Наследование: IDisposable
Пример #1
0
        public void Initialize()
        {
            mSection = new Section();

            mSection.Name = "A";
            mSection.Time = 100;

            for (int i = 0; i < 2; i++)
            {
                Section bSection = new Section();
                bSection.Name = "B";
                bSection.Time = 50;

                mSection.Children.Add(bSection);

                for (int j = 0; j < 2; j++)
                {
                    Section cSection = new Section();
                    cSection.Name = "C";
                    cSection.Time = 25;

                    bSection.Children.Add(cSection);

                }
            }

            mMergedSection = SectionMerger.Self.CreateMergedCopy(mSection);
        }
Пример #2
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        private static TreeNode CreateTreeNode(FlatRedBall.Performance.Measurement.Section subSection)
        {
            TreeNode treeNode = new TreeNode();

            treeNode.Tag = subSection;

            SetTreeNodeText(subSection, treeNode);
            return(treeNode);
        }
Пример #3
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        private void AddTreeNodesFor(FlatRedBall.Performance.Measurement.Section section, TreeNodeCollection treeNodeCollection)
        {
            TreeNode mostExpensive      = null;
            float    mostExpensiveValue = -1; // so it is always smaller than even the smallest starting value:
            double   timeOfSubSections  = 0;

            List <TreeNode> list = new List <TreeNode>();

            // This may be a revisited node:
            foreach (TreeNode node in treeNodeCollection)
            {
                list.Add(node);
            }

            foreach (var subSection in section.Children)
            {
                TreeNode treeNode = null;


                treeNode = CreateTreeNode(subSection);

                if (subSection.Time > mostExpensiveValue)
                {
                    mostExpensive      = treeNode;
                    mostExpensiveValue = subSection.Time;
                }

                timeOfSubSections += subSection.Time;

                list.Add(treeNode);

                // adding tree nodes will just add times to existing
                // tree nodes if they already exist
                AddTreeNodesFor(subSection, treeNode.Nodes);
            }

            if (mostExpensive != null)
            {
                AppendTimeInMilliseconds(mostExpensive);
            }

            if (section.Time != 0)
            {
                double ratioAccountedFor = timeOfSubSections / section.Time;

                if (ratioAccountedFor < .98)
                {
                    TreeNode node = new TreeNode();
                    node.Text = "???? " + (100 - ratioAccountedFor * 100).ToString("0.00") + "%";
                    list.Insert(0, node);
                }
            }
            treeNodeCollection.AddRange(list.ToArray());
        }
Пример #4
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 Section GetSectionByName(string name, Section parent)
 {
     foreach (Section section in parent.Children)
     {
         if (section.Name == name)
         {
             return section;
         }
     }
     return null;
 }
Пример #5
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        public Section CreateMergedCopy(Section section)
        {
            Section toReturn = new Section();
            toReturn.Name = section.Name;
            toReturn.Time = section.Time;

            DoMerge(section, toReturn);

            toReturn.SetParentRelationships();
            return toReturn;
        }
Пример #6
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        private static void SetTreeNodeText(FlatRedBall.Performance.Measurement.Section subSection, TreeNode treeNode)
        {
            string percentage = "100%";

            if (subSection.Parent != null)
            {
                float ratio = subSection.Time / subSection.Parent.Time;

                percentage = (ratio * 100).ToString("0.00") + "%";
            }
            string text = subSection.Name + " " + percentage;

            treeNode.Text = text;
        }
Пример #7
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        private void DoMerge(Section original, Section merged)
        {
            foreach (Section section in original.Children)
            {
                Section existingSection = GetSectionByName(section.Name, merged);

                if (existingSection == null)
                {
                    existingSection = new Section();
                    existingSection.Name = section.Name;
                    existingSection.Time = section.Time;
                    merged.Children.Add(existingSection);
                }
                else
                {
                    existingSection.Time += section.Time;
                }

                DoMerge(section, existingSection);

            }
        }
Пример #8
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        private static void DrawUnlayeredObjects(Camera camera, RenderMode renderMode, Section section)
        {
            CurrentLayer = null;
            if (section != null)
            {
                Section.GetAndStartContextAndTime("Draw above shapes");
            }

