDebugMessages();
            MyGpuProfiler.IC_EndBlock();
            ProfilerShort.End();

            ProfilerShort.Begin("MyDebugRenderer.Draw");
            MyGpuProfiler.IC_BeginBlock("MyDebugRenderer.Draw");
            MyDebugRenderer.Draw(MyRender11.Backbuffer, debugAmbientOcclusion);
            MyGpuProfiler.IC_EndBlock();
            ProfilerShort.End();

            debugAmbientOcclusion.Release();

            ProfilerShort.Begin("MyPrimitivesRenderer.Draw");
            MyGpuProfiler.IC_BeginBlock("MyPrimitivesRenderer.Draw");
            MyPrimitivesRenderer.Draw(MyRender11.Backbuffer);
            MyGpuProfiler.IC_EndBlock();
            ProfilerShort.End();

            ProfilerShort.Begin("MyLinesRenderer.Draw");
            MyGpuProfiler.IC_BeginBlock("MyLinesRenderer.Draw");
            MyLinesRenderer.Draw(MyRender11.Backbuffer);
            MyGpuProfiler.IC_EndBlock();
            ProfilerShort.End();

            if (m_screenshot.HasValue && m_screenshot.Value.IgnoreSprites)
            {
                ProfilerShort.Begin("Screenshot");
                if (m_screenshot.Value.SizeMult == Vector2.One)
                {
                    SaveScreenshotFromResource(Backbuffer);
                }
                else
                {
                    TakeCustomSizedScreenshot(m_screenshot.Value.SizeMult);
                }
                ProfilerShort.End();
            }

            ProfilerShort.Begin("ProcessDebugOutput");
            AddDebugQueueMessage("Frame render end");
            ProcessDebugOutput();
            ProfilerShort.End();
        }
예제 #2
0
        private static void DrawScene()
        {
            AddDebugQueueMessage("Frame render start");

            MyGpuProfiler.IC_BeginBlock("UpdateSceneFrame");
            UpdateSceneFrame();
            MyGpuProfiler.IC_EndBlock();

            var testingDepth = MyRender11.MultisamplingEnabled ? MyScreenDependants.m_resolvedDepth : MyGBuffer.Main.DepthStencil;

            MyGpuProfiler.IC_BeginBlock("Clear");
            MyGBuffer.Main.Clear(VRageMath.Color.Black);
            MyGpuProfiler.IC_EndBlock();

            if (MyOpenVR.Static != null)
            {
                ProfilerShort.Begin("OpenVR.WaitForNextStart");
                MyOpenVR.WaitForNextStart();
                ProfilerShort.End();
            }

            ProfilerShort.Begin("DrawGameScene");
            DrawGameScene(Backbuffer);
            ProfilerShort.End();
            if (MyOpenVR.Static != null)
            {
                ProfilerShort.Begin("OpenVR.DisplayEye");
                MyGpuProfiler.IC_BeginBlock("OpenVR.DisplayEye");
                MyGBuffer.Main.Clear(VRageMath.Color.Black);//image is in HMD now, lets draw the rest for overlay
                MyOpenVR.Static.DisplayEye(MyRender11.Backbuffer.Resource.NativePointer);
                MyGpuProfiler.IC_EndBlock();
                ProfilerShort.End();
            }

            ProfilerShort.Begin("Draw scene debug");
            MyGpuProfiler.IC_BeginBlock("Draw scene debug");
            DrawSceneDebug();
            ProfilerShort.End();

            ProfilerShort.Begin("ProcessDebugMessages");
            ProcessDebugMessages();
            MyGpuProfiler.IC_EndBlock();
            ProfilerShort.End();

            ProfilerShort.Begin("MyDebugRenderer.Draw");
            MyGpuProfiler.IC_BeginBlock("MyDebugRenderer.Draw");
            MyDebugRenderer.Draw(MyRender11.Backbuffer);
            MyGpuProfiler.IC_EndBlock();
            ProfilerShort.End();

            ProfilerShort.Begin("MyPrimitivesRenderer.Draw");
            MyGpuProfiler.IC_BeginBlock("MyPrimitivesRenderer.Draw");
            MyPrimitivesRenderer.Draw(MyRender11.Backbuffer, testingDepth);
            MyGpuProfiler.IC_EndBlock();
            ProfilerShort.End();

