Пример #1
0
        public void UpdateWithPresetDoubleWeightTest()
        {
            SmoothedDataWithPercentiles data = new SmoothedDataWithPercentiles();

            data.Preset(8);
            data.Update(5, 3);
            Assert.AreEqual(3, data.SmoothedValue);
        }
Пример #2
0
        public void UpdateTest()
        {
            SmoothedDataWithPercentiles data = new SmoothedDataWithPercentiles();

            data.Update(2, 3);
            data.Update(2, 6);
            data.Update(2, 2);
            Assert.AreEqual(3, data.SmoothedValue);
        }
Пример #3
0
        public static float[] ShadowMapLimit;  // diameter of shadow map far edge from camera

        internal RenderProcess(Game game)
        {
            Game     = game;
            GameForm = (Form)Control.FromHandle(Game.Window.Handle);

            WatchdogToken = new WatchdogToken(System.Threading.Thread.CurrentThread);

            Profiler = new Profiler("Render");
            Profiler.SetThread();
            Game.SetThreadLanguage();

            Game.Window.Title     = "Open Rails";
            GraphicsDeviceManager = new GraphicsDeviceManager(game);

            var windowSizeParts = Game.Settings.WindowSize.Split(new[] { 'x' }, 2);

            GameWindowSize = new Point(Convert.ToInt32(windowSizeParts[0]), Convert.ToInt32(windowSizeParts[1]));

            FrameRate         = new SmoothedData();
            FrameTime         = new SmoothedDataWithPercentiles();
            PrimitiveCount    = new int[(int)RenderPrimitiveSequence.Sentinel];
            PrimitivePerFrame = new int[(int)RenderPrimitiveSequence.Sentinel];

            // Run the game initially at 10FPS fixed-time-step. Do not change this! It affects the loading performance.
            Game.IsFixedTimeStep   = true;
            Game.TargetElapsedTime = TimeSpan.FromMilliseconds(100);
            Game.InactiveSleepTime = TimeSpan.FromMilliseconds(100);

            // Set up the rest of the graphics according to the settings.
            GraphicsDeviceManager.SynchronizeWithVerticalRetrace = Game.Settings.VerticalSync;
            GraphicsDeviceManager.PreferredBackBufferFormat      = SurfaceFormat.Color;
            GraphicsDeviceManager.PreferredDepthStencilFormat    = DepthFormat.Depth24Stencil8;
            GraphicsDeviceManager.IsFullScreen             = false;
            GraphicsDeviceManager.PreferMultiSampling      = Game.Settings.EnableMultisampling;
            GraphicsDeviceManager.PreparingDeviceSettings += new EventHandler <PreparingDeviceSettingsEventArgs>(GDM_PreparingDeviceSettings);
            var screen = Game.Settings.FastFullScreenAltTab ? Screen.FromControl(GameForm) : Screen.PrimaryScreen;

            if (screen.Primary)
            {
                var wa = Screen.PrimaryScreen.WorkingArea;
                GameForm.Location = new System.Drawing.Point((wa.Right - GameWindowSize.X) / 2, (wa.Bottom - GameWindowSize.Y) / 2);
            }
            else
            {
                GameForm.Location = new System.Drawing.Point((screen.Bounds.Width - GameWindowSize.X) / 2, (screen.Bounds.Height - GameWindowSize.Y) / 2);
            }
            GameWindowOrigin = GameForm.Location;

            if (Game.Settings.FullScreen)
            {
                ToggleFullScreen();
            }

            SynchronizeGraphicsDeviceManager();
        }
Пример #4
0
        public static float[] ShadowMapLimit;  // diameter of shadow map far edge from camera

        internal RenderProcess(Game game)
        {
            this.game = game;
            gameForm  = (Form)Control.FromHandle(game.Window.Handle);

            watchdogToken = new WatchdogToken(System.Threading.Thread.CurrentThread);

            Profiler = new Profiler("Render");
            Profiler.SetThread();
            game.SetThreadLanguage();

            game.Window.Title     = "Open Rails";
            GraphicsDeviceManager = new GraphicsDeviceManager(game);

            var windowSizeParts = game.Settings.WindowSize.Split(new[] { 'x' }, 2);

            gameWindowSize = new System.Drawing.Size(Convert.ToInt32(windowSizeParts[0]), Convert.ToInt32(windowSizeParts[1]));

