public void TestDeleteMeshNoMemoryLeak() { var game = new DX11Game(); game.InitDirectX(); var renderer = new DeferredRenderer(game); var mesh = UtilityMeshes.CreateBoxColored(new Color4(1, 0, 0), new Vector3(0.1f)); DeferredMeshElement[] elements = new DeferredMeshElement[100]; int i = 0; game.GameLoopEvent += delegate { elements[i] = renderer.CreateMeshElement(mesh); elements[i].WorldMatrix = Matrix.Translation((float)Math.Cos((float)i / elements.Length * MathHelper.TwoPi) * 5, 0, (float)Math.Sin((float)i / elements.Length * MathHelper.TwoPi) * 5); i = (i + 1) % elements.Length; //if (elements[i] != null) elements[i].Delete(); renderer.Draw(); }; game.Run(); }
public void TestRenderManyMeshes() { var game = new DX11Game(); game.InitDirectX(); var renderer = new DeferredRenderer(game); var mesh = UtilityMeshes.CreateBoxColored(new Color4(1, 0, 0), new Vector3(0.1f)); DeferredMeshElement[] elements = new DeferredMeshElement[100]; for (int i = 0; i < elements.Length; i++) { elements[i] = renderer.CreateMeshElement(mesh); elements[i].WorldMatrix = Matrix.Translation((float)Math.Cos((float)i / elements.Length * MathHelper.TwoPi) * 5, 0, (float)Math.Sin((float)i / elements.Length * MathHelper.TwoPi) * 5); } game.GameLoopEvent += delegate { renderer.Draw(); }; game.Run(); }
public void RemoveRenderData() { if (element != null) { element.Delete(); } element = null; }
public void Dispose() { foreach (var ent in entities) { ent.Batched = false; ent.get <BatchInfo>().Batch = null; } element.Delete(); element = null; }
private void createElement() { if (element != null && element.Mesh == entity.Mesh) { return; // already ok } RemoveRenderData(); if (entity.Mesh == null) { return; } element = renderer.CreateMeshElement(entity.Mesh); }
public void TestMeshRendererSimple() { var game = new DX11Game(); game.InitDirectX(); var context = game.Device.ImmediateContext; var mesh = RenderingTestsHelper.CreateSimpleTestMesh(); var texturePool = new TexturePool(game); var gBuffer = new GBuffer(game.Device, 800, 600); var renderer = new DeferredMeshesRenderer(game, gBuffer, texturePool); DeferredMeshElement middle = null; for (int i = 0; i < 50; i++) { for (int j = 0; j < 50; j++) { var el = renderer.AddMesh(mesh); el.WorldMatrix = Matrix.Translation(MathHelper.Right * i * 2 + Vector3.UnitZ * j * 2); if (i > 20 && i < 30 && j > 20 && j < 30) { el.Delete(); } } } game.GameLoopEvent += delegate { gBuffer.Clear(); gBuffer.SetTargetsToOutputMerger(); context.Rasterizer.State = game.HelperStates.RasterizerShowAll; renderer.Draw(); context.ClearState(); game.SetBackbuffer(); GBufferTest.DrawGBuffer(game, gBuffer); }; game.Run(); }
public void Build() { IMesh mesh = new RAMMesh(); foreach (var ent in entities) { MeshBuilder.AppendMeshTo(ent.Mesh, mesh, ent.WorldMatrix); ent.Batched = true; ent.get <BatchInfo>().Batch = this; } var optimizer = new MeshOptimizer(); mesh = optimizer.CreateOptimized(mesh); element = TW.Graphics.AcquireRenderer().CreateMeshElement(mesh); }
public void Destroy() { IsDestroyed = true; if (RenderElement != null) { RenderElement.Delete(); } RenderElement = null; if (Children != null) { for (int i = 0; i < 8; i++) { Children[i].Destroy(); } } }
public void TestCullerObjects() { var game = new DX11Game(); game.InitDirectX(); Vector3 radius = new Vector3(100, 1000, 100); FrustumCuller culler = new FrustumCuller(new BoundingBox(-radius, radius), 6); var mesh = RenderingTestsHelper.CreateSimpleTestMesh(); var texturePool = new TexturePool(game); var gBuffer = new GBuffer(game.Device, 800, 600); var renderer = new DeferredMeshesRenderer(game, gBuffer, texturePool); var final = new CombineFinalRenderer(game, gBuffer); DeferredMeshElement middle = null; for (int i = 0; i < 50; i++) { for (int j = 0; j < 50; j++) { var el = renderer.AddMesh(mesh); el.WorldMatrix = Matrix.Translation(MathHelper.Right * i * 2 + Vector3.UnitZ * j * 2); if (i > 20 && i < 30 && j > 20 && j < 30) { el.Delete(); } else { culler.AddCullable(el); } } } QuadTreeVisualizer visualizer = new QuadTreeVisualizer(); List <TestCullObject> cullObjects = new List <TestCullObject>(); SpectaterCamera cullCam = new SpectaterCamera(10f, 80); cullCam.Positie = new Vector3(8, 10, 8); cullCam.EnableUserInput = false; bool rotate = true; int selectedNode = -1; var view = culler.CreateView(); game.GameLoopEvent += delegate { view.UpdateVisibility(cullCam.ViewProjection); var visibleCullables = view.GetVisibleCullables(); if (rotate) { cullCam.AngleHorizontal += game.Elapsed * MathHelper.Pi * (1 / 8f); } if (game.Keyboard.IsKeyPressed(Key.NumberPadPlus)) { selectedNode++; } if (game.Keyboard.IsKeyPressed(Key.NumberPadMinus)) { selectedNode--; } if (game.Keyboard.IsKeyPressed(Key.Return)) { int count = -1; visualizer.RenderNodeGroundBoundig(game, culler.RootNode, delegate(FrustumCuller.CullNode node, out Color4 col) { col = Color.Red.dx(); count++; if (count == selectedNode) { node.Tag = "SELECTED!"; } return(count == selectedNode); }); } if (game.Keyboard.IsKeyPressed(Key.NumberPad0)) { rotate = !rotate; } gBuffer.Clear(); gBuffer.SetTargetsToOutputMerger(); renderer.Draw(); game.Device.ImmediateContext.ClearState(); game.SetBackbuffer(); final.DrawCombined(); game.LineManager3D.AddViewFrustum(new BoundingFrustum(cullCam.ViewProjection), Color.White.dx()); for (int i = 0; i < visibleCullables.Count; i++) { game.LineManager3D.AddBox(visibleCullables[i].BoundingBox, Color.Red.dx()); } visualizer.RenderNodeGroundBoundig(game, culler.RootNode, delegate(FrustumCuller.CullNode node, out Color4 col) { col = Color.Green.dx(); return(!view.IsNodeVisible(node)); }); visualizer.RenderNodeGroundBoundig(game, culler.RootNode, delegate(FrustumCuller.CullNode node, out Color4 col) { col = Color.Orange.dx(); return(view.IsNodeVisible(node)); }); cullCam.Update(game.Elapsed, game.Keyboard, game.Mouse); /*int count = -1; * visualizer.RenderNodeGroundBoundig(game, culler.RootNode, * delegate(Culler.CullNode node, out Color col) * { * col = Color.Red; * count++; * return count == selectedNode; * });*/ }; game.Run(); }
public void TestMeshRendererSimpleCulling() { var game = new DX11Game(); game.InitDirectX(); var context = game.Device.ImmediateContext; var mesh = RenderingTestsHelper.CreateSimpleTestMesh(); var texturePool = new TexturePool(game); var gBuffer = new GBuffer(game.Device, 800, 600); var renderer = new DeferredMeshesRenderer(game, gBuffer, texturePool); DeferredMeshElement middle = null; Vector3 radius = new Vector3(100, 1000, 100); FrustumCullerSimple culler = new FrustumCullerSimple(new BoundingBox(-radius, radius), 5); //QuadTreeVisualizer visualizer = new QuadTreeVisualizer(); SpectaterCamera cullCam = new SpectaterCamera(10f, 80); cullCam.Positie = new Vector3(8, 10, 8); cullCam.EnableUserInput = false; SpectaterCamera renderCam = game.SpectaterCamera; culler.CullCamera = cullCam; throw new NotImplementedException(); //renderer.Culler = culler; bool rotate = true; int selectedNode = -1; for (int i = 0; i < 50; i++) { for (int j = 0; j < 50; j++) { var el = renderer.AddMesh(mesh); el.WorldMatrix = Matrix.Translation(MathHelper.Right * i * 2 + Vector3.UnitZ * j * 2); if (i > 20 && i < 30 && j > 20 && j < 30) { el.Delete(); } } } game.GameLoopEvent += delegate { culler.UpdateVisibility(); if (rotate) { cullCam.AngleHorizontal += game.Elapsed * MathHelper.Pi * (1 / 8f); } cullCam.Update(game.Elapsed, game.Keyboard, game.Mouse); if (game.Keyboard.IsKeyPressed(Key.NumberPadPlus)) { selectedNode++; } if (game.Keyboard.IsKeyPressed(Key.NumberPadMinus)) { selectedNode--; } if (game.Keyboard.IsKeyPressed(Key.Return)) { int count = -1; //visualizer.RenderNodeGroundBoundig(game, culler.RootNode, //delegate(FrustumCuller.CullNode node, out Color col) //{ // col = Color.Red; // count++; // if (count == selectedNode) // { // node.Tag = "SELECTED!"; // } // return count == selectedNode; //}); } if (game.Keyboard.IsKeyPressed(Key.NumberPad0)) { rotate = !rotate; } game.LineManager3D.AddViewFrustum(new BoundingFrustum(cullCam.ViewProjection), new Color4()); //for (int i = 0; i < cullObjects.Count; i++) //{ // game.LineManager3D.AddBox(cullObjects[i].BoundingBox, Color.Red); //} //visualizer.RenderNodeGroundBoundig(game, culler.RootNode, // delegate(FrustumCuller.CullNode node, out Color col) // { // if (node.Visible) // { // col = Color.Orange; // } // else // { // col = Color.Green; // } // return true; // }); gBuffer.Clear(); gBuffer.SetTargetsToOutputMerger(); context.Rasterizer.State = game.HelperStates.RasterizerShowAll; renderer.Draw(); context.ClearState(); game.SetBackbuffer(); GBufferTest.DrawGBuffer(game, gBuffer); }; game.Run(); }