            ProfilerShort.Begin("MyLinesRenderer.Draw");
            MyGpuProfiler.IC_BeginBlock("MyLinesRenderer.Draw");
            MyLinesRenderer.Draw(MyRender11.Backbuffer, testingDepth);
            MyGpuProfiler.IC_EndBlock();
            ProfilerShort.End();

            if (m_screenshot.HasValue && m_screenshot.Value.IgnoreSprites)
            {
                ProfilerShort.Begin("Screenshot");
                if (m_screenshot.Value.SizeMult == Vector2.One)
                {
                    SaveScreenshotFromResource(Backbuffer.Resource);
                }
                else
                {
                    TakeCustomSizedScreenshot(m_screenshot.Value.SizeMult);
                }
                ProfilerShort.End();
            }

            ProfilerShort.Begin("ProcessDebugOutput");
            AddDebugQueueMessage("Frame render end");
            ProcessDebugOutput();
            ProfilerShort.End();
        }
예제 #3
0
        private static void ProcessDrawMessage(MyRenderMessageBase drawMessage)
        {
            switch (drawMessage.MessageType)
            {
            case MyRenderMessageEnum.SpriteScissorPush:
            {
                var msg = drawMessage as MyRenderMessageSpriteScissorPush;

                MySpritesRenderer.ScissorStackPush(msg.ScreenRectangle);

                break;
            }

            case MyRenderMessageEnum.SpriteScissorPop:
            {
                MySpritesRenderer.ScissorStackPop();

                break;
            }

            case MyRenderMessageEnum.DrawSprite:
            {
                MyRenderMessageDrawSprite sprite = (MyRenderMessageDrawSprite)drawMessage;

                MySpritesRenderer.AddSingleSprite(MyTextures.GetTexture(sprite.Texture, MyTextureEnum.GUI, waitTillLoaded: sprite.WaitTillLoaded), sprite.Color, sprite.Origin, sprite.RightVector, sprite.SourceRectangle, sprite.DestinationRectangle);

                break;
            }

            case MyRenderMessageEnum.DrawSpriteNormalized:
            {
                MyRenderMessageDrawSpriteNormalized sprite = (MyRenderMessageDrawSpriteNormalized)drawMessage;

                var rotation = sprite.Rotation;
                if (sprite.RotationSpeed != 0)
                {
                    rotation += sprite.RotationSpeed * (float)(MyRender11.CurrentDrawTime - MyRender11.CurrentUpdateTime).Seconds;
                }

                Vector2 rightVector = rotation != 0f ? new Vector2((float)Math.Cos(rotation), (float)Math.Sin(rotation)) : sprite.RightVector;

                int safeGuiSizeY = MyRender11.ResolutionI.Y;
                int safeGuiSizeX = (int)(safeGuiSizeY * 1.3333f);             //  This will mantain same aspect ratio for GUI elements

                var   safeGuiRectangle = new VRageMath.Rectangle(MyRender11.ResolutionI.X / 2 - safeGuiSizeX / 2, 0, safeGuiSizeX, safeGuiSizeY);
                var   safeScreenScale  = (float)safeGuiSizeY / MyRenderGuiConstants.REFERENCE_SCREEN_HEIGHT;
                float fixedScale       = sprite.Scale * safeScreenScale;

                var tex = MyTextures.GetTexture(sprite.Texture, MyTextureEnum.GUI, true);

                var normalizedCoord = sprite.NormalizedCoord;
                var screenCoord     = new Vector2(safeGuiRectangle.Left + safeGuiRectangle.Width * normalizedCoord.X,
                                                  safeGuiRectangle.Top + safeGuiRectangle.Height * normalizedCoord.Y);

                var sizeInPixels       = MyTextures.GetSize(tex);
                var sizeInPixelsScaled = sizeInPixels * fixedScale;

                Vector2 alignedScreenCoord = screenCoord;
                var     drawAlign          = sprite.DrawAlign;