            #region Draw Shapes if UnderEverything

            if (camera.DrawsWorld && renderMode == RenderMode.Default && camera.DrawsShapes &&
                ShapeManager.ShapeDrawingOrder == FlatRedBall.Math.Geometry.ShapeDrawingOrder.UnderEverything)
            {
                // Draw shapes
                DrawShapes(
                    camera,
                    ShapeManager.mSpheres,
                    ShapeManager.mCubes,
                    ShapeManager.mRectangles,
                    ShapeManager.mCircles,
                    ShapeManager.mPolygons,
                    ShapeManager.mLines,
                    ShapeManager.mCapsule2Ds,
                    null
                    );
            }

            #endregion
            
            //TimeManager.SumTimeSection("Draw models");

            #region Draw ZBuffered Sprites and Mixed

            // Only draw the rest if in default rendering mode
            if (renderMode == RenderMode.Default)
            {
                if (camera.DrawsWorld)
                {
                    if (section != null)
                    {
                        Section.EndContextAndTime();
                        Section.GetAndStartContextAndTime("Draw Z Buffered Sprites");
                    }
                    if (SpriteManager.ZBufferedSpritesWriteable.Count != 0)
                    {
#if WINDOWS_PHONE || MONOGAME
                        // Note, this means that we can't use the "Color" color operation.
                        // For PC we do clip() in the shader.  We can't do that on WP7 so we use an alpha test effect
                        SetCurrentEffect(mAlphaTestEffect, camera);
#endif
                        // Draw the Z Buffered Sprites
                        DrawZBufferedSprites(camera, SpriteManager.ZBufferedSpritesWriteable);

#if WINDOWS_PHONE || MONOGAME
                        SetCurrentEffect(mEffect, camera);
#endif
                    }

                    foreach (var drawableBatch in SpriteManager.mZBufferedDrawableBatches)
                    {
                        if (drawableBatch.UpdateEveryFrame)
                        {
                            drawableBatch.Update();
                        }
                        drawableBatch.Draw(camera);
                    }

                    if (section != null)
                    {
                        Section.EndContextAndTime();
                        Section.GetAndStartContextAndTime("Draw Ordered objects");
                    }
                    // Draw the OrderedByDistanceFromCamera Objects (Sprites, Texts, DrawableBatches)
                    DrawOrderedByDistanceFromCamera(camera, section);
                }
            }


            #endregion

            if (section != null)
            {
                Section.EndContextAndTime();
                Section.GetAndStartContextAndTime("Draw below shapes");
            }

            #region Draw Shapes if OverEverything

            if (camera.DrawsWorld &&
                renderMode == RenderMode.Default &&
                camera.DrawsShapes &&
                ShapeManager.ShapeDrawingOrder == ShapeDrawingOrder.OverEverything)
            {

                // Draw shapes
                DrawShapes(
                    camera,
                    ShapeManager.mSpheres,
                    ShapeManager.mCubes,
                    ShapeManager.mRectangles,
                    ShapeManager.mCircles,
                    ShapeManager.mPolygons,
                    ShapeManager.mLines,
                    ShapeManager.mCapsule2Ds,
                    null
                    );
            }

            #endregion
            //TimeManager.SumTimeSection("Draw ZBuffered and Mixed");
            if (section != null)
            {
                Section.EndContextAndTime();
            }
        }
Пример #9
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        private static void DrawLayers(Camera camera, RenderMode renderMode, Section section)
        {
            
            //TimeManager.SumTimeSection("Set device settings");


            #region Draw World Layers
            // Draw layers that belong to the World "SpriteEditor"
            if (camera.DrawsWorld)
            {
                // These layers are still considered in the "world" because all
                // Cameras can see them.
                for (int i = 0; i < SpriteManager.LayersWriteable.Count; i++)
                {
                    Layer layer = SpriteManager.LayersWriteable[i];

                    DrawIndividualLayer(camera, renderMode, layer, section);

                }
            }
            #endregion

            //TimeManager.SumTimeSection("Draw World Layers");

            #region Draw Camera Layers
            if (camera.DrawsCameraLayer)
            {
                int layerCount = camera.Layers.Count;
                for (int i = 0; i < layerCount; i++)
                {
                    Layer layer = camera.Layers[i];
                    DrawIndividualLayer(camera, renderMode, layer, section);
                }
            }
            #endregion

