public SceneBVHAutoSyncer(Scene scene, Common.IBoundingVolumeHierarchy<Entity> bvh)
     : this()
 {
     this.scene = scene;
     this.BVH = bvh;
     scene.EntityAdded += new Action<Entity>(scene_EntityAdded);
     scene.EntityRemoved += new Action<Entity>(scene_EntityRemoved);
 }
Exemplo n.º 2
0
 public SceneBVHAutoSyncer(Scene scene, Common.IBoundingVolumeHierarchy <Entity> bvh)
     : this()
 {
     this.scene           = scene;
     this.BVH             = bvh;
     scene.EntityAdded   += new Action <Entity>(scene_EntityAdded);
     scene.EntityRemoved += new Action <Entity>(scene_EntityRemoved);
 }
Exemplo n.º 3
0
        public void CullScene(Common.IBoundingVolumeHierarchy <Entity> quadTree)
        {
            if ((DateTime.Now - lastEntityCull).TotalSeconds >= Renderer.Settings.CullSceneInterval || ForceCull)
            {
                ForceCull      = false;
                lastEntityCull = DateTime.Now;
                if (firstEntityCull)
                {
                    firstEntityCull      = false;
                    lastShadowEntityCull = DateTime.Now.Subtract(new TimeSpan(0, 0, 0, 0, (int)(Renderer.Settings.CullSceneInterval / 2f * 1000f)));
                }

                if (quadTree != null)
                {
                    cachedEntities = quadTree.Cull(FrustumWithMargin(scene.Camera, scene.Viewport));
                }
                else
                {
                    cachedEntities = new List <Entity>(scene.AllEntities);
                }
            }
            else if ((DateTime.Now - lastShadowEntityCull).TotalSeconds >= Renderer.Settings.CullSceneInterval || ForceShadowCull)
            {
                ForceShadowCull      = false;
                lastShadowEntityCull = DateTime.Now;
                if (Renderer.Settings.ShadowQuality != Settings.ShadowQualities.NoShadows)
                {
                    if (quadTree != null)
                    {
                        cachedShadowEntities = quadTree.Cull(Camera.Frustum(Renderer.ShadowMapCamera));     // TODO: make frustum bigger?
                    }
                    else
                    {
                        cachedShadowEntities = new List <Entity>(scene.AllEntities);
                    }
                }
            }

            Renderer.Frame++;
            if (Renderer.Settings.ShadowQuality != Settings.ShadowQualities.NoShadows)
            {
                foreach (Entity e in new List <Entity>(cachedShadowEntities))
                {
                    if (e.IsVisible && !e.IsRemoved)
                    {
                        e.ActiveInShadowMap = Renderer.Frame;
                        e.EnsureConstructed();
                    }
                }
            }

            foreach (Entity e in new List <Entity>(cachedEntities))
            {
                if (e.IsVisible && !e.IsRemoved)
                {
                    e.ActiveInMain = Renderer.Frame;
                    if (Renderer.Settings.ShadowQuality == Settings.ShadowQualities.NoShadows)
                    {
                        e.EnsureConstructed();
                    }
                }
            }
            //if (i % 40 == 0)
            //{
            //if (i % 400 == 0)
            //    Console.Clear();
            //Console.WriteLine("ShadowEntities: " + cachedShadowEntities.Count);
            //Console.WriteLine("Entities: " + cachedEntities.Count);
            //}
            //i++;
        }