示例#1
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            //Exit the game when pressing escape
            if (Input.WasKeyPressed(Keys.Escape))
            {
                Exit();
            }

            _screenManager.Update(gameTime, _isActive);

            //BEPU Physics
            if (GameSettings.p_Physics)
            {
                _physicsSpace.Update((float)gameTime.ElapsedGameTime.TotalSeconds);
            }

            base.Update(gameTime);

            const string mark = "Update";


            GS.StartFrame();
            GS.BeginMark(mark, FlatTheme.PeterRiver);
            //GS.Plot("FPS", (float) GameStats.fps_avg, 100);

#if USE_GEARSET
            if (GS.GearsetComponent.Console.Profiler.DoUpdate() == false)
            {
                return;
            }
#endif

            GS.EndMark(mark);
        }
示例#2
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(new Color(48, 48, 48, 255));

            GS.BeginMark("Draw", FlatTheme.Pomegrantate);

            GS.BeginMark("Draw Background", FlatTheme.Pumpkin);
            Thread.Sleep(2); //Let's trick the update into taking some time so that we can see some profile info
            GS.EndMark("Draw Background");

            //Test nesting
            GS.BeginMark("Draw Sprites", FlatTheme.Sunflower);
            Thread.Sleep(1); //Let's trick the update into taking some time so that we can see some profile info
            GS.BeginMark("Draw Sprites", FlatTheme.Sunflower);
            Thread.Sleep(1); //Let's trick the update into taking some time so that we can see some profile info
            GS.EndMark("Draw Sprites");
            GS.EndMark("Draw Sprites");

            GS.BeginMark("Draw Particles", FlatTheme.Amethyst);
            Thread.Sleep(2); //Let's trick the update into taking some time so that we can see some profile info
            GS.EndMark("Draw Particles");

            GS.BeginMark("base.Draw", FlatTheme.Nephritis);
            base.Draw(gameTime);
            GS.EndMark("base.Draw");

            GS.EndMark("Draw");
        }
示例#3
0
文件: Game1.cs 项目: bartwe/Gearset
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            {
                this.Exit();
            }

            //We must call StartFrame at the top of Update to indicate to the TimeRuler that a new frame has started.
            GS.StartFrame();
            GS.BeginMark("Update", FlatTheme.PeterRiver);

            //Some nice plots...
            //GS.Plot("FPS", _fpsCounter.Fps);
            //GS.Plot("Total Memory K", _memoryMonitor.TotalMemoryK, 240);
            //GS.Plot("Tick Memory K", _memoryMonitor.TickMemoryK);


            #if USE_GEARSET
            //Test for CPU / GPU bound
            if (GS.GearsetComponent.Console.Profiler.DoUpdate() == false)
            {
                GS.EndMark("Update");
                return;
            }
            #endif

            Thread.Sleep(1);//Let's trick the update into taking some time so that we can see some profile info

            base.Update(gameTime);
            GS.EndMark("Update");
        }
示例#4
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            //Don't draw when the game is not running
            if (!_isActive)
            {
                return;
            }

            GS.BeginMark("Draw", FlatTheme.Pomegrantate);

            _screenManager.Draw(gameTime);


            base.Draw(gameTime);
            GS.EndMark("Draw");
        }
示例#5
0
        ////////////////////////////////////////////////////////////////////////////////////////////////////////
        //  RENDER FUNCTIONS
        ////////////////////////////////////////////////////////////////////////////////////////////////////////

        #region MAIN DRAW FUNCTIONS
        ////////////////////////////////////////////////////////////////////////////////////////////////////
        //  MAIN DRAW FUNCTIONS
        ////////////////////////////////////////////////////////////////////////////////////////////////////

        /// <summary>
        /// Main Draw function of the game
        /// </summary>
        /// <param name="camera">view point of the renderer</param>
        /// <param name="meshMaterialLibrary">a class that has stored all our mesh data</param>
        /// <param name="entities">entities and their properties</param>
        /// <param name="pointLights"></param>
        /// <param name="directionalLights"></param>
        /// <param name="editorData">The data passed from our editor logic</param>
        /// <param name="gameTime"></param>
        /// <returns></returns>
        public void Draw(Camera camera, MeshMaterialLibrary meshMaterialLibrary, List <BasicEntity> entities, List <PointLightSource> pointLights, List <DirectionalLightSource> directionalLights, EditorLogic.EditorSendData editorData, GameTime gameTime)
        {
            //Reset the stat counter, so we can count stats/information for this frame only
            ResetStats();