            //TimeManager.SumTimeSection("Draw Camera Layers");

            #region Last, draw the top layer

            if (camera.DrawsWorld && !SpriteManager.TopLayer.IsEmpty)
            {
                Layer layer = SpriteManager.TopLayer;

                DrawIndividualLayer(camera, renderMode, layer, section);

            }
            #endregion

            //TimeManager.SumTimeSection("Last, draw the top layer");
        }
Пример #10
0
        private static void DrawMixed(SpriteList spriteListUnfiltered, SortType sortType,
            PositionedObjectList<Text> textListUnfiltered, List<IDrawableBatch> batches,
            bool relativeToCamera, Camera camera, Section section)
        {
            if (section != null)
            {
                Section.GetAndStartContextAndTime("Start of Draw Mixed");
            }
            DrawMixedStart(camera);

            

            int spriteIndex = 0;
            int textIndex = 0;
            int batchIndex = 0;

            // The sort values can represent different
            // things depending on the sortType argument.
            // They can either represent pure Z values or they
            // can represent distance from the camera (squared).
            // The problem is that a larger Z means closer to the
            // camera, but a larger distance means further from the
            // camera.  Therefore, to fix this problem if these values
            // represent distance from camera, they will be multiplied by
            // negative 1.
            float nextSpriteSortValue = float.PositiveInfinity;
            float nextTextSortValue = float.PositiveInfinity;
            float nextBatchSortValue = float.PositiveInfinity;




            if (section != null)
            {
                Section.EndContextAndTime();
                Section.GetAndStartContextAndTime("Sort Lists");
            }

            SortAllLists(spriteListUnfiltered, sortType, textListUnfiltered, batches, relativeToCamera, camera);

            mVisibleSprites.Clear();
            mVisibleTexts.Clear();
            for (int i = 0; i < spriteListUnfiltered.Count; i++)
            {
                Sprite sprite = spriteListUnfiltered[i];
                bool isVisible = sprite.AbsoluteVisible && 
                    (sprite.ColorOperation == ColorOperation.InterpolateColor || sprite.Alpha > .0001) &&
                    camera.IsSpriteInView(sprite, false);

                if (isVisible)
                {
                    mVisibleSprites.Add(sprite);
                }
            }

            for (int i = 0; i < textListUnfiltered.Count; i++)
            {
                Text text = textListUnfiltered[i];
                if (text.AbsoluteVisible && text.Alpha > .0001 && camera.IsTextInView(text))
                {
                    mVisibleTexts.Add(text);
                }
            }
            int indexOfNextSpriteToReposition = 0;


            GetNextZValuesByCategory(mVisibleSprites, sortType, mVisibleTexts, batches, camera, ref spriteIndex, ref textIndex, ref nextSpriteSortValue, ref nextTextSortValue, ref nextBatchSortValue);

            int numberToDraw = 0;
            // This is used as a temporary variable for Z or distance from camera
            float sortingValue = 0;
            Section performDrawingSection = null;
            if (section != null)
            {
                Section.EndContextAndTime();
                performDrawingSection = Section.GetAndStartContextAndTime("Perform Drawing");
            }

            while (spriteIndex < mVisibleSprites.Count || textIndex < mVisibleTexts.Count ||
                (batches != null && batchIndex < batches.Count))
            {
                #region only 1 array remains to be drawn so finish it off completely
                
                #region Draw Texts
                if (spriteIndex >= mVisibleSprites.Count && (batches == null || batchIndex >= batches.Count) &&
                    textIndex < mVisibleTexts.Count)
                {
                    if (section != null)
                    {
                        if (Section.Context != performDrawingSection)
                        {
                            Section.EndContextAndTime();
                        }
                        Section.GetAndStartMergedContextAndTime("Draw Texts");
                    }

                    if (sortType == SortType.DistanceAlongForwardVector)
                    {
                        int temporaryCount = mVisibleTexts.Count;
                        for (int i = textIndex; i < temporaryCount; i++)
                        {
                            mVisibleTexts[i].Position = mVisibleTexts[i].mOldPosition;
                        }
                    }
                    // TEXTS: draw all texts from textIndex to numberOfVisibleTexts - textIndex
                    DrawTexts(mVisibleTexts, textIndex, mVisibleTexts.Count - textIndex, camera, section);
                    break;
                }
                #endregion

