示例#1
0
        public CreateVertexArray AllocateCreateVertexArray(int size)
        {
            Debug.Assert(size > 0);

            //Console.WriteLine("AllocateCreateVertexArray.");
            // if the desired array is of a size not managed... return a new list which will never be
            // managed and later automatically garbage collected
            if (size > CreateVertexArraySize)
            {
                Console.WriteLine("exception case a: {0}", size);
                return(new CreateVertexArray(size, size));
            }

            if (createVertexArrays.Count > 0)
            {
                CreateVertexArray array = createVertexArrays[createVertexArrays.Count - 1];
                createVertexArrays.RemoveAt(createVertexArrays.Count - 1);
                array.OccupiedSize = size;
                return(array);
            }
            else
            {
                Console.WriteLine("exception case b: {0}", size);
                return(new CreateVertexArray(CreateVertexArraySize, size));
            }
        }
示例#2
0
        public void FreeCreateVertexArray(CreateVertexArray array)
        {
            if (array.Array.Length > CreateVertexArraySize)
            {
                return;
            }

            if (createVertexArrays.Count < CreateVertexArrayMaxPoolSize)
            {
                createVertexArrays.Add(array);
            }
        }
示例#3
0
        private void CreateParticles(
            double lastFrameTime,
            double currentFrameTime,
            double dt
            )
        {
            Game.Instance.Profiler.BeginSection("create_particles");
            PIXHelper.BeginEvent("Create particles");

            Game.Instance.Profiler.BeginSection("count");
            Vector2 positionHalfPixel = new Vector2(1.0f / (2.0f * positionTextures[0].Width), 1.0f / (2.0f * positionTextures[0].Height));

            Vector2 positionPixel = new Vector2(1.0f / (positionTextures[0].Width), 1.0f / (positionTextures[0].Height));

            int[] particleCount = new int[emitters.Count];

            int sumParticleCount = 0;

            for (int emitterIndex = 0; emitterIndex < emitters.Count; ++emitterIndex)
            {
                ParticleEmitter emitter = emitters[emitterIndex];
                particleCount[emitterIndex] = emitter.CalculateParticleCount(lastFrameTime, currentFrameTime);
                sumParticleCount           += particleCount[emitterIndex];
            }
            Game.Instance.Profiler.EndSection("count");

            // nothing to do if there are no new particles!
            if (sumParticleCount == 0)
            {
                PIXHelper.EndEvent();
                Game.Instance.Profiler.EndSection("create_particles");
                return;
            }

            Game.Instance.Profiler.BeginSection("allocate");
            CreateVertexArray vertices = renderer.StatefulParticleResourceManager.AllocateCreateVertexArray(sumParticleCount * 3);

            Game.Instance.Profiler.EndSection("allocate");

            Game.Instance.Profiler.BeginSection("create");
            int maxindex = positionTextures[0].Width * positionTextures[0].Height;

            for (int i = 0; i < sumParticleCount; ++i)
            {
                if (nextParticleIndex >= maxindex)
                {
                    nextParticleIndex = 0;
                }

                int textureSize = textureSizes[(int)GetSystemSize()];
                int x           = nextParticleIndex % textureSize;
                int y           = nextParticleIndex / textureSize;

                Debug.Assert(textureSize == positionTextures[0].Width);
                Debug.Assert(textureSize == positionTextures[0].Height);

                Vector2[] offsets =
                {
                    new Vector2(-1, -1),
                    new Vector2(1,  -1),
                    new Vector2(0, 1)
                };

                for (int j = 0; j < 3; ++j)
                {
                    vertices.Array[i * 3 + j] = new CreateVertex(
                        Vector3.Zero,
                        Vector3.Zero,
                        new Vector2(
                            -1.0f + positionPixel.X + 2.0f * x * positionPixel.X + 2 * offsets[j].X * positionPixel.X,
                            -1.0f + positionPixel.Y + 2.0f * y * positionPixel.Y + 2 * offsets[j].Y * positionPixel.Y
                            ),
                        new Short2(
                            x,
                            y
                            ),
                        0 // emitterIndex
                        );
                }

                ++nextParticleIndex;
            }
            Game.Instance.Profiler.EndSection("create");

            Game.Instance.Profiler.BeginSection("emit");
            int vertexIndex = 0;

            for (int emitterIndex = 0; emitterIndex < emitters.Count; ++emitterIndex)
            {
                ParticleEmitter emitter = emitters[emitterIndex];

                emitter.CreateParticles(lastFrameTime, currentFrameTime, vertices.Array, vertexIndex, particleCount[emitterIndex]);
                vertexIndex += particleCount[emitterIndex];
            }
            Game.Instance.Profiler.EndSection("emit");

            Game.Instance.Profiler.BeginSection("render");
            int localCreateVerticesIndex = 0;

            int verticesCopied = 0;

            while (verticesCopied < vertices.OccupiedSize)
            {
                int passVerticesCount     = vertices.OccupiedSize - verticesCopied;
                int passVerticesAvailable = createVertexBufferSize - localCreateVerticesIndex;
                if (passVerticesCount > passVerticesAvailable)
                {
                    passVerticesCount = passVerticesAvailable;
                }

                for (int j = 0; j < passVerticesCount; ++j)
                {
                    localCreateVertices[localCreateVerticesIndex + j] = vertices.Array[verticesCopied + j];
                }

                verticesCopied           += passVerticesCount;
                localCreateVerticesIndex += passVerticesCount;

                if (localCreateVerticesIndex >= createVertexBufferSize - createVertexBufferIndex)
                {
                    FlushCreateParticles(verticesCopied, currentFrameTime, dt);
                    localCreateVerticesIndex = 0;
                    createVertexBufferIndex  = 0;
                }
            }

            renderer.StatefulParticleResourceManager.FreeCreateVertexArray(vertices);

            if (localCreateVerticesIndex > 0)
            {
                FlushCreateParticles(localCreateVerticesIndex, currentFrameTime, dt);
            }

            Game.Instance.Profiler.EndSection("render");

            PIXHelper.EndEvent();
            Game.Instance.Profiler.EndSection("create_particles");
        }