internal static void CheckRectangle(Brush brush, Pen pen, Rect rectangle, int width, int height, [CallerMemberName] string methodName = "unknown") { Application.EnableMSAA = false; MeshBuffer meshBuffer = new MeshBuffer(); MeshList meshList = new MeshList(); BuiltinGeometryRenderer renderer = new BuiltinGeometryRenderer(); byte[] bytes; using (var context = new RenderContextForTest(width, height)) { renderer.OnBeforeRead(); renderer.DrawRectangle(brush, pen, rectangle);//This must be called after the RenderContextForTest is created, for uploading textures to GPU via OpenGL. renderer.OnAfterRead(meshList); //rebuild mesh buffer meshBuffer.Clear(); meshBuffer.Init(); meshBuffer.Append(meshList); //draw mesh buffer to screen context.Clear(); context.DrawMeshes(meshBuffer); bytes = context.GetRenderedRawBytes(); } Util.CheckExpectedImage(bytes, width, height, $"{RootDir}{nameof(DrawRectangle)}\\{methodName}.png"); }
internal static void DrawNodesToImage(out byte[] imageRawBytes, IList <Node> nodes, int width, int height) { MeshBuffer meshBuffer = new MeshBuffer(); MeshList meshList = new MeshList(); IGeometryRenderer geometryRenderer = new BuiltinGeometryRenderer(); using (var context = new RenderContextForTest(width, height)) { //This must be called after the context is created, for uploading textures to GPU via OpenGL. foreach (var node in nodes) { node.Draw(geometryRenderer, meshList); } //rebuild mesh buffer meshBuffer.Clear(); meshBuffer.Init(); meshBuffer.Build(meshList); //draw mesh buffer to screen context.Clear(); context.DrawMeshes(meshBuffer); imageRawBytes = context.GetRenderedRawBytes(); } }
internal static void DrawNodeToImage_NewPipeline(out byte[] imageRawBytes, Node node, int width, int height) { Application.EnableMSAA = false; MeshBuffer meshBuffer = new MeshBuffer(); MeshList meshList = new MeshList(); BuiltinGeometryRenderer geometryRenderer = new BuiltinGeometryRenderer(); using (var context = new RenderContextForTest(width, height)) { RenderContext renderContext = new RenderContext(geometryRenderer, meshList); //This must be called after the RenderContextForTest is created, for uploading textures to GPU via OpenGL. node.Render(renderContext); //rebuild mesh buffer meshBuffer.Clear(); meshBuffer.Init(); meshBuffer.Build(meshList); //draw mesh buffer to screen context.Clear(); context.DrawMeshes(meshBuffer); imageRawBytes = context.GetRenderedRawBytes(); } }
internal static void DrawNodeTreeToImage(out byte[] imageRawBytes, Node root, int width, int height, Rect clipRect) { if (root == null) { throw new ArgumentNullException(nameof(root)); } MeshBuffer meshBuffer = new MeshBuffer(); MeshList meshList = new MeshList(); BuiltinGeometryRenderer geometryRenderer = new BuiltinGeometryRenderer(); using (var context = new RenderContextForTest(width, height)) { if (root is Node rootNode) { using (var dc = rootNode.RenderOpen()) { dc.DrawBoxModel(rootNode.RuleSet, rootNode.Rect); } } root.Foreach(visual => { if (!(visual is Node node)) { return(true); } using (var dc = node.RenderOpen()) { dc.DrawBoxModel(node.RuleSet, node.Rect); } return(true); }); //This must be called after the context is created, for uploading textures to GPU via OpenGL. root.Render(new RenderContext(geometryRenderer, meshList)); //rebuild mesh buffer meshBuffer.Clear(); meshBuffer.Init(); meshBuffer.Build(meshList); //draw mesh buffer to screen context.Clear(); context.DrawMeshes(meshBuffer); imageRawBytes = context.GetRenderedRawBytes(); } }
public static byte[] DrawAsOpenGLPixelBytes(FormattedText formattedText, Brush brush, int width, int height, Rect clipRect) { BuiltinGeometryRenderer renderer = new BuiltinGeometryRenderer(); renderer.PushClipRect(clipRect); renderer.OnBeforeRead(); renderer.DrawEllipse(null, new Pen(Color.DarkSeaGreen, 1), formattedText.OriginPoint, 2, 2); renderer.DrawLine(new Pen(Color.Gray, 1), formattedText.OriginPoint, formattedText.OriginPoint + new Vector(width, 0)); renderer.DrawText(brush, formattedText); var mesh = renderer.ShapeMesh; var textMesh = renderer.TextMesh; var bytes = Util.DrawAsOpenGLPixelBytes(mesh, textMesh, width, height); return(bytes); }