            //Update the mesh data for changes in physics etc.
            meshMaterialLibrary.FrustumCullingStartFrame(entities);

            //Check if we changed some drastic stuff for which we need to reload some elements
            CheckRenderChanges(directionalLights);

            //Render ShadowMaps
            //DrawShadowMaps(meshMaterialLibrary, entities, pointLights, directionalLights, camera);

            //Update our view projection matrices if the camera moved
            UpdateViewProjection(camera, meshMaterialLibrary, entities);

            GS.BeginMark("DrawTextureBuffer", Color.Red);
            //Draw our meshes to the G Buffer
            DrawTextureBuffer(meshMaterialLibrary);

            GS.EndMark("DrawTextureBuffer");

            FixSeams();

            GS.BeginMark("DrawMeshes", Color.Blue);
            DrawObjects(meshMaterialLibrary);
            GS.EndMark("DrawMeshes");
            //Draw the final rendered image, change the output based on user input to show individual buffers/rendertargets
            RenderMode();

            //Draw (debug) lines
            LineHelperManager.Draw(_graphicsDevice, _staticViewProjection);

            //Set up the frustum culling for the next frame
            meshMaterialLibrary.FrustumCullingFinalizeFrame(entities);
        }
示例#6
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            const string mark = "Update";

            try
            {
                base.Update(gameTime);

                //We must call StartFrame at the top of Update to indicate to the Profiler that a new frame has started.
                GS.StartFrame();
                GS.BeginMark(mark, FlatTheme.PeterRiver);

                _previousKeyboardState = _keyboardState;
                _keyboardState         = Keyboard.GetState();

                // Allows the game to exit
                                #if WINDOWS
                if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                {
                    Exit();
                    return;
                }
                                #endif

                if (_keyboardState.IsKeyUp(Keys.Escape) && _previousKeyboardState.IsKeyDown(Keys.Escape))
                {
                    Exit();
                    return;
                }

                #if USE_GEARSET
                //Test for CPU / GPU bound
                if (GS.GearsetComponent.Console.Profiler.DoUpdate() == false)
                {
                    return;
                }
                #endif

                //PLOT test
                GS.Plot("FPS", _fpsCounter.Fps);
//                GS.Plot("Tick Memory K", _memoryMonitor.TickMemoryK);

                var mouseState = Mouse.GetState();
                var mousePos2  = new Vector2(mouseState.X, mouseState.Y);
                var mousePos3  = new Vector3(mousePos2, 0);

                //Label test
                GS.ShowLabel("I follow the mouse pointer!", mousePos2);

                //Line Test
                //Draw a line but then use the same key to reference it a second time and alter the postion / color
//                GS.ShowLine("TestLine", new Vector2(mouseState.X, mouseState.Y + 20), new Vector2(mouseState.X + 200, mouseState.Y + 20), Color.Green);
//                GS.ShowLine("TestLine", new Vector2(mouseState.X, mouseState.Y - 20), new Vector2(mouseState.X + 200, mouseState.Y - 20), Color.Violet);
                //Other lines...
                GS.ShowLineOnce(new Vector2(mouseState.X, mouseState.Y + 25), new Vector2(mouseState.X + 200, mouseState.Y + 25), Color.Pink);
                GS.ShowLineOnce(new Vector2(mouseState.X, mouseState.Y + 35), new Vector2(mouseState.X + 200, mouseState.Y + 35), Color.Red);

                //ALERT test - press SPACE for an alert message!
                if (_keyboardState.IsKeyUp(Keys.Space) && _previousKeyboardState.IsKeyDown(Keys.Space))
                {
                    GS.Alert("I am an alert message");
                }

                Thread.Sleep(1);//Let's trick the update into taking some time so that we can see some profile info

                //Update Gearset matrixes for 3d geometry
                GS.SetMatrices(ref _worldMatrix, ref _viewMatrix, ref _projectionMatrix);

                //Geometry tests...
//                GS.ShowSphere("TestSphere", mousePos3, 50, Color.Azure);
                GS.ShowSphereOnce(mousePos3, 50, Color.Azure);
//                GS.ShowBox("TestBox", new Vector3(mouseState.X + 50, mouseState.Y + 50, 0), new Vector3(mouseState.X + 100, mouseState.Y + 100, 0), Color.Blue);
                GS.ShowBoxOnce(new Vector3(mouseState.X + 100, mouseState.Y + 100, 0), new Vector3(mouseState.X + 150, mouseState.Y + 150, 0), Color.Red);
            }
            finally
            {
                //Must call EndMark
                GS.EndMark(mark);
            }
        }