                if (drawAlign == MyGuiDrawAlignEnum.HORISONTAL_LEFT_AND_VERTICAL_TOP)
                {
                    //  Nothing to do as position is already at this point
                }
                else if (drawAlign == MyGuiDrawAlignEnum.HORISONTAL_CENTER_AND_VERTICAL_CENTER)
                {
                    //  Move position to the texture center
                    alignedScreenCoord -= sizeInPixelsScaled / 2.0f;
                }
                else if (drawAlign == MyGuiDrawAlignEnum.HORISONTAL_CENTER_AND_VERTICAL_TOP)
                {
                    alignedScreenCoord.X -= sizeInPixelsScaled.X / 2.0f;
                }
                else if (drawAlign == MyGuiDrawAlignEnum.HORISONTAL_CENTER_AND_VERTICAL_BOTTOM)
                {
                    alignedScreenCoord.X -= sizeInPixelsScaled.X / 2.0f;
                    alignedScreenCoord.Y -= sizeInPixelsScaled.Y;
                }
                else if (drawAlign == MyGuiDrawAlignEnum.HORISONTAL_RIGHT_AND_VERTICAL_BOTTOM)
                {
                    alignedScreenCoord -= sizeInPixelsScaled;
                }
                else if (drawAlign == MyGuiDrawAlignEnum.HORISONTAL_LEFT_AND_VERTICAL_CENTER)
                {
                    alignedScreenCoord.Y -= sizeInPixelsScaled.Y / 2.0f;
                }
                else if (drawAlign == MyGuiDrawAlignEnum.HORISONTAL_RIGHT_AND_VERTICAL_CENTER)
                {
                    alignedScreenCoord.X -= sizeInPixelsScaled.X;
                    alignedScreenCoord.Y -= sizeInPixelsScaled.Y / 2.0f;
                }
                else if (drawAlign == MyGuiDrawAlignEnum.HORISONTAL_LEFT_AND_VERTICAL_BOTTOM)
                {
                    alignedScreenCoord.Y -= sizeInPixelsScaled.Y;        // *0.75f;
                }
                else if (drawAlign == MyGuiDrawAlignEnum.HORISONTAL_RIGHT_AND_VERTICAL_TOP)
                {
                    alignedScreenCoord.X -= sizeInPixelsScaled.X;
                }

                screenCoord = alignedScreenCoord;

                var     rect = new RectangleF(screenCoord.X, screenCoord.Y, fixedScale * sizeInPixels.X, fixedScale * sizeInPixels.Y);
                Vector2 origin;
                if (sprite.OriginNormalized.HasValue)
                {
                    origin = sprite.OriginNormalized.Value * sizeInPixels;
                }
                else
                {
                    origin = sizeInPixels / 2;
                }

                sprite.OriginNormalized = sprite.OriginNormalized ?? new Vector2(0.5f);

                MySpritesRenderer.AddSingleSprite(MyTextures.GetTexture(sprite.Texture, MyTextureEnum.GUI, waitTillLoaded: sprite.WaitTillLoaded), sprite.Color, origin, rightVector, null, rect);

                break;
            }


            case MyRenderMessageEnum.DrawSpriteAtlas:
            {
                MyRenderMessageDrawSpriteAtlas sprite = (MyRenderMessageDrawSpriteAtlas)drawMessage;

                var tex         = MyTextures.GetTexture(sprite.Texture, MyTextureEnum.GUI, true);
                var textureSize = MyTextures.GetSize(tex);

                Rectangle?sourceRect = new Rectangle(
                    (int)(textureSize.X * sprite.TextureOffset.X),
                    (int)(textureSize.Y * sprite.TextureOffset.Y),
                    (int)(textureSize.X * sprite.TextureSize.X),
                    (int)(textureSize.Y * sprite.TextureSize.Y));

                VRageMath.RectangleF destRect = new VRageMath.RectangleF(
                    (sprite.Position.X) * sprite.Scale.X,
                    (sprite.Position.Y) * sprite.Scale.Y,
                    sprite.HalfSize.X * sprite.Scale.X * 2,
                    sprite.HalfSize.Y * sprite.Scale.Y * 2);

                Vector2 origin = new Vector2(textureSize.X * sprite.TextureSize.X * 0.5f, textureSize.Y * sprite.TextureSize.Y * 0.5f);

                MySpritesRenderer.AddSingleSprite(MyTextures.GetTexture(sprite.Texture, MyTextureEnum.GUI, true), sprite.Color, origin, sprite.RightVector, sourceRect, destRect);

                break;
            }

            case MyRenderMessageEnum.DrawString:
            {
                var message = drawMessage as MyRenderMessageDrawString;

                var font = MyRender11.GetFont(message.FontIndex);
                font.DrawString(
                    message.ScreenCoord,
                    message.ColorMask,
                    message.Text,
                    message.ScreenScale,
                    message.ScreenMaxWidth);

                break;
            }

            case MyRenderMessageEnum.DrawScene:
            {
                AddDebugQueueMessage("Frame render start");