                #region Draw Sprites
                else if (textIndex >= mVisibleTexts.Count && (batches == null || batchIndex >= batches.Count) &&
                    spriteIndex < mVisibleSprites.Count)
                {
                    if (section != null)
                    {
                        if (Section.Context != performDrawingSection)
                        {
                            Section.EndContextAndTime();
                        }
                        Section.GetAndStartMergedContextAndTime("Draw Sprites");
                    }

                    numberToDraw = mVisibleSprites.Count - spriteIndex;
                    if (sortType == SortType.DistanceAlongForwardVector)
                    {
                        int temporaryCount = mVisibleSprites.Count;
                        for (int i = indexOfNextSpriteToReposition; i < temporaryCount; i++)
                        {
                            mVisibleSprites[i].Position = mVisibleSprites[i].mOldPosition;
                            indexOfNextSpriteToReposition++;
                        }
                    }


                    PrepareSprites(
                        mSpriteVertices, mSpriteRenderBreaks,
                        mVisibleSprites, spriteIndex, numberToDraw
                        );

                    DrawSprites(
                        mSpriteVertices, mSpriteRenderBreaks,
                        mVisibleSprites, spriteIndex,
                        numberToDraw, camera);

                    break;
                }

                #endregion

                #region Draw DrawableBatches
                else if (spriteIndex >= mVisibleSprites.Count && textIndex >= mVisibleTexts.Count &&
                    batches != null && batchIndex < batches.Count)
                {
                    if (section != null)
                    {
                        if (Section.Context != performDrawingSection)
                        {
                            Section.EndContextAndTime();
                        }
                        Section.GetAndStartMergedContextAndTime("Draw IDrawableBatches");
                    }
                    // DRAWABLE BATCHES:  Only DrawableBatches remain so draw them all.
                    while (batchIndex < batches.Count)
                    {
                        IDrawableBatch batchAtIndex = batches[batchIndex];
                        if (batchAtIndex.UpdateEveryFrame)
                        {
                            batchAtIndex.Update();
                        }

                        if (Renderer.RecordRenderBreaks)
                        {
                            // Even though we aren't using a RenderBreak here, we should record a render break
                            // for this batch as it does cause rendering to be interrupted:
                            RenderBreak renderBreak = new RenderBreak();
#if DEBUG
                            renderBreak.ObjectCausingBreak = batchAtIndex;
#endif
                            renderBreak.LayerName = CurrentLayerName;
                            LastFrameRenderBreakList.Add(renderBreak);
                        }

                        batchAtIndex.Draw(camera);

                        batchIndex++;
                    }

                    FixRenderStatesAfterBatchDraw();
                    break;
                }
                #endregion

                #endregion

                #region more than 1 list remains so find which group of objects to render

                #region Sprites

                else if (nextSpriteSortValue <= nextTextSortValue && nextSpriteSortValue <= nextBatchSortValue)
                {
                    if (section != null)
                    {
                        if (Section.Context != performDrawingSection)
                        {
                            Section.EndContextAndTime();
                        }
                        Section.GetAndStartMergedContextAndTime("Draw Sprites");
                    }
                    // The next furthest object is a Sprite.  Find how many to draw.

                    #region Count how many Sprites to draw and store it in numberToDraw
                    numberToDraw = 0;

                    if (sortType == SortType.Z || sortType == SortType.DistanceAlongForwardVector)
                        sortingValue = mVisibleSprites[spriteIndex + numberToDraw].Position.Z;
                    else
                        sortingValue = -(camera.Position - mVisibleSprites[spriteIndex + numberToDraw].Position).LengthSquared();

                    while (sortingValue <= nextTextSortValue &&
                           sortingValue <= nextBatchSortValue)
                    {
                        numberToDraw++;
                        if (spriteIndex + numberToDraw == mVisibleSprites.Count)
                        {
                            break;
                        }

