public void TestTransform() { // Define variables and constants ModelInstanceManager mim = new ModelInstanceManager(); ConstantBuffer <Vector4> fsCB = BufferFactory.NewConstantBuffer <Vector4>().WithUsage(ResourceUsage.DiscardWrite); FragmentShader fs = new FragmentShader(@"Tests\SimpleFS.cso", new ConstantBufferBinding(0U, "MaterialProperties", fsCB)); Material testMat = new Material("TestMat", fs); SceneLayer testLayer = Scene.CreateLayer("TestLayer"); ModelInstanceHandle testHandle = mim.AllocateInstance(testMat.Index, 0U, testLayer.Index, Transform.DEFAULT_TRANSFORM); // Set up context // Execute testHandle.Transform = new Transform(Vector3.ONE * 4f, Quaternion.IDENTITY, Vector3.ONE * -15f); // Assert outcome Assert.AreEqual(new Transform(Vector3.ONE * 4f, Quaternion.IDENTITY, Vector3.ONE * -15f), testHandle.Transform); testHandle.Dispose(); testLayer.Dispose(); mim.Dispose(); testMat.Dispose(); fs.Dispose(); fsCB.Dispose(); }
internal ModelInstanceHandle(ModelInstanceManager allocatingManager, uint materialIndex, uint instanceIndex) { AllocatingManager = allocatingManager; MaterialIndex = materialIndex; this.InstanceIndex = instanceIndex; }
public void TestAllMethods() { // Define variables and constants ModelInstanceManager testMIM = new ModelInstanceManager(); const int NUM_ALLOCATIONS = 3000; const int NUM_MODELS = 7; const int NUM_MATERIALS = 11; const int NUM_SCENE_LAYERS = 3; ConstantBuffer <Vector4> fsCBuffer = BufferFactory.NewConstantBuffer <Vector4>().WithUsage(ResourceUsage.DiscardWrite); FragmentShader testFS = new FragmentShader(@"Tests\SimpleFS.cso", new ConstantBufferBinding(0U, "MaterialProperties", fsCBuffer)); Material[] materials = new Material[NUM_MATERIALS]; for (int i = 0; i < NUM_MATERIALS; ++i) { materials[i] = new Material(i.ToString(), testFS); } // Set up context ModelInstanceHandle[] instances = new ModelInstanceHandle[NUM_ALLOCATIONS]; // Execute for (int i = 0; i < NUM_ALLOCATIONS; i++) { Transform initialTransform = new Transform( Vector3.ONE * i, Quaternion.FromAxialRotation(Vector3.ONE * (i + 1), MathUtils.PI), Vector3.ONE * -i ); instances[i] = testMIM.AllocateInstance(materials[i % NUM_MATERIALS].Index, (uint)i % NUM_MODELS, (uint)i % NUM_SCENE_LAYERS, initialTransform); } for (int i = 0; i < NUM_ALLOCATIONS; i += 2) { instances[i].Transform = instances[i].Transform.With(scale: Vector3.FORWARD * i); } // Assert outcome RenderingModule.RenderStateBarrier.FreezeMutations(); ArraySlice <KeyValuePair <Material, ModelInstanceManager.MIDArray> > midData = testMIM.GetModelInstanceData(); RenderingModule.RenderStateBarrier.UnfreezeMutations(); Assert.AreEqual(NUM_ALLOCATIONS, midData.Sum(kvp => { unsafe { int val = 0; for (int i = 0; i < kvp.Value.Length; ++i) { if (kvp.Value.Data[i].InUse) { ++val; } } return(val); } })); unsafe { foreach (KeyValuePair <Material, ModelInstanceManager.MIDArray> kvp in midData) { Assert.IsTrue(materials.Contains(kvp.Key)); for (uint i = 0U; i < kvp.Value.Length; ++i) { if (!kvp.Value.Data[i].InUse) { continue; } Assert.AreEqual(1, instances.Count(mih => mih.Transform == kvp.Value.Data[i].Transform)); } } } materials.ForEach(mat => mat.Dispose()); testFS.Dispose(); fsCBuffer.Dispose(); }