                MyGpuProfiler.IC_BeginBlock("UpdateSceneFrame");
                UpdateSceneFrame();
                MyGpuProfiler.IC_EndBlock();

                var testingDepth = MyRender11.MultisamplingEnabled ? MyScreenDependants.m_resolvedDepth : MyGBuffer.Main.DepthStencil;
                MyGpuProfiler.IC_BeginBlock("Clear");
                MyGBuffer.Main.Clear(VRageMath.Color.Black);
                MyGpuProfiler.IC_EndBlock();

                if (MyOpenVR.Static != null)
                {
                    ProfilerShort.Begin("OpenVR.WaitForNextStart");
                    MyOpenVR.WaitForNextStart();
                    ProfilerShort.End();
                }

                ProfilerShort.Begin("DrawGameScene");
                DrawGameScene(Backbuffer);
                ProfilerShort.End();
                if (MyOpenVR.Static != null)
                {
                    ProfilerShort.Begin("OpenVR.DisplayEye");
                    MyGpuProfiler.IC_BeginBlock("OpenVR.DisplayEye");
                    MyGBuffer.Main.Clear(VRageMath.Color.Black);        //image is in HMD now, lets draw the rest for overlay
                    MyOpenVR.Static.DisplayEye(MyRender11.Backbuffer.m_resource.NativePointer);
                    MyGpuProfiler.IC_EndBlock();
                    ProfilerShort.End();
                }

                ProfilerShort.Begin("TransferPerformanceStats");
                TransferPerformanceStats();
                ProfilerShort.End();

                ProfilerShort.Begin("Draw scene debug");
                MyGpuProfiler.IC_BeginBlock("Draw scene debug");
                DrawSceneDebug();
                ProfilerShort.End();

                ProfilerShort.Begin("ProcessDebugMessages");
                ProcessDebugMessages();
                MyGpuProfiler.IC_EndBlock();
                ProfilerShort.End();

                ProfilerShort.Begin("MyDebugRenderer.Draw");
                MyGpuProfiler.IC_BeginBlock("MyDebugRenderer.Draw");
                MyDebugRenderer.Draw(MyRender11.Backbuffer);
                MyGpuProfiler.IC_EndBlock();
                ProfilerShort.End();

                ProfilerShort.Begin("MyPrimitivesRenderer.Draw");
                MyGpuProfiler.IC_BeginBlock("MyPrimitivesRenderer.Draw");
                MyPrimitivesRenderer.Draw(MyRender11.Backbuffer, testingDepth);
                MyGpuProfiler.IC_EndBlock();
                ProfilerShort.End();

                ProfilerShort.Begin("MyLinesRenderer.Draw");
                MyGpuProfiler.IC_BeginBlock("MyLinesRenderer.Draw");
                MyLinesRenderer.Draw(MyRender11.Backbuffer, testingDepth);
                MyGpuProfiler.IC_EndBlock();
                ProfilerShort.End();

                if (m_screenshot.HasValue && m_screenshot.Value.IgnoreSprites)
                {
                    ProfilerShort.Begin("Screenshot");
                    if (m_screenshot.Value.SizeMult == Vector2.One)
                    {
                        SaveScreenshotFromResource(Backbuffer.m_resource);
                    }
                    else
                    {
                        TakeCustomSizedScreenshot(m_screenshot.Value.SizeMult);
                    }
                    ProfilerShort.End();
                }

                ProfilerShort.Begin("MySpritesRenderer.Draw");
                MyGpuProfiler.IC_BeginBlock("MySpritesRenderer.Draw");
                MySpritesRenderer.Draw(MyRender11.Backbuffer.m_RTV, new MyViewport(MyRender11.ViewportResolution.X, MyRender11.ViewportResolution.Y));
                MyGpuProfiler.IC_EndBlock();
                ProfilerShort.End();

                if (MyRenderProxy.DRAW_RENDER_STATS)
                {
                    ProfilerShort.Begin("MyRenderStatsDraw.Draw");
                    MyGpuProfiler.IC_BeginBlock("MyLinesRenderer.Draw");
                    MyRenderStatsDraw.Draw(MyRenderStats.m_stats, 0.6f, VRageMath.Color.Yellow);
                    MyGpuProfiler.IC_EndBlock();
                    ProfilerShort.End();
                }

                ProfilerShort.Begin("ProcessDebugOutput");
                AddDebugQueueMessage("Frame render end");
                ProcessDebugOutput();
                ProfilerShort.End();
                break;
            }
            }
        }