            FrameRate         = new SmoothedData();
            FrameTime         = new SmoothedDataWithPercentiles();
            PrimitiveCount    = new int[(int)RenderPrimitiveSequence.Sentinel];
            PrimitivePerFrame = new int[(int)RenderPrimitiveSequence.Sentinel];

            // Run the game initially at 10FPS fixed-time-step. Do not change this! It affects the loading performance.
            game.IsFixedTimeStep   = true;
            game.TargetElapsedTime = TimeSpan.FromMilliseconds(100);
            game.InactiveSleepTime = TimeSpan.FromMilliseconds(100);

            // Set up the rest of the graphics according to the settings.
            GraphicsDeviceManager.SynchronizeWithVerticalRetrace = game.Settings.VerticalSync;
            GraphicsDeviceManager.PreferredBackBufferFormat      = SurfaceFormat.Color;
            GraphicsDeviceManager.PreferredDepthStencilFormat    = DepthFormat.Depth24Stencil8;
            GraphicsDeviceManager.IsFullScreen             = true;
            GraphicsDeviceManager.PreferMultiSampling      = game.Settings.MultisamplingCount > 0;
            GraphicsDeviceManager.PreparingDeviceSettings += new EventHandler <PreparingDeviceSettingsEventArgs>(GDM_PreparingDeviceSettings);

            currentScreen    = Screen.PrimaryScreen;
            gameWindowOrigin = new System.Drawing.Point((currentScreen.WorkingArea.Right - gameWindowSize.Width) / 2, (currentScreen.WorkingArea.Bottom - gameWindowSize.Height) / 2);
            System.Drawing.Point tempGameWindowOrigin = gameWindowOrigin;
            SynchronizeGraphicsDeviceManager(game.Settings.FullScreen ?
                                             game.Settings.NativeFullscreenResolution ? ScreenMode.FullscreenNativeResolution : ScreenMode.FullscreenPresetResolution
                : ScreenMode.WindowedPresetResolution);

            //restore gameWindowOrigin which will be overriden when game started in Fullscreen ()
            gameWindowOrigin = tempGameWindowOrigin;

            RenderPrimitive.SetGraphicsDevice(game.GraphicsDevice);

            UserInput.Initialize(game);
            gameForm.LocationChanged += GameForm_LocationChanged;
        }
Пример #5
0
        public static float[] ShadowMapLimit;  // diameter of shadow map far edge from camera

        internal RenderProcess(Game game)
        {
            Game     = game;
            GameForm = (Form)Control.FromHandle(Game.Window.Handle);

            WatchdogToken = new WatchdogToken(System.Threading.Thread.CurrentThread);

            Profiler = new Profiler("Render");
            Profiler.SetThread();
            Game.SetThreadLanguage();

            Game.Window.Title     = "Open Rails";
            GraphicsDeviceManager = new GraphicsDeviceManager(game);

            var windowSizeParts = Game.Settings.WindowSize.Split(new[] { 'x' }, 2);

            GameWindowSize = new Point(Convert.ToInt32(windowSizeParts[0]), Convert.ToInt32(windowSizeParts[1]));

            FrameRate         = new SmoothedData();
            FrameTime         = new SmoothedDataWithPercentiles();
            PrimitiveCount    = new int[(int)RenderPrimitiveSequence.Sentinel];
            PrimitivePerFrame = new int[(int)RenderPrimitiveSequence.Sentinel];

            // Run the game initially at 10FPS fixed-time-step. Do not change this! It affects the loading performance.
            Game.IsFixedTimeStep   = true;
            Game.TargetElapsedTime = TimeSpan.FromMilliseconds(100);
            Game.InactiveSleepTime = TimeSpan.FromMilliseconds(100);

            // Set up the rest of the graphics according to the settings.
            GraphicsDeviceManager.SynchronizeWithVerticalRetrace = Game.Settings.VerticalSync;
            GraphicsDeviceManager.PreferredBackBufferFormat      = SurfaceFormat.Color;
            GraphicsDeviceManager.PreferredDepthStencilFormat    = DepthFormat.Depth24Stencil8;
            GraphicsDeviceManager.IsFullScreen             = Game.Settings.FullScreen;
            GraphicsDeviceManager.PreferMultiSampling      = (AntiAliasingMethod)Game.Settings.AntiAliasing != AntiAliasingMethod.None;
            GraphicsDeviceManager.HardwareModeSwitch       = false; // for fast full-screen Alt-Tab switching
            GraphicsDeviceManager.PreparingDeviceSettings += new EventHandler <PreparingDeviceSettingsEventArgs>(GDM_PreparingDeviceSettings);
        }