internal static void DrawNodeTreeToImage(out byte[] imageRawBytes, Node root, int width, int height, Rect clipRect) { MeshBuffer meshBuffer = new MeshBuffer(); MeshList meshList = new MeshList(); var primitiveRenderer = new BuiltinGeometryRenderer(); using (var context = new RenderContextForTest(width, height)) { //This must be called after the context is created, for uploading textures to GPU via OpenGL. root.Foreach(n => primitiveRenderer.Draw(n, clipRect, meshList)); //rebuild mesh buffer meshBuffer.Clear(); meshBuffer.Init(); meshBuffer.Build(meshList); //draw mesh buffer to screen context.Clear(); context.DrawMeshes(meshBuffer); imageRawBytes = context.GetRenderedRawBytes(); } }
internal static void DrawDrawingVisualToImage(out byte[] imageRawBytes, int width, int height, DrawingVisual drawingVisual) { //convert geometries inside the drawingVisual's content to meshes stored in a MeshList with a BuiltinGeometryRenderer MeshList meshList = new MeshList(); using BuiltinGeometryRenderer geometryRenderer = new BuiltinGeometryRenderer(); RenderContext renderContext = new RenderContext(geometryRenderer, meshList); drawingVisual.RenderContent(renderContext); //merge meshes in the MeshList to a MeshBuffer MeshBuffer meshBuffer = new MeshBuffer(); meshBuffer.Clear(); meshBuffer.Init(); meshBuffer.Build(meshList); //created a mesh IRenderer Application.Init(); var window = Application.PlatformContext.CreateWindow(Point.Zero, new Size(100, 100), WindowTypes.Hidden); var renderer = Application.PlatformContext.CreateRenderer() as Win32OpenGLRenderer;//TEMP HACK Debug.Assert(renderer != null, nameof(renderer) + " != null"); renderer.Init(window.Pointer, window.ClientSize); //clear the canvas and draw mesh in the MeshBuffer with the mesh renderer renderer.Clear(Color.White); renderer.StartDrawMeshToImage(width, height); imageRawBytes = renderer.DrawMeshToImage(width, height, meshBuffer.ShapeMesh, OpenGLMaterial.shapeMaterial); renderer.EndDrawMeshToImage(); //clear native resources: window and IRenderer renderer.ShutDown(); window.Close(); }
public void ShowAnimateNode() { //FIXME make this test automatable Application.IsRunningInUnitTest = true; Application.InitSysDependencies(); MeshBuffer meshBuffer = new MeshBuffer(); MeshList meshList = new MeshList(); var primitiveRenderer = new BuiltinGeometryRenderer(); Node node = new Node(1); node.Geometry = new PathGeometry(); var window = new Win32Window(); window.Init(new Point(100, 100), new Size(800, 600), WindowTypes.Regular); var renderer = new Win32OpenGLRenderer(); renderer.Init(window.Pointer, window.ClientSize); window.Show(); var A = new Point(200, 200); var B = new Point(600, 200); var C = new Point(400, 400); while (true) { Time.OnFrameBegin(); Keyboard.Instance.OnFrameBegin(); window.MainLoop(() => { if (Keyboard.Instance.KeyDown(Key.Escape)) { Application.Quit(); } var normal = (Time.time % 1000) / 1000f * 2 - 1; var rad = normal * Math.PI; var A_ = A + 50 * new Vector(Math.Cos(rad) - Math.Sin(rad), Math.Sin(rad) + Math.Cos(rad)); rad += Math.PI * 0.333; var B_ = B + 30 * new Vector(Math.Cos(rad) - Math.Sin(rad), Math.Sin(rad) + Math.Cos(rad)); rad += Math.PI * 0.666; var C_ = C + 70 * new Vector(Math.Cos(rad) - Math.Sin(rad), Math.Sin(rad) + Math.Cos(rad)); var d = node.Geometry as PathGeometry; d.PathClear(); d.PathMoveTo(A_); d.PathLineTo(B_); d.PathLineTo(C_); d.PathStroke(2, Color.Blue); //update nodes if (node.ActiveInTree)//this is actually always true { node.Draw(primitiveRenderer, meshList); } //rebuild mesh buffer meshBuffer.Clear(); meshBuffer.Init(); meshBuffer.Build(meshList); //draw mesh buffer to screen renderer.Clear(Color.FrameBg); renderer.DrawMeshes((int)window.ClientSize.Width, (int)window.ClientSize.Height, (shapeMesh: meshBuffer.ShapeMesh, imageMesh: meshBuffer.ImageMesh, meshBuffer.TextMesh)); renderer.SwapBuffers(); }); if (Application.RequestQuit) { break; } Keyboard.Instance.OnFrameEnd(); Time.OnFrameEnd(); } }