                        if (sortType == SortType.Z || sortType == SortType.DistanceAlongForwardVector)
                            sortingValue = mVisibleSprites[spriteIndex + numberToDraw].Position.Z;
                        else
                            sortingValue = -(camera.Position - mVisibleSprites[spriteIndex + numberToDraw].Position).LengthSquared();

                    }
                    #endregion

                    if (sortType == SortType.DistanceAlongForwardVector)
                    {
                        for (int i = indexOfNextSpriteToReposition; i < numberToDraw + spriteIndex; i++)
                        {
                            mVisibleSprites[i].Position = mVisibleSprites[i].mOldPosition;
                            indexOfNextSpriteToReposition++;
                        }
                    }

                    PrepareSprites(
                        mSpriteVertices, mSpriteRenderBreaks,
                        mVisibleSprites, spriteIndex,
                        numberToDraw);

                    DrawSprites(
                        mSpriteVertices, mSpriteRenderBreaks,
                        mVisibleSprites, spriteIndex,
                        numberToDraw, camera);

                    // numberToDraw represents a range so increase spriteIndex by that amount.
                    spriteIndex += numberToDraw;

                    if (spriteIndex >= mVisibleSprites.Count)
                    {
                        nextSpriteSortValue = float.PositiveInfinity;
                    }
                    else
                    {
                        if (sortType == SortType.Z || sortType == SortType.DistanceAlongForwardVector)
                            nextSpriteSortValue = mVisibleSprites[spriteIndex].Position.Z;
                        else
                            nextSpriteSortValue = -(camera.Position - mVisibleSprites[spriteIndex].Position).LengthSquared();
                    }
                }

                #endregion

                #region Texts


                else if (nextTextSortValue <= nextSpriteSortValue && nextTextSortValue <= nextBatchSortValue)// draw texts
                {
                    if (section != null)
                    {
                        if (Section.Context != performDrawingSection)
                        {
                            Section.EndContextAndTime();
                        }
                        Section.GetAndStartMergedContextAndTime("Draw Texts");
                    }
                    numberToDraw = 0;

                    if (sortType == SortType.Z || sortType == SortType.DistanceAlongForwardVector)
                        sortingValue = mVisibleTexts[textIndex + numberToDraw].Position.Z;
                    else
                        sortingValue = -(camera.Position - mVisibleTexts[textIndex + numberToDraw].Position).LengthSquared();


                    while (sortingValue <= nextSpriteSortValue &&
                           sortingValue <= nextBatchSortValue)
                    {
                        numberToDraw++;
                        if (textIndex + numberToDraw == mVisibleTexts.Count)
                        {
                            break;
                        }

                        if (sortType == SortType.Z || sortType == SortType.DistanceAlongForwardVector)
                            sortingValue = mVisibleTexts[textIndex + numberToDraw].Position.Z;
                        else
                            sortingValue = -(camera.Position - mVisibleTexts[textIndex + numberToDraw].Position).LengthSquared();

                    }

                    if (sortType == SortType.DistanceAlongForwardVector)
                    {
                        for (int i = textIndex; i < textIndex + numberToDraw; i++)
                        {
                            mVisibleTexts[i].Position = mVisibleTexts[i].mOldPosition;
                        }
                    }

                    DrawTexts(mVisibleTexts, textIndex, numberToDraw, camera, section);

                    textIndex += numberToDraw;

                    if (textIndex == mVisibleTexts.Count)
                        nextTextSortValue = float.PositiveInfinity;
                    else
                    {
                        if (sortType == SortType.Z || sortType == SortType.DistanceAlongForwardVector)
                            nextTextSortValue = mVisibleTexts[textIndex].Position.Z;
                        else
                            nextTextSortValue = -(camera.Position - mVisibleTexts[textIndex].Position).LengthSquared();
                    }

                }

                #endregion

                #region Batches


                else if (nextBatchSortValue <= nextSpriteSortValue && nextBatchSortValue <= nextTextSortValue)
                {
                    if (section != null)
                    {
                        if (Section.Context != performDrawingSection)
                        {
                            Section.EndContextAndTime();
                        }
                        Section.GetAndStartMergedContextAndTime("Draw IDrawableBatches");
                    }
                    while (nextBatchSortValue <= nextSpriteSortValue && nextBatchSortValue <= nextTextSortValue && batchIndex < batches.Count)
                    {
                        IDrawableBatch batchAtIndex = batches[batchIndex];

                        if (batchAtIndex.UpdateEveryFrame)
                        {
                            batchAtIndex.Update();
                        }

                        if(Renderer.RecordRenderBreaks)
                        {
                            // Even though we aren't using a RenderBreak here, we should record a render break
                            // for this batch as it does cause rendering to be interrupted:
                            RenderBreak renderBreak = new RenderBreak();
#if DEBUG
                            renderBreak.ObjectCausingBreak = batchAtIndex;
#endif
                            renderBreak.LayerName = CurrentLayerName;
                            LastFrameRenderBreakList.Add(renderBreak);
                        }

                        batchAtIndex.Draw(camera);

                        batchIndex++;

                        if (batchIndex == batches.Count)
                        {
                            nextBatchSortValue = float.PositiveInfinity;
                        }
                        else
                        {
                            batchAtIndex = batches[batchIndex];

                            if (sortType == SortType.Z)
                            {
                                nextBatchSortValue = batchAtIndex.Z;
                            }
                            else if (sortType == SortType.DistanceAlongForwardVector)
                            {
                                Vector3 vectorDifference = new Vector3(
                                batchAtIndex.X - camera.X,
                                batchAtIndex.Y - camera.Y,
                                batchAtIndex.Z - camera.Z);

                                float firstDistance;
                                Vector3 forwardVector = camera.RotationMatrix.Forward;

                                Vector3.Dot(ref vectorDifference, ref forwardVector, out firstDistance);

                                nextBatchSortValue = -firstDistance;
                            }
                            else
                            {
                                nextBatchSortValue = -(batchAtIndex.Z * batchAtIndex.Z);
                            }
                        }
                    }

                    FixRenderStatesAfterBatchDraw();
                }


                #endregion

                #endregion
            }

            if (section != null)
            {
                // Hop up a level
                if (Section.Context != performDrawingSection)
                {
                    Section.EndContextAndTime();
                }
                Section.EndContextAndTime();
                Section.GetAndStartContextAndTime("End of Draw Mixed");
            }

            // return the position of any objects not drawn
            if (sortType == SortType.DistanceAlongForwardVector)
            {
                for (int i = indexOfNextSpriteToReposition; i < mVisibleSprites.Count; i++)
                {
                    mVisibleSprites[i].Position = mVisibleSprites[i].mOldPosition;
                }
            }

#if !SILVERLIGHT
            Renderer.Texture = null;
            Renderer.TextureOnDevice = null;
#endif
            if (section != null)
            {
                Section.EndContextAndTime();
            }
        }
Пример #11
0
 private static void DrawOrderedByDistanceFromCamera(Camera camera, Section section)
 {
     if (SpriteManager.OrderedByDistanceFromCameraSprites.Count != 0 ||
         SpriteManager.WritableDrawableBatchesList.Count != 0 ||
         TextManager.mDrawnTexts.Count != 0)
     {
         Renderer.CurrentLayer = null;
         // Draw
         DrawMixed(
             SpriteManager.OrderedByDistanceFromCameraSprites,
             SpriteManager.OrderedSortType, TextManager.mDrawnTexts,
             SpriteManager.WritableDrawableBatchesList,
             false, camera, section);
     }
 }
Пример #12
0
        static void DrawCamera(Camera camera, RenderMode renderMode, Section section)
        {
            if (section != null)
            {
                Section.GetAndStartContextAndTime("Start of camera draw");
            }

            PrepareForDrawScene(camera, renderMode);

            if (section != null)
            {
                Section.EndContextAndTime();
                Section.GetAndStartContextAndTime("Draw UnderAllLayer");
            }

            if (camera.DrawsWorld && !SpriteManager.UnderAllDrawnLayer.IsEmpty)
            {
                Layer layer = SpriteManager.UnderAllDrawnLayer;
                
                DrawIndividualLayer(camera, RenderMode.Default, layer, section);

            }

            if (section != null)
            {
                Section.EndContextAndTime();
                Section.GetAndStartContextAndTime("Draw Unlayered");
            }

            DrawUnlayeredObjects(camera, renderMode, section);


            // Draw layers - this method will check internally for the camera's DrawsWorld and DrawsCameraLayers properties
            if (section != null)
            {
                Section.EndContextAndTime();
                Section.GetAndStartContextAndTime("Draw Regular Layers");
            }
            DrawLayers(camera, renderMode, section);
            if (section != null)
            {
                Section.EndContextAndTime();
            }
        }
Пример #13
0
 public static void DrawCamera(Camera camera, Section section)
 {
     DrawCamera(camera, RenderMode.Default, section);
 }
Пример #14
0
        private static void DrawIndividualLayer(Camera camera, RenderMode renderMode, Layer layer, Section section)
        {
            bool hasLayerModifiedCamera = false;

            if (layer.Visible)
            {
                Renderer.CurrentLayer = layer;

                if (section != null)
                {
                    string layerName = "No Layer";
                    if(layer != null)
                    {
                        layerName = layer.Name;
                    }
                    Section.GetAndStartContextAndTime("Layer: " + layerName);
                }
                ClearBackgroundForLayer(camera);


                #region Set View and Projection
                // Store the camera's FieldOfView in the oldFieldOfView and
                // set the camera's FieldOfView to the layer's OverridingFieldOfView
                // if necessary.
                mOldCameraLayerSettings.SetFromCamera(camera);

                Vector3 oldPosition = camera.Position;

                if (layer.LayerCameraSettings != null)
                {
                    layer.LayerCameraSettings.ApplyValuesToCamera(camera, SetCameraOptions.PerformZRotation, null);
                    hasLayerModifiedCamera = true;
                }

                camera.SetDeviceViewAndProjection(mCurrentEffect, layer.RelativeToCamera);
                #endregion


                if (renderMode == RenderMode.Default)
                {
                    if (layer.mZBufferedSprites.Count > 0)
                    {
                        DrawZBufferedSprites(camera, layer.mZBufferedSprites);
                    }

                    // Draw the camera's layer
                    DrawMixed(layer.mSprites, layer.mSortType,
                        layer.mTexts, layer.mBatches, layer.RelativeToCamera, camera, section);

                    #region Draw Shapes

                    DrawShapes(camera,
                        layer.mSpheres,
                        layer.mCubes,
                        layer.mRectangles,
                        layer.mCircles,
                        layer.mPolygons,
                        layer.mLines,
                        layer.mCapsule2Ds,
                        layer);

                    #endregion
                }

                // Set the Camera's FieldOfView back
                // Vic asks:  What if the user wants to have a wacky field of view?
                // Does that mean that this will regulate it on layers?  This is something
                // that may need to be fixed in the future, but it seems rare and will bloat
                // the visible property list considerably.  Let's leave it like this for now
                // to establish a pattern then if the time comes to change this we'll be comfortable
                // with the overriding field of view pattern so a better decision can be made.
                if (hasLayerModifiedCamera)
                {
                    mOldCameraLayerSettings.ApplyValuesToCamera(camera, SetCameraOptions.ApplyMatrix, layer.LayerCameraSettings);
                    camera.Position = oldPosition;
                }
                if (section != null)
                {
                    Section.EndContextAndTime();
                }
            }
        }
Пример #15
0
        //public static Section GetAndStartContext(string name)
        //{
        //    Section section = new Section();
        //    section.Name = name;
        //    section.StartContext();
        //    return section;
        //}

        //public static Section GetAndStartTime(string name)
        //{

        //    Section section = new Section();
        //    section.Name = name;
        //    section.StartTime();
        //    return section;

        //}

        public static Section GetAndStartContextAndTime(string name)
        {
            Section section = new Section();
            section.Name = name;
            section.StartContext();
            section.StartTime();
            return section;


        }
Пример #16
0
 public void StartContext()
 {
     mContext = this;
 }
Пример #17
0
 public void EndContext()
 {
     if (mContext == this)
     {
         mContext = this.Parent;
     }
     else
     {
         string message = "This Section is not the context, so it can't end it.";
         if(mContext == null)
         {
               message += "Current context is null";
         }
         else
         {
             message += "Current context is " + mContext.Name;
         }
         throw new Exception(message);